changes
This commit is contained in:
@@ -19,7 +19,7 @@
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|||||||
<DebugType>full</DebugType>
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<DebugType>full</DebugType>
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||||||
<Optimize>false</Optimize>
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<Optimize>false</Optimize>
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||||||
<OutputPath>Temp\bin\Debug\</OutputPath>
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<OutputPath>Temp\bin\Debug\</OutputPath>
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||||||
<DefineConstants>DEBUG;TRACE;UNITY_STANDALONE_OSX;ENABLE_MICROPHONE;ENABLE_TEXTUREID_MAP;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_MONO;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_GENERICS;ENABLE_SUBSTANCE;INCLUDE_WP8SUPPORT;ENABLE_MOVIES;ENABLE_WWW;ENABLE_IMAGEEFFECTS;ENABLE_WEBCAM;INCLUDE_METROSUPPORT;RENDER_SOFTWARE_CURSOR;ENABLE_NETWORK;ENABLE_PHYSICS;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_2D_PHYSICS;ENABLE_GAMECENTER;ENABLE_SHADOWS;ENABLE_AUDIO;ENABLE_NAVMESH_CARVING;ENABLE_DUCK_TYPING;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;UNITY_4_3_1;UNITY_4_3;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE</DefineConstants>
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<DefineConstants>DEBUG;TRACE;UNITY_STANDALONE_WIN;ENABLE_MICROPHONE;ENABLE_TEXTUREID_MAP;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_MONO;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_GENERICS;ENABLE_SUBSTANCE;INCLUDE_WP8SUPPORT;ENABLE_MOVIES;ENABLE_WWW;ENABLE_IMAGEEFFECTS;ENABLE_WEBCAM;INCLUDE_METROSUPPORT;RENDER_SOFTWARE_CURSOR;ENABLE_NETWORK;ENABLE_PHYSICS;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_2D_PHYSICS;ENABLE_SHADOWS;ENABLE_AUDIO;ENABLE_NAVMESH_CARVING;ENABLE_DUCK_TYPING;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;UNITY_4_3_1;UNITY_4_3;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<WarningLevel>4</WarningLevel>
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<NoWarn>0169</NoWarn>
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<NoWarn>0169</NoWarn>
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@@ -84,6 +84,7 @@
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<Compile Include="Assets\Scripts\Assembly-CSharp\ChannelTexture.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\ChannelTexture.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\CharObject.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\CharObject.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\CreateSprite.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\CreateSprite.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\CreditsWindow.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\CursorData.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\CursorData.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\DEBUG_ID.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\DEBUG_ID.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\DebugDef.cs" />
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<Compile Include="Assets\Scripts\Assembly-CSharp\DebugDef.cs" />
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+1125
-429
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@@ -1,93 +1,81 @@
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Shader "QO/Effect/Mosaic" {
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Shader "QO/Effect/Mosaic"
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Properties {
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_X ("x pixels", Float) = 0
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_Y ("y pixels", Float) = 0
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_MX ("min x pixels", Float) = 16
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_MY ("min y pixels", Float) = 9
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_time ("time rate", Range(0,1)) = 0
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}
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SubShader {
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Pass {
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Program "vp" {
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SubProgram "gles " {
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"!!GLES
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#ifdef VERTEX
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varying mediump vec4 xlv_TEXCOORD0;
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varying lowp vec4 xlv_COLOR0;
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uniform highp mat4 glstate_matrix_mvp;
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attribute vec4 _glesMultiTexCoord0;
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attribute vec4 _glesVertex;
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void main ()
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{
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{
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gl_Position = (glstate_matrix_mvp * _glesVertex);
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Properties
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xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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{
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xlv_TEXCOORD0 = _glesMultiTexCoord0;
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_tex0("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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}
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_tex1("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_X("x pixels", Float) = 0
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_Y("y pixels", Float) = 0
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_MX("min x pixels", Float) = 16
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#endif
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_MY("min y pixels", Float) = 9
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#ifdef FRAGMENT
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_time("time rate", Range(0,1)) = 0
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varying mediump vec4 xlv_TEXCOORD0;
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uniform mediump float _time;
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uniform mediump float _MY;
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uniform mediump float _MX;
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uniform mediump float _Y;
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uniform mediump float _X;
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uniform sampler2D _tex1;
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uniform sampler2D _tex0;
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void main ()
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{
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mediump float tmpvar_1;
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tmpvar_1 = (1.0 - sin((_time * 3.14)));
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mediump float tmpvar_2;
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tmpvar_2 = ((tmpvar_1 * _X) + _MX);
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mediump float tmpvar_3;
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tmpvar_3 = ((tmpvar_1 * _Y) + _MY);
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mediump vec2 tmpvar_4;
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tmpvar_4.x = max (0.0, min (1.0, (floor((xlv_TEXCOORD0.x * tmpvar_2)) / tmpvar_2)));
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tmpvar_4.y = max (0.0, min (1.0, (floor((xlv_TEXCOORD0.y * tmpvar_3)) / tmpvar_3)));
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lowp vec4 tmpvar_5;
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tmpvar_5 = texture2D (_tex0, tmpvar_4);
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mediump float tmpvar_6;
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mediump float t_7;
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t_7 = max (min ((((1.0 - _time) - 0.45) / 0.11), 1.0), 0.0);
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tmpvar_6 = (t_7 * (t_7 * (3.0 - (2.0 * t_7))));
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mediump vec4 tmpvar_8;
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tmpvar_8.xyz = tmpvar_5.xyz;
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tmpvar_8.w = tmpvar_6;
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lowp vec4 tmpvar_9;
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tmpvar_9 = texture2D (_tex1, tmpvar_4);
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mediump vec4 tmpvar_10;
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tmpvar_10.xyz = tmpvar_9.xyz;
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tmpvar_10.w = (1.0 - tmpvar_6);
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mediump vec4 tmpvar_11;
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tmpvar_11.xyz = ((tmpvar_8.xyz * tmpvar_6) + (tmpvar_10.xyz * tmpvar_10.w));
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tmpvar_11.w = (tmpvar_6 + tmpvar_10.w);
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gl_FragData[0] = tmpvar_11;
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}
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#endif"
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}
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}
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Program "fp" {
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SubProgram "gles " {
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"!!GLES"
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}
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}
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}
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}
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}
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Fallback "VertexLit"
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SubShader
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{
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LOD 200
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Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Lighting Off
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Pass
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{
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ZTest Always ZWrite Off
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Fog { Mode off }
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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uniform sampler2D _tex0;
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uniform sampler2D _tex1;
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uniform float _X;
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uniform float _Y;
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uniform float _MX;
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uniform float _MY;
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uniform float _time;
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fixed4 frag(v2f_img i) :COLOR
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{
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//Setup for UV
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float tmpvar_1 = (1.0 - sin(mul(_time,3.14)));
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float tmpvar_2 = mul(tmpvar_1, _X) + _MX;
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float tmpvar_3 = mul(tmpvar_1, _Y) + _MY;
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float tmpvar_4_x = float(max(0.0, min(1.0, floor(mul(i.uv.x, tmpvar_2)) / tmpvar_2)));
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float tmpvar_4_y = float(max(0.0, min(1.0, floor(mul(i.uv.y, tmpvar_3)) / tmpvar_3)));
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float2 tmpvar_4 = float2(tmpvar_4_x, tmpvar_4_y);
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//Textures
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float4 tmpvar_5 = tex2D(_tex0, tmpvar_4);
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float4 tmpvar_9 = tex2D(_tex1, tmpvar_4);
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//Setup for 6
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float t_7 = max(min((((1 - _time) - 0.45) / 0.11), 1.0), 0.0);
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float tmpvar_6 = mul(t_7 , mul(t_7 , (3.0 - mul(2.0 , t_7))));
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//Setup for 8
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float4 tmpvar_8 = float4(tmpvar_5.x, tmpvar_5.y, tmpvar_5.z, tmpvar_6);
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//Setup for 10
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float4 tmpvar_10 = float4(tmpvar_9.x, tmpvar_9.y, tmpvar_9.z, (1.0 - tmpvar_6));
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//Final output
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float3 tmpvar_11_xyz = ((float3(tmpvar_8.x, tmpvar_8.y, tmpvar_8.z) * tmpvar_6) + (float3(tmpvar_10.x, tmpvar_10.y, tmpvar_10.z) * tmpvar_10.w));
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float tmpvar_11_w = (tmpvar_6 + tmpvar_10.w);
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float4 tmpvar_11 = float4(tmpvar_11_xyz.x, tmpvar_11_xyz.y, tmpvar_11_xyz.z, tmpvar_11_w);
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//Return output
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return tmpvar_11;
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}
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ENDCG
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}
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}
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FallBack off
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}
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}
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@@ -1,85 +0,0 @@
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Shader "QO/Effect/CrossFade1" {
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Properties {
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_time ("_time : TimeRate", Range(0,1)) = 0
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}
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SubShader {
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Pass {
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||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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||||||
Program "vp" {
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||||||
SubProgram "gles " {
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"!!GLES
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#ifdef VERTEX
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varying lowp vec2 xlv_TEXCOORD0;
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varying lowp vec4 xlv_COLOR0;
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uniform highp mat4 glstate_matrix_mvp;
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attribute vec4 _glesMultiTexCoord0;
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attribute vec4 _glesVertex;
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void main ()
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{
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lowp vec2 tmpvar_1;
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highp vec2 tmpvar_2;
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tmpvar_2 = _glesMultiTexCoord0.xy;
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tmpvar_1 = tmpvar_2;
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gl_Position = (glstate_matrix_mvp * _glesVertex);
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xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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xlv_TEXCOORD0 = tmpvar_1;
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}
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#endif
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#ifdef FRAGMENT
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varying lowp vec2 xlv_TEXCOORD0;
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uniform lowp float _time;
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uniform sampler2D _tex1;
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uniform sampler2D _tex0;
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void main ()
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{
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mediump vec4 t0_1;
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highp float alpha_2;
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mediump vec4 toImage_3;
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mediump vec4 fromImage_4;
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lowp vec4 tmpvar_5;
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tmpvar_5 = texture2D (_tex0, xlv_TEXCOORD0);
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fromImage_4 = tmpvar_5;
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lowp vec4 tmpvar_6;
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tmpvar_6 = texture2D (_tex1, xlv_TEXCOORD0);
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toImage_3 = tmpvar_6;
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lowp float tmpvar_7;
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tmpvar_7 = min (1.0, max (0.0, _time));
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mediump float tmpvar_8;
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tmpvar_8 = (fromImage_4.w * (1.0 - tmpvar_7));
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alpha_2 = tmpvar_8;
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highp vec4 tmpvar_9;
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tmpvar_9.xyz = (fromImage_4.xyz * alpha_2);
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tmpvar_9.w = alpha_2;
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t0_1 = tmpvar_9;
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||||||
mediump vec4 tmpvar_10;
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tmpvar_10.w = 1.0;
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tmpvar_10.xyz = (t0_1.xyz + (toImage_3.xyz * (1.0 - t0_1.w)));
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gl_FragData[0] = tmpvar_10;
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}
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||||||
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||||||
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||||||
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||||||
#endif"
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|
||||||
}
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|
||||||
}
|
|
||||||
Program "fp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
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|
||||||
}
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|
||||||
}
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|
||||||
Fallback "VertexLit"
|
|
||||||
}
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|
||||||
@@ -1,98 +0,0 @@
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|||||||
Shader "QO/Effect/Transition1" {
|
|
||||||
Properties {
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|
||||||
_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
|
|
||||||
_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
|
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||||||
_tex2 ("_tex2 : Pattern (GrayScale)", 2D) = "white" {}
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|
||||||
_time ("_time : TimeRate", Range(0,1)) = 0
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||||||
_grad ("_grad : Gradation Level", Float) = 0.1
|
|
||||||
}
|
|
||||||
SubShader {
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|
||||||
LOD 200
|
|
||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
|
|
||||||
Pass {
|
|
||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
|
||||||
Program "vp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef VERTEX
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|
||||||
|
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||||||
varying lowp vec2 xlv_TEXCOORD0;
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||||||
varying lowp vec4 xlv_COLOR0;
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||||||
uniform highp mat4 glstate_matrix_mvp;
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|
||||||
attribute vec4 _glesMultiTexCoord0;
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||||||
attribute vec4 _glesVertex;
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|
||||||
void main ()
|
|
||||||
{
|
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||||||
lowp vec2 tmpvar_1;
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||||||
highp vec2 tmpvar_2;
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||||||
tmpvar_2 = _glesMultiTexCoord0.xy;
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||||||
tmpvar_1 = tmpvar_2;
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gl_Position = (glstate_matrix_mvp * _glesVertex);
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||||||
xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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||||||
xlv_TEXCOORD0 = tmpvar_1;
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||||||
}
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||||||
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|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
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||||||
|
|
||||||
varying lowp vec2 xlv_TEXCOORD0;
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|
||||||
uniform lowp float _grad;
|
|
||||||
uniform lowp float _time;
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|
||||||
uniform sampler2D _tex2;
|
|
||||||
uniform sampler2D _tex1;
|
|
||||||
uniform sampler2D _tex0;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
mediump float grad_1;
|
|
||||||
mediump vec4 toImage_2;
|
|
||||||
mediump vec4 fromImage_3;
|
|
||||||
mediump vec3 trans_4;
|
|
||||||
lowp vec3 tmpvar_5;
|
|
||||||
tmpvar_5 = texture2D (_tex2, xlv_TEXCOORD0).xyz;
|
|
||||||
trans_4 = tmpvar_5;
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|
||||||
lowp vec4 tmpvar_6;
|
|
||||||
tmpvar_6.w = 1.0;
|
|
||||||
tmpvar_6.xyz = texture2D (_tex0, xlv_TEXCOORD0).xyz;
|
|
||||||
fromImage_3 = tmpvar_6;
|
|
||||||
lowp vec4 tmpvar_7;
|
|
||||||
tmpvar_7.w = 1.0;
|
|
||||||
tmpvar_7.xyz = texture2D (_tex1, xlv_TEXCOORD0).xyz;
|
|
||||||
toImage_2 = tmpvar_7;
|
|
||||||
lowp float tmpvar_8;
|
|
||||||
tmpvar_8 = (_grad * 0.5);
|
|
||||||
grad_1 = tmpvar_8;
|
|
||||||
mediump float tmpvar_9;
|
|
||||||
tmpvar_9 = max (0.0, (trans_4.x - grad_1));
|
|
||||||
mediump float t_10;
|
|
||||||
t_10 = max (min (((_time - tmpvar_9) / (min (1.0, (trans_4.x + grad_1)) - tmpvar_9)), 1.0), 0.0);
|
|
||||||
mediump vec4 tmpvar_11;
|
|
||||||
tmpvar_11.xyz = toImage_2.xyz;
|
|
||||||
tmpvar_11.w = (toImage_2.w * (t_10 * (t_10 * (3.0 - (2.0 * t_10)))));
|
|
||||||
mediump vec4 tmpvar_12;
|
|
||||||
tmpvar_12.xyz = fromImage_3.xyz;
|
|
||||||
tmpvar_12.w = (1.0 - tmpvar_11.w);
|
|
||||||
mediump vec4 tmpvar_13;
|
|
||||||
tmpvar_13.xyz = ((toImage_2.xyz * tmpvar_11.w) + (fromImage_3.xyz * tmpvar_12.w));
|
|
||||||
tmpvar_13.w = (tmpvar_11.w + tmpvar_12.w);
|
|
||||||
gl_FragData[0] = tmpvar_13;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Program "fp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Fallback "VertexLit"
|
|
||||||
}
|
|
||||||
@@ -1,127 +1,90 @@
|
|||||||
Shader "QO/Effect/Ripple" {
|
Shader "QO/Effect/Ripple"
|
||||||
Properties {
|
|
||||||
_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
|
|
||||||
_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
|
|
||||||
_time ("_time : time rate", Range(0,1)) = 0
|
|
||||||
_pow ("_pow : screen wave power", Float) = 2
|
|
||||||
_w ("_w : ripple wave width", Float) = 1.5
|
|
||||||
_h ("_h : ripple wave height", Float) = 5
|
|
||||||
_speed ("_speed : ripple wave speed", Float) = 2
|
|
||||||
}
|
|
||||||
SubShader {
|
|
||||||
LOD 200
|
|
||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
|
|
||||||
Pass {
|
|
||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
|
||||||
Program "vp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef VERTEX
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
varying lowp vec4 xlv_COLOR0;
|
|
||||||
uniform highp mat4 glstate_matrix_mvp;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
mediump vec2 tmpvar_1;
|
Properties
|
||||||
highp vec2 tmpvar_2;
|
{
|
||||||
tmpvar_2 = _glesMultiTexCoord0.xy;
|
_tex0("_tex0 : Original Image (RGBA)", 2D) = "white" {}
|
||||||
tmpvar_1 = tmpvar_2;
|
_tex1("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
|
||||||
gl_Position = (glstate_matrix_mvp * _glesVertex);
|
_time("time rate", Range(0,1)) = 0
|
||||||
xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
|
_pow("_pow : screen wave power", Float) = 2
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
_w("_w : ripple wave width", Float) = 1.5
|
||||||
}
|
_h("_h : ripple wave height", Float) = 5
|
||||||
|
_speed("_speed : ripple wave speed", Float) = 2
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform mediump float _speed;
|
|
||||||
uniform mediump float _w;
|
|
||||||
uniform mediump float _h;
|
|
||||||
uniform mediump float _pow;
|
|
||||||
uniform mediump float _time;
|
|
||||||
uniform sampler2D _tex1;
|
|
||||||
uniform sampler2D _tex0;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
lowp float check2_1;
|
|
||||||
lowp float check1_2;
|
|
||||||
mediump vec2 tmpvar_3;
|
|
||||||
tmpvar_3.x = (xlv_TEXCOORD0.x - 0.5);
|
|
||||||
tmpvar_3.y = ((xlv_TEXCOORD0.y - 0.5) * 0.5625);
|
|
||||||
mediump float tmpvar_4;
|
|
||||||
tmpvar_4 = (_time * _speed);
|
|
||||||
mediump float tmpvar_5;
|
|
||||||
tmpvar_5 = sqrt(dot (tmpvar_3, tmpvar_3));
|
|
||||||
mediump float tmpvar_6;
|
|
||||||
tmpvar_6 = (tmpvar_4 - (_w * 0.01));
|
|
||||||
mediump float tmpvar_7;
|
|
||||||
tmpvar_7 = ((_time - 0.25) * _speed);
|
|
||||||
mediump float tmpvar_8;
|
|
||||||
tmpvar_8 = sqrt(dot (tmpvar_3, tmpvar_3));
|
|
||||||
mediump float tmpvar_9;
|
|
||||||
tmpvar_9 = (tmpvar_7 - (_w * 0.01));
|
|
||||||
mediump float tmpvar_10;
|
|
||||||
tmpvar_10 = ((_time - 0.5) * _speed);
|
|
||||||
mediump float tmpvar_11;
|
|
||||||
tmpvar_11 = sqrt(dot (tmpvar_3, tmpvar_3));
|
|
||||||
mediump float tmpvar_12;
|
|
||||||
tmpvar_12 = (tmpvar_10 - (_w * 0.01));
|
|
||||||
mediump float tmpvar_13;
|
|
||||||
tmpvar_13 = ((_time - 0.75) * _speed);
|
|
||||||
mediump float tmpvar_14;
|
|
||||||
tmpvar_14 = sqrt(dot (tmpvar_3, tmpvar_3));
|
|
||||||
mediump float tmpvar_15;
|
|
||||||
tmpvar_15 = (tmpvar_13 - (_w * 0.01));
|
|
||||||
mediump float tmpvar_16;
|
|
||||||
tmpvar_16 = (1.0 - _time);
|
|
||||||
mediump vec2 tmpvar_17;
|
|
||||||
tmpvar_17 = ((((((tmpvar_3 * ((sin((((tmpvar_4 - tmpvar_5) / (tmpvar_4 - tmpvar_6)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_5 - tmpvar_6) >= 0.0)) + float(((tmpvar_4 - tmpvar_5) >= 0.0))) >= 2.0))) + ((tmpvar_3 * ((sin((((tmpvar_7 - tmpvar_8) / (tmpvar_7 - tmpvar_9)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_8 - tmpvar_9) >= 0.0)) + float(((tmpvar_7 - tmpvar_8) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_10 - tmpvar_11) / (tmpvar_10 - tmpvar_12)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_11 - tmpvar_12) >= 0.0)) + float(((tmpvar_10 - tmpvar_11) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_13 - tmpvar_14) / (tmpvar_13 - tmpvar_15)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_14 - tmpvar_15) >= 0.0)) + float(((tmpvar_13 - tmpvar_14) >= 0.0))) >= 2.0)))) * tmpvar_16);
|
|
||||||
mediump vec2 tmpvar_18;
|
|
||||||
tmpvar_18 = (xlv_TEXCOORD0 + (((tmpvar_3 * (sin((50.2654 * (sqrt(dot (tmpvar_3, tmpvar_3)) * _time))) * (_pow * 0.01))) * tmpvar_16) + tmpvar_17));
|
|
||||||
mediump float tmpvar_19;
|
|
||||||
tmpvar_19 = float((-0.01 >= (xlv_TEXCOORD0.y + tmpvar_17.y)));
|
|
||||||
check1_2 = tmpvar_19;
|
|
||||||
mediump float tmpvar_20;
|
|
||||||
tmpvar_20 = float((-0.01 >= (1.0 - (xlv_TEXCOORD0.y + tmpvar_17.y))));
|
|
||||||
check2_1 = tmpvar_20;
|
|
||||||
lowp float tmpvar_21;
|
|
||||||
tmpvar_21 = float((0.0 >= (check1_2 + check2_1)));
|
|
||||||
lowp vec4 tmpvar_22;
|
|
||||||
tmpvar_22 = texture2D (_tex0, tmpvar_18);
|
|
||||||
mediump vec4 tmpvar_23;
|
|
||||||
tmpvar_23.xyz = tmpvar_22.xyz;
|
|
||||||
tmpvar_23.w = (1.0 - _time);
|
|
||||||
lowp vec4 tmpvar_24;
|
|
||||||
tmpvar_24 = texture2D (_tex1, tmpvar_18);
|
|
||||||
mediump vec4 tmpvar_25;
|
|
||||||
tmpvar_25.xyz = tmpvar_24.xyz;
|
|
||||||
tmpvar_25.w = (1.0 - tmpvar_23.w);
|
|
||||||
mediump vec4 tmpvar_26;
|
|
||||||
tmpvar_26.xyz = (((tmpvar_23.xyz * tmpvar_23.w) + (tmpvar_25.xyz * tmpvar_25.w)) * tmpvar_21);
|
|
||||||
tmpvar_26.w = (tmpvar_23.w + tmpvar_25.w);
|
|
||||||
gl_FragData[0] = tmpvar_26;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Program "fp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
Fallback "VertexLit"
|
SubShader
|
||||||
|
{
|
||||||
|
LOD 200
|
||||||
|
Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
Lighting Off
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
ZTest Always ZWrite Off
|
||||||
|
Fog { Mode off }
|
||||||
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert_img
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
|
||||||
|
uniform sampler2D _tex0;
|
||||||
|
uniform sampler2D _tex1;
|
||||||
|
uniform float _time;
|
||||||
|
uniform float _w;
|
||||||
|
uniform float _h;
|
||||||
|
uniform float _pow;
|
||||||
|
uniform float _speed;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 frag(v2f_img i) :COLOR
|
||||||
|
{
|
||||||
|
|
||||||
|
float2 tmpvar_3 = float2((i.uv.x - 0.5), ((i.uv.y - 0.5) * 0.5625));
|
||||||
|
|
||||||
|
float tmpvar_4 = (_time * _speed);
|
||||||
|
float tmpvar_5 = sqrt(dot(tmpvar_3, tmpvar_3));
|
||||||
|
float tmpvar_6 = (tmpvar_4 - (_w * 0.01));
|
||||||
|
float tmpvar_7 = ((_time - 0.25) * _speed);
|
||||||
|
float tmpvar_8 = sqrt(dot(tmpvar_3, tmpvar_3));
|
||||||
|
float tmpvar_9 = (tmpvar_7 - (_w * 0.01));
|
||||||
|
float tmpvar_10 = ((_time - 0.5) * _speed);
|
||||||
|
float tmpvar_11 = sqrt(dot(tmpvar_3, tmpvar_3));
|
||||||
|
float tmpvar_12 = (tmpvar_10 - (_w * 0.01));
|
||||||
|
float tmpvar_13 = ((_time - 0.75) * _speed);
|
||||||
|
float tmpvar_14 = sqrt(dot(tmpvar_3, tmpvar_3));
|
||||||
|
float tmpvar_15 = (tmpvar_13 - (_w * 0.01));
|
||||||
|
float tmpvar_16 = (1.0 - _time);
|
||||||
|
float2 tmpvar_17 = ((((((tmpvar_3 * ((sin((((tmpvar_4 - tmpvar_5) / (tmpvar_4 - tmpvar_6)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_5 - tmpvar_6) >= 0.0)) + float(((tmpvar_4 - tmpvar_5) >= 0.0))) >= 2.0))) + ((tmpvar_3 * ((sin((((tmpvar_7 - tmpvar_8) / (tmpvar_7 - tmpvar_9)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_8 - tmpvar_9) >= 0.0)) + float(((tmpvar_7 - tmpvar_8) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_10 - tmpvar_11) / (tmpvar_10 - tmpvar_12)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_11 - tmpvar_12) >= 0.0)) + float(((tmpvar_10 - tmpvar_11) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_13 - tmpvar_14) / (tmpvar_13 - tmpvar_15)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_14 - tmpvar_15) >= 0.0)) + float(((tmpvar_13 - tmpvar_14) >= 0.0))) >= 2.0)))) * tmpvar_16);
|
||||||
|
float2 tmpvar_18 = (i.uv + (((tmpvar_3 * (sin((50.2654 * (sqrt(dot(tmpvar_3, tmpvar_3)) * _time))) * (_pow * 0.01))) * tmpvar_16) + tmpvar_17));
|
||||||
|
float tmpvar_19 = float((-0.01 >= (i.uv.y + tmpvar_17.y)));
|
||||||
|
float check1_2 = tmpvar_19;
|
||||||
|
float tmpvar_20 = float((-0.01 >= (1.0 - (i.uv.y + tmpvar_17.y))));
|
||||||
|
float check2_1 = tmpvar_20;
|
||||||
|
float tmpvar_21 = float((0.0 >= (check1_2 + check2_1)));
|
||||||
|
float4 tmpvar_22 = tex2D (_tex0, tmpvar_18);
|
||||||
|
|
||||||
|
float4 tmpvar_23 = float4(tmpvar_22.x, tmpvar_22.y, tmpvar_22.z, 1.0 - _time);
|
||||||
|
|
||||||
|
float4 tmpvar_24 = tex2D (_tex1, tmpvar_18);
|
||||||
|
|
||||||
|
float4 tmpvar_25 = float4(tmpvar_24.x, tmpvar_24.y, tmpvar_24.z, 1.0 - tmpvar_23.w);
|
||||||
|
|
||||||
|
float3 tmpvar_26_xyz = (((tmpvar_23.xyz * tmpvar_23.w) + (tmpvar_25.xyz * tmpvar_25.w)) * tmpvar_21);
|
||||||
|
float tmpvar_26_w = (tmpvar_23.w + tmpvar_25.w);
|
||||||
|
float4 tmpvar_26 = float4(tmpvar_26_xyz.x, tmpvar_26_xyz.y, tmpvar_26_xyz.z, tmpvar_26_w);
|
||||||
|
|
||||||
|
return tmpvar_26;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack off
|
||||||
}
|
}
|
||||||
@@ -1,111 +1,71 @@
|
|||||||
Shader "QO/Effect/Wave" {
|
Shader "QO/Effect/Wave"
|
||||||
Properties {
|
|
||||||
_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
|
|
||||||
_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
|
|
||||||
_power ("_power : Wave Power", Float) = 0
|
|
||||||
_count ("_count : Go Return Count", Float) = 0
|
|
||||||
_time ("_time : Time Rate (0 to 1)", Range(0,1)) = 0
|
|
||||||
}
|
|
||||||
SubShader {
|
|
||||||
LOD 200
|
|
||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
|
|
||||||
Pass {
|
|
||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
|
||||||
Program "vp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef VERTEX
|
|
||||||
|
|
||||||
varying lowp vec2 xlv_TEXCOORD0;
|
|
||||||
varying lowp vec4 xlv_COLOR0;
|
|
||||||
uniform highp mat4 glstate_matrix_mvp;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
lowp vec2 tmpvar_1;
|
Properties
|
||||||
highp vec2 tmpvar_2;
|
{
|
||||||
tmpvar_2 = _glesMultiTexCoord0.xy;
|
_tex0("_tex0 : Original Image (RGBA)", 2D) = "white" {}
|
||||||
tmpvar_1 = tmpvar_2;
|
_tex1("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
|
||||||
gl_Position = (glstate_matrix_mvp * _glesVertex);
|
_power("_power : Wave Power", Float) = 0
|
||||||
xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
|
_count("_count : Go Return Count", Float) = 0
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
_time("_time : Time Rate (0 to 1)", Range(0,1)) = 0
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
|
|
||||||
|
|
||||||
varying lowp vec2 xlv_TEXCOORD0;
|
|
||||||
uniform highp float _time;
|
|
||||||
uniform highp float _count;
|
|
||||||
uniform highp float _power;
|
|
||||||
uniform sampler2D _tex1;
|
|
||||||
uniform sampler2D _tex0;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
mediump vec4 t0_1;
|
|
||||||
lowp float check2_2;
|
|
||||||
lowp float check1_3;
|
|
||||||
mediump float wave_4;
|
|
||||||
mediump float theta_5;
|
|
||||||
mediump float sin_omega_6;
|
|
||||||
highp float tmpvar_7;
|
|
||||||
tmpvar_7 = sin((_time * 3.14159));
|
|
||||||
sin_omega_6 = tmpvar_7;
|
|
||||||
highp float tmpvar_8;
|
|
||||||
tmpvar_8 = (((sin_omega_6 * 3.14159) * (_count * 2.0)) * (0.5 - xlv_TEXCOORD0.y));
|
|
||||||
theta_5 = tmpvar_8;
|
|
||||||
mediump float tmpvar_9;
|
|
||||||
tmpvar_9 = cos(theta_5);
|
|
||||||
highp float tmpvar_10;
|
|
||||||
tmpvar_10 = ((tmpvar_9 * sin_omega_6) * _power);
|
|
||||||
wave_4 = tmpvar_10;
|
|
||||||
mediump float tmpvar_11;
|
|
||||||
tmpvar_11 = (xlv_TEXCOORD0.x + wave_4);
|
|
||||||
mediump vec2 tmpvar_12;
|
|
||||||
tmpvar_12.x = tmpvar_11;
|
|
||||||
tmpvar_12.y = xlv_TEXCOORD0.y;
|
|
||||||
mediump float tmpvar_13;
|
|
||||||
tmpvar_13 = float((-0.01 >= tmpvar_11));
|
|
||||||
check1_3 = tmpvar_13;
|
|
||||||
mediump float tmpvar_14;
|
|
||||||
tmpvar_14 = float((-0.01 >= (1.0 - tmpvar_11)));
|
|
||||||
check2_2 = tmpvar_14;
|
|
||||||
lowp float tmpvar_15;
|
|
||||||
tmpvar_15 = float((0.0 >= (check1_3 + check2_2)));
|
|
||||||
lowp vec4 tmpvar_16;
|
|
||||||
tmpvar_16 = texture2D (_tex0, tmpvar_12);
|
|
||||||
highp vec4 tmpvar_17;
|
|
||||||
tmpvar_17.xyz = tmpvar_16.xyz;
|
|
||||||
tmpvar_17.w = (1.0 - _time);
|
|
||||||
t0_1 = tmpvar_17;
|
|
||||||
lowp vec4 tmpvar_18;
|
|
||||||
tmpvar_18 = texture2D (_tex1, tmpvar_12);
|
|
||||||
mediump vec4 tmpvar_19;
|
|
||||||
tmpvar_19.xyz = tmpvar_18.xyz;
|
|
||||||
tmpvar_19.w = (1.0 - t0_1.w);
|
|
||||||
mediump vec4 tmpvar_20;
|
|
||||||
tmpvar_20.xyz = (((t0_1.xyz * t0_1.w) + (tmpvar_19.xyz * tmpvar_19.w)) * tmpvar_15);
|
|
||||||
tmpvar_20.w = (t0_1.w + tmpvar_19.w);
|
|
||||||
gl_FragData[0] = tmpvar_20;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Program "fp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
Fallback "VertexLit"
|
SubShader
|
||||||
|
{
|
||||||
|
LOD 200
|
||||||
|
Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
Lighting Off
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
ZTest Always ZWrite Off
|
||||||
|
Fog { Mode off }
|
||||||
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert_img
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
|
||||||
|
uniform sampler2D _tex0;
|
||||||
|
uniform sampler2D _tex1;
|
||||||
|
uniform float _count;
|
||||||
|
uniform float _power;
|
||||||
|
uniform float _time;
|
||||||
|
|
||||||
|
fixed4 frag(v2f_img i) :COLOR
|
||||||
|
{
|
||||||
|
float sin_omega_6 = sin((_time * 3.14159));
|
||||||
|
float theta_5 = (((sin_omega_6 * 3.14159) * (_count * 2.0)) * (0.5 - i.uv.y));
|
||||||
|
float tmpvar_9 = cos(theta_5);
|
||||||
|
float wave_4 = ((tmpvar_9 * sin_omega_6) * _power);
|
||||||
|
float tmpvar_11 = (i.uv.x + wave_4);
|
||||||
|
float2 tmpvar_12 = float2(tmpvar_11, i.uv.y);
|
||||||
|
float check1_3 = float((-0.01 >= tmpvar_11));
|
||||||
|
float check2_2 = float((-0.01 >= (1.0 - tmpvar_11)));
|
||||||
|
float tmpvar_15 = float((0.0 >= (check1_3 + check2_2)));
|
||||||
|
float4 tmpvar_16 = tex2D (_tex0, tmpvar_12);
|
||||||
|
|
||||||
|
float4 tmpvar_17 = float4(tmpvar_16.x, tmpvar_16.y, tmpvar_16.z, (1.0 - _time));
|
||||||
|
|
||||||
|
float4 t0_1 = tmpvar_17;
|
||||||
|
float4 tmpvar_18 = tex2D (_tex1, tmpvar_12);
|
||||||
|
|
||||||
|
float4 tmpvar_19 = float4(tmpvar_18.x, tmpvar_18.y, tmpvar_18.z, (1.0 - t0_1.w));
|
||||||
|
|
||||||
|
float3 tmpvar_20_xyz = (((t0_1.xyz * t0_1.w) + (tmpvar_19.xyz * tmpvar_19.w)) * tmpvar_15);
|
||||||
|
float tmpvar_20_w = (t0_1.w + tmpvar_19.w);
|
||||||
|
float4 tmpvar_20 = float4(tmpvar_20_xyz.x, tmpvar_20_xyz.y, tmpvar_20_xyz.z, tmpvar_20_w);
|
||||||
|
|
||||||
|
return tmpvar_20;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack off
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,38 @@
|
|||||||
|
fixed4 SampleYCbCr ( half2 Yuv, half2 CbCruv)
|
||||||
|
{
|
||||||
|
#ifdef UNITY_COMPILER_CG
|
||||||
|
fixed4 YCrCb = fixed4(tex2D (_YTex, Yuv).a + 0.001, tex2D (_CrTex, CbCruv).a + 0.001, tex2D (_CbTex, CbCruv).a + 0.001, 1.0);
|
||||||
|
#else
|
||||||
|
fixed4 YCrCb = fixed4(tex2D (_YTex, Yuv).a, tex2D (_CrTex, CbCruv).a, tex2D (_CbTex, CbCruv).a, 1.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return YCrCb;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
half4 YCbCrToRGB( half4 YCbCr )
|
||||||
|
{
|
||||||
|
//Spent ages on these
|
||||||
|
//www.theora.org/doc/Theora.pdf
|
||||||
|
//R = ((Y - (16.0/255.0)) * (255.0/219.0)) + (2*(1 - 0.299)*((Cr - (128.0/255.0)) * (255.0/244.0)))
|
||||||
|
//G = ((Y - (16.0/255.0)) * (255.0/219.0)) - (2 * (((1 - 0.114)*0.114)/(1 - 0.114 - 0.299)) * ((Cb - (128.0/255.0)) * (255.0/244.0))) - (2 * (((1 - 0.299)*0.299)/(1 - 0.114 - 0.299)) * ((Cr - (128.0/255.0)) * (255.0/244.0)))
|
||||||
|
//B = ((Y - (16.0/255.0)) * (255.0/219.0)) + (2*(1 - 0.114)*((Cb - (128.0/255.0)) * (255.0/244.0)))
|
||||||
|
|
||||||
|
//half4 YCbCr2R = half4(1.16438, 1.4652, 0, -0.808535);
|
||||||
|
//half4 YCbCr2G = half4(1.16438, -0.714136, -0.359651, 0.46594);
|
||||||
|
//half4 YCbCr2B = half4(1.16438, 0,1.85189, -1.00263);
|
||||||
|
|
||||||
|
//However the original ones are more accurate with a colour bar test video
|
||||||
|
half4 YCbCr2R = half4(1.1643828125, 1.59602734375, 0, -.87078515625);
|
||||||
|
half4 YCbCr2G = half4(1.1643828125, -.81296875, -.39176171875, .52959375);
|
||||||
|
half4 YCbCr2B = half4(1.1643828125, 0, 2.017234375, -1.081390625);
|
||||||
|
|
||||||
|
half4 rgbVec;
|
||||||
|
|
||||||
|
rgbVec.x = dot(YCbCr2R, YCbCr);
|
||||||
|
rgbVec.y = dot(YCbCr2G, YCbCr);
|
||||||
|
rgbVec.z = dot(YCbCr2B, YCbCr);
|
||||||
|
rgbVec.w = 1.0f;
|
||||||
|
|
||||||
|
return rgbVec;
|
||||||
|
}
|
||||||
@@ -1,73 +0,0 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB Add" {
|
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
|
||||||
}
|
|
||||||
SubShader {
|
|
||||||
Tags { "QUEUE"="Overlay" "RenderType"="Opaque" }
|
|
||||||
Pass {
|
|
||||||
Tags { "QUEUE"="Overlay" "RenderType"="Opaque" }
|
|
||||||
Fog {
|
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
|
||||||
Blend One One
|
|
||||||
ColorMask RGB
|
|
||||||
Program "vp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef VERTEX
|
|
||||||
|
|
||||||
varying highp vec2 xlv_TEXCOORD0;
|
|
||||||
uniform highp vec4 _YTex_ST;
|
|
||||||
uniform highp mat4 glstate_matrix_mvp;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
gl_Position = (glstate_matrix_mvp * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
|
|
||||||
|
|
||||||
varying highp vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
mediump vec4 rgbVec_1;
|
|
||||||
mediump vec4 yuvVec_2;
|
|
||||||
lowp vec4 tmpvar_3;
|
|
||||||
tmpvar_3.w = 1.0;
|
|
||||||
tmpvar_3.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
|
||||||
tmpvar_3.y = texture2D (_CbTex, xlv_TEXCOORD0).y;
|
|
||||||
tmpvar_3.z = texture2D (_CrTex, xlv_TEXCOORD0).z;
|
|
||||||
yuvVec_2 = tmpvar_3;
|
|
||||||
rgbVec_1.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), yuvVec_2);
|
|
||||||
rgbVec_1.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), yuvVec_2);
|
|
||||||
rgbVec_1.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), yuvVec_2);
|
|
||||||
rgbVec_1.w = 0.3;
|
|
||||||
gl_FragData[0] = rgbVec_1;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Program "fp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Fallback "VertexLit"
|
|
||||||
}
|
|
||||||
@@ -1,81 +1,59 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB" {
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
Shader "Color Space/YCbCrtoRGB"
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
{
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
Properties
|
||||||
}
|
{
|
||||||
SubShader {
|
_YTex ("Y (RGB)", 2D) = "black" {}
|
||||||
Tags { "RenderType"="Opaque" }
|
_CrTex ("Cr (RGB)", 2D) = "gray" {}
|
||||||
Pass {
|
_CbTex ("Cb (RGB)", 2D) = "gray" {}
|
||||||
Tags { "RenderType"="Opaque" }
|
|
||||||
Fog {
|
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "RenderType"="Opaque" }
|
||||||
|
Pass
|
||||||
|
{
|
||||||
ColorMask RGB
|
ColorMask RGB
|
||||||
Program "vp" {
|
Lighting Off Fog { Color (0,0,0,0) }
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
#define SHADER_API_GLES 1
|
|
||||||
#define tex2D texture2D
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
#ifdef VERTEX
|
#include "UnityCG.cginc"
|
||||||
#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
|
|
||||||
uniform mat4 glstate_matrix_mvp;
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
sampler2D _YTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
sampler2D _CbTex;
|
||||||
|
sampler2D _CrTex;
|
||||||
|
|
||||||
uniform highp vec4 _YTex_ST;
|
#include "YCbCrtoRGB.cginc"
|
||||||
uniform highp vec4 _CbTex_ST;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
struct v2f
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
mediump vec2 tmpvar_1;
|
float4 pos : SV_POSITION;
|
||||||
mediump vec2 tmpvar_2;
|
half2 uvY : TEXCOORD0;
|
||||||
highp vec2 tmpvar_3;
|
half2 uvCbCr : TEXCOORD1;
|
||||||
tmpvar_3 = ((_glesMultiTexCoord0.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
};
|
||||||
tmpvar_1 = tmpvar_3;
|
|
||||||
highp vec2 tmpvar_4;
|
|
||||||
tmpvar_4 = ((_glesMultiTexCoord0.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
|
|
||||||
tmpvar_2 = tmpvar_4;
|
|
||||||
gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
xlv_TEXCOORD1 = tmpvar_2;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
float4 _YTex_ST;
|
||||||
#ifdef FRAGMENT
|
float4 _CbTex_ST;
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
v2f vert (appdata_base v)
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
lowp vec4 rgbVec;
|
v2f o;
|
||||||
lowp vec4 tmpvar_1;
|
o.pos = UnityObjectToClipPos (v.vertex);
|
||||||
tmpvar_1.w = 1.0;
|
o.uvY = TRANSFORM_TEX (v.texcoord, _YTex);
|
||||||
tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
o.uvCbCr = TRANSFORM_TEX (v.texcoord, _CbTex);
|
||||||
tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD1).y;
|
return o;
|
||||||
tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD1).z;
|
|
||||||
rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
|
|
||||||
rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
|
|
||||||
rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
|
|
||||||
rgbVec.w = 1.0;
|
|
||||||
gl_FragData[0] = rgbVec;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif"
|
fixed4 frag (v2f i) : COLOR
|
||||||
}
|
{
|
||||||
}
|
return YCbCrToRGB(SampleYCbCr( i.uvY, i.uvCbCr));
|
||||||
Program "fp" {
|
}
|
||||||
SubProgram "gles " {
|
ENDCG
|
||||||
"!!GLES"
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
|
|||||||
@@ -1,90 +1,92 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB Chroma Key" {
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
Shader "Color Space/YCbCrtoRGB Chroma Key"
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
{
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
Properties
|
||||||
_KeyYCrCb ("Key Color YCrCb", Vector) = (0,0,0,-0.6)
|
{
|
||||||
_KeyScale ("Comparison Scale", Vector) = (0.2,1,1,4.5)
|
_YTex ("Y (RGB)", 2D) = "black" {}
|
||||||
}
|
_CrTex ("Cr (RGB)", 2D) = "gray" {}
|
||||||
SubShader {
|
_CbTex ("Cb (RGB)", 2D) = "gray" {}
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
|
||||||
Pass {
|
[YCbCr] _KeyYCbCr ("Chroma Key Color", Vector) = (0,0,0,-0.6)
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
[YCbCrPriority] _YCbCRDeltaScale ("YCbCr priority", Vector) = (0.1,1,1) //Different CbCr means a more different color than a different Y
|
||||||
ZWrite Off
|
_LowThreshold ("Low threashold", Range(0.0, 1.0)) = 0.2
|
||||||
Fog {
|
_HighThreshold ("High threashold", Range(0.0, 1.0)) = 0.25
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Lighting Off Fog { Color (0,0,0,0) }
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
Program "vp" {
|
ZWrite Off
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
#define SHADER_API_GLES 1
|
|
||||||
#define tex2D texture2D
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
#ifdef VERTEX
|
#include "UnityCG.cginc"
|
||||||
#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
|
|
||||||
uniform mat4 glstate_matrix_mvp;
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
sampler2D _YTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
sampler2D _CbTex;
|
||||||
|
sampler2D _CrTex;
|
||||||
|
|
||||||
uniform highp vec4 _YTex_ST;
|
#include "YCbCrtoRGB.cginc"
|
||||||
uniform highp vec4 _CbTex_ST;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
half3 _KeyYCbCr;
|
||||||
attribute vec4 _glesVertex;
|
half4 _YCbCRDeltaScale;
|
||||||
void main ()
|
half _LowThreshold;
|
||||||
|
half _HighThreshold;
|
||||||
|
|
||||||
|
struct v2f
|
||||||
{
|
{
|
||||||
mediump vec2 tmpvar_1;
|
float4 pos : SV_POSITION;
|
||||||
mediump vec2 tmpvar_2;
|
half2 uvY : TEXCOORD0;
|
||||||
highp vec2 tmpvar_3;
|
half4 uvCbCr : TEXCOORD1; // u,v,offset,normalise
|
||||||
tmpvar_3 = ((_glesMultiTexCoord0.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
};
|
||||||
tmpvar_1 = tmpvar_3;
|
|
||||||
highp vec2 tmpvar_4;
|
|
||||||
tmpvar_4 = ((_glesMultiTexCoord0.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
|
|
||||||
tmpvar_2 = tmpvar_4;
|
|
||||||
gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
xlv_TEXCOORD1 = tmpvar_2;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
float4 _YTex_ST;
|
||||||
|
float4 _CbTex_ST;
|
||||||
|
|
||||||
|
v2f vert (appdata_base v)
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
uniform mediump vec4 _KeyYCrCb;
|
|
||||||
uniform mediump vec4 _KeyScale;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
lowp vec4 rgbVec;
|
v2f o;
|
||||||
lowp vec4 tmpvar_1;
|
o.pos = UnityObjectToClipPos (v.vertex);
|
||||||
tmpvar_1.w = 1.0;
|
o.uvY = TRANSFORM_TEX (v.texcoord, _YTex);
|
||||||
tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
o.uvCbCr.xy = TRANSFORM_TEX (v.texcoord, _CbTex);
|
||||||
tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD1).y;
|
|
||||||
tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD1).z;
|
//Work out the threasholds in the vertex shader
|
||||||
rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
|
//float scaleLength = length(_YCbCRDeltaScale);
|
||||||
rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
|
float scaleLength = _YCbCRDeltaScale.w;
|
||||||
rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
|
|
||||||
mediump float tmpvar_2;
|
float bottom = _LowThreshold * scaleLength;
|
||||||
tmpvar_2 = ((length (((tmpvar_1.xyz - _KeyYCrCb.xyz) * _KeyScale.xyz)) + _KeyYCrCb.w) * _KeyScale.w);
|
float top = _HighThreshold * scaleLength;
|
||||||
rgbVec.w = tmpvar_2;
|
|
||||||
gl_FragData[0] = rgbVec;
|
float range = top - bottom;
|
||||||
|
float offset = -bottom;
|
||||||
|
|
||||||
|
float normalise = 1.0/range;
|
||||||
|
|
||||||
|
o.uvCbCr.z = offset;
|
||||||
|
o.uvCbCr.w = normalise;
|
||||||
|
|
||||||
|
return o;
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif"
|
fixed4 frag (v2f i) : COLOR
|
||||||
}
|
{
|
||||||
}
|
fixed4 YCbCr = SampleYCbCr( i.uvY, i.uvCbCr);
|
||||||
Program "fp" {
|
fixed4 rgbVec = YCbCrToRGB(YCbCr);
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
half3 deltaVec = (YCbCr.xyz - _KeyYCbCr.xyz) * _YCbCRDeltaScale.xyz;
|
||||||
}
|
|
||||||
}
|
rgbVec.w = (length(deltaVec) + i.uvCbCr.z)* i.uvCbCr.w;
|
||||||
|
|
||||||
|
return rgbVec;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|||||||
@@ -1,100 +1,79 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB Split Alpha" {
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
Shader "Color Space/YCrCbtoRGB Split Alpha"
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
{
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
Properties
|
||||||
}
|
{
|
||||||
SubShader {
|
_YTex ("Y (RGB)", 2D) = "black" {}
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
_CrTex ("Cr (RGB)", 2D) = "gray" {}
|
||||||
Pass {
|
_CbTex ("Cb (RGB)", 2D) = "gray" {}
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
|
||||||
ZWrite Off
|
[KeywordEnum(Vertical, Horizontal)] Mode ("Alpha Mode", Float) = 0
|
||||||
Fog {
|
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
Pass
|
||||||
|
{
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
ColorMask RGB
|
ColorMask RGB
|
||||||
Program "vp" {
|
Lighting Off Fog { Color (0,0,0,0) }
|
||||||
SubProgram "gles " {
|
ZWrite Off
|
||||||
"!!GLES
|
|
||||||
#define SHADER_API_GLES 1
|
|
||||||
#define tex2D texture2D
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile MODE_VERTICAL MODE_HORIZONTAL
|
||||||
|
|
||||||
#ifdef VERTEX
|
#include "UnityCG.cginc"
|
||||||
#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
|
|
||||||
uniform mat4 glstate_matrix_mvp;
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD2;
|
sampler2D _YTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
sampler2D _CbTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
sampler2D _CrTex;
|
||||||
|
|
||||||
uniform highp vec4 _YTex_ST;
|
#include "YCbCrtoRGB.cginc"
|
||||||
uniform highp vec4 _CbTex_ST;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
struct v2f
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
highp vec4 texcoordTop;
|
float4 pos : SV_POSITION;
|
||||||
highp vec4 texcoordBottom;
|
half2 uvY : TEXCOORD0;
|
||||||
mediump vec2 tmpvar_1;
|
half2 uvAlpha : TEXCOORD1;
|
||||||
mediump vec2 tmpvar_2;
|
half2 uvCbCr : TEXCOORD2;
|
||||||
mediump vec2 tmpvar_3;
|
};
|
||||||
texcoordBottom = _glesMultiTexCoord0;
|
|
||||||
texcoordBottom.y = (_glesMultiTexCoord0.y / 2.0);
|
|
||||||
texcoordTop = _glesMultiTexCoord0;
|
|
||||||
texcoordTop.y = (texcoordBottom.y + 0.5);
|
|
||||||
highp vec2 tmpvar_4;
|
|
||||||
tmpvar_4 = ((texcoordTop.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
|
||||||
tmpvar_1 = tmpvar_4;
|
|
||||||
highp vec2 tmpvar_5;
|
|
||||||
tmpvar_5 = ((texcoordBottom.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
|
||||||
tmpvar_2 = tmpvar_5;
|
|
||||||
highp vec2 tmpvar_6;
|
|
||||||
tmpvar_6 = ((texcoordTop.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
|
|
||||||
tmpvar_3 = tmpvar_6;
|
|
||||||
gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
xlv_TEXCOORD1 = tmpvar_2;
|
|
||||||
xlv_TEXCOORD2 = tmpvar_3;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
float4 _YTex_ST;
|
||||||
|
float4 _CbTex_ST;
|
||||||
|
|
||||||
|
v2f vert (appdata_base v)
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD2;
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
lowp vec4 rgbVec;
|
v2f o;
|
||||||
lowp vec4 tmpvar_1;
|
o.pos = UnityObjectToClipPos (v.vertex);
|
||||||
tmpvar_1.w = 1.0;
|
|
||||||
tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
float4 texcoordBottom = v.texcoord;
|
||||||
tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD2).y;
|
float4 texcoordTop = v.texcoord;
|
||||||
tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD2).z;
|
#if MODE_VERTICAL
|
||||||
rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
|
texcoordBottom.y = ( v.texcoord.y / 2.0f );
|
||||||
rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
|
texcoordTop.y = texcoordBottom.y + 0.5f;
|
||||||
rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
|
#else
|
||||||
rgbVec.w = ((texture2D (_YTex, xlv_TEXCOORD1).y - 0.0627451) * 1.16438);
|
texcoordBottom.x = ( v.texcoord.x / 2.0f );
|
||||||
gl_FragData[0] = rgbVec;
|
texcoordTop.x = texcoordBottom.x + 0.5f;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
o.uvY = TRANSFORM_TEX (texcoordTop, _YTex);
|
||||||
|
o.uvAlpha = TRANSFORM_TEX (texcoordBottom, _YTex);
|
||||||
|
o.uvCbCr = TRANSFORM_TEX (texcoordTop, _CbTex);
|
||||||
|
return o;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : COLOR
|
||||||
|
{
|
||||||
|
fixed4 rgbVec = YCbCrToRGB(SampleYCbCr( i.uvY, i.uvCbCr));
|
||||||
|
|
||||||
|
rgbVec.w = ((tex2D(_YTex, i.uvAlpha).a - (16.0/255.0)) * (255.0/219.0));
|
||||||
|
|
||||||
#endif"
|
return rgbVec;
|
||||||
}
|
}
|
||||||
}
|
ENDCG
|
||||||
Program "fp" {
|
}
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
@@ -1,90 +1,63 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB Trans" {
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
Shader "Color Space/YCbCrtoRGB Trans"
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
{
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
Properties
|
||||||
_TintColor ("Color", Color) = (1,1,1,1)
|
{
|
||||||
}
|
_YTex ("Y (RGB)", 2D) = "black" {}
|
||||||
SubShader {
|
_CrTex ("Cr (RGB)", 2D) = "gray" {}
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
_CbTex ("Cb (RGB)", 2D) = "gray" {}
|
||||||
Pass {
|
_TintColor ("Color", COLOR) = (1,1,1,1)
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
|
||||||
ZWrite Off
|
|
||||||
Fog {
|
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
Pass
|
||||||
|
{
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
ColorMask RGB
|
ColorMask RGB
|
||||||
Program "vp" {
|
Lighting Off Fog { Color (0,0,0,0) }
|
||||||
SubProgram "gles " {
|
ZWrite Off
|
||||||
"!!GLES
|
|
||||||
#define SHADER_API_GLES 1
|
|
||||||
#define tex2D texture2D
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
#ifdef VERTEX
|
#include "UnityCG.cginc"
|
||||||
#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
|
|
||||||
uniform mat4 glstate_matrix_mvp;
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
sampler2D _YTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
sampler2D _CbTex;
|
||||||
|
sampler2D _CrTex;
|
||||||
|
|
||||||
uniform highp vec4 _YTex_ST;
|
#include "YCbCrtoRGB.cginc"
|
||||||
uniform highp vec4 _CbTex_ST;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
fixed4 _TintColor;
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
struct v2f
|
||||||
{
|
{
|
||||||
mediump vec2 tmpvar_1;
|
float4 pos : SV_POSITION;
|
||||||
mediump vec2 tmpvar_2;
|
half2 uvY : TEXCOORD0;
|
||||||
highp vec2 tmpvar_3;
|
half2 uvCbCr : TEXCOORD1;
|
||||||
tmpvar_3 = ((_glesMultiTexCoord0.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
};
|
||||||
tmpvar_1 = tmpvar_3;
|
|
||||||
highp vec2 tmpvar_4;
|
|
||||||
tmpvar_4 = ((_glesMultiTexCoord0.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
|
|
||||||
tmpvar_2 = tmpvar_4;
|
|
||||||
gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
xlv_TEXCOORD1 = tmpvar_2;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
float4 _YTex_ST;
|
||||||
|
float4 _CbTex_ST;
|
||||||
|
|
||||||
|
v2f vert (appdata_base v)
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
uniform lowp vec4 _TintColor;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
lowp vec4 rgbVec;
|
v2f o;
|
||||||
lowp vec4 tmpvar_1;
|
o.pos = UnityObjectToClipPos (v.vertex);
|
||||||
tmpvar_1.w = 1.0;
|
o.uvY = TRANSFORM_TEX (v.texcoord, _YTex);
|
||||||
tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
o.uvCbCr = TRANSFORM_TEX (v.texcoord, _CbTex);
|
||||||
tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD1).y;
|
return o;
|
||||||
tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD1).z;
|
|
||||||
rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
|
|
||||||
rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
|
|
||||||
rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
|
|
||||||
rgbVec.w = 1.0;
|
|
||||||
lowp vec4 tmpvar_2;
|
|
||||||
tmpvar_2 = (rgbVec * _TintColor);
|
|
||||||
rgbVec = tmpvar_2;
|
|
||||||
gl_FragData[0] = tmpvar_2;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif"
|
fixed4 frag (v2f i) : COLOR
|
||||||
}
|
{
|
||||||
}
|
return YCbCrToRGB(SampleYCbCr( i.uvY, i.uvCbCr))*_TintColor;
|
||||||
Program "fp" {
|
}
|
||||||
SubProgram "gles " {
|
ENDCG
|
||||||
"!!GLES"
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
|
|
||||||
Shader "QO/Sprite Add"
|
Shader "QO/Sprite Add"
|
||||||
{
|
{
|
||||||
Properties
|
Properties
|
||||||
@@ -45,7 +47,7 @@ Shader "QO/Sprite Add"
|
|||||||
float2 uv_2 = _UVWH.xy;
|
float2 uv_2 = _UVWH.xy;
|
||||||
float2 wh_1 = _UVWH.zw;
|
float2 wh_1 = _UVWH.zw;
|
||||||
o.color = v.color;
|
o.color = v.color;
|
||||||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
||||||
return o;
|
return o;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
|
|
||||||
Shader "QO/Sprite Back"
|
Shader "QO/Sprite Back"
|
||||||
{
|
{
|
||||||
Properties
|
Properties
|
||||||
@@ -45,7 +47,7 @@ Shader "QO/Sprite Back"
|
|||||||
float2 uv_2 = _UVWH.xy;
|
float2 uv_2 = _UVWH.xy;
|
||||||
float2 wh_1 = _UVWH.zw;
|
float2 wh_1 = _UVWH.zw;
|
||||||
o.color = v.color;
|
o.color = v.color;
|
||||||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
||||||
return o;
|
return o;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
|
|
||||||
Shader "QO/Sprite Flash"
|
Shader "QO/Sprite Flash"
|
||||||
{
|
{
|
||||||
Properties
|
Properties
|
||||||
@@ -47,7 +49,7 @@ Shader "QO/Sprite Flash"
|
|||||||
float2 uv_2 = _UVWH.xy;
|
float2 uv_2 = _UVWH.xy;
|
||||||
float2 wh_1 = _UVWH.zw;
|
float2 wh_1 = _UVWH.zw;
|
||||||
o.color = v.color;
|
o.color = v.color;
|
||||||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
||||||
return o;
|
return o;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
|
|
||||||
Shader "QO/Sprite NoTexAlpha"
|
Shader "QO/Sprite NoTexAlpha"
|
||||||
{
|
{
|
||||||
Properties
|
Properties
|
||||||
@@ -45,7 +47,7 @@ Shader "QO/Sprite NoTexAlpha"
|
|||||||
float2 uv_2 = _UVWH.xy;
|
float2 uv_2 = _UVWH.xy;
|
||||||
float2 wh_1 = _UVWH.zw;
|
float2 wh_1 = _UVWH.zw;
|
||||||
o.color = v.color;
|
o.color = v.color;
|
||||||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
||||||
return o;
|
return o;
|
||||||
}
|
}
|
||||||
@@ -53,7 +55,7 @@ Shader "QO/Sprite NoTexAlpha"
|
|||||||
half4 frag (v2f IN) : COLOR
|
half4 frag (v2f IN) : COLOR
|
||||||
{
|
{
|
||||||
float3 rest = tex2D(_MainTex, IN.texcoord).xyz;
|
float3 rest = tex2D(_MainTex, IN.texcoord).xyz;
|
||||||
float4 together = (rest.x,rest.y, rest.z, 0.0);
|
float4 together = float4(rest.x,rest.y, rest.z, 0.0);
|
||||||
//float4 tex = tex2D(_MainTex, IN.texcoord);
|
//float4 tex = tex2D(_MainTex, IN.texcoord);
|
||||||
float4 tmpvar_1 = (together * _Color);
|
float4 tmpvar_1 = (together * _Color);
|
||||||
return tmpvar_1;
|
return tmpvar_1;
|
||||||
|
|||||||
@@ -1,4 +1,6 @@
|
|||||||
Shader "QO/Sprite"
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
|
|
||||||
|
Shader "QO/Sprite"
|
||||||
{
|
{
|
||||||
Properties
|
Properties
|
||||||
{
|
{
|
||||||
@@ -45,7 +47,7 @@
|
|||||||
float2 uv_2 = _UVWH.xy;
|
float2 uv_2 = _UVWH.xy;
|
||||||
float2 wh_1 = _UVWH.zw;
|
float2 wh_1 = _UVWH.zw;
|
||||||
o.color = v.color;
|
o.color = v.color;
|
||||||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
o.texcoord = ((v.texcoord * wh_1) + uv_2);
|
||||||
return o;
|
return o;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,5 @@
|
|||||||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
|
|
||||||
Shader "QO/TextSprite"
|
Shader "QO/TextSprite"
|
||||||
{
|
{
|
||||||
Properties
|
Properties
|
||||||
@@ -52,7 +54,7 @@ Shader "QO/TextSprite"
|
|||||||
v2f vert (appdata_t v)
|
v2f vert (appdata_t v)
|
||||||
{
|
{
|
||||||
v2f o;
|
v2f o;
|
||||||
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
o.color = v.color;
|
o.color = v.color;
|
||||||
o.texcoord = v.texcoord;
|
o.texcoord = v.texcoord;
|
||||||
return o;
|
return o;
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -52,8 +52,8 @@ public class AdventureMenuWindow : SubTaskBaseWindow
|
|||||||
int num2 = 272;
|
int num2 = 272;
|
||||||
GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||||
//gameObject.renderer.material = new Material(Resources.Load("Shader/Sprite/Sprite") as Shader);
|
//gameObject.renderer.material = new Material(Resources.Load("Shader/Sprite/Sprite") as Shader);
|
||||||
gameObject.renderer.material = new Material(Shader.Find("QO/Sprite") as Shader);
|
gameObject.GetComponent<Renderer>().material = new Material(Shader.Find("QO/Sprite") as Shader);
|
||||||
gameObject.renderer.material.mainTexture = tex;
|
gameObject.GetComponent<Renderer>().material.mainTexture = tex;
|
||||||
gameObject.transform.parent = base.transform;
|
gameObject.transform.parent = base.transform;
|
||||||
float num3 = (float)tex.width * scale_w;
|
float num3 = (float)tex.width * scale_w;
|
||||||
float num4 = (float)tex.height * scale_h;
|
float num4 = (float)tex.height * scale_h;
|
||||||
@@ -138,7 +138,7 @@ public class AdventureMenuWindow : SubTaskBaseWindow
|
|||||||
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
|
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
|
||||||
new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
|
new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
|
||||||
new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
|
new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
|
||||||
new BaseWindow.UIText("Confirm_MSG", 480, 230, this.wndz + 4, "タイトル画面へ戻りますか?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
|
new BaseWindow.UIText("Confirm_MSG", 480, 230, this.wndz + 4, UnityApp.Instance.isJapanese ? "タイトル画面へ戻りますか?" : "Return to Title Screen?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
return new BaseWindow.UIComponent[]
|
return new BaseWindow.UIComponent[]
|
||||||
@@ -157,7 +157,7 @@ public class AdventureMenuWindow : SubTaskBaseWindow
|
|||||||
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
|
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
|
||||||
new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
|
new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
|
||||||
new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
|
new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
|
||||||
new BaseWindow.UIText("Confirm_MSG", 480, 230, this.wndz + 4, "回想を停止しますか?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
|
new BaseWindow.UIText("Confirm_MSG", 480, UnityApp.Instance.isJapanese ? 230 : 210, this.wndz + 4, UnityApp.Instance.isJapanese ? "回想を停止しますか?" : "Do you want to stop\nreplaying this event?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -253,10 +253,18 @@ public class AdventureMenuWindow : SubTaskBaseWindow
|
|||||||
base.GameObjectShow("Confirm_NO", show);
|
base.GameObjectShow("Confirm_NO", show);
|
||||||
base.GameObjectShow("CofirmCollision", show);
|
base.GameObjectShow("CofirmCollision", show);
|
||||||
if (show)
|
if (show)
|
||||||
|
{
|
||||||
|
if (UnityApp.Instance.isJapanese)
|
||||||
{
|
{
|
||||||
this.SetText("Confirm_MSG", (!AdventureMenuWindow.IsNormal) ? "回想を停止しますか?" : "タイトル画面へ戻りますか?");
|
this.SetText("Confirm_MSG", (!AdventureMenuWindow.IsNormal) ? "回想を停止しますか?" : "タイトル画面へ戻りますか?");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
|
this.SetText("Confirm_MSG", (!AdventureMenuWindow.IsNormal) ? "Do you want to stop\nreplaying this event?" : "Return to Title Screen?");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
this.SetText("Confirm_MSG", string.Empty);
|
this.SetText("Confirm_MSG", string.Empty);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -247,9 +247,9 @@ public abstract class BaseWindow : MonoBehaviourWrap
|
|||||||
ImageObject imageObject = ImageObject.Create(uiObject, base.transform, collisionEnable);
|
ImageObject imageObject = ImageObject.Create(uiObject, base.transform, collisionEnable);
|
||||||
imageObject.RendererEnableAfterLoad = RendererEnableAfterLoad;
|
imageObject.RendererEnableAfterLoad = RendererEnableAfterLoad;
|
||||||
GameObject gameObject = imageObject.gameObject;
|
GameObject gameObject = imageObject.gameObject;
|
||||||
if (gameObject.collider != null)
|
if (gameObject.GetComponent<Collider>() != null)
|
||||||
{
|
{
|
||||||
gameObject.collider.enabled = (collisionEnable && RendererEnableAfterLoad);
|
gameObject.GetComponent<Collider>().enabled = (collisionEnable && RendererEnableAfterLoad);
|
||||||
}
|
}
|
||||||
this.UIGameObjectsDic.Add(gameObject.name, gameObject);
|
this.UIGameObjectsDic.Add(gameObject.name, gameObject);
|
||||||
this.imageObjectList.Add(imageObject);
|
this.imageObjectList.Add(imageObject);
|
||||||
@@ -300,13 +300,13 @@ public abstract class BaseWindow : MonoBehaviourWrap
|
|||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (go.renderer != null)
|
if (go.GetComponent<Renderer>() != null)
|
||||||
{
|
{
|
||||||
go.renderer.enabled = show;
|
go.GetComponent<Renderer>().enabled = show;
|
||||||
}
|
}
|
||||||
if (go.collider != null)
|
if (go.GetComponent<Collider>() != null)
|
||||||
{
|
{
|
||||||
go.collider.enabled = show;
|
go.GetComponent<Collider>().enabled = show;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -573,7 +573,8 @@ public abstract class BaseWindow : MonoBehaviourWrap
|
|||||||
GameObject gameObject = window.gameObject;
|
GameObject gameObject = window.gameObject;
|
||||||
UnityTextSprite unityTextSprite = new UnityTextSprite(false, gameObject);
|
UnityTextSprite unityTextSprite = new UnityTextSprite(false, gameObject);
|
||||||
unityTextSprite.obj.name = this.name;
|
unityTextSprite.obj.name = this.name;
|
||||||
unityTextSprite.Show = false;
|
//Changed to true, revisit later
|
||||||
|
unityTextSprite.Show = true;
|
||||||
unityTextSprite.Font = Singleton<UnityGraph>.Instance.Font;
|
unityTextSprite.Font = Singleton<UnityGraph>.Instance.Font;
|
||||||
unityTextSprite.ClearText();
|
unityTextSprite.ClearText();
|
||||||
unityTextSprite.SetColor(this.color);
|
unityTextSprite.SetColor(this.color);
|
||||||
|
|||||||
@@ -49,7 +49,7 @@ public class CreateSprite : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Mesh mesh = CreateSprite.CreateMesh();
|
Mesh mesh = CreateSprite.CreateMesh();
|
||||||
mesh.RecalculateBounds();
|
mesh.RecalculateBounds();
|
||||||
mesh.Optimize();
|
;
|
||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -70,21 +70,21 @@ public class CreateSprite : MonoBehaviour
|
|||||||
{
|
{
|
||||||
obj.transform.localPosition = new Vector3(0f, 0f, -1000f);
|
obj.transform.localPosition = new Vector3(0f, 0f, -1000f);
|
||||||
obj.transform.localScale = new Vector3(1f, 1f, 1f);
|
obj.transform.localScale = new Vector3(1f, 1f, 1f);
|
||||||
obj.camera.orthographic = true;
|
obj.GetComponent<Camera>().orthographic = true;
|
||||||
obj.camera.orthographicSize = (float)(ScreenH / 2);
|
obj.GetComponent<Camera>().orthographicSize = (float)(ScreenH / 2);
|
||||||
obj.camera.nearClipPlane = 0f;
|
obj.GetComponent<Camera>().nearClipPlane = 0f;
|
||||||
obj.camera.farClipPlane = 20000f;
|
obj.GetComponent<Camera>().farClipPlane = 20000f;
|
||||||
obj.camera.renderingPath = RenderingPath.VertexLit;
|
obj.GetComponent<Camera>().renderingPath = RenderingPath.VertexLit;
|
||||||
obj.camera.clearFlags = CameraClearFlags.Color;
|
obj.GetComponent<Camera>().clearFlags = CameraClearFlags.Color;
|
||||||
obj.camera.backgroundColor = new Color(0f, 0f, 0f, 1f);
|
obj.GetComponent<Camera>().backgroundColor = new Color(0f, 0f, 0f, 1f);
|
||||||
if (IsSprite)
|
if (IsSprite)
|
||||||
{
|
{
|
||||||
obj.camera.cullingMask &= 1 << LayerMask.NameToLayer("Sprite");
|
obj.GetComponent<Camera>().cullingMask &= 1 << LayerMask.NameToLayer("Sprite");
|
||||||
obj.camera.gameObject.layer = LayerMask.NameToLayer("Sprite");
|
obj.GetComponent<Camera>().gameObject.layer = LayerMask.NameToLayer("Sprite");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
obj.camera.cullingMask &= ~(1 << LayerMask.NameToLayer("Sprite"));
|
obj.GetComponent<Camera>().cullingMask &= ~(1 << LayerMask.NameToLayer("Sprite"));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,406 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Qoo;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
// Token: 0x02000113 RID: 275
|
||||||
|
public class CreditsWindow : BaseWindow
|
||||||
|
{
|
||||||
|
private Dictionary<string,int> dict = null;
|
||||||
|
|
||||||
|
// Token: 0x06000746 RID: 1862 RVA: 0x0001F45C File Offset: 0x0001D65C
|
||||||
|
protected sealed override string GetBGMName()
|
||||||
|
{
|
||||||
|
return "honobono1_a_ali";
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000747 RID: 1863 RVA: 0x0001F464 File Offset: 0x0001D664
|
||||||
|
protected sealed override void OnAwake()
|
||||||
|
{
|
||||||
|
this.moveBackGround = new CreditsWindow.MoveBackGround();
|
||||||
|
this.pageManager = new CreditsWindow.PageManager(5);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000748 RID: 1864 RVA: 0x0001F480 File Offset: 0x0001D680
|
||||||
|
protected sealed override string[] newSceneTextureNameArray()
|
||||||
|
{
|
||||||
|
return new string[]
|
||||||
|
{
|
||||||
|
"screen/title/help_01",
|
||||||
|
"screen/title/help_02",
|
||||||
|
"screen/title/help_03",
|
||||||
|
"screen/title/help_04",
|
||||||
|
"screen/title/help_05",
|
||||||
|
"screen/common/cancel",
|
||||||
|
"screen/cgmemory/cgm_arwl",
|
||||||
|
"screen/cgmemory/cgm_arwr"
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000749 RID: 1865 RVA: 0x0001F4D8 File Offset: 0x0001D6D8
|
||||||
|
protected sealed override void BeforeInit()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x0600074A RID: 1866 RVA: 0x0001F4DC File Offset: 0x0001D6DC
|
||||||
|
protected sealed override void AfterInit()
|
||||||
|
{
|
||||||
|
//this.moveBackGround.Init(base.GetGameObject("Before"), base.GetGameObject("After"), base.GetGameObject("BackGround"));
|
||||||
|
float delay = 0f;
|
||||||
|
int repeat = 0;
|
||||||
|
float speed = 0.8f;
|
||||||
|
//ImageObject imageObject = base.GetImageObject("ArrowL");
|
||||||
|
//imageObject.AddImageAnimation(new ImageAnimationLocalPosition(repeat, speed, delay, MoveType.LoopSin000to180, new Vector3(0f, 0f, 0f), new Vector3(-25f, 0f, 0f)));
|
||||||
|
//ImageObject imageObject2 = base.GetImageObject("ArrowR");
|
||||||
|
//imageObject2.AddImageAnimation(new ImageAnimationLocalPosition(repeat, speed, delay, MoveType.LoopSin000to180, new Vector3(0f, 0f, 0f), new Vector3(25f, 0f, 0f)));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x0600074B RID: 1867 RVA: 0x0001F5AC File Offset: 0x0001D7AC
|
||||||
|
protected sealed override BaseWindow.UIComponent[] newComponentArray()
|
||||||
|
{
|
||||||
|
//string currentFPath = this.pageManager.GetCurrentFPath();
|
||||||
|
return new BaseWindow.UIComponent[]
|
||||||
|
{
|
||||||
|
//new BaseWindow.UIImage("Before", 0, 0, this.wndz - 1, currentFPath, false, false),
|
||||||
|
//new BaseWindow.UIImage("After", 0, 0, this.wndz - 1, currentFPath, false, false),
|
||||||
|
//new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, currentFPath, true, true),
|
||||||
|
new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, "screen/title/cgm_bg_1", true, true),
|
||||||
|
new BaseWindow.UIText("Credits", 480, 0, this.wndz + 4, "English Translation Credits", 50, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||||
|
new BaseWindow.UIText("Credits_1", 10, 100, this.wndz + 4, "Administrator:\n *vocaotome\n *stellarroze \n\nImage Editor:\n *Spicy Diamond\n *Straydog12\n *vocaotome\n *Pandora \n *andi_91\n\nProgrammer:\n *Falaina\n\nTesters:\n *Eldiatricc\n *vocaotome", 20, UnityTextSprite.PositionType.TopLeft, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||||
|
new BaseWindow.UIText("Credits_2", 255, 100, this.wndz + 4, "Translators:\n *vocaotome \n *final_account\n *Kaylin \n *Aubrey\n *Noriri\n *HakaiEve\n *Yukihime\n *Spinster\n *Chirigirl13\n *Shinsuki\n *Ciara\n *amuletcross\n *NuitNoire\n *Atikal07\n *Neri\n *ask-the-mock-turtle", 20, UnityTextSprite.PositionType.TopLeft, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||||
|
new BaseWindow.UIText("Credits_3", 510, 100, this.wndz + 4, "Editors:\n *Hattingmad\n *Eldiatricc\n *Shay\n *Liza\n *Mimi\n *Lucy\n *Jes\n *Shinsuki\n *Suzubelle-chan\n *Pandora\n *Daeyamati\n *Kytana\n\nTranslation-Checkers:\n *vocaotome", 20, UnityTextSprite.PositionType.TopLeft, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||||
|
new BaseWindow.UIText("Credits_4", 765, 100, this.wndz + 4, "Proof-Readers:\n *sonic\n *Shay\n *Shinsuki\n *Liza\n *Grimm\n *Mio\n *Maisa\n *Marie\n *Mellissa \n *Jes\n *Ayame Jay\n *Kyatana\n\nSpecial Thanks:\n *yu_eriyama\n *yuvie", 20, UnityTextSprite.PositionType.TopLeft, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||||
|
new BaseWindow.UIButton("Cancel", 887, 6, this.wndz + 3, "screen/common/cancel", true, true, 1, 2, 0),
|
||||||
|
//new BaseWindow.UIImage("ArrowL", 33, 80, this.wndz + 3, "screen/cgmemory/cgm_arwl", false, true),
|
||||||
|
//new BaseWindow.UIImage("ArrowR", 848, 80, this.wndz + 3, "screen/cgmemory/cgm_arwr", false, true)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x0600074C RID: 1868 RVA: 0x0001F684 File Offset: 0x0001D884
|
||||||
|
protected sealed override void OnBaseWindowOnButton(string obj)
|
||||||
|
{
|
||||||
|
if (obj != null)
|
||||||
|
{
|
||||||
|
if (this.dict == null)
|
||||||
|
{
|
||||||
|
this.dict = new Dictionary<string, int>(1)
|
||||||
|
{
|
||||||
|
{
|
||||||
|
"Cancel",
|
||||||
|
0
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
int num;
|
||||||
|
if (this.dict.TryGetValue(obj, out num))
|
||||||
|
{
|
||||||
|
if (num == 0)
|
||||||
|
{
|
||||||
|
base.PlaySE_Cancel();
|
||||||
|
SceneManager.BackScene();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x0600074D RID: 1869 RVA: 0x0001F6EC File Offset: 0x0001D8EC
|
||||||
|
protected override void OnBaseWindowUpdate()
|
||||||
|
{
|
||||||
|
if (this.moveBackGround.Moving)
|
||||||
|
{
|
||||||
|
if (!this.moveBackGround.Update())
|
||||||
|
{
|
||||||
|
base.SetTexture("BackGround", "screen/title/" + this.pageManager.GetCurrentFPath());
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
INPUT_STATUS status = UnityApp.Input.Status;
|
||||||
|
if (status == INPUT_STATUS.DRAG || status == INPUT_STATUS.FLICK)
|
||||||
|
{
|
||||||
|
//this.OnFlick(UnityApp.Input.SlideDragVector);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x0600074E RID: 1870 RVA: 0x0001F770 File Offset: 0x0001D970
|
||||||
|
/*private void OnFlick(SLIDE_VECTOR slide)
|
||||||
|
{
|
||||||
|
string currentFPath = this.pageManager.GetCurrentFPath();
|
||||||
|
if (slide != SLIDE_VECTOR.LEFT)
|
||||||
|
{
|
||||||
|
if (slide == SLIDE_VECTOR.RIGHT)
|
||||||
|
{
|
||||||
|
base.PlaySE_Select();
|
||||||
|
this.pageManager.Left();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
base.PlaySE_Select();
|
||||||
|
this.pageManager.Right();
|
||||||
|
}
|
||||||
|
string currentFPath2 = this.pageManager.GetCurrentFPath();
|
||||||
|
if (currentFPath2 != currentFPath)
|
||||||
|
{
|
||||||
|
Qoo.Debug.Print(currentFPath2);
|
||||||
|
this.ChangeBG(currentFPath, currentFPath2, slide);
|
||||||
|
}
|
||||||
|
}*/
|
||||||
|
|
||||||
|
// Token: 0x0600074F RID: 1871 RVA: 0x0001F7F4 File Offset: 0x0001D9F4
|
||||||
|
private void ChangeBG(string beforePath, string afterPath, SLIDE_VECTOR slide)
|
||||||
|
{
|
||||||
|
this.moveBackGround.ChangeBG(beforePath, afterPath, slide);
|
||||||
|
if (this.moveBackGround.Update())
|
||||||
|
{
|
||||||
|
base.StartCoroutine(this.TransitionCoroutine(this.moveBackGround.param));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000750 RID: 1872 RVA: 0x0001F838 File Offset: 0x0001DA38
|
||||||
|
private IEnumerator TransitionCoroutine(CreditsWindow.TransitionParam param)
|
||||||
|
{
|
||||||
|
EffectManager.Init(param.effectName, 500, param.renderer, param.before, param.after);
|
||||||
|
yield return base.StartCoroutine(EffectManager.StartEffect());
|
||||||
|
param.action();
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x040006A8 RID: 1704
|
||||||
|
private readonly int wndz;
|
||||||
|
|
||||||
|
// Token: 0x040006A9 RID: 1705
|
||||||
|
private CreditsWindow.MoveBackGround moveBackGround;
|
||||||
|
|
||||||
|
// Token: 0x040006AA RID: 1706
|
||||||
|
private CreditsWindow.PageManager pageManager;
|
||||||
|
|
||||||
|
// Token: 0x02000114 RID: 276
|
||||||
|
private class PageManager
|
||||||
|
{
|
||||||
|
// Token: 0x06000751 RID: 1873 RVA: 0x0001F864 File Offset: 0x0001DA64
|
||||||
|
public PageManager(int pageMax_)
|
||||||
|
{
|
||||||
|
this.page = 0;
|
||||||
|
this.pageMax = pageMax_;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000752 RID: 1874 RVA: 0x0001F87C File Offset: 0x0001DA7C
|
||||||
|
public string GetCurrentFPath()
|
||||||
|
{
|
||||||
|
return this.getName(this.page);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000753 RID: 1875 RVA: 0x0001F88C File Offset: 0x0001DA8C
|
||||||
|
public string LeftFPath()
|
||||||
|
{
|
||||||
|
return this.getName(this.getLeft());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000754 RID: 1876 RVA: 0x0001F89C File Offset: 0x0001DA9C
|
||||||
|
public string RightFPath()
|
||||||
|
{
|
||||||
|
return this.getName(this.getRight());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000755 RID: 1877 RVA: 0x0001F8AC File Offset: 0x0001DAAC
|
||||||
|
public void Left()
|
||||||
|
{
|
||||||
|
this.page = this.getLeft();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000756 RID: 1878 RVA: 0x0001F8BC File Offset: 0x0001DABC
|
||||||
|
public void Right()
|
||||||
|
{
|
||||||
|
this.page = this.getRight();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000757 RID: 1879 RVA: 0x0001F8CC File Offset: 0x0001DACC
|
||||||
|
private string getName(int page)
|
||||||
|
{
|
||||||
|
return (page + 1).ToString("screen/title/help_00");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000758 RID: 1880 RVA: 0x0001F8EC File Offset: 0x0001DAEC
|
||||||
|
private int getLeft()
|
||||||
|
{
|
||||||
|
return (this.page != 0) ? (this.page - 1) : (this.pageMax - 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000759 RID: 1881 RVA: 0x0001F91C File Offset: 0x0001DB1C
|
||||||
|
private int getRight()
|
||||||
|
{
|
||||||
|
return (this.page != this.pageMax - 1) ? (this.page + 1) : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x040006AC RID: 1708
|
||||||
|
private int page;
|
||||||
|
|
||||||
|
// Token: 0x040006AD RID: 1709
|
||||||
|
private int pageMax;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x02000115 RID: 277
|
||||||
|
private class MoveImage
|
||||||
|
{
|
||||||
|
// Token: 0x0600075A RID: 1882 RVA: 0x0001F940 File Offset: 0x0001DB40
|
||||||
|
public MoveImage()
|
||||||
|
{
|
||||||
|
this.go = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x0600075B RID: 1883 RVA: 0x0001F950 File Offset: 0x0001DB50
|
||||||
|
public void Init(GameObject go_)
|
||||||
|
{
|
||||||
|
this.go = go_;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x0600075C RID: 1884 RVA: 0x0001F95C File Offset: 0x0001DB5C
|
||||||
|
public void SetTexture(string fpath)
|
||||||
|
{
|
||||||
|
ImageObject component = this.go.GetComponent<ImageObject>();
|
||||||
|
if (component == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
component.SetTexture("screen/title/" + fpath);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x0600075D RID: 1885 RVA: 0x0001F994 File Offset: 0x0001DB94
|
||||||
|
public Texture Texture()
|
||||||
|
{
|
||||||
|
ImageObject component = this.go.GetComponent<ImageObject>();
|
||||||
|
if (component == null)
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
return component.Texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x040006AE RID: 1710
|
||||||
|
private GameObject go;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x02000116 RID: 278
|
||||||
|
private class TransitionParam
|
||||||
|
{
|
||||||
|
// Token: 0x0600075E RID: 1886 RVA: 0x0001F9C4 File Offset: 0x0001DBC4
|
||||||
|
public TransitionParam(string effectName_ = null, Texture before_ = null, Texture after_ = null, Renderer renderer_ = null, Action action_ = null)
|
||||||
|
{
|
||||||
|
this.effectName = effectName_;
|
||||||
|
this.before = before_;
|
||||||
|
this.after = after_;
|
||||||
|
this.renderer = renderer_;
|
||||||
|
this.action = action_;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x040006AF RID: 1711
|
||||||
|
public string effectName;
|
||||||
|
|
||||||
|
// Token: 0x040006B0 RID: 1712
|
||||||
|
public Texture before;
|
||||||
|
|
||||||
|
// Token: 0x040006B1 RID: 1713
|
||||||
|
public Texture after;
|
||||||
|
|
||||||
|
// Token: 0x040006B2 RID: 1714
|
||||||
|
public Renderer renderer;
|
||||||
|
|
||||||
|
// Token: 0x040006B3 RID: 1715
|
||||||
|
public Action action;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x02000117 RID: 279
|
||||||
|
private class MoveBackGround
|
||||||
|
{
|
||||||
|
// Token: 0x0600075F RID: 1887 RVA: 0x0001F9F4 File Offset: 0x0001DBF4
|
||||||
|
public MoveBackGround()
|
||||||
|
{
|
||||||
|
this.param = null;
|
||||||
|
this.before = new CreditsWindow.MoveImage();
|
||||||
|
this.after = new CreditsWindow.MoveImage();
|
||||||
|
this.moving = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x170000DE RID: 222
|
||||||
|
// (get) Token: 0x06000760 RID: 1888 RVA: 0x0001FA2C File Offset: 0x0001DC2C
|
||||||
|
public bool Moving
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return this.moving;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000761 RID: 1889 RVA: 0x0001FA34 File Offset: 0x0001DC34
|
||||||
|
public void Init(GameObject before_, GameObject after_, GameObject bg_)
|
||||||
|
{
|
||||||
|
this.before.Init(before_);
|
||||||
|
this.after.Init(after_);
|
||||||
|
ImageObject component = bg_.GetComponent<ImageObject>();
|
||||||
|
if (component == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
this.renderer = component.GetComponent<Renderer>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000762 RID: 1890 RVA: 0x0001FA7C File Offset: 0x0001DC7C
|
||||||
|
public void ChangeBG(string beforePath, string afterPath, SLIDE_VECTOR slide)
|
||||||
|
{
|
||||||
|
string text = this.calcVector(slide);
|
||||||
|
this.before.SetTexture(beforePath);
|
||||||
|
this.after.SetTexture(afterPath);
|
||||||
|
if (text != null)
|
||||||
|
{
|
||||||
|
this.moving = true;
|
||||||
|
this.param = new CreditsWindow.TransitionParam(text, this.before.Texture(), this.after.Texture(), this.renderer, new Action(this.SetTransitionFinish));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000763 RID: 1891 RVA: 0x0001FAEC File Offset: 0x0001DCEC
|
||||||
|
public bool Update()
|
||||||
|
{
|
||||||
|
return this.moving;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000764 RID: 1892 RVA: 0x0001FAF4 File Offset: 0x0001DCF4
|
||||||
|
private string calcVector(SLIDE_VECTOR slide)
|
||||||
|
{
|
||||||
|
switch (slide)
|
||||||
|
{
|
||||||
|
case SLIDE_VECTOR.LEFT:
|
||||||
|
return "/bytes/effect/grad_r";
|
||||||
|
case SLIDE_VECTOR.RIGHT:
|
||||||
|
return "/bytes/effect/grad_l";
|
||||||
|
case SLIDE_VECTOR.UP:
|
||||||
|
return "/bytes/effect/grad_d";
|
||||||
|
case SLIDE_VECTOR.DOWN:
|
||||||
|
return "/bytes/effect/grad_u";
|
||||||
|
default:
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x06000765 RID: 1893 RVA: 0x0001FB3C File Offset: 0x0001DD3C
|
||||||
|
private void SetTransitionFinish()
|
||||||
|
{
|
||||||
|
this.moving = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Token: 0x040006B4 RID: 1716
|
||||||
|
public CreditsWindow.TransitionParam param;
|
||||||
|
|
||||||
|
// Token: 0x040006B5 RID: 1717
|
||||||
|
private CreditsWindow.MoveImage before;
|
||||||
|
|
||||||
|
// Token: 0x040006B6 RID: 1718
|
||||||
|
private CreditsWindow.MoveImage after;
|
||||||
|
|
||||||
|
// Token: 0x040006B7 RID: 1719
|
||||||
|
private Renderer renderer;
|
||||||
|
|
||||||
|
// Token: 0x040006B8 RID: 1720
|
||||||
|
private bool moving;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -253,7 +253,6 @@ public class EffectManager : MonoBehaviour
|
|||||||
// Token: 0x060008E4 RID: 2276 RVA: 0x0002728C File Offset: 0x0002548C
|
// Token: 0x060008E4 RID: 2276 RVA: 0x0002728C File Offset: 0x0002548C
|
||||||
private static IEnumerator loadTexture()
|
private static IEnumerator loadTexture()
|
||||||
{
|
{
|
||||||
Debug.LogWarning (EffectManager.Instance.EffectName);
|
|
||||||
string path = Application.streamingAssetsPath + Pathing.ToPlatformAssetBundleName(EffectManager.Instance.EffectName);
|
string path = Application.streamingAssetsPath + Pathing.ToPlatformAssetBundleName(EffectManager.Instance.EffectName);
|
||||||
byte[] data = System.IO.File.ReadAllBytes(path + ".png");
|
byte[] data = System.IO.File.ReadAllBytes(path + ".png");
|
||||||
Texture2D tex = new Texture2D(0, 0, TextureFormat.RGBA32, false, true);
|
Texture2D tex = new Texture2D(0, 0, TextureFormat.RGBA32, false, true);
|
||||||
|
|||||||
@@ -330,10 +330,10 @@ public class GalleryCGWindow : BaseWindow
|
|||||||
// Token: 0x060006DD RID: 1757 RVA: 0x0001CFF8 File Offset: 0x0001B1F8
|
// Token: 0x060006DD RID: 1757 RVA: 0x0001CFF8 File Offset: 0x0001B1F8
|
||||||
public void SetRendererEnable(bool lr, bool ud)
|
public void SetRendererEnable(bool lr, bool ud)
|
||||||
{
|
{
|
||||||
this.gameObject[0].renderer.enabled = lr;
|
this.gameObject[0].GetComponent<Renderer>().enabled = lr;
|
||||||
this.gameObject[1].renderer.enabled = lr;
|
this.gameObject[1].GetComponent<Renderer>().enabled = lr;
|
||||||
this.gameObject[2].renderer.enabled = ud;
|
this.gameObject[2].GetComponent<Renderer>().enabled = ud;
|
||||||
this.gameObject[3].renderer.enabled = ud;
|
this.gameObject[3].GetComponent<Renderer>().enabled = ud;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x0400066D RID: 1645
|
// Token: 0x0400066D RID: 1645
|
||||||
|
|||||||
@@ -119,12 +119,14 @@ public class GalleryInputNameDialogWindow : BaseWindow
|
|||||||
switch (this.type)
|
switch (this.type)
|
||||||
{
|
{
|
||||||
case GalleryInputNameDialogType.EMPTY:
|
case GalleryInputNameDialogType.EMPTY:
|
||||||
return "名前が入力されていません。";
|
return UnityApp.Instance.isJapanese ? "名前が入力されていません。" : "No name entered";
|
||||||
case GalleryInputNameDialogType.OVER:
|
case GalleryInputNameDialogType.OVER:
|
||||||
return "入力できる名前は7文字までです。";
|
return UnityApp.Instance.isJapanese ? "入力できる名前は7文字までです。" : "You can enter up to 7 characters";
|
||||||
case GalleryInputNameDialogType.INVALIDCHAR:
|
case GalleryInputNameDialogType.INVALIDCHAR:
|
||||||
return "表示できない文字が含まれています。";
|
return UnityApp.Instance.isJapanese ? "表示できない文字が含まれています。" : "Input contains characters that cannot be displayed";
|
||||||
case GalleryInputNameDialogType.CONFIRM:
|
case GalleryInputNameDialogType.CONFIRM:
|
||||||
|
if (UnityApp.Instance.isJapanese)
|
||||||
|
{
|
||||||
if (line == 0)
|
if (line == 0)
|
||||||
{
|
{
|
||||||
string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name;
|
string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name;
|
||||||
@@ -136,6 +138,23 @@ public class GalleryInputNameDialogWindow : BaseWindow
|
|||||||
return string.Empty;
|
return string.Empty;
|
||||||
}
|
}
|
||||||
return "よろしいですか?";
|
return "よろしいですか?";
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (line == 0)
|
||||||
|
{
|
||||||
|
string galleryInputNameDialog_Name = UIValue.GalleryInputNameDialog_Name;
|
||||||
|
string paramString = GameData.GetParamString("familyname", string.Empty);
|
||||||
|
return string.Format("Is {0} {1} correct?", galleryInputNameDialog_Name, paramString);
|
||||||
|
}
|
||||||
|
if (line != 1)
|
||||||
|
{
|
||||||
|
return string.Empty;
|
||||||
|
}
|
||||||
|
return string.Empty;
|
||||||
|
}
|
||||||
|
|
||||||
default:
|
default:
|
||||||
return string.Empty;
|
return string.Empty;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,14 +15,15 @@ public class GalleryInputNameKeyboardWindow : BaseWindow
|
|||||||
public IEnumerator Run()
|
public IEnumerator Run()
|
||||||
{
|
{
|
||||||
string initvalue = UIValue.GalleryInputNameDialog_Name;
|
string initvalue = UIValue.GalleryInputNameDialog_Name;
|
||||||
switch (Application.platform)
|
yield return NameInputKeyboard.Open(initvalue, false);
|
||||||
|
/*switch (Application.platform)
|
||||||
{
|
{
|
||||||
case RuntimePlatform.IPhonePlayer:
|
case RuntimePlatform.IPhonePlayer:
|
||||||
case RuntimePlatform.Android:
|
case RuntimePlatform.Android:
|
||||||
yield return NameInputKeyboard.Open(initvalue, false);
|
yield return NameInputKeyboard.Open(initvalue, false);
|
||||||
goto IL_82;
|
goto IL_82;
|
||||||
}
|
}*/
|
||||||
NameInputKeyboard.DebugInputText = initvalue;
|
//NameInputKeyboard.DebugInputText = initvalue;
|
||||||
IL_82:
|
IL_82:
|
||||||
UIValue.GalleryInputNameDialog_Name = NameInputKeyboard.InputText;
|
UIValue.GalleryInputNameDialog_Name = NameInputKeyboard.InputText;
|
||||||
UIValue.GalleryInputNameDialog_Exit = GalleryInputNameDialogExitType.INPUT;
|
UIValue.GalleryInputNameDialog_Exit = GalleryInputNameDialogExitType.INPUT;
|
||||||
|
|||||||
@@ -40,7 +40,7 @@ public class GalleryMovieWindow : BaseWindow
|
|||||||
{
|
{
|
||||||
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
||||||
//yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/high/op_movie.mp4", FullScreenMovieControlMode.CancelOnInput));
|
//yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/high/op_movie.mp4", FullScreenMovieControlMode.CancelOnInput));
|
||||||
yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/high/op_movie.mp4", ""));
|
yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/high/op_movie.mp4", this.gameObject));
|
||||||
this.state = GalleryMovieWindow.STATE.END;
|
this.state = GalleryMovieWindow.STATE.END;
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -336,7 +336,7 @@ public class HelpWindow : BaseWindow
|
|||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this.renderer = component.renderer;
|
this.renderer = component.GetComponent<Renderer>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000762 RID: 1890 RVA: 0x0001FA7C File Offset: 0x0001DC7C
|
// Token: 0x06000762 RID: 1890 RVA: 0x0001FA7C File Offset: 0x0001DC7C
|
||||||
|
|||||||
@@ -85,9 +85,9 @@ public class ImageObject : MonoBehaviour
|
|||||||
{
|
{
|
||||||
GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||||
//gameObject.renderer.material = new Material(Resources.Load("Shader/Sprite/Sprite") as Shader);
|
//gameObject.renderer.material = new Material(Resources.Load("Shader/Sprite/Sprite") as Shader);
|
||||||
gameObject.renderer.material = new Material(Shader.Find("QO/Sprite") as Shader);
|
gameObject.GetComponent<Renderer>().material = new Material(Shader.Find("QO/Sprite") as Shader);
|
||||||
gameObject.transform.parent = parent;
|
gameObject.transform.parent = parent;
|
||||||
gameObject.collider.enabled = collisionEnable;
|
gameObject.GetComponent<Collider>().enabled = collisionEnable;
|
||||||
ImageObject imageObject = gameObject.AddComponent<ImageObject>();
|
ImageObject imageObject = gameObject.AddComponent<ImageObject>();
|
||||||
imageObject.UIObject = uiObject;
|
imageObject.UIObject = uiObject;
|
||||||
imageObject.InitObject(true, uiObject);
|
imageObject.InitObject(true, uiObject);
|
||||||
@@ -119,7 +119,7 @@ public class ImageObject : MonoBehaviour
|
|||||||
{
|
{
|
||||||
GraphicManager.ReleaseTexture(this.imageUnityTexture);
|
GraphicManager.ReleaseTexture(this.imageUnityTexture);
|
||||||
this.imageUnityTexture = null;
|
this.imageUnityTexture = null;
|
||||||
base.renderer.material.mainTexture = null;
|
base.GetComponent<Renderer>().material.mainTexture = null;
|
||||||
}
|
}
|
||||||
this.changeTexture = true;
|
this.changeTexture = true;
|
||||||
this.UIObject.UITexture.TexturePath = texturePath;
|
this.UIObject.UITexture.TexturePath = texturePath;
|
||||||
@@ -180,7 +180,7 @@ public class ImageObject : MonoBehaviour
|
|||||||
int num2 = this.ImageBlockIndex % this.UIObject.UITexture.BlockNum + 1;
|
int num2 = this.ImageBlockIndex % this.UIObject.UITexture.BlockNum + 1;
|
||||||
Vector2 vector = new Vector2(1f / (float)this.UIObject.UITexture.BlockX, 1f / (float)this.UIObject.UITexture.BlockY);
|
Vector2 vector = new Vector2(1f / (float)this.UIObject.UITexture.BlockX, 1f / (float)this.UIObject.UITexture.BlockY);
|
||||||
Vector2 vector2 = new Vector2(1f - vector.x * (float)num, 1f - vector.y * (float)num2);
|
Vector2 vector2 = new Vector2(1f - vector.x * (float)num, 1f - vector.y * (float)num2);
|
||||||
base.transform.renderer.material.SetVector("_UVWH", new Vector4(vector2.x, vector2.y, vector.x, vector.y));
|
base.transform.GetComponent<Renderer>().material.SetVector("_UVWH", new Vector4(vector2.x, vector2.y, vector.x, vector.y));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000BC8 RID: 3016 RVA: 0x00031B74 File Offset: 0x0002FD74
|
// Token: 0x06000BC8 RID: 3016 RVA: 0x00031B74 File Offset: 0x0002FD74
|
||||||
@@ -188,17 +188,17 @@ public class ImageObject : MonoBehaviour
|
|||||||
{
|
{
|
||||||
this.loadCompleted = true;
|
this.loadCompleted = true;
|
||||||
this.imageUnityTexture = unityTexture;
|
this.imageUnityTexture = unityTexture;
|
||||||
base.renderer.material.mainTexture = unityTexture.m_Texture;
|
base.GetComponent<Renderer>().material.mainTexture = unityTexture.m_Texture;
|
||||||
// TODO issue with changeTexture, fix later
|
// TODO issue with changeTexture, fix later
|
||||||
//base.renderer.enabled = (this.changeTexture && this.rendererEnableAfterLoad);
|
//base.renderer.enabled = (this.changeTexture && this.rendererEnableAfterLoad);
|
||||||
base.renderer.enabled = this.rendererEnableAfterLoad;
|
base.GetComponent<Renderer>().enabled = this.rendererEnableAfterLoad;
|
||||||
this.OnTextureLoadComplete2();
|
this.OnTextureLoadComplete2();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000BC9 RID: 3017 RVA: 0x00031BD0 File Offset: 0x0002FDD0
|
// Token: 0x06000BC9 RID: 3017 RVA: 0x00031BD0 File Offset: 0x0002FDD0
|
||||||
public void ApplyRendererEnableAfterLoad()
|
public void ApplyRendererEnableAfterLoad()
|
||||||
{
|
{
|
||||||
base.renderer.enabled = this.rendererEnableAfterLoad;
|
base.GetComponent<Renderer>().enabled = this.rendererEnableAfterLoad;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000BCA RID: 3018 RVA: 0x00031BE4 File Offset: 0x0002FDE4
|
// Token: 0x06000BCA RID: 3018 RVA: 0x00031BE4 File Offset: 0x0002FDE4
|
||||||
|
|||||||
@@ -79,11 +79,11 @@ public class ImageObject2
|
|||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
return this.m_GameObject.collider.enabled;
|
return this.m_GameObject.GetComponent<Collider>().enabled;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
this.m_GameObject.collider.enabled = value;
|
this.m_GameObject.GetComponent<Collider>().enabled = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -94,11 +94,11 @@ public class ImageObject2
|
|||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
return this.m_GameObject.renderer.enabled;
|
return this.m_GameObject.GetComponent<Renderer>().enabled;
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
this.m_GameObject.collider.enabled = value;
|
this.m_GameObject.GetComponent<Collider>().enabled = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -117,7 +117,7 @@ public class ImageObject2
|
|||||||
{
|
{
|
||||||
GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||||
//gameObject.renderer.material = new Material(Resources.Load("Shader/Sprite/Sprite") as Shader);
|
//gameObject.renderer.material = new Material(Resources.Load("Shader/Sprite/Sprite") as Shader);
|
||||||
gameObject.renderer.material = new Material(Shader.Find("QO/Sprite") as Shader);
|
gameObject.GetComponent<Renderer>().material = new Material(Shader.Find("QO/Sprite") as Shader);
|
||||||
gameObject.name = name;
|
gameObject.name = name;
|
||||||
gameObject.transform.parent = parent;
|
gameObject.transform.parent = parent;
|
||||||
return new ImageObject2(gameObject, x, y, z, uniTex);
|
return new ImageObject2(gameObject, x, y, z, uniTex);
|
||||||
@@ -126,8 +126,8 @@ public class ImageObject2
|
|||||||
// Token: 0x06000BDB RID: 3035 RVA: 0x00031E0C File Offset: 0x0003000C
|
// Token: 0x06000BDB RID: 3035 RVA: 0x00031E0C File Offset: 0x0003000C
|
||||||
public void Hidden(bool hidden)
|
public void Hidden(bool hidden)
|
||||||
{
|
{
|
||||||
this.m_GameObject.renderer.enabled = !hidden;
|
this.m_GameObject.GetComponent<Renderer>().enabled = !hidden;
|
||||||
this.m_GameObject.collider.enabled = !hidden;
|
this.m_GameObject.GetComponent<Collider>().enabled = !hidden;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000BDC RID: 3036 RVA: 0x00031E44 File Offset: 0x00030044
|
// Token: 0x06000BDC RID: 3036 RVA: 0x00031E44 File Offset: 0x00030044
|
||||||
@@ -171,7 +171,7 @@ public class ImageObject2
|
|||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this.m_GameObject.renderer.material.mainTexture = this.m_UniTex.m_Texture;
|
this.m_GameObject.GetComponent<Renderer>().material.mainTexture = this.m_UniTex.m_Texture;
|
||||||
if (fixedTexture)
|
if (fixedTexture)
|
||||||
{
|
{
|
||||||
this.FixedTexture();
|
this.FixedTexture();
|
||||||
@@ -188,7 +188,7 @@ public class ImageObject2
|
|||||||
public void SetTextureUVWH(Vector4 uvwh)
|
public void SetTextureUVWH(Vector4 uvwh)
|
||||||
{
|
{
|
||||||
this.m_UVWH = uvwh;
|
this.m_UVWH = uvwh;
|
||||||
this.m_GameObject.renderer.material.SetVector("_UVWH", this.m_UVWH);
|
this.m_GameObject.GetComponent<Renderer>().material.SetVector("_UVWH", this.m_UVWH);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000BE4 RID: 3044 RVA: 0x00031F30 File Offset: 0x00030130
|
// Token: 0x06000BE4 RID: 3044 RVA: 0x00031F30 File Offset: 0x00030130
|
||||||
|
|||||||
@@ -71,7 +71,7 @@ public class IntroductionWindow : BaseWindow
|
|||||||
new BaseWindow.UIImage("DummyMessage", 304, 275, this.wndz + 1, filenameMessage, false, false),
|
new BaseWindow.UIImage("DummyMessage", 304, 275, this.wndz + 1, filenameMessage, false, false),
|
||||||
new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, filenameBackGround, false, true),
|
new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, filenameBackGround, false, true),
|
||||||
new BaseWindow.UIImage("Message", 304, 275, this.wndz + 1, filenameMessage, false, true),
|
new BaseWindow.UIImage("Message", 304, 275, this.wndz + 1, filenameMessage, false, true),
|
||||||
new BaseWindow.UIButton("Start", 465, 172, this.wndz + 1, filenameButton, true, this.GetStartButtonShow(), 1, 2, 0),
|
//new BaseWindow.UIButton("Start", 465, 172, this.wndz + 1, filenameButton, true, this.GetStartButtonShow(), 1, 2, 0),
|
||||||
new BaseWindow.UIImage("SampleVoice", 50, 423, this.wndz + 1, "screen/title/kyara_voice", true, voiceButtonShow),
|
new BaseWindow.UIImage("SampleVoice", 50, 423, this.wndz + 1, "screen/title/kyara_voice", true, voiceButtonShow),
|
||||||
new BaseWindow.UIButton("SampleVoice1", 45, 460, this.wndz + 1, "screen/sysmenu/sys_smv", true, voiceButtonShow, 1, 2, 0),
|
new BaseWindow.UIButton("SampleVoice1", 45, 460, this.wndz + 1, "screen/sysmenu/sys_smv", true, voiceButtonShow, 1, 2, 0),
|
||||||
new BaseWindow.UIButton("SampleVoice2", 127, 460, this.wndz + 1, "screen/sysmenu/sys_smv", true, voiceButtonShow, 1, 2, 0),
|
new BaseWindow.UIButton("SampleVoice2", 127, 460, this.wndz + 1, "screen/sysmenu/sys_smv", true, voiceButtonShow, 1, 2, 0),
|
||||||
@@ -92,7 +92,7 @@ public class IntroductionWindow : BaseWindow
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
this.SetCharaTexture(string.Empty);
|
this.SetCharaTexture(string.Empty);
|
||||||
base.SetTexture("Start", this.GetFilenameButton());
|
//base.SetTexture("Start", this.GetFilenameButton());
|
||||||
this.SetButtonShow();
|
this.SetButtonShow();
|
||||||
base.RestartAnimation("ArrowL");
|
base.RestartAnimation("ArrowL");
|
||||||
base.RestartAnimation("ArrowR");
|
base.RestartAnimation("ArrowR");
|
||||||
@@ -153,7 +153,7 @@ public class IntroductionWindow : BaseWindow
|
|||||||
base.GameObjectShow("SampleVoice1", voiceButtonShow);
|
base.GameObjectShow("SampleVoice1", voiceButtonShow);
|
||||||
base.GameObjectShow("SampleVoice2", voiceButtonShow);
|
base.GameObjectShow("SampleVoice2", voiceButtonShow);
|
||||||
base.GameObjectShow("SampleVoice3", voiceButtonShow);
|
base.GameObjectShow("SampleVoice3", voiceButtonShow);
|
||||||
base.GameObjectShow("Start", this.GetStartButtonShow());
|
//base.GameObjectShow("Start", this.GetStartButtonShow());
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x0600076F RID: 1903 RVA: 0x00020184 File Offset: 0x0001E384
|
// Token: 0x0600076F RID: 1903 RVA: 0x00020184 File Offset: 0x0001E384
|
||||||
|
|||||||
@@ -30,7 +30,7 @@ public class ListItemObject : MonoBehaviour
|
|||||||
// Token: 0x06000646 RID: 1606 RVA: 0x0001A064 File Offset: 0x00018264
|
// Token: 0x06000646 RID: 1606 RVA: 0x0001A064 File Offset: 0x00018264
|
||||||
private IEnumerator WaitLoadTextureCoroutine()
|
private IEnumerator WaitLoadTextureCoroutine()
|
||||||
{
|
{
|
||||||
while (base.renderer.material.mainTexture == null)
|
while (base.GetComponent<Renderer>().material.mainTexture == null)
|
||||||
{
|
{
|
||||||
yield return 0;
|
yield return 0;
|
||||||
}
|
}
|
||||||
@@ -67,10 +67,10 @@ public class ListItemObject : MonoBehaviour
|
|||||||
this.m_ImageObject.OriginalPosition = base.transform.localPosition;
|
this.m_ImageObject.OriginalPosition = base.transform.localPosition;
|
||||||
this.m_ImageObject.OnViewPosition = this.m_ImageObject.OriginalPosition;
|
this.m_ImageObject.OnViewPosition = this.m_ImageObject.OriginalPosition;
|
||||||
this.m_ImageObject.OnViewScale = this.m_ImageObject.OriginalScale;
|
this.m_ImageObject.OnViewScale = this.m_ImageObject.OriginalScale;
|
||||||
if (base.renderer.material.mainTexture != null)
|
if (base.GetComponent<Renderer>().material.mainTexture != null)
|
||||||
{
|
{
|
||||||
localScale.x = (float)base.renderer.material.mainTexture.width;
|
localScale.x = (float)base.GetComponent<Renderer>().material.mainTexture.width;
|
||||||
localScale.y = (float)base.renderer.material.mainTexture.height;
|
localScale.y = (float)base.GetComponent<Renderer>().material.mainTexture.height;
|
||||||
base.transform.localScale = localScale;
|
base.transform.localScale = localScale;
|
||||||
this.scaling();
|
this.scaling();
|
||||||
this.positioning();
|
this.positioning();
|
||||||
@@ -126,11 +126,11 @@ public class ListItemObject : MonoBehaviour
|
|||||||
float num = this.ListViewScale.y / this.m_ImageObject.OriginalScale.y;
|
float num = this.ListViewScale.y / this.m_ImageObject.OriginalScale.y;
|
||||||
if (this.isBotOver)
|
if (this.isBotOver)
|
||||||
{
|
{
|
||||||
base.renderer.material.SetVector("_UVWH", new Vector4(0f, 1f - num, 1f, num));
|
base.GetComponent<Renderer>().material.SetVector("_UVWH", new Vector4(0f, 1f - num, 1f, num));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
base.renderer.material.SetVector("_UVWH", new Vector4(0f, 0f, 1f, num));
|
base.GetComponent<Renderer>().material.SetVector("_UVWH", new Vector4(0f, 0f, 1f, num));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -34,7 +34,7 @@ public class LogoMovieWindow : BaseWindow
|
|||||||
{
|
{
|
||||||
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
||||||
//yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/normal/quinrose_logo_8.mp4", FullScreenMovieControlMode.CancelOnInput));
|
//yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/normal/quinrose_logo_8.mp4", FullScreenMovieControlMode.CancelOnInput));
|
||||||
yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/normal/quinrose_logo_8.mp4", ""));
|
yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/normal/quinrose_logo_8.mp4", this.gameObject));
|
||||||
this.state = LogoMovieWindow.STATE.END;
|
this.state = LogoMovieWindow.STATE.END;
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -51,16 +51,14 @@ public class Man2D : Singleton<Man2D>
|
|||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
this.m_Sprite.Enable();
|
this.m_Sprite.Enable();
|
||||||
//TODO determine why camera breaks
|
base.GetComponent<Camera>().enabled = true;
|
||||||
base.camera.enabled = true;
|
|
||||||
//base.camera.enabled = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000978 RID: 2424 RVA: 0x00029EF4 File Offset: 0x000280F4
|
// Token: 0x06000978 RID: 2424 RVA: 0x00029EF4 File Offset: 0x000280F4
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
{
|
{
|
||||||
this.m_Sprite.Disable();
|
this.m_Sprite.Disable();
|
||||||
base.camera.enabled = false;
|
base.GetComponent<Camera>().enabled = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000979 RID: 2425 RVA: 0x00029F10 File Offset: 0x00028110
|
// Token: 0x06000979 RID: 2425 RVA: 0x00029F10 File Offset: 0x00028110
|
||||||
@@ -266,7 +264,7 @@ public class Man2D : Singleton<Man2D>
|
|||||||
// Token: 0x0600098E RID: 2446 RVA: 0x0002A2A4 File Offset: 0x000284A4
|
// Token: 0x0600098E RID: 2446 RVA: 0x0002A2A4 File Offset: 0x000284A4
|
||||||
public void UpdateFrameBuffer()
|
public void UpdateFrameBuffer()
|
||||||
{
|
{
|
||||||
if (base.camera.targetTexture != null && this.m_FrameBufferAr[this.m_nFrameNo] != null)
|
if (base.GetComponent<Camera>().targetTexture != null && this.m_FrameBufferAr[this.m_nFrameNo] != null)
|
||||||
{
|
{
|
||||||
this.m_FrameBufferAr[this.m_nFrameNo].IsReady = true;
|
this.m_FrameBufferAr[this.m_nFrameNo].IsReady = true;
|
||||||
}
|
}
|
||||||
@@ -277,7 +275,7 @@ public class Man2D : Singleton<Man2D>
|
|||||||
}
|
}
|
||||||
if (this.m_FrameBufferAr[this.m_nFrameNo] != null)
|
if (this.m_FrameBufferAr[this.m_nFrameNo] != null)
|
||||||
{
|
{
|
||||||
base.camera.targetTexture = this.m_FrameBufferAr[this.m_nFrameNo].Tex;
|
base.GetComponent<Camera>().targetTexture = this.m_FrameBufferAr[this.m_nFrameNo].Tex;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -286,15 +284,15 @@ public class Man2D : Singleton<Man2D>
|
|||||||
{
|
{
|
||||||
base.gameObject.AddComponent<Camera>();
|
base.gameObject.AddComponent<Camera>();
|
||||||
CreateSprite.CreateSpriteCamera(base.gameObject, this.m_nScreenH, true);
|
CreateSprite.CreateSpriteCamera(base.gameObject, this.m_nScreenH, true);
|
||||||
base.gameObject.camera.aspect = 1.7647059f;
|
base.gameObject.GetComponent<Camera>().aspect = 1.7647059f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000990 RID: 2448 RVA: 0x0002A390 File Offset: 0x00028590
|
// Token: 0x06000990 RID: 2448 RVA: 0x0002A390 File Offset: 0x00028590
|
||||||
private void CreateSpriteManager()
|
private void CreateSpriteManager()
|
||||||
{
|
{
|
||||||
this.m_Sprite = new ManSprite();
|
this.m_Sprite = new ManSprite();
|
||||||
float z = base.camera.transform.localPosition.z;
|
float z = base.GetComponent<Camera>().transform.localPosition.z;
|
||||||
this.m_Sprite.SetZ(base.camera.nearClipPlane + z, base.camera.farClipPlane + z);
|
this.m_Sprite.SetZ(base.GetComponent<Camera>().nearClipPlane + z, base.GetComponent<Camera>().farClipPlane + z);
|
||||||
this.m_Sprite.SetScreenSize(this.m_nScreenW, this.m_nScreenH);
|
this.m_Sprite.SetScreenSize(this.m_nScreenW, this.m_nScreenH);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -316,14 +314,14 @@ public class Man2D : Singleton<Man2D>
|
|||||||
this.m_FrameBufferAr[i] = new FrameBuffer(w, h, "2D Sprite FrameBuffer" + i);
|
this.m_FrameBufferAr[i] = new FrameBuffer(w, h, "2D Sprite FrameBuffer" + i);
|
||||||
}
|
}
|
||||||
this.m_nFrameNo = 0;
|
this.m_nFrameNo = 0;
|
||||||
base.camera.targetTexture = this.m_FrameBufferAr[this.m_nFrameNo].Tex;
|
base.GetComponent<Camera>().targetTexture = this.m_FrameBufferAr[this.m_nFrameNo].Tex;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000992 RID: 2450 RVA: 0x0002A4B8 File Offset: 0x000286B8
|
// Token: 0x06000992 RID: 2450 RVA: 0x0002A4B8 File Offset: 0x000286B8
|
||||||
public void ReleaseFrameBuffer()
|
public void ReleaseFrameBuffer()
|
||||||
{
|
{
|
||||||
Qoo.Debug.Print("Release Frame Buffer");
|
Qoo.Debug.Print("Release Frame Buffer");
|
||||||
base.camera.targetTexture = null;
|
base.GetComponent<Camera>().targetTexture = null;
|
||||||
for (int i = 0; i < this.m_FrameBufferAr.Length; i++)
|
for (int i = 0; i < this.m_FrameBufferAr.Length; i++)
|
||||||
{
|
{
|
||||||
if (this.m_FrameBufferAr[i] != null)
|
if (this.m_FrameBufferAr[i] != null)
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ public class Meter : MonoBehaviour
|
|||||||
// Token: 0x0600064F RID: 1615 RVA: 0x0001A4D0 File Offset: 0x000186D0
|
// Token: 0x0600064F RID: 1615 RVA: 0x0001A4D0 File Offset: 0x000186D0
|
||||||
protected virtual IEnumerator WaitLoadTextureCoroutine()
|
protected virtual IEnumerator WaitLoadTextureCoroutine()
|
||||||
{
|
{
|
||||||
while (base.gameObject.renderer.material.mainTexture == null)
|
while (base.gameObject.GetComponent<Renderer>().material.mainTexture == null)
|
||||||
{
|
{
|
||||||
yield return 0;
|
yield return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ public class MeterCollider : MonoBehaviour
|
|||||||
// Token: 0x06000656 RID: 1622 RVA: 0x0001A5E0 File Offset: 0x000187E0
|
// Token: 0x06000656 RID: 1622 RVA: 0x0001A5E0 File Offset: 0x000187E0
|
||||||
private IEnumerator WaitLoadTextureCoroutine()
|
private IEnumerator WaitLoadTextureCoroutine()
|
||||||
{
|
{
|
||||||
while (this.m_MeterObject.renderer.material.mainTexture == null)
|
while (this.m_MeterObject.GetComponent<Renderer>().material.mainTexture == null)
|
||||||
{
|
{
|
||||||
yield return 0;
|
yield return 0;
|
||||||
}
|
}
|
||||||
@@ -27,7 +27,7 @@ public class MeterCollider : MonoBehaviour
|
|||||||
{
|
{
|
||||||
this.m_Collider = base.gameObject.AddComponent<BoxCollider>();
|
this.m_Collider = base.gameObject.AddComponent<BoxCollider>();
|
||||||
}
|
}
|
||||||
this.m_Collider.size = new Vector3((float)this.m_MeterObject.renderer.material.mainTexture.width, (float)this.m_MeterObject.renderer.material.mainTexture.height, 1f);
|
this.m_Collider.size = new Vector3((float)this.m_MeterObject.GetComponent<Renderer>().material.mainTexture.width, (float)this.m_MeterObject.GetComponent<Renderer>().material.mainTexture.height, 1f);
|
||||||
this.m_Collider.center = new Vector3(0f, 0f, -3f);
|
this.m_Collider.center = new Vector3(0f, 0f, -3f);
|
||||||
this.m_ImageObject = this.m_MeterObject.GetComponent<ImageObject>();
|
this.m_ImageObject = this.m_MeterObject.GetComponent<ImageObject>();
|
||||||
yield break;
|
yield break;
|
||||||
|
|||||||
@@ -1,9 +1,10 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Video;
|
||||||
|
|
||||||
// Token: 0x0200017E RID: 382
|
// Token: 0x0200017E RID: 382
|
||||||
public class MovieManager
|
public static class MovieManager
|
||||||
{
|
{
|
||||||
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
||||||
|
|
||||||
@@ -15,11 +16,64 @@ public class MovieManager
|
|||||||
yield break;
|
yield break;
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
public static IEnumerator PlayMovie(string path, string mode)
|
//public static IEnumerator PlayMovie(string path, string mode)
|
||||||
|
|
||||||
|
public static IEnumerator PlayMovie(string filePath, GameObject gameObject)
|
||||||
{
|
{
|
||||||
|
int m_width = 960;
|
||||||
|
int m_height = 544;
|
||||||
|
yield return 0;
|
||||||
|
yield return 0;
|
||||||
|
UnitySprite movieFrame = new UnitySprite(false, gameObject, false);
|
||||||
|
movieFrame.CalcRenderImageOffset(m_width, m_height);
|
||||||
|
movieFrame.Update(m_width, m_height, 10f);
|
||||||
|
movieFrame.SetName("Movie Frame");
|
||||||
|
|
||||||
|
|
||||||
|
//NewCode
|
||||||
|
string path = filePath;
|
||||||
|
if (path.IndexOf('/') == 0)
|
||||||
|
{
|
||||||
|
path = path.Substring(1);
|
||||||
|
}
|
||||||
|
string pathExt = System.IO.Path.GetExtension(path);
|
||||||
|
path = path.Substring(0, path.Length - pathExt.Length);
|
||||||
|
|
||||||
|
VideoPlayer m_tex = movieFrame.obj.transform.gameObject.AddComponent<VideoPlayer>();
|
||||||
|
m_tex.playOnAwake = true;
|
||||||
|
Material newMat = new Material(Shader.Find("QO/Sprite") as Shader);
|
||||||
|
m_tex.url = Application.streamingAssetsPath + "/" + path + ".mp4";
|
||||||
|
m_tex.isLooping = false;
|
||||||
|
movieFrame.SetMaterial(newMat, 960, 544);
|
||||||
|
m_tex.renderMode = UnityEngine.Video.VideoRenderMode.MaterialOverride;
|
||||||
|
|
||||||
|
|
||||||
|
//OLD Code
|
||||||
|
//movieFrame.SetMaterial(movie.Play(name, MOVIE_TEX_TYPE.ADD, false), 960, 544);
|
||||||
|
//yield return 0;
|
||||||
|
//while (movie.IsPlay)
|
||||||
|
//m_tex.Play();
|
||||||
|
yield return 0;
|
||||||
|
while (!m_tex.isPrepared)
|
||||||
|
{
|
||||||
|
yield return 0;
|
||||||
|
}
|
||||||
|
yield return 0;
|
||||||
|
while (m_tex.isPlaying || !m_tex.isPrepared)
|
||||||
|
{
|
||||||
|
if (Input.GetMouseButtonDown(0))
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
movieFrame.CalcRenderImageOffset(m_width, m_height);
|
||||||
|
movieFrame.Update(m_width, m_height, 10f);
|
||||||
|
yield return 0;
|
||||||
|
}
|
||||||
|
//GameObject.Destroy(gameObject);
|
||||||
//Handheld.PlayFullScreenMovie(path, Color.black, mode);
|
//Handheld.PlayFullScreenMovie(path, Color.black, mode);
|
||||||
yield return 0;
|
yield return 0;
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using Qoo;
|
using Qoo;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Video;
|
||||||
|
|
||||||
// Token: 0x02000180 RID: 384
|
// Token: 0x02000180 RID: 384
|
||||||
public class MovieTex : MonoBehaviour
|
public class MovieTex : MonoBehaviour
|
||||||
@@ -34,10 +35,25 @@ public class MovieTex : MonoBehaviour
|
|||||||
{
|
{
|
||||||
path = path.Substring(1);
|
path = path.Substring(1);
|
||||||
}
|
}
|
||||||
this.m_tex = base.gameObject.AddComponent<MobileMovieTexture>();
|
string pathExt = System.IO.Path.GetExtension(path);
|
||||||
this.m_tex.m_path = path;
|
path = path.Substring(0, path.Length - pathExt.Length);
|
||||||
this.m_tex.m_loop = isLoop;
|
|
||||||
if (eType != MOVIE_TEX_TYPE.NORMAL)
|
//this.m_tex = base.gameObject.AddComponent<MobileMovieTexture>();
|
||||||
|
|
||||||
|
this.m_tex = base.gameObject.AddComponent<VideoPlayer>();
|
||||||
|
this.m_tex.playOnAwake = false;
|
||||||
|
Material newMat = new Material(Shader.Find("QO/Sprite") as Shader);
|
||||||
|
/*this.m_tex.url = "file:///" + Application.streamingAssetsPath + "/" + path;
|
||||||
|
this.m_tex.isLooping = isLoop;*/
|
||||||
|
//this.m_tex.m_path = path + ".mp4";
|
||||||
|
this.m_tex.url = "file:///" + Application.streamingAssetsPath + "/" + path + ".mp4";
|
||||||
|
this.m_tex.isLooping = isLoop;
|
||||||
|
this.m_tex.renderMode = UnityEngine.Video.VideoRenderMode.MaterialOverride;
|
||||||
|
//this.m_tex.targetMaterialRenderer = newMat;
|
||||||
|
this.m_tex.Play();
|
||||||
|
//GameObject.Find();
|
||||||
|
|
||||||
|
/*if (eType != MOVIE_TEX_TYPE.NORMAL)
|
||||||
{
|
{
|
||||||
if (eType != MOVIE_TEX_TYPE.ADD)
|
if (eType != MOVIE_TEX_TYPE.ADD)
|
||||||
{
|
{
|
||||||
@@ -46,15 +62,19 @@ public class MovieTex : MonoBehaviour
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
this.m_tex.m_movieMaterial = new Material(Resources.Load("Shader/Movie/YCrCbtoRGB Add") as Shader);
|
//this.m_tex.m_movieMaterial = new Material(Resources.Load("Shader/Movie/YCrCbtoRGB Add") as Shader);
|
||||||
|
this.m_tex.m_movieMaterial = new Material(Shader.Find("QO/Sprite") as Shader);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
this.m_tex.m_movieMaterial = new Material(Resources.Load("Shader/Movie/YCrCbtoRGB") as Shader);
|
//this.m_tex.m_movieMaterial = new Material(Resources.Load("Shader/Movie/YCrCbtoRGB") as Shader);
|
||||||
}
|
this.m_tex.m_movieMaterial = new Material(Shader.Find("QO/Sprite") as Shader);
|
||||||
this.m_tex.Play();
|
}*/
|
||||||
return this.m_tex.MovieMaterial;
|
|
||||||
|
//return gameObject.GetComponent<Renderer>().material;
|
||||||
|
//return this.m_tex.MovieMaterial;
|
||||||
|
return newMat;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000AD3 RID: 2771 RVA: 0x0002F764 File Offset: 0x0002D964
|
// Token: 0x06000AD3 RID: 2771 RVA: 0x0002F764 File Offset: 0x0002D964
|
||||||
@@ -69,5 +89,6 @@ public class MovieTex : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x040008C0 RID: 2240
|
// Token: 0x040008C0 RID: 2240
|
||||||
private MobileMovieTexture m_tex;
|
//private MobileMovieTexture m_tex;
|
||||||
|
private VideoPlayer m_tex;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -57,10 +57,18 @@ public class NameInputKeyboard : MonoBehaviour
|
|||||||
yield return ScreenKeyboardManager.Open(defaultString);
|
yield return ScreenKeyboardManager.Open(defaultString);
|
||||||
}
|
}
|
||||||
if (ScreenKeyboardManager.IsCancel)
|
if (ScreenKeyboardManager.IsCancel)
|
||||||
|
{
|
||||||
|
if (UnityApp.Instance.isJapanese)
|
||||||
{
|
{
|
||||||
NameInputKeyboard.Instance.m_inputText = "アリス";
|
NameInputKeyboard.Instance.m_inputText = "アリス";
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
|
NameInputKeyboard.Instance.m_inputText = "Alice";
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
NameInputKeyboard.Instance.m_inputText = ScreenKeyboardManager.InputText;
|
NameInputKeyboard.Instance.m_inputText = ScreenKeyboardManager.InputText;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -28,7 +28,7 @@ public class OptionSoundMeter : Meter
|
|||||||
// Token: 0x06000679 RID: 1657 RVA: 0x0001AE14 File Offset: 0x00019014
|
// Token: 0x06000679 RID: 1657 RVA: 0x0001AE14 File Offset: 0x00019014
|
||||||
protected override IEnumerator WaitLoadTextureCoroutine()
|
protected override IEnumerator WaitLoadTextureCoroutine()
|
||||||
{
|
{
|
||||||
while (base.gameObject.renderer.material.mainTexture == null)
|
while (base.gameObject.GetComponent<Renderer>().material.mainTexture == null)
|
||||||
{
|
{
|
||||||
yield return 0;
|
yield return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,7 +19,7 @@ public class OptionVoiceMeter : Meter
|
|||||||
// Token: 0x0600067F RID: 1663 RVA: 0x0001AF2C File Offset: 0x0001912C
|
// Token: 0x0600067F RID: 1663 RVA: 0x0001AF2C File Offset: 0x0001912C
|
||||||
protected override IEnumerator WaitLoadTextureCoroutine()
|
protected override IEnumerator WaitLoadTextureCoroutine()
|
||||||
{
|
{
|
||||||
while (base.gameObject.renderer.material.mainTexture == null)
|
while (base.gameObject.GetComponent<Renderer>().material.mainTexture == null)
|
||||||
{
|
{
|
||||||
yield return 0;
|
yield return 0;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -60,7 +60,7 @@ public class ParamWnd : Singleton<ParamWnd>
|
|||||||
"fps:",
|
"fps:",
|
||||||
(1f / Time.deltaTime).ToString("0.0"),
|
(1f / Time.deltaTime).ToString("0.0"),
|
||||||
" heap:",
|
" heap:",
|
||||||
Profiler.usedHeapSize / 1048576U,
|
UnityEngine.Profiling.Profiler.usedHeapSize / 1048576U,
|
||||||
"MB all=",
|
"MB all=",
|
||||||
SystemInfo.systemMemorySize,
|
SystemInfo.systemMemorySize,
|
||||||
"MB"
|
"MB"
|
||||||
|
|||||||
@@ -46,7 +46,7 @@ namespace QO
|
|||||||
stringBuilder.Append("usedHeapSize ");
|
stringBuilder.Append("usedHeapSize ");
|
||||||
stringBuilder.Append(string.Concat(new object[]
|
stringBuilder.Append(string.Concat(new object[]
|
||||||
{
|
{
|
||||||
Profiler.usedHeapSize / 1024f,
|
UnityEngine.Profiling.Profiler.usedHeapSize / 1024f,
|
||||||
" KB / ",
|
" KB / ",
|
||||||
(float)SystemInfo.systemMemorySize * 1024f,
|
(float)SystemInfo.systemMemorySize * 1024f,
|
||||||
" KB"
|
" KB"
|
||||||
|
|||||||
@@ -5,6 +5,21 @@ namespace Qoo.Def
|
|||||||
// Token: 0x020000C8 RID: 200
|
// Token: 0x020000C8 RID: 200
|
||||||
public class ErrorDef
|
public class ErrorDef
|
||||||
{
|
{
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
ERROR_MSG_NO_GLYPH = "Contains characters that cannot be displayed";
|
||||||
|
ERROR_MSG_MAX_OVER = "You can enter up to 7 characters for the name.";
|
||||||
|
ERROR_MSG_NO_NAME = "No name has been entered.";
|
||||||
|
ERROR_MSG_FAIL_CONNECT = "Connection failed. Try again later";
|
||||||
|
ERROR_MSG_ASSERT_FORMAT = "We apologize for the inconvenience.\nA critical error has occurred.\n\nError Code ={0}\n{1}\n\nPlease send the above information to\n<ArnethMyndraavn@gmail.com>\n\nThank you";
|
||||||
|
ERROR_MSG_UNKOWN = "Unexpected error";
|
||||||
|
ERROR_MSG_FAIL_SAVE = "Failed to save game";
|
||||||
|
ERROR_MSG_FAIL_LOAD = "Failed to load save file";
|
||||||
|
CONFIRM_MSG_0 = "Is {0} {1} Correct?";
|
||||||
|
CONFIRM_MSG_1 = "";
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
// Token: 0x040004A1 RID: 1185
|
// Token: 0x040004A1 RID: 1185
|
||||||
public const string DLG_CG = "sys_dialog";
|
public const string DLG_CG = "sys_dialog";
|
||||||
|
|
||||||
@@ -57,34 +72,34 @@ namespace Qoo.Def
|
|||||||
public const int DLG_MSG_OFS_Y = 40;
|
public const int DLG_MSG_OFS_Y = 40;
|
||||||
|
|
||||||
// Token: 0x040004B2 RID: 1202
|
// Token: 0x040004B2 RID: 1202
|
||||||
public const string ERROR_MSG_NO_GLYPH = "表示できない文字が含まれています。";
|
public string ERROR_MSG_NO_GLYPH = "表示できない文字が含まれています。";
|
||||||
|
|
||||||
// Token: 0x040004B3 RID: 1203
|
// Token: 0x040004B3 RID: 1203
|
||||||
public const string ERROR_MSG_MAX_OVER = "入力できる名前は7文字までです。";
|
public string ERROR_MSG_MAX_OVER = "入力できる名前は7文字までです。";
|
||||||
|
|
||||||
// Token: 0x040004B4 RID: 1204
|
// Token: 0x040004B4 RID: 1204
|
||||||
public const string ERROR_MSG_NO_NAME = "名前が入力されていません。";
|
public string ERROR_MSG_NO_NAME = "名前が入力されていません。";
|
||||||
|
|
||||||
// Token: 0x040004B5 RID: 1205
|
// Token: 0x040004B5 RID: 1205
|
||||||
public const string ERROR_MSG_FAIL_CONNECT = "通信に失敗しました。通信状態の良いところで再度接続を試みてください。";
|
public string ERROR_MSG_FAIL_CONNECT = "通信に失敗しました。通信状態の良いところで再度接続を試みてください。";
|
||||||
|
|
||||||
// Token: 0x040004B6 RID: 1206
|
// Token: 0x040004B6 RID: 1206
|
||||||
public const string ERROR_MSG_ASSERT_FORMAT = "ご迷惑をお掛けし、大変申し訳ございません。\n継続不能なエラーが発生しました。\n\nエラーコード={0}\n{1}\n\n上記のエラーコードを記載し、\n<info@quinrose.com>までご連絡ください。\n\nご協力のほどよろしくお願い申し上げます。";
|
public string ERROR_MSG_ASSERT_FORMAT = "ご迷惑をお掛けし、大変申し訳ございません。\n継続不能なエラーが発生しました。\n\nエラーコード={0}\n{1}\n\n上記のエラーコードを記載し、\n<info@quinrose.com>までご連絡ください。\n\nご協力のほどよろしくお願い申し上げます。";
|
||||||
|
|
||||||
// Token: 0x040004B7 RID: 1207
|
// Token: 0x040004B7 RID: 1207
|
||||||
public const string ERROR_MSG_UNKOWN = "予期せぬエラー";
|
public string ERROR_MSG_UNKOWN = "予期せぬエラー";
|
||||||
|
|
||||||
// Token: 0x040004B8 RID: 1208
|
// Token: 0x040004B8 RID: 1208
|
||||||
public const string ERROR_MSG_FAIL_SAVE = "ゲームデータの保存を正常に終了できませんでした。";
|
public string ERROR_MSG_FAIL_SAVE = "ゲームデータの保存を正常に終了できませんでした。";
|
||||||
|
|
||||||
// Token: 0x040004B9 RID: 1209
|
// Token: 0x040004B9 RID: 1209
|
||||||
public const string ERROR_MSG_FAIL_LOAD = "ゲームデータの読込を正常に終了できませんでした。";
|
public string ERROR_MSG_FAIL_LOAD = "ゲームデータの読込を正常に終了できませんでした。";
|
||||||
|
|
||||||
// Token: 0x040004BA RID: 1210
|
// Token: 0x040004BA RID: 1210
|
||||||
public const string CONFIRM_MSG_0 = "「{0}={1}」です。";
|
public string CONFIRM_MSG_0 = "「{0}={1}」です。";
|
||||||
|
|
||||||
// Token: 0x040004BB RID: 1211
|
// Token: 0x040004BB RID: 1211
|
||||||
public const string CONFIRM_MSG_1 = "よろしいですか?";
|
public string CONFIRM_MSG_1 = "よろしいですか?";
|
||||||
|
|
||||||
// Token: 0x040004BC RID: 1212
|
// Token: 0x040004BC RID: 1212
|
||||||
public const float WAIT_TIME = 1f;
|
public const float WAIT_TIME = 1f;
|
||||||
|
|||||||
@@ -90,8 +90,8 @@ namespace Qoo.Def
|
|||||||
// Token: 0x040004FE RID: 1278
|
// Token: 0x040004FE RID: 1278
|
||||||
private static readonly GameDef.GAME_PARAM_TABLE[] g_GameParamTable = new GameDef.GAME_PARAM_TABLE[]
|
private static readonly GameDef.GAME_PARAM_TABLE[] g_GameParamTable = new GameDef.GAME_PARAM_TABLE[]
|
||||||
{
|
{
|
||||||
new GameDef.GAME_PARAM_TABLE("firstname", "アリス", false),
|
UnityApp.Instance.isJapanese? new GameDef.GAME_PARAM_TABLE("firstname", "アリス", false) : new GameDef.GAME_PARAM_TABLE("firstname", "Alice", false),
|
||||||
new GameDef.GAME_PARAM_TABLE("familyname", "リデル", false),
|
UnityApp.Instance.isJapanese? new GameDef.GAME_PARAM_TABLE("familyname", "リデル", false) : new GameDef.GAME_PARAM_TABLE("familyname", "Liddell", false),
|
||||||
new GameDef.GAME_PARAM_TABLE("scene", string.Empty, false),
|
new GameDef.GAME_PARAM_TABLE("scene", string.Empty, false),
|
||||||
new GameDef.GAME_PARAM_TABLE("memory", string.Empty, false),
|
new GameDef.GAME_PARAM_TABLE("memory", string.Empty, false),
|
||||||
new GameDef.GAME_PARAM_TABLE("map_bg", string.Empty, false),
|
new GameDef.GAME_PARAM_TABLE("map_bg", string.Empty, false),
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ namespace Qoo.Def
|
|||||||
// Token: 0x020000D7 RID: 215
|
// Token: 0x020000D7 RID: 215
|
||||||
public class PaymentDef
|
public class PaymentDef
|
||||||
{
|
{
|
||||||
|
|
||||||
// Token: 0x04000554 RID: 1364
|
// Token: 0x04000554 RID: 1364
|
||||||
public const string APLICATION_ID = "";
|
public const string APLICATION_ID = "";
|
||||||
|
|
||||||
@@ -32,28 +33,14 @@ namespace Qoo.Def
|
|||||||
// Token: 0x0400055C RID: 1372
|
// Token: 0x0400055C RID: 1372
|
||||||
public const float DLG_ENDTIME = 1f;
|
public const float DLG_ENDTIME = 1f;
|
||||||
|
|
||||||
// Token: 0x0400055D RID: 1373
|
//Should no longer be needed
|
||||||
public const string SCCESS_MSG_PURCHASE = "アドオンの購入が完了しました。";
|
public string SCCESS_MSG_PURCHASE = "アドオンの購入が完了しました。";
|
||||||
|
public string PROCESS_MSG_PURCHASE = "購入処理中です。";
|
||||||
// Token: 0x0400055E RID: 1374
|
public string SCCESS_MSG_RENEWAL_LIST = "アドオンの購入履歴を更新しました。";
|
||||||
public const string PROCESS_MSG_PURCHASE = "購入処理中です。";
|
public string PROCESS_MSG_RENEWAL_LIST = "アドオン購入履歴を更新中です。";
|
||||||
|
public string SCCESS_MSG_RESTORE = "リストア(アドオン情報の復元)が完了しました。";
|
||||||
// Token: 0x0400055F RID: 1375
|
public string PROCESS_MSG_RESTORE = "リストア処理中です。";
|
||||||
public const string SCCESS_MSG_RENEWAL_LIST = "アドオンの購入履歴を更新しました。";
|
public string ERROR_MSG_FAIL_CONNECT = "通信に失敗しました。\n通信状態の良いところで再度接続を試みてください。";
|
||||||
|
public string ERROR_MSG_NOUSE_APP = "App内での購入が許可されていません。\n「機能制限」の設定画面から\n「App内での購入」をオンにしてください。";
|
||||||
// Token: 0x04000560 RID: 1376
|
|
||||||
public const string PROCESS_MSG_RENEWAL_LIST = "アドオン購入履歴を更新中です。";
|
|
||||||
|
|
||||||
// Token: 0x04000561 RID: 1377
|
|
||||||
public const string SCCESS_MSG_RESTORE = "リストア(アドオン情報の復元)が完了しました。";
|
|
||||||
|
|
||||||
// Token: 0x04000562 RID: 1378
|
|
||||||
public const string PROCESS_MSG_RESTORE = "リストア処理中です。";
|
|
||||||
|
|
||||||
// Token: 0x04000563 RID: 1379
|
|
||||||
public const string ERROR_MSG_FAIL_CONNECT = "通信に失敗しました。\n通信状態の良いところで再度接続を試みてください。";
|
|
||||||
|
|
||||||
// Token: 0x04000564 RID: 1380
|
|
||||||
public const string ERROR_MSG_NOUSE_APP = "App内での購入が許可されていません。\n「機能制限」の設定画面から\n「App内での購入」をオンにしてください。";
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,6 +5,16 @@ namespace Qoo.Def
|
|||||||
// Token: 0x020000D8 RID: 216
|
// Token: 0x020000D8 RID: 216
|
||||||
public class SaveLoadDef
|
public class SaveLoadDef
|
||||||
{
|
{
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (!UnityApp.Instance.isJapanese)
|
||||||
|
{
|
||||||
|
MSG_SAVE_CONFIRM = "Do you want to save?";
|
||||||
|
MSG_OVER_CONFIRM = "Do you want to overwrite this save?";
|
||||||
|
MSG_LOAD_CONFIRM = "Do you want to load this save?";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Token: 0x04000565 RID: 1381
|
// Token: 0x04000565 RID: 1381
|
||||||
public const string DLG_CG = "screen/common/sys_dialog";
|
public const string DLG_CG = "screen/common/sys_dialog";
|
||||||
|
|
||||||
@@ -21,12 +31,12 @@ namespace Qoo.Def
|
|||||||
public const int DLG_MSG_Y = 230;
|
public const int DLG_MSG_Y = 230;
|
||||||
|
|
||||||
// Token: 0x0400056A RID: 1386
|
// Token: 0x0400056A RID: 1386
|
||||||
public const string MSG_SAVE_CONFIRM = "セーブしますか?";
|
public string MSG_SAVE_CONFIRM = "セーブしますか?";
|
||||||
|
|
||||||
// Token: 0x0400056B RID: 1387
|
// Token: 0x0400056B RID: 1387
|
||||||
public const string MSG_OVER_CONFIRM = "上書きしますか?";
|
public string MSG_OVER_CONFIRM = "上書きしますか?";
|
||||||
|
|
||||||
// Token: 0x0400056C RID: 1388
|
// Token: 0x0400056C RID: 1388
|
||||||
public const string MSG_LOAD_CONFIRM = "ロードしますか?";
|
public string MSG_LOAD_CONFIRM = "ロードしますか?";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -71,7 +71,7 @@ namespace Qoo
|
|||||||
{
|
{
|
||||||
this.guiStyle = GUI.skin.textArea;
|
this.guiStyle = GUI.skin.textArea;
|
||||||
this.guiStyle.fontSize = 20;
|
this.guiStyle.fontSize = 20;
|
||||||
string format = "ご迷惑をお掛けし、大変申し訳ございません。\n継続不能なエラーが発生しました。\n\nエラーコード={0}\n{1}\n\n上記のエラーコードを記載し、\n<info@quinrose.com>までご連絡ください。\n\nご協力のほどよろしくお願い申し上げます。";
|
string format = "ご迷惑をお掛けし、大変申し訳ございません。\n継続不能なエラーが発生しました。\n\nエラーコード={0}\n{1}\n\n上記のエラーコードを記載し、\n<ArnethMyndraavn@gmail.com>までご連絡ください。\n\nご協力のほどよろしくお願い申し上げます。";
|
||||||
string str = "E";
|
string str = "E";
|
||||||
int num = (int)this.errorCode;
|
int num = (int)this.errorCode;
|
||||||
string text = string.Format(format, str + num.ToString("0000"), this.errorMessage);
|
string text = string.Format(format, str + num.ToString("0000"), this.errorMessage);
|
||||||
|
|||||||
@@ -44,12 +44,14 @@ namespace Qoo.Game
|
|||||||
}
|
}
|
||||||
KsInput.Enable = false;
|
KsInput.Enable = false;
|
||||||
KsInput.Clear();
|
KsInput.Clear();
|
||||||
bool flag = KsExec.ExecPay(Param, Value, count);
|
/*bool flag = KsExec.ExecPay(Param, Value, count);
|
||||||
if (flag)
|
if (flag)
|
||||||
{
|
{
|
||||||
KsInput.Enable = true;
|
KsInput.Enable = true;
|
||||||
}
|
}
|
||||||
return flag;
|
return flag;*/
|
||||||
|
//should disable all payment checks
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -74,11 +76,20 @@ namespace Qoo.Game
|
|||||||
// Token: 0x06000612 RID: 1554 RVA: 0x0001943C File Offset: 0x0001763C
|
// Token: 0x06000612 RID: 1554 RVA: 0x0001943C File Offset: 0x0001763C
|
||||||
public static bool InputName(int count)
|
public static bool InputName(int count)
|
||||||
{
|
{
|
||||||
|
//UnityEngine.Debug.LogWarning(count);
|
||||||
if (count == 0)
|
if (count == 0)
|
||||||
{
|
{
|
||||||
|
UnityEngine.Debug.LogWarning("first");
|
||||||
KsExec.confirm = false;
|
KsExec.confirm = false;
|
||||||
KsExec.confirmResult = false;
|
KsExec.confirmResult = false;
|
||||||
|
if (UnityApp.Instance.isJapanese)
|
||||||
|
{
|
||||||
KsExec.editName = "アリス";
|
KsExec.editName = "アリス";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
KsExec.editName = "Alice";
|
||||||
|
}
|
||||||
NameInputKeyboard.DebugInputText = KsExec.editName;
|
NameInputKeyboard.DebugInputText = KsExec.editName;
|
||||||
KsExec.KeyboardMain();
|
KsExec.KeyboardMain();
|
||||||
}
|
}
|
||||||
@@ -99,28 +110,40 @@ namespace Qoo.Game
|
|||||||
KsExec.editName = NameInputKeyboard.InputText;
|
KsExec.editName = NameInputKeyboard.InputText;
|
||||||
if (KsExec.editName.Length == 0 || KsExec.checkSpaceOnly(KsExec.editName))
|
if (KsExec.editName.Length == 0 || KsExec.checkSpaceOnly(KsExec.editName))
|
||||||
{
|
{
|
||||||
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg("名前が入力されていません。", null));
|
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg("No name entered", null));
|
||||||
KsExec.KeyboardMain();
|
KsExec.KeyboardMain();
|
||||||
}
|
}
|
||||||
else if (KsExec.editName.Length > 7)
|
else if (KsExec.editName.Length > 7)
|
||||||
{
|
{
|
||||||
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg("入力できる名前は7文字までです。", null));
|
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg("You can enter up to 7 characters for the name.", null));
|
||||||
KsExec.KeyboardMain();
|
KsExec.KeyboardMain();
|
||||||
}
|
}
|
||||||
else if (!Singleton<UnityGraph>.Instance.Font.Font.CheckGlyph(KsExec.editName))
|
else if (!Singleton<UnityGraph>.Instance.Font.Font.CheckGlyph(KsExec.editName))
|
||||||
{
|
{
|
||||||
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg("表示できない文字が含まれています。", null));
|
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg("Contains characters that cannot be displayed.", null));
|
||||||
KsExec.KeyboardMain();
|
KsExec.KeyboardMain();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
string arg = KsExec.editName;
|
string arg = KsExec.editName;
|
||||||
string paramString = GameData.GetParamString("familyname", string.Empty);
|
string paramString = GameData.GetParamString("familyname", string.Empty);
|
||||||
string[] msgs = new string[]
|
string[] msgs;
|
||||||
|
if (UnityApp.Instance.isJapanese)
|
||||||
|
{
|
||||||
|
msgs = new string[]
|
||||||
{
|
{
|
||||||
string.Format("「{0}={1}」です。", arg, paramString),
|
string.Format("「{0}={1}」です。", arg, paramString),
|
||||||
"よろしいですか?"
|
"よろしいですか?"
|
||||||
};
|
};
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
msgs = new string[]
|
||||||
|
{
|
||||||
|
string.Format("Is {0} {1} correct?", arg, paramString)
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg(msgs, new Action<bool>(KsExec.SetResult)));
|
UnityTask.SetSubNoUnityTask(MessageDlg.ExecDlg(msgs, new Action<bool>(KsExec.SetResult)));
|
||||||
KsExec.confirm = true;
|
KsExec.confirm = true;
|
||||||
KsExec.confirmResult = false;
|
KsExec.confirmResult = false;
|
||||||
@@ -145,13 +168,14 @@ namespace Qoo.Game
|
|||||||
// Token: 0x06000614 RID: 1556 RVA: 0x00019604 File Offset: 0x00017804
|
// Token: 0x06000614 RID: 1556 RVA: 0x00019604 File Offset: 0x00017804
|
||||||
private static void KeyboardMain()
|
private static void KeyboardMain()
|
||||||
{
|
{
|
||||||
switch (UnityEngine.Application.platform)
|
UnityTask.SetSubTask(NameInputKeyboard.Open(KsExec.editName, true));
|
||||||
|
/*switch (UnityEngine.Application.platform)
|
||||||
{
|
{
|
||||||
case RuntimePlatform.IPhonePlayer:
|
case RuntimePlatform.IPhonePlayer:
|
||||||
case RuntimePlatform.Android:
|
case RuntimePlatform.Android:
|
||||||
UnityTask.SetSubTask(NameInputKeyboard.Open(KsExec.editName, true));
|
UnityTask.SetSubTask(NameInputKeyboard.Open(KsExec.editName, true));
|
||||||
break;
|
break;
|
||||||
}
|
}*/
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000615 RID: 1557 RVA: 0x0001964C File Offset: 0x0001784C
|
// Token: 0x06000615 RID: 1557 RVA: 0x0001964C File Offset: 0x0001784C
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using System.Collections;
|
||||||
using Qoo.File;
|
using Qoo.File;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@@ -8,7 +9,7 @@ namespace Qoo.Graphics
|
|||||||
public static class Movie
|
public static class Movie
|
||||||
{
|
{
|
||||||
// Token: 0x06000165 RID: 357 RVA: 0x000066A4 File Offset: 0x000048A4
|
// Token: 0x06000165 RID: 357 RVA: 0x000066A4 File Offset: 0x000048A4
|
||||||
internal static void Play(string name, bool IsSkip)
|
internal static IEnumerator Play(string name, bool IsSkip)
|
||||||
{
|
{
|
||||||
FileId fileId = new FileId(string.Empty);
|
FileId fileId = new FileId(string.Empty);
|
||||||
fileId.Set(name);
|
fileId.Set(name);
|
||||||
@@ -17,7 +18,7 @@ namespace Qoo.Graphics
|
|||||||
Debug.Print(string.Format("INFO:Start Movie({0} Skip={1})", text, IsSkip.ToString()));
|
Debug.Print(string.Format("INFO:Start Movie({0} Skip={1})", text, IsSkip.ToString()));
|
||||||
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
||||||
//UnityTask.SetSubTask(MovieManager.PlayMovie(text, FullScreenMovieControlMode.CancelOnInput));
|
//UnityTask.SetSubTask(MovieManager.PlayMovie(text, FullScreenMovieControlMode.CancelOnInput));
|
||||||
UnityTask.SetSubTask(MovieManager.PlayMovie(text, ""));
|
yield return MovieManager.PlayMovie(text, new GameObject());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -29,6 +29,7 @@ namespace Qoo.Ks
|
|||||||
// Token: 0x060002DF RID: 735 RVA: 0x00009ED0 File Offset: 0x000080D0
|
// Token: 0x060002DF RID: 735 RVA: 0x00009ED0 File Offset: 0x000080D0
|
||||||
public override TAG_RESULT Run(EventPlayer player, TagData tag)
|
public override TAG_RESULT Run(EventPlayer player, TagData tag)
|
||||||
{
|
{
|
||||||
|
UnityEngine.Debug.LogWarning("RUN");
|
||||||
Singleton<MsgWnd>.Instance.ResetMessage();
|
Singleton<MsgWnd>.Instance.ResetMessage();
|
||||||
Singleton<MsgWnd>.Instance.Show(false);
|
Singleton<MsgWnd>.Instance.Show(false);
|
||||||
if (!player.RestoreOn)
|
if (!player.RestoreOn)
|
||||||
|
|||||||
@@ -77,28 +77,28 @@ public class SaveLoadManager
|
|||||||
catch (Exception ex2)
|
catch (Exception ex2)
|
||||||
{
|
{
|
||||||
Qoo.Debug.Print(ex2.Message);
|
Qoo.Debug.Print(ex2.Message);
|
||||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_CATCH_EXCEPTION, "ゲームデータの保存を正常に終了できませんでした。");
|
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_CATCH_EXCEPTION, UnityApp.Instance.isJapanese ? "ゲームデータの保存を正常に終了できませんでした。" : "The game data could not be saved");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (array == null)
|
if (array == null)
|
||||||
{
|
{
|
||||||
Qoo.Debug.Print("####Save file create error");
|
Qoo.Debug.Print("####Save file create error");
|
||||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_DATA_CREATE, "ゲームデータの保存を正常に終了できませんでした。");
|
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_DATA_CREATE, UnityApp.Instance.isJapanese ? "ゲームデータの保存を正常に終了できませんでした。" : "The game data could not be saved");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
string text2 = BytesHash.CreateHashCode(array);
|
string text2 = BytesHash.CreateHashCode(array);
|
||||||
if (text2 == null)
|
if (text2 == null)
|
||||||
{
|
{
|
||||||
Qoo.Debug.Print("####hash = null death");
|
Qoo.Debug.Print("####hash = null death");
|
||||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_HASHCODE_CREATE, "ゲームデータの保存を正常に終了できませんでした。");
|
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_HASHCODE_CREATE, UnityApp.Instance.isJapanese ? "ゲームデータの保存を正常に終了できませんでした。" : "The game data could not be saved");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
info.HashCode = text2;
|
info.HashCode = text2;
|
||||||
if (SaveLoadManager.SaveToXML<SaveFileInfo>("H_" + text + "_TMP", info, Encoding.UTF8, false) == null)
|
if (SaveLoadManager.SaveToXML<SaveFileInfo>("H_" + text + "_TMP", info, Encoding.UTF8, false) == null)
|
||||||
{
|
{
|
||||||
Qoo.Debug.Print("header file save error");
|
Qoo.Debug.Print("header file save error");
|
||||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_HEADER_CREATE, "ゲームデータの保存を正常に終了できませんでした。");
|
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_SAVE_HEADER_CREATE, UnityApp.Instance.isJapanese ? "ゲームデータの保存を正常に終了できませんでした。" : "The game data could not be saved");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
try
|
try
|
||||||
@@ -180,20 +180,20 @@ public class SaveLoadManager
|
|||||||
catch (Exception ex2)
|
catch (Exception ex2)
|
||||||
{
|
{
|
||||||
Qoo.Debug.Print(ex2.Message);
|
Qoo.Debug.Print(ex2.Message);
|
||||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_LOAD_CATCH_EXCEPTION, "ゲームデータの読込を正常に終了できませんでした。");
|
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_LOAD_CATCH_EXCEPTION, UnityApp.Instance.isJapanese ? "ゲームデータの読込を正常に終了できませんでした。" : "The game data could not be loaded");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (array == null)
|
if (array == null)
|
||||||
{
|
{
|
||||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_LOAD, "ゲームデータの読込を正常に終了できませんでした。");
|
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.FAIL_LOAD, UnityApp.Instance.isJapanese ? "ゲームデータの読込を正常に終了できませんでした。" : "The game data could not be loaded");
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
string hashCode = BytesHash.CreateHashCode(array);
|
string hashCode = BytesHash.CreateHashCode(array);
|
||||||
if (!saveFileInfo.CheckHash(hashCode))
|
if (!saveFileInfo.CheckHash(hashCode))
|
||||||
{
|
{
|
||||||
Qoo.Debug.Print("hash ga tigau yo");
|
Qoo.Debug.Print("hash ga tigau yo");
|
||||||
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.UNMATCH_SAVE_HASH, "ゲームデータの読込を正常に終了できませんでした。");
|
DispAssert.Show(ErrorDef.ASSERT_ERROR_CODE.UNMATCH_SAVE_HASH, UnityApp.Instance.isJapanese ? "ゲームデータの読込を正常に終了できませんでした。" : "The game data could not be loaded");
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
return array;
|
return array;
|
||||||
|
|||||||
@@ -91,13 +91,13 @@ public class SaveLoadWindow : BaseWindow
|
|||||||
switch (ct)
|
switch (ct)
|
||||||
{
|
{
|
||||||
case SaveLoadWindow.ConfrmType.Save:
|
case SaveLoadWindow.ConfrmType.Save:
|
||||||
this.SetText("SaveConfirmMsg", (!show) ? string.Empty : "セーブしますか?");
|
this.SetText("SaveConfirmMsg", (!show) ? string.Empty : UnityApp.Instance.isJapanese ? "セーブしますか?" : "Do you want to save?");
|
||||||
break;
|
break;
|
||||||
case SaveLoadWindow.ConfrmType.Load:
|
case SaveLoadWindow.ConfrmType.Load:
|
||||||
this.SetText("LoadConfirmMsg", (!show) ? string.Empty : "ロードしますか?");
|
this.SetText("LoadConfirmMsg", (!show) ? string.Empty : UnityApp.Instance.isJapanese ? "ロードしますか?" : "Do you want to load this save?");
|
||||||
break;
|
break;
|
||||||
case SaveLoadWindow.ConfrmType.Over:
|
case SaveLoadWindow.ConfrmType.Over:
|
||||||
this.SetText("OverConfirmMsg", (!show) ? string.Empty : "上書きしますか?");
|
this.SetText("OverConfirmMsg", (!show) ? string.Empty : UnityApp.Instance.isJapanese ? "上書きしますか?" : "Do you want to overwrite this Save?");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -329,9 +329,9 @@ public class SaveLoadWindow : BaseWindow
|
|||||||
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
|
new BaseWindow.UIImage("Confirm", 136, 182, this.wndz + 3, "screen/common/sys_dialog", true, false),
|
||||||
new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
|
new BaseWindow.UIButton("Confirm_YES", 312, 277, this.wndz + 4, "screen/common/dlog_btn_y", true, false, 1, 2, 0),
|
||||||
new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
|
new BaseWindow.UIButton("Confirm_NO", 513, 277, this.wndz + 4, "screen/common/dlog_btn_n", true, false, 1, 2, 0),
|
||||||
new BaseWindow.UIText("SaveConfirmMsg", 480, 230, this.wndz + 4, "セーブしますか?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
new BaseWindow.UIText("SaveConfirmMsg", 480, 230, this.wndz + 4, UnityApp.Instance.isJapanese ? "セーブしますか?" : "Do you want to save?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||||
new BaseWindow.UIText("LoadConfirmMsg", 480, 230, this.wndz + 4, "ロードしますか?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
new BaseWindow.UIText("LoadConfirmMsg", 480, 230, this.wndz + 4, UnityApp.Instance.isJapanese ? "ロードしますか?" : "Do you want to load this save?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue),
|
||||||
new BaseWindow.UIText("OverConfirmMsg", 480, 230, this.wndz + 4, "上書きしますか?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
|
new BaseWindow.UIText("OverConfirmMsg", 480, 230, this.wndz + 4, UnityApp.Instance.isJapanese ? "上書きしますか?" : "Do you want to overwrite this Save?", 28, UnityTextSprite.PositionType.Center, UnityTextSprite.PositionType.TopLeft, byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
// Token: 0x0200013B RID: 315
|
// Token: 0x0200013B RID: 315
|
||||||
@@ -114,24 +115,23 @@ public class SceneManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x0600088C RID: 2188 RVA: 0x00026388 File Offset: 0x00024588
|
// Token: 0x0600088C RID: 2188 RVA: 0x00026388 File Offset: 0x00024588
|
||||||
/*private static AsyncOperation LoadScene(string sceneName)
|
private static AsyncOperation LoadScene(string sceneName)
|
||||||
{
|
{
|
||||||
return Application.LoadLevelAdditiveAsync(sceneName);
|
return UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
|
||||||
}*/
|
//return Application.LoadLevelAdditiveAsync(sceneName);
|
||||||
|
|
||||||
private static void LoadScene(string sceneName)
|
|
||||||
{
|
|
||||||
Application.LoadLevelAdditive(sceneName);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x0600088D RID: 2189 RVA: 0x00026390 File Offset: 0x00024590
|
// Token: 0x0600088D RID: 2189 RVA: 0x00026390 File Offset: 0x00024590
|
||||||
private static void UnloadScene(string sceneName)
|
private static void UnloadScene(string sceneName)
|
||||||
{
|
{
|
||||||
|
//UnityEngine.SceneManagement.SceneManager.UnloadScene(sceneName);
|
||||||
GameObject gameObject = GameObject.Find(sceneName);
|
GameObject gameObject = GameObject.Find(sceneName);
|
||||||
if (gameObject != null)
|
if (gameObject != null)
|
||||||
{
|
{
|
||||||
UnityEngine.Object.Destroy(gameObject);
|
UnityEngine.Object.Destroy(gameObject);
|
||||||
}
|
}
|
||||||
|
Application.UnloadLevel(sceneName);
|
||||||
|
|
||||||
Resources.UnloadUnusedAssets();
|
Resources.UnloadUnusedAssets();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -156,8 +156,8 @@ public class SceneManager : MonoBehaviour
|
|||||||
// Token: 0x06000891 RID: 2193 RVA: 0x000263FC File Offset: 0x000245FC
|
// Token: 0x06000891 RID: 2193 RVA: 0x000263FC File Offset: 0x000245FC
|
||||||
private IEnumerator WaitForLoadScene(string currentSceneName, string nextSceneName, Action<string> action)
|
private IEnumerator WaitForLoadScene(string currentSceneName, string nextSceneName, Action<string> action)
|
||||||
{
|
{
|
||||||
//AsyncOperation ao = SceneManager.LoadScene(nextSceneName);
|
AsyncOperation ao = SceneManager.LoadScene(nextSceneName);
|
||||||
SceneManager.LoadScene(nextSceneName);
|
//SceneManager.LoadScene(nextSceneName);
|
||||||
if (currentSceneName != null)
|
if (currentSceneName != null)
|
||||||
{
|
{
|
||||||
SceneManager.UnloadScene(currentSceneName);
|
SceneManager.UnloadScene(currentSceneName);
|
||||||
@@ -166,10 +166,10 @@ public class SceneManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
action(nextSceneName);
|
action(nextSceneName);
|
||||||
}
|
}
|
||||||
/*while (ao.progress < 1f)
|
while (ao.progress < 1f)
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(0.1f);
|
yield return new WaitForSeconds(0.1f);
|
||||||
}*/
|
}
|
||||||
GameObject go = GameObject.Find(nextSceneName + "/Wnd");
|
GameObject go = GameObject.Find(nextSceneName + "/Wnd");
|
||||||
if (go != null)
|
if (go != null)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -42,7 +42,7 @@ public class ScreenEffect
|
|||||||
{
|
{
|
||||||
ScreenEffect.Init(99, Color.black, null);
|
ScreenEffect.Init(99, Color.black, null);
|
||||||
}
|
}
|
||||||
ScreenEffect.goScreenEffect.renderer.material.SetColor("_Color", work.Offset);
|
ScreenEffect.goScreenEffect.GetComponent<Renderer>().material.SetColor("_Color", work.Offset);
|
||||||
work.Update();
|
work.Update();
|
||||||
yield return 0;
|
yield return 0;
|
||||||
}
|
}
|
||||||
@@ -57,7 +57,7 @@ public class ScreenEffect
|
|||||||
if (ScreenEffect.goScreenEffect == null)
|
if (ScreenEffect.goScreenEffect == null)
|
||||||
{
|
{
|
||||||
ScreenEffect.goScreenEffect = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
ScreenEffect.goScreenEffect = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||||
ScreenEffect.goScreenEffect.renderer.material = new Material(Resources.Load("Shader/Color/UnlitColor") as Shader);
|
ScreenEffect.goScreenEffect.GetComponent<Renderer>().material = new Material(Resources.Load("Shader/Color/UnlitColor") as Shader);
|
||||||
ScreenEffect.goScreenEffect.transform.localScale = new Vector3(960f, 544f, 1f);
|
ScreenEffect.goScreenEffect.transform.localScale = new Vector3(960f, 544f, 1f);
|
||||||
ScreenEffect.goScreenEffect.name = "__ScreenEffenct";
|
ScreenEffect.goScreenEffect.name = "__ScreenEffenct";
|
||||||
}
|
}
|
||||||
@@ -71,7 +71,7 @@ public class ScreenEffect
|
|||||||
//ScreenEffect.goScreenEffect.transform.localPosition = new Vector3(2000f, 0f, (float)(-(float)z));
|
//ScreenEffect.goScreenEffect.transform.localPosition = new Vector3(2000f, 0f, (float)(-(float)z));
|
||||||
ScreenEffect.goScreenEffect.transform.localPosition = new Vector3(0f, 0f, (float)(-(float)z));
|
ScreenEffect.goScreenEffect.transform.localPosition = new Vector3(0f, 0f, (float)(-(float)z));
|
||||||
}
|
}
|
||||||
ScreenEffect.goScreenEffect.renderer.material.SetColor("_Color", color);
|
ScreenEffect.goScreenEffect.GetComponent<Renderer>().material.SetColor("_Color", color);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x060008EF RID: 2287 RVA: 0x000274EC File Offset: 0x000256EC
|
// Token: 0x060008EF RID: 2287 RVA: 0x000274EC File Offset: 0x000256EC
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
using System;
|
|
||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
// Token: 0x02000174 RID: 372
|
// Token: 0x02000174 RID: 372
|
||||||
public class ScreenKeyboardManager : MonoBehaviour
|
public class ScreenKeyboardManager : MonoBehaviour
|
||||||
@@ -59,6 +61,86 @@ public class ScreenKeyboardManager : MonoBehaviour
|
|||||||
// Token: 0x06000A97 RID: 2711 RVA: 0x0002EAC8 File Offset: 0x0002CCC8
|
// Token: 0x06000A97 RID: 2711 RVA: 0x0002EAC8 File Offset: 0x0002CCC8
|
||||||
public static IEnumerator Open(string defaultString = "")
|
public static IEnumerator Open(string defaultString = "")
|
||||||
{
|
{
|
||||||
|
bool isKeyboardActive = true;
|
||||||
|
int width = 350;
|
||||||
|
int height = 50;
|
||||||
|
int fontSize = 24;
|
||||||
|
Color fontColor = Color.white;
|
||||||
|
Color inputBoxColor = new Color(87f/255f,48f / 255f, 55f / 255f, 255f / 255f);
|
||||||
|
|
||||||
|
GameObject manager= ScreenKeyboardManager.Instance.gameObject;
|
||||||
|
|
||||||
|
Canvas canvas = manager.AddComponent<Canvas>();
|
||||||
|
canvas.gameObject.AddComponent<CanvasScaler>();
|
||||||
|
canvas.gameObject.AddComponent<GraphicRaycaster>();
|
||||||
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||||
|
|
||||||
|
GameObject container = new GameObject();
|
||||||
|
container.name = "InputField";
|
||||||
|
container.transform.parent = canvas.transform;
|
||||||
|
container.AddComponent<CanvasRenderer>();
|
||||||
|
|
||||||
|
Image _image = container.AddComponent<Image>();
|
||||||
|
//_image.sprite = UnityEditor.AssetDatabase.GetBuiltinExtraResource<Sprite>("UI/Skin/UISprite.psd");
|
||||||
|
_image.type = Image.Type.Sliced;
|
||||||
|
_image.color = inputBoxColor;
|
||||||
|
|
||||||
|
Font font = (Font)Resources.Load("font/Cabin");
|
||||||
|
|
||||||
|
GameObject textContainer = new GameObject();
|
||||||
|
textContainer.name = "Text";
|
||||||
|
textContainer.transform.parent = container.transform;
|
||||||
|
Text _text = textContainer.AddComponent<Text>();
|
||||||
|
RectTransform _textTransform = _text.GetComponent<RectTransform>();
|
||||||
|
_textTransform.sizeDelta = new Vector2(width, height);
|
||||||
|
_text.supportRichText = false;
|
||||||
|
_text.color = fontColor;
|
||||||
|
_text.font = font;
|
||||||
|
_text.fontSize = fontSize;
|
||||||
|
_text.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||||
|
_text.alignment = TextAnchor.MiddleCenter;
|
||||||
|
|
||||||
|
GameObject placeholderContainer = new GameObject();
|
||||||
|
placeholderContainer.name = "Placeholder";
|
||||||
|
placeholderContainer.transform.parent = container.transform;
|
||||||
|
Text _placeholder = placeholderContainer.AddComponent<Text>();
|
||||||
|
RectTransform _placeholderTransform = _placeholder.GetComponent<RectTransform>();
|
||||||
|
_placeholderTransform.sizeDelta = new Vector2(width, height);
|
||||||
|
_placeholder.color = fontColor;
|
||||||
|
_placeholder.font = font;
|
||||||
|
_placeholder.fontSize = fontSize;
|
||||||
|
_placeholder.fontStyle = FontStyle.Italic;
|
||||||
|
_placeholder.supportRichText = false;
|
||||||
|
_placeholder.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||||
|
_placeholder.text = "Enter your Name";
|
||||||
|
_placeholder.alignment = TextAnchor.MiddleCenter;
|
||||||
|
|
||||||
|
InputField _inputField = container.AddComponent<InputField>();
|
||||||
|
_inputField.targetGraphic = _image;
|
||||||
|
_inputField.textComponent = _text;
|
||||||
|
_inputField.placeholder = _placeholder;
|
||||||
|
RectTransform _inputFieldTransform = _inputField.GetComponent<RectTransform>();
|
||||||
|
_inputFieldTransform.localPosition = new Vector3(0, 0, 0);
|
||||||
|
_inputFieldTransform.sizeDelta = new Vector2(width, height);
|
||||||
|
_inputField.characterLimit = 7;
|
||||||
|
_inputField.characterValidation = InputField.CharacterValidation.Name;
|
||||||
|
_inputField.text = defaultString;
|
||||||
|
|
||||||
|
string nameString = _inputField.text;
|
||||||
|
|
||||||
|
while (isKeyboardActive)
|
||||||
|
{
|
||||||
|
yield return 0;
|
||||||
|
if (Input.GetKeyDown(KeyCode.Return))
|
||||||
|
{
|
||||||
|
nameString = _inputField.text;
|
||||||
|
ScreenKeyboardManager.Instance.m_inputText = nameString;
|
||||||
|
GameObject.Destroy(canvas.gameObject);
|
||||||
|
isKeyboardActive = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//TODO fix TouchScreenKeyboard issue
|
//TODO fix TouchScreenKeyboard issue
|
||||||
/*ScreenKeyboardManager.Instance.m_inputText = defaultString;
|
/*ScreenKeyboardManager.Instance.m_inputText = defaultString;
|
||||||
ScreenKeyboardManager.Instance.m_keyboard = TouchScreenKeyboard.Open(defaultString, TouchScreenKeyboardType.NamePhonePad);
|
ScreenKeyboardManager.Instance.m_keyboard = TouchScreenKeyboard.Open(defaultString, TouchScreenKeyboardType.NamePhonePad);
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ public class ScreenMovieSample : MonoBehaviour
|
|||||||
{
|
{
|
||||||
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
//TODO fix movie playing. either make platform specific versions OR make platform agnostic
|
||||||
//yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/high/op_movie.mp4", FullScreenMovieControlMode.CancelOnInput));
|
//yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/high/op_movie.mp4", FullScreenMovieControlMode.CancelOnInput));
|
||||||
yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/high/op_movie.mp4", ""));
|
yield return base.StartCoroutine(MovieManager.PlayMovie("mp4/high/op_movie.mp4", this.gameObject));
|
||||||
Debug.Log(" #DEBUGLOG::MOVIE OWATA ");
|
Debug.Log(" #DEBUGLOG::MOVIE OWATA ");
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -152,7 +152,7 @@ public class SoundVoice : MonoBehaviour
|
|||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
this.voice = base.gameObject.AddComponent<AudioSource>();
|
this.voice = base.gameObject.AddComponent<AudioSource>();
|
||||||
this.voice.panLevel = 0f;
|
this.voice.spatialBlend = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x06000B5A RID: 2906 RVA: 0x000308B4 File Offset: 0x0002EAB4
|
// Token: 0x06000B5A RID: 2906 RVA: 0x000308B4 File Offset: 0x0002EAB4
|
||||||
@@ -161,7 +161,7 @@ public class SoundVoice : MonoBehaviour
|
|||||||
if (this.m_data != null && this.voice.clip == null && this.m_data.Data != null)
|
if (this.m_data != null && this.voice.clip == null && this.m_data.Data != null)
|
||||||
{
|
{
|
||||||
this.voice.clip = this.m_data.Data;
|
this.voice.clip = this.m_data.Data;
|
||||||
this.voice.panLevel = 0f;
|
this.voice.spatialBlend = 0f;
|
||||||
this.m_data = null;
|
this.m_data = null;
|
||||||
}
|
}
|
||||||
if (this.isStart && this.voice.clip != null)
|
if (this.isStart && this.voice.clip != null)
|
||||||
@@ -188,7 +188,7 @@ public class SoundVoice : MonoBehaviour
|
|||||||
}
|
}
|
||||||
this.voice.clip = null;
|
this.voice.clip = null;
|
||||||
this.voice.clip = SoundData.Load(category, name_);
|
this.voice.clip = SoundData.Load(category, name_);
|
||||||
this.voice.panLevel = 0f;
|
this.voice.spatialBlend = 0f;
|
||||||
return this.voice.clip != null;
|
return this.voice.clip != null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -40,7 +40,7 @@ public class SubPartCamera : MonoBehaviour
|
|||||||
SubPartCamera.Instance.m_Camera.enabled = true;
|
SubPartCamera.Instance.m_Camera.enabled = true;
|
||||||
//TODO Camera change
|
//TODO Camera change
|
||||||
//SubPartCamera.Instance.gameObject.transform.localPosition = new Vector3(2000f, 0f, -1000f);
|
//SubPartCamera.Instance.gameObject.transform.localPosition = new Vector3(2000f, 0f, -1000f);
|
||||||
SubPartCamera.Instance.gameObject.transform.localPosition = new Vector3(0f, 0f, -1000f);
|
SubPartCamera.Instance.gameObject.transform.localPosition = new Vector3(0f, 0f, -1100f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x0600063A RID: 1594 RVA: 0x00019EE8 File Offset: 0x000180E8
|
// Token: 0x0600063A RID: 1594 RVA: 0x00019EE8 File Offset: 0x000180E8
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using Qoo.Application;
|
using Qoo.Application;
|
||||||
using Qoo.Game;
|
using Qoo.Game;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -54,8 +55,9 @@ public class TitleWindow : BaseWindow
|
|||||||
// Token: 0x0600084C RID: 2124 RVA: 0x0002543C File Offset: 0x0002363C
|
// Token: 0x0600084C RID: 2124 RVA: 0x0002543C File Offset: 0x0002363C
|
||||||
protected sealed override BaseWindow.UIComponent[] newComponentArray()
|
protected sealed override BaseWindow.UIComponent[] newComponentArray()
|
||||||
{
|
{
|
||||||
|
List<BaseWindow.UIComponent> components;
|
||||||
string str = (!base.IsTrial) ? string.Empty : "_tri";
|
string str = (!base.IsTrial) ? string.Empty : "_tri";
|
||||||
return new BaseWindow.UIComponent[]
|
components = new List<BaseWindow.UIComponent>
|
||||||
{
|
{
|
||||||
new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, "screen/title/title_base", true, true),
|
new BaseWindow.UIImage("BackGround", 0, 0, this.wndz, "screen/title/title_base", true, true),
|
||||||
new BaseWindow.UIButton("Btn0", 171, 272, this.wndz + 1, "screen/title/title_0", true, true, 1, 2, 0),
|
new BaseWindow.UIButton("Btn0", 171, 272, this.wndz + 1, "screen/title/title_0", true, true, 1, 2, 0),
|
||||||
@@ -67,6 +69,11 @@ public class TitleWindow : BaseWindow
|
|||||||
new BaseWindow.UIButton("BtnRestore", 814, 472, this.wndz + 1, "screen/title/restore", !base.IsTrial, !base.IsTrial, 1, 2, 0),
|
new BaseWindow.UIButton("BtnRestore", 814, 472, this.wndz + 1, "screen/title/restore", !base.IsTrial, !base.IsTrial, 1, 2, 0),
|
||||||
new BaseWindow.UICollision("BtnGuard", 0, 0, this.wndz + 3, 960, 544)
|
new BaseWindow.UICollision("BtnGuard", 0, 0, this.wndz + 3, 960, 544)
|
||||||
};
|
};
|
||||||
|
if (!UnityApp.Instance.isJapanese)
|
||||||
|
{
|
||||||
|
components.Add(new BaseWindow.UIButton("BtnCredits", 16, 472, this.wndz + 1, "screen/title/restore", !base.IsTrial, !base.IsTrial, 1, 2, 0));
|
||||||
|
}
|
||||||
|
return components.ToArray();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x0600084D RID: 2125 RVA: 0x000255E8 File Offset: 0x000237E8
|
// Token: 0x0600084D RID: 2125 RVA: 0x000255E8 File Offset: 0x000237E8
|
||||||
@@ -122,8 +129,13 @@ public class TitleWindow : BaseWindow
|
|||||||
SceneManager.ChangeScene(UIValue.SCENE_HELP);
|
SceneManager.ChangeScene(UIValue.SCENE_HELP);
|
||||||
break;
|
break;
|
||||||
case "BtnRestore":
|
case "BtnRestore":
|
||||||
|
Application.Quit();
|
||||||
|
//base.PlaySE_Ok();
|
||||||
|
//base.AddScene(UIValue.SCENE_TITLERESTORE);
|
||||||
|
break;
|
||||||
|
case "BtnCredits":
|
||||||
base.PlaySE_Ok();
|
base.PlaySE_Ok();
|
||||||
base.AddScene(UIValue.SCENE_TITLERESTORE);
|
SceneManager.ChangeScene(UIValue.SCENE_TITLECREDITS);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,6 +15,8 @@ public class UIValue
|
|||||||
// Token: 0x0400062F RID: 1583
|
// Token: 0x0400062F RID: 1583
|
||||||
public static readonly string SCENE_TITLERESTORE = "SceneTitleRestore";
|
public static readonly string SCENE_TITLERESTORE = "SceneTitleRestore";
|
||||||
|
|
||||||
|
public static readonly string SCENE_TITLECREDITS = "SceneTitleCredits";
|
||||||
|
|
||||||
// Token: 0x04000630 RID: 1584
|
// Token: 0x04000630 RID: 1584
|
||||||
public static readonly string SCENE_GALLERYMENU = "SceneGalleryMenu";
|
public static readonly string SCENE_GALLERYMENU = "SceneGalleryMenu";
|
||||||
|
|
||||||
|
|||||||
@@ -23,6 +23,7 @@ public class UnityApp : Singleton<UnityApp>
|
|||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
UnityEngine.Object.DontDestroyOnLoad(this);
|
UnityEngine.Object.DontDestroyOnLoad(this);
|
||||||
|
Application.targetFrameRate = 60;
|
||||||
this.task = base.gameObject.AddComponent<TaskManager>();
|
this.task = base.gameObject.AddComponent<TaskManager>();
|
||||||
this.time = base.gameObject.AddComponent<UnityTimer>();
|
this.time = base.gameObject.AddComponent<UnityTimer>();
|
||||||
this.file = base.gameObject.AddComponent<UnityFileLoader>();
|
this.file = base.gameObject.AddComponent<UnityFileLoader>();
|
||||||
@@ -304,4 +305,6 @@ public class UnityApp : Singleton<UnityApp>
|
|||||||
|
|
||||||
// Token: 0x04000774 RID: 1908
|
// Token: 0x04000774 RID: 1908
|
||||||
private bool m_isInit;
|
private bool m_isInit;
|
||||||
|
|
||||||
|
public bool isJapanese;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -91,7 +91,7 @@ public class UnityFile
|
|||||||
public bool CreateFromAssetBundle(AssetBundle asset, string name)
|
public bool CreateFromAssetBundle(AssetBundle asset, string name)
|
||||||
{
|
{
|
||||||
this.m_szName = name;
|
this.m_szName = name;
|
||||||
this.m_ReadData = (asset.Load(name) as TextAsset).bytes;
|
this.m_ReadData = (asset.LoadAsset(name) as TextAsset).bytes;
|
||||||
this.m_isReadEnd = true;
|
this.m_isReadEnd = true;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -139,7 +139,7 @@ public class UnityFile
|
|||||||
{
|
{
|
||||||
if (this.m_isLoadPackFile)
|
if (this.m_isLoadPackFile)
|
||||||
{
|
{
|
||||||
AssetBundleCreateRequest req = AssetBundle.CreateFromMemory(this.m_ReadData);
|
AssetBundleCreateRequest req = AssetBundle.LoadFromMemoryAsync(this.m_ReadData);
|
||||||
yield return req;
|
yield return req;
|
||||||
this.m_object = req.assetBundle.mainAsset;
|
this.m_object = req.assetBundle.mainAsset;
|
||||||
req.assetBundle.Unload(false);
|
req.assetBundle.Unload(false);
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ using Qoo;
|
|||||||
using Qoo.Application;
|
using Qoo.Application;
|
||||||
using Qoo.File;
|
using Qoo.File;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Video;
|
||||||
|
|
||||||
// Token: 0x02000157 RID: 343
|
// Token: 0x02000157 RID: 343
|
||||||
public class UnityGraph : Singleton<UnityGraph>
|
public class UnityGraph : Singleton<UnityGraph>
|
||||||
@@ -46,6 +47,7 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
// Token: 0x060009B2 RID: 2482 RVA: 0x0002AD30 File Offset: 0x00028F30
|
// Token: 0x060009B2 RID: 2482 RVA: 0x0002AD30 File Offset: 0x00028F30
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
|
||||||
this.sprite_obj = new GameObject("2D Sprite Manager");
|
this.sprite_obj = new GameObject("2D Sprite Manager");
|
||||||
this.sprite_obj.transform.parent = base.gameObject.transform;
|
this.sprite_obj.transform.parent = base.gameObject.transform;
|
||||||
this.m_ManSprite = this.sprite_obj.AddComponent<Man2D>();
|
this.m_ManSprite = this.sprite_obj.AddComponent<Man2D>();
|
||||||
@@ -58,8 +60,8 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
this.m_FrameDraw = new UnitySprite(false, base.gameObject, false);
|
this.m_FrameDraw = new UnitySprite(false, base.gameObject, false);
|
||||||
this.m_FrameDraw.obj.name = "FrameBuffer Sprite";
|
this.m_FrameDraw.obj.name = "FrameBuffer Sprite";
|
||||||
this.m_FrameDraw.z = 100;
|
this.m_FrameDraw.z = 100;
|
||||||
this.m_FrameDraw.Brend = SPRITE_DRAW_MODE.MUL_NOTEXALPHA;
|
//this.m_FrameDraw.Brend = SPRITE_DRAW_MODE.MUL_NOTEXALPHA;
|
||||||
this.m_FrameDraw.Update(Screen.width, Screen.height, 0f);
|
this.m_FrameDraw.Update(this.m_width, this.m_height, 0f);
|
||||||
this.FadeParam = 0;
|
this.FadeParam = 0;
|
||||||
this.m_FrameBg = new UnitySprite(false, base.gameObject, false);
|
this.m_FrameBg = new UnitySprite(false, base.gameObject, false);
|
||||||
this.m_FrameBg.obj.name = "FrameBufferBG";
|
this.m_FrameBg.obj.name = "FrameBufferBG";
|
||||||
@@ -81,10 +83,10 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
this.RunEffect = false;
|
this.RunEffect = false;
|
||||||
this.m_ManSprite.enabled = true;
|
this.m_ManSprite.enabled = true;
|
||||||
CreateSprite.CreateSpriteCamera(base.gameObject, Screen.height, false);
|
CreateSprite.CreateSpriteCamera(base.gameObject, Screen.height, false);
|
||||||
base.gameObject.camera.aspect = (float)Screen.width / (float)Screen.height;
|
base.gameObject.GetComponent<Camera>().aspect = (float)Screen.width / (float)Screen.height;
|
||||||
//TODO fix camera issues, find out why this is needed
|
//TODO fix camera issues, find out why this is needed
|
||||||
//base.gameObject.camera.enabled = true;
|
//base.gameObject.camera.enabled = true;
|
||||||
base.gameObject.camera.enabled = false;
|
base.gameObject.GetComponent<Camera>().enabled = false;
|
||||||
this.m_FrameBg.obj.SetActive(true);
|
this.m_FrameBg.obj.SetActive(true);
|
||||||
if (this.m_FrameBg.tex == null)
|
if (this.m_FrameBg.tex == null)
|
||||||
{
|
{
|
||||||
@@ -105,10 +107,10 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
{
|
{
|
||||||
this.m_FrameDraw.SetRenderImage(this.m_ManSprite.GetFrameBuffer(), 960, 544);
|
this.m_FrameDraw.SetRenderImage(this.m_ManSprite.GetFrameBuffer(), 960, 544);
|
||||||
}
|
}
|
||||||
this.m_FrameDraw.CalcRenderImageOffset(Screen.width, Screen.height);
|
this.m_FrameDraw.CalcRenderImageOffset(this.m_width, this.m_height);
|
||||||
this.m_FrameDraw.Brend = SPRITE_DRAW_MODE.MUL_NOTEXALPHA;
|
//this.m_FrameDraw.Brend = SPRITE_DRAW_MODE.MUL_NOTEXALPHA;
|
||||||
this.m_FrameDraw.Update(Screen.width, Screen.height, 0f);
|
this.m_FrameDraw.Update(this.m_width, this.m_height, 0f);
|
||||||
UnityApp.Input.SetScreenRect(this.m_FrameDraw.x, this.m_FrameDraw.y, this.m_FrameDraw.w, this.m_FrameDraw.h, 960, 544);
|
UnityApp.Input.SetScreenRect(this.m_FrameDraw.x, this.m_FrameDraw.y, Screen.width, Screen.height, 960, 544);
|
||||||
base.enabled = true;
|
base.enabled = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -116,7 +118,7 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
public void Disable(bool IsClean = false)
|
public void Disable(bool IsClean = false)
|
||||||
{
|
{
|
||||||
base.enabled = false;
|
base.enabled = false;
|
||||||
base.gameObject.camera.enabled = false;
|
base.gameObject.GetComponent<Camera>().enabled = false;
|
||||||
this.m_ManSprite.enabled = false;
|
this.m_ManSprite.enabled = false;
|
||||||
this.m_FrameDraw.obj.SetActive(false);
|
this.m_FrameDraw.obj.SetActive(false);
|
||||||
this.m_FrameBg.obj.SetActive(false);
|
this.m_FrameBg.obj.SetActive(false);
|
||||||
@@ -200,8 +202,8 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
{
|
{
|
||||||
this.m_FrameDraw.A = 0;
|
this.m_FrameDraw.A = 0;
|
||||||
}
|
}
|
||||||
this.m_FrameDraw.CalcRenderImageOffset(Screen.width, Screen.height);
|
this.m_FrameDraw.CalcRenderImageOffset(this.m_width, this.m_height);
|
||||||
this.m_FrameDraw.Update(Screen.width, Screen.height, 0f);
|
this.m_FrameDraw.Update(this.m_width, this.m_height, 0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -305,7 +307,7 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
name = imageDir + name;
|
name = imageDir + name;
|
||||||
return this.EffectMain(name, time);
|
return this.EffectMain(name, time);
|
||||||
}
|
}
|
||||||
return this.CrossFade(time);
|
//return this.CrossFade(time);
|
||||||
NMB_FILEINFO fileInfo = Nmb.GetFileInfo(name);
|
NMB_FILEINFO fileInfo = Nmb.GetFileInfo(name);
|
||||||
if (fileInfo == null)
|
if (fileInfo == null)
|
||||||
{
|
{
|
||||||
@@ -321,13 +323,11 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
// Token: 0x060009C0 RID: 2496 RVA: 0x0002B524 File Offset: 0x00029724
|
// Token: 0x060009C0 RID: 2496 RVA: 0x0002B524 File Offset: 0x00029724
|
||||||
protected IEnumerator EffectMain(string name, float time)
|
protected IEnumerator EffectMain(string name, float time)
|
||||||
{
|
{
|
||||||
UnityEngine.Debug.LogWarning ("NAME: " + name);
|
|
||||||
|
|
||||||
yield return 0;
|
yield return 0;
|
||||||
yield return 0;
|
yield return 0;
|
||||||
this.m_ManSprite.UpdateFrameBuffer();
|
this.m_ManSprite.UpdateFrameBuffer();
|
||||||
this.m_ManSprite.enabled = false;
|
this.m_ManSprite.enabled = false;
|
||||||
EffectManager.Init(name, (int)(time * 1000f), this.m_FrameDraw.obj.renderer, this.m_ManSprite.GetFrameBufferOld(), this.m_ManSprite.GetFrameBuffer());
|
EffectManager.Init(name, (int)(time * 1000f), this.m_FrameDraw.obj.GetComponent<Renderer>(), this.m_ManSprite.GetFrameBufferOld(), this.m_ManSprite.GetFrameBuffer());
|
||||||
yield return base.StartCoroutine(EffectManager.StartEffect());
|
yield return base.StartCoroutine(EffectManager.StartEffect());
|
||||||
this.m_isRunEffect = false;
|
this.m_isRunEffect = false;
|
||||||
this.m_ManSprite.enabled = true;
|
this.m_ManSprite.enabled = true;
|
||||||
@@ -342,23 +342,56 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
yield return 0;
|
yield return 0;
|
||||||
this.m_ManSprite.UpdateFrameBuffer();
|
this.m_ManSprite.UpdateFrameBuffer();
|
||||||
this.m_ManSprite.enabled = false;
|
this.m_ManSprite.enabled = false;
|
||||||
MovieTex movie = base.gameObject.AddComponent<MovieTex>();
|
//MovieTex movie = base.gameObject.AddComponent<MovieTex>();
|
||||||
this.m_FrameDraw.SetRenderImage(this.m_ManSprite.GetFrameBuffer(), 960, 544);
|
this.m_FrameDraw.SetRenderImage(this.m_ManSprite.GetFrameBuffer(), 960, 544);
|
||||||
UnitySprite movieFrame = new UnitySprite(false, base.gameObject, false);
|
UnitySprite movieFrame = new UnitySprite(false, base.gameObject, false);
|
||||||
movieFrame.SetName("Movie Frame");
|
movieFrame.SetName("Movie Frame");
|
||||||
this.m_FrameDraw.A = (movieFrame.R = (movieFrame.G = (movieFrame.B = (movieFrame.A = byte.MaxValue))));
|
this.m_FrameDraw.A = (movieFrame.R = (movieFrame.G = (movieFrame.B = (movieFrame.A = byte.MaxValue))));
|
||||||
movieFrame.SetMaterial(movie.Play(name, MOVIE_TEX_TYPE.ADD, false), 960, 544);
|
|
||||||
yield return 0;
|
|
||||||
while (movie.IsPlay)
|
//NewCode
|
||||||
|
string path = name;
|
||||||
|
if (path.IndexOf('/') == 0)
|
||||||
{
|
{
|
||||||
this.m_FrameDraw.CalcRenderImageOffset(Screen.width, Screen.height);
|
path = path.Substring(1);
|
||||||
movieFrame.CalcRenderImageOffset(Screen.width, Screen.height);
|
}
|
||||||
this.m_FrameDraw.Update(Screen.width, Screen.height, 10f);
|
string pathExt = System.IO.Path.GetExtension(path);
|
||||||
movieFrame.Update(Screen.width, Screen.height, 0f);
|
path = path.Substring(0, path.Length - pathExt.Length);
|
||||||
|
|
||||||
|
VideoPlayer m_tex = movieFrame.obj.transform.gameObject.AddComponent<VideoPlayer>();
|
||||||
|
m_tex.playOnAwake = false;
|
||||||
|
Material newMat = new Material(Shader.Find("QO/Sprite Add") as Shader);
|
||||||
|
m_tex.url = Application.streamingAssetsPath + "/" + path + ".mp4";
|
||||||
|
m_tex.isLooping = false;
|
||||||
|
movieFrame.SetMaterial(newMat, 960, 544);
|
||||||
|
m_tex.renderMode = UnityEngine.Video.VideoRenderMode.MaterialOverride;
|
||||||
|
|
||||||
|
|
||||||
|
//OLD Code
|
||||||
|
//movieFrame.SetMaterial(movie.Play(name, MOVIE_TEX_TYPE.ADD, false), 960, 544);
|
||||||
|
//yield return 0;
|
||||||
|
//while (movie.IsPlay)
|
||||||
|
m_tex.Play();
|
||||||
|
yield return 0;
|
||||||
|
yield return 0;
|
||||||
|
yield return 0;
|
||||||
|
while (m_tex.isPlaying || !m_tex.isPrepared)
|
||||||
|
{
|
||||||
|
if (Input.GetMouseButtonDown(0))
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
UnityEngine.Debug.LogWarning(m_tex.isPlaying + ", " + !m_tex.isPrepared);
|
||||||
|
this.m_FrameDraw.CalcRenderImageOffset(this.m_width, this.m_height);
|
||||||
|
movieFrame.CalcRenderImageOffset(this.m_width, this.m_height);
|
||||||
|
this.m_FrameDraw.Update(this.m_width, this.m_height, 10f);
|
||||||
|
movieFrame.Update(this.m_width, this.m_height, 0f);
|
||||||
|
yield return 0;
|
||||||
|
yield return 0;
|
||||||
yield return 0;
|
yield return 0;
|
||||||
}
|
}
|
||||||
UnityEngine.Object.Destroy(movie);
|
//UnityEngine.Object.Destroy(movie);
|
||||||
movieFrame.obj.renderer.material = null;
|
movieFrame.obj.GetComponent<Renderer>().material = null;
|
||||||
movieFrame.tex = null;
|
movieFrame.tex = null;
|
||||||
this.m_ManSprite.RemoveSprite(movieFrame);
|
this.m_ManSprite.RemoveSprite(movieFrame);
|
||||||
movieFrame = null;
|
movieFrame = null;
|
||||||
@@ -371,7 +404,7 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
// Token: 0x060009C2 RID: 2498 RVA: 0x0002B588 File Offset: 0x00029788
|
// Token: 0x060009C2 RID: 2498 RVA: 0x0002B588 File Offset: 0x00029788
|
||||||
private IEnumerator CrossFade(float time)
|
private IEnumerator CrossFade(float time)
|
||||||
{
|
{
|
||||||
/*int ms = (int)(time * 1000f);
|
int ms = (int)(time * 1000f);
|
||||||
this.m_isRunEffect = true;
|
this.m_isRunEffect = true;
|
||||||
yield return 0;
|
yield return 0;
|
||||||
yield return 0;
|
yield return 0;
|
||||||
@@ -379,10 +412,10 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
this.m_ManSprite.enabled = false;
|
this.m_ManSprite.enabled = false;
|
||||||
UnitySprite BaseFrame = new UnitySprite(false, base.gameObject, false);
|
UnitySprite BaseFrame = new UnitySprite(false, base.gameObject, false);
|
||||||
BaseFrame.SetName("CrossFade Frame");
|
BaseFrame.SetName("CrossFade Frame");
|
||||||
BaseFrame.Brend = SPRITE_DRAW_MODE.MUL_NOTEXALPHA;
|
BaseFrame.Brend = SPRITE_DRAW_MODE.MUL;
|
||||||
BaseFrame.Update(Screen.width, Screen.height, 0f);
|
BaseFrame.Update(Screen.width, Screen.height, 0f);
|
||||||
this.m_FrameDraw.Brend = SPRITE_DRAW_MODE.MUL_NOTEXALPHA;
|
//this.m_FrameDraw.Brend = SPRITE_DRAW_MODE.MUL_NOTEXALPHA;
|
||||||
this.m_FrameDraw.Update(Screen.width, Screen.height, 10f);
|
this.m_FrameDraw.Update(this.m_width, this.m_height, 10f);
|
||||||
BaseFrame.SetRenderImage(this.m_ManSprite.GetFrameBufferOld(), 960, 544);
|
BaseFrame.SetRenderImage(this.m_ManSprite.GetFrameBufferOld(), 960, 544);
|
||||||
this.m_FrameDraw.SetRenderImage(this.m_ManSprite.GetFrameBuffer(), 960, 544);
|
this.m_FrameDraw.SetRenderImage(this.m_ManSprite.GetFrameBuffer(), 960, 544);
|
||||||
BaseFrame.R = (this.m_FrameBg.G = (this.m_FrameBg.B = byte.MaxValue));
|
BaseFrame.R = (this.m_FrameBg.G = (this.m_FrameBg.B = byte.MaxValue));
|
||||||
@@ -403,10 +436,10 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
param = 0f;
|
param = 0f;
|
||||||
}
|
}
|
||||||
BaseFrame.A = (byte)(255f * (1f - param));
|
BaseFrame.A = (byte)(255f * (1f - param));
|
||||||
this.m_FrameDraw.CalcRenderImageOffset(Screen.width, Screen.height);
|
this.m_FrameDraw.CalcRenderImageOffset(this.m_width, this.m_height);
|
||||||
BaseFrame.CalcRenderImageOffset(Screen.width, Screen.height);
|
BaseFrame.CalcRenderImageOffset(this.m_width, this.m_height);
|
||||||
this.m_FrameDraw.Update(Screen.width, Screen.height, 10f);
|
this.m_FrameDraw.Update(this.m_width, this.m_height, 10f);
|
||||||
BaseFrame.Update(Screen.width, Screen.height, 0f);
|
BaseFrame.Update(this.m_width, this.m_height, 0f);
|
||||||
yield return 0;
|
yield return 0;
|
||||||
}
|
}
|
||||||
BaseFrame.tex = null;
|
BaseFrame.tex = null;
|
||||||
@@ -415,7 +448,7 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
this.m_FrameDraw.A = byte.MaxValue;
|
this.m_FrameDraw.A = byte.MaxValue;
|
||||||
this.m_ManSprite.enabled = true;
|
this.m_ManSprite.enabled = true;
|
||||||
this.m_isRunEffect = false;
|
this.m_isRunEffect = false;
|
||||||
yield return 0;*/
|
yield return 0;
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -502,4 +535,7 @@ public class UnityGraph : Singleton<UnityGraph>
|
|||||||
|
|
||||||
// Token: 0x040007E9 RID: 2025
|
// Token: 0x040007E9 RID: 2025
|
||||||
private bool m_isRunEffect;
|
private bool m_isRunEffect;
|
||||||
|
|
||||||
|
private int m_width = 960;
|
||||||
|
private int m_height = 544;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -212,10 +212,10 @@ public class UnitySprite
|
|||||||
// Token: 0x060009DC RID: 2524 RVA: 0x0002B874 File Offset: 0x00029A74
|
// Token: 0x060009DC RID: 2524 RVA: 0x0002B874 File Offset: 0x00029A74
|
||||||
public void DeleteMaterial()
|
public void DeleteMaterial()
|
||||||
{
|
{
|
||||||
if (this.obj != null && this.obj.renderer != null && this.obj.renderer.material != null && this.obj.renderer.material.shader != null)
|
if (this.obj != null && this.obj.GetComponent<Renderer>() != null && this.obj.GetComponent<Renderer>().material != null && this.obj.GetComponent<Renderer>().material.shader != null)
|
||||||
{
|
{
|
||||||
UnityEngine.Object.Destroy(this.obj.renderer.material);
|
UnityEngine.Object.Destroy(this.obj.GetComponent<Renderer>().material);
|
||||||
this.obj.renderer.material = null;
|
this.obj.GetComponent<Renderer>().material = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -223,7 +223,7 @@ public class UnitySprite
|
|||||||
public void SetMaterial(string shader_name)
|
public void SetMaterial(string shader_name)
|
||||||
{
|
{
|
||||||
this.DeleteMaterial();
|
this.DeleteMaterial();
|
||||||
this.obj.renderer.material = new Material(Resources.Load(shader_name) as Shader);
|
this.obj.GetComponent<Renderer>().material = new Material(Resources.Load(shader_name) as Shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x060009DE RID: 2526 RVA: 0x0002B940 File Offset: 0x00029B40
|
// Token: 0x060009DE RID: 2526 RVA: 0x0002B940 File Offset: 0x00029B40
|
||||||
@@ -258,11 +258,11 @@ public class UnitySprite
|
|||||||
{
|
{
|
||||||
if (this.tex != null)
|
if (this.tex != null)
|
||||||
{
|
{
|
||||||
this.obj.renderer.material.mainTexture = this.tex.m_Texture;
|
this.obj.GetComponent<Renderer>().material.mainTexture = this.tex.m_Texture;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
this.obj.renderer.material.mainTexture = null;
|
this.obj.GetComponent<Renderer>().material.mainTexture = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
this.UpdateUVAnim();
|
this.UpdateUVAnim();
|
||||||
@@ -277,14 +277,14 @@ public class UnitySprite
|
|||||||
}
|
}
|
||||||
if (this.Brend != SPRITE_DRAW_MODE.OTHER)
|
if (this.Brend != SPRITE_DRAW_MODE.OTHER)
|
||||||
{
|
{
|
||||||
this.obj.renderer.material.SetVector("_UVWH", new Vector4((float)this.U / (float)this.OrgW, (float)(this.OrgH - this.V) / (float)this.OrgH - (float)this.VH / (float)this.OrgH, (float)this.UW / (float)this.OrgW, (float)this.VH / (float)this.OrgH));
|
this.obj.GetComponent<Renderer>().material.SetVector("_UVWH", new Vector4((float)this.U / (float)this.OrgW, (float)(this.OrgH - this.V) / (float)this.OrgH - (float)this.VH / (float)this.OrgH, (float)this.UW / (float)this.OrgW, (float)this.VH / (float)this.OrgH));
|
||||||
SPRITE_DRAW_MODE brend = this.Brend;
|
SPRITE_DRAW_MODE brend = this.Brend;
|
||||||
if (brend == SPRITE_DRAW_MODE.TEX_ALPHA)
|
if (brend == SPRITE_DRAW_MODE.TEX_ALPHA)
|
||||||
{
|
{
|
||||||
this.obj.renderer.material.SetColor("_EffectColor", this.m_colorFx);
|
this.obj.GetComponent<Renderer>().material.SetColor("_EffectColor", this.m_colorFx);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
this.obj.renderer.material.color = new Color((float)this.R / 255f, (float)this.G / 255f, (float)this.B / 255f, (float)this.A / 255f);
|
this.obj.GetComponent<Renderer>().material.color = new Color((float)this.R / 255f, (float)this.G / 255f, (float)this.B / 255f, (float)this.A / 255f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Token: 0x060009DF RID: 2527 RVA: 0x0002BC1C File Offset: 0x00029E1C
|
// Token: 0x060009DF RID: 2527 RVA: 0x0002BC1C File Offset: 0x00029E1C
|
||||||
@@ -333,7 +333,7 @@ public class UnitySprite
|
|||||||
{
|
{
|
||||||
this.A = 0;
|
this.A = 0;
|
||||||
}
|
}
|
||||||
this.obj.renderer.material.mainTexture = offscreen;
|
this.obj.GetComponent<Renderer>().material.mainTexture = offscreen;
|
||||||
this.OrgW = w_;
|
this.OrgW = w_;
|
||||||
this.UW = w_;
|
this.UW = w_;
|
||||||
this.w = w_;
|
this.w = w_;
|
||||||
@@ -349,7 +349,7 @@ public class UnitySprite
|
|||||||
this.IsUseTex = false;
|
this.IsUseTex = false;
|
||||||
if (this.obj)
|
if (this.obj)
|
||||||
{
|
{
|
||||||
this.obj.renderer.material = mat_;
|
this.obj.GetComponent<Renderer>().material = mat_;
|
||||||
this.OrgW = screenW;
|
this.OrgW = screenW;
|
||||||
this.UW = screenW;
|
this.UW = screenW;
|
||||||
this.w = screenW;
|
this.w = screenW;
|
||||||
|
|||||||
@@ -284,16 +284,16 @@ public class UnityTextSprite : UnitySprite
|
|||||||
{
|
{
|
||||||
if (this.tex != null)
|
if (this.tex != null)
|
||||||
{
|
{
|
||||||
this.obj.renderer.material.mainTexture = this.tex.m_Texture;
|
this.obj.GetComponent<Renderer>().material.mainTexture = this.tex.m_Texture;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
this.obj.renderer.material.mainTexture = null;
|
this.obj.GetComponent<Renderer>().material.mainTexture = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
this.obj.transform.localPosition = new Vector3((float)(this.x - ScrW / 2), (float)(-(float)this.y + ScrH / 2), worldZ);
|
this.obj.transform.localPosition = new Vector3((float)(this.x - ScrW / 2), (float)(-(float)this.y + ScrH / 2), worldZ);
|
||||||
this.obj.transform.localScale = new Vector3(this.fWidth, this.fHeight, 0f);
|
this.obj.transform.localScale = new Vector3(this.fWidth, this.fHeight, 0f);
|
||||||
this.obj.renderer.material.color = new Color((float)this.R / 255f, (float)this.G / 255f, (float)this.B / 255f, (float)this.A / 255f);
|
this.obj.GetComponent<Renderer>().material.color = new Color((float)this.R / 255f, (float)this.G / 255f, (float)this.B / 255f, (float)this.A / 255f);
|
||||||
this.obj.SetActive(this.Show);
|
this.obj.SetActive(this.Show);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -335,9 +335,13 @@ public class UnityTextSprite : UnitySprite
|
|||||||
this.mesh.triangles = this.mIndices;
|
this.mesh.triangles = this.mIndices;
|
||||||
}
|
}
|
||||||
this.mesh.RecalculateBounds();
|
this.mesh.RecalculateBounds();
|
||||||
|
if (this.mFilter != null)
|
||||||
|
{
|
||||||
this.mFilter.mesh = this.mesh;
|
this.mFilter.mesh = this.mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
// Token: 0x06000A11 RID: 2577 RVA: 0x0002CCE4 File Offset: 0x0002AEE4
|
// Token: 0x06000A11 RID: 2577 RVA: 0x0002CCE4 File Offset: 0x0002AEE4
|
||||||
private float Scale(int size, int base_size)
|
private float Scale(int size, int base_size)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -11,10 +11,10 @@ public class effect_sample_main : MonoBehaviour
|
|||||||
this.idx = 0;
|
this.idx = 0;
|
||||||
yield return base.StartCoroutine(this.loadAssetBundle());
|
yield return base.StartCoroutine(this.loadAssetBundle());
|
||||||
GameObject panel = GameObject.Find("Panel");
|
GameObject panel = GameObject.Find("Panel");
|
||||||
panel.renderer.material.mainTexture = this.fromTex;
|
panel.GetComponent<Renderer>().material.mainTexture = this.fromTex;
|
||||||
for (;;)
|
for (;;)
|
||||||
{
|
{
|
||||||
EffectManager.Init(this.ManageEffects[this.idx], this.transTime, panel.renderer, this.fromTex, this.toTex);
|
EffectManager.Init(this.ManageEffects[this.idx], this.transTime, panel.GetComponent<Renderer>(), this.fromTex, this.toTex);
|
||||||
yield return new WaitForSeconds(1f);
|
yield return new WaitForSeconds(1f);
|
||||||
yield return base.StartCoroutine(EffectManager.StartEffect());
|
yield return base.StartCoroutine(EffectManager.StartEffect());
|
||||||
this.idx++;
|
this.idx++;
|
||||||
|
|||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -74,7 +74,7 @@ namespace Prime31
|
|||||||
GameObject gameObject = new GameObject(type.ToString());
|
GameObject gameObject = new GameObject(type.ToString());
|
||||||
gameObject.AddComponent(type);
|
gameObject.AddComponent(type);
|
||||||
gameObject.transform.parent = prime31ManagerGameObject.transform;
|
gameObject.transform.parent = prime31ManagerGameObject.transform;
|
||||||
UnityEngine.Object.DontDestroyOnLoad(gameObject);
|
//UnityEngine.Object.DontDestroyOnLoad(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (UnityException)
|
catch (UnityException)
|
||||||
|
|||||||
Binary file not shown.
@@ -0,0 +1,46 @@
|
|||||||
|
Digitized data copyright (c) 2010 Google Corporation
|
||||||
|
with Reserved Font Arimo, Tinos and Cousine.
|
||||||
|
Copyright (c) 2012 Red Hat, Inc.
|
||||||
|
with Reserved Font Name Liberation.
|
||||||
|
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
Binary file not shown.
@@ -0,0 +1,106 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 6
|
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|
m_ObjectHideFlags: 0
|
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|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: LiberationSans SDF - Drop Shadow
|
||||||
|
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
|
||||||
|
m_ShaderKeywords: OUTLINE_ON UNDERLAY_ON
|
||||||
|
m_LightmapFlags: 5
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _BumpMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
- _Cube:
|
||||||
|
m_Texture: {fileID: 0}
|
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|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _FaceTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee,
|
||||||
|
type: 2}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _OutlineTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Floats:
|
||||||
|
- _Ambient: 0.5
|
||||||
|
- _Bevel: 0.5
|
||||||
|
- _BevelClamp: 0
|
||||||
|
- _BevelOffset: 0
|
||||||
|
- _BevelRoundness: 0
|
||||||
|
- _BevelWidth: 0
|
||||||
|
- _BumpFace: 0
|
||||||
|
- _BumpOutline: 0
|
||||||
|
- _ColorMask: 15
|
||||||
|
- _Diffuse: 0.5
|
||||||
|
- _DiffusePower: 1
|
||||||
|
- _FaceDilate: 0.1
|
||||||
|
- _FaceUVSpeedX: 0
|
||||||
|
- _FaceUVSpeedY: 0
|
||||||
|
- _GlowInner: 0.05
|
||||||
|
- _GlowOffset: 0
|
||||||
|
- _GlowOuter: 0.05
|
||||||
|
- _GlowPower: 0.75
|
||||||
|
- _GradientScale: 10
|
||||||
|
- _LightAngle: 3.1416
|
||||||
|
- _MaskSoftnessX: 0
|
||||||
|
- _MaskSoftnessY: 0
|
||||||
|
- _OutlineSoftness: 0
|
||||||
|
- _OutlineUVSpeedX: 0
|
||||||
|
- _OutlineUVSpeedY: 0
|
||||||
|
- _OutlineWidth: 0.1
|
||||||
|
- _PerspectiveFilter: 0.875
|
||||||
|
- _Reflectivity: 10
|
||||||
|
- _ScaleRatioA: 0.9
|
||||||
|
- _ScaleRatioB: 0.73125
|
||||||
|
- _ScaleRatioC: 0.64125
|
||||||
|
- _ScaleX: 1
|
||||||
|
- _ScaleY: 1
|
||||||
|
- _ShaderFlags: 0
|
||||||
|
- _Sharpness: 0
|
||||||
|
- _SpecularPower: 2
|
||||||
|
- _Stencil: 0
|
||||||
|
- _StencilComp: 8
|
||||||
|
- _StencilOp: 0
|
||||||
|
- _StencilReadMask: 255
|
||||||
|
- _StencilWriteMask: 255
|
||||||
|
- _TextureHeight: 1024
|
||||||
|
- _TextureWidth: 1024
|
||||||
|
- _UnderlayDilate: 0
|
||||||
|
- _UnderlayOffsetX: 0.5
|
||||||
|
- _UnderlayOffsetY: -0.5
|
||||||
|
- _UnderlaySoftness: 0.05
|
||||||
|
- _VertexOffsetX: 0
|
||||||
|
- _VertexOffsetY: 0
|
||||||
|
- _WeightBold: 0.75
|
||||||
|
- _WeightNormal: 0
|
||||||
|
m_Colors:
|
||||||
|
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
|
||||||
|
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
|
||||||
|
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
|
||||||
@@ -0,0 +1,343 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2180264
|
||||||
|
Material:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: LiberationSans SDF Material
|
||||||
|
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
|
||||||
|
m_ShaderKeywords:
|
||||||
|
m_LightmapFlags: 1
|
||||||
|
m_EnableInstancingVariants: 0
|
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|
m_DoubleSidedGI: 0
|
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|
m_CustomRenderQueue: -1
|
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|
stringTagMap: {}
|
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|
disabledShaderPasses: []
|
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|
m_SavedProperties:
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|
serializedVersion: 3
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m_TexEnvs:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Texture: {fileID: 28268798066460806}
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|
m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
|
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|
m_Offset: {x: 0, y: 0}
|
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|
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|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
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|
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|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Floats:
|
||||||
|
- _Ambient: 0.5
|
||||||
|
- _Bevel: 0.5
|
||||||
|
- _BevelClamp: 0
|
||||||
|
- _BevelOffset: 0
|
||||||
|
- _BevelRoundness: 0
|
||||||
|
- _BevelWidth: 0
|
||||||
|
- _BumpFace: 0
|
||||||
|
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|
||||||
|
- _BumpScale: 1
|
||||||
|
- _ColorMask: 15
|
||||||
|
- _CullMode: 0
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _Diffuse: 0.5
|
||||||
|
- _DstBlend: 0
|
||||||
|
- _FaceDilate: 0
|
||||||
|
- _FaceUVSpeedX: 0
|
||||||
|
- _FaceUVSpeedY: 0
|
||||||
|
- _GlossMapScale: 1
|
||||||
|
- _Glossiness: 0.5
|
||||||
|
- _GlossyReflections: 1
|
||||||
|
- _GlowInner: 0.05
|
||||||
|
- _GlowOffset: 0
|
||||||
|
- _GlowOuter: 0.05
|
||||||
|
- _GlowPower: 0.75
|
||||||
|
- _GradientScale: 10
|
||||||
|
- _LightAngle: 3.1416
|
||||||
|
- _MaskSoftnessX: 0
|
||||||
|
- _MaskSoftnessY: 0
|
||||||
|
- _Metallic: 0
|
||||||
|
- _Mode: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _OutlineSoftness: 0
|
||||||
|
- _OutlineUVSpeedX: 0
|
||||||
|
- _OutlineUVSpeedY: 0
|
||||||
|
- _OutlineWidth: 0
|
||||||
|
- _Parallax: 0.02
|
||||||
|
- _PerspectiveFilter: 0.875
|
||||||
|
- _Reflectivity: 10
|
||||||
|
- _ScaleRatioA: 0.90909094
|
||||||
|
- _ScaleRatioB: 0.73125
|
||||||
|
- _ScaleRatioC: 0.7386364
|
||||||
|
- _ScaleX: 1
|
||||||
|
- _ScaleY: 1
|
||||||
|
- _ShaderFlags: 0
|
||||||
|
- _Sharpness: 0
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SpecularPower: 2
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _Stencil: 0
|
||||||
|
- _StencilComp: 8
|
||||||
|
- _StencilOp: 0
|
||||||
|
- _StencilReadMask: 255
|
||||||
|
- _StencilWriteMask: 255
|
||||||
|
- _TextureHeight: 512
|
||||||
|
- _TextureWidth: 512
|
||||||
|
- _UVSec: 0
|
||||||
|
- _UnderlayDilate: 0
|
||||||
|
- _UnderlayOffsetX: 0
|
||||||
|
- _UnderlayOffsetY: 0
|
||||||
|
- _UnderlaySoftness: 0
|
||||||
|
- _VertexOffsetX: 0
|
||||||
|
- _VertexOffsetY: 0
|
||||||
|
- _WeightBold: 0.75
|
||||||
|
- _WeightNormal: 0
|
||||||
|
- _ZWrite: 1
|
||||||
|
m_Colors:
|
||||||
|
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
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|
ReadMask[_StencilReadMask]
|
||||||
|
WriteMask[_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Lighting Off
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
ZWrite Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ColorMask[_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata_t {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
float4 mask : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform sampler2D _MainTex;
|
||||||
|
uniform sampler2D _FaceTex;
|
||||||
|
uniform float4 _FaceTex_ST;
|
||||||
|
uniform fixed4 _FaceColor;
|
||||||
|
|
||||||
|
uniform float _VertexOffsetX;
|
||||||
|
uniform float _VertexOffsetY;
|
||||||
|
uniform float4 _ClipRect;
|
||||||
|
uniform float _MaskSoftnessX;
|
||||||
|
uniform float _MaskSoftnessY;
|
||||||
|
|
||||||
|
float2 UnpackUV(float uv)
|
||||||
|
{
|
||||||
|
float2 output;
|
||||||
|
output.x = floor(uv / 4096);
|
||||||
|
output.y = uv - 4096 * output.x;
|
||||||
|
|
||||||
|
return output * 0.001953125;
|
||||||
|
}
|
||||||
|
|
||||||
|
v2f vert (appdata_t v)
|
||||||
|
{
|
||||||
|
float4 vert = v.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
|
||||||
|
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||||
|
|
||||||
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
|
|
||||||
|
fixed4 faceColor = v.color;
|
||||||
|
faceColor *= _FaceColor;
|
||||||
|
|
||||||
|
v2f OUT;
|
||||||
|
OUT.vertex = vPosition;
|
||||||
|
OUT.color = faceColor;
|
||||||
|
OUT.texcoord0 = v.texcoord0;
|
||||||
|
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||||
|
|
||||||
|
// Clamp _ClipRect to 16bit.
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f IN) : SV_Target
|
||||||
|
{
|
||||||
|
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||||
|
color *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(color.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,145 @@
|
|||||||
|
Shader "TextMeshPro/Mobile/Bitmap" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
|
||||||
|
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
||||||
|
|
||||||
|
_VertexOffsetX("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY("Vertex OffsetY", float) = 0
|
||||||
|
_MaskSoftnessX("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
|
||||||
|
_StencilComp("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil("Stencil ID", Float) = 0
|
||||||
|
_StencilOp("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode("Cull Mode", Float) = 0
|
||||||
|
_ColorMask("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref[_Stencil]
|
||||||
|
Comp[_StencilComp]
|
||||||
|
Pass[_StencilOp]
|
||||||
|
ReadMask[_StencilReadMask]
|
||||||
|
WriteMask[_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Lighting Off
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
ZWrite Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ColorMask[_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata_t {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float4 mask : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
fixed4 _Color;
|
||||||
|
float _DiffusePower;
|
||||||
|
|
||||||
|
uniform float _VertexOffsetX;
|
||||||
|
uniform float _VertexOffsetY;
|
||||||
|
uniform float4 _ClipRect;
|
||||||
|
uniform float _MaskSoftnessX;
|
||||||
|
uniform float _MaskSoftnessY;
|
||||||
|
|
||||||
|
v2f vert (appdata_t v)
|
||||||
|
{
|
||||||
|
v2f OUT;
|
||||||
|
float4 vert = v.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
|
||||||
|
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||||
|
|
||||||
|
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
|
OUT.color = v.color;
|
||||||
|
OUT.color *= _Color;
|
||||||
|
OUT.color.rgb *= _DiffusePower;
|
||||||
|
OUT.texcoord0 = v.texcoord0;
|
||||||
|
|
||||||
|
float2 pixelSize = OUT.vertex.w;
|
||||||
|
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||||
|
|
||||||
|
// Clamp _ClipRect to 16bit.
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f IN) : COLOR
|
||||||
|
{
|
||||||
|
fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||||
|
color *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(color.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
BindChannels {
|
||||||
|
Bind "Color", color
|
||||||
|
Bind "Vertex", vertex
|
||||||
|
Bind "TexCoord", texcoord0
|
||||||
|
}
|
||||||
|
Pass {
|
||||||
|
SetTexture [_MainTex] {
|
||||||
|
constantColor [_Color] combine constant * primary, constant * texture
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,143 @@
|
|||||||
|
Shader "TextMeshPro/Bitmap" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||||
|
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
|
||||||
|
_StencilComp("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil("Stencil ID", Float) = 0
|
||||||
|
_StencilOp("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode("Cull Mode", Float) = 0
|
||||||
|
_ColorMask("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader{
|
||||||
|
|
||||||
|
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref[_Stencil]
|
||||||
|
Comp[_StencilComp]
|
||||||
|
Pass[_StencilOp]
|
||||||
|
ReadMask[_StencilReadMask]
|
||||||
|
WriteMask[_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Lighting Off
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
ZWrite Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ColorMask[_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata_t {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
float4 mask : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform sampler2D _MainTex;
|
||||||
|
uniform sampler2D _FaceTex;
|
||||||
|
uniform float4 _FaceTex_ST;
|
||||||
|
uniform fixed4 _FaceColor;
|
||||||
|
|
||||||
|
uniform float _VertexOffsetX;
|
||||||
|
uniform float _VertexOffsetY;
|
||||||
|
uniform float4 _ClipRect;
|
||||||
|
uniform float _MaskSoftnessX;
|
||||||
|
uniform float _MaskSoftnessY;
|
||||||
|
|
||||||
|
float2 UnpackUV(float uv)
|
||||||
|
{
|
||||||
|
float2 output;
|
||||||
|
output.x = floor(uv / 4096);
|
||||||
|
output.y = uv - 4096 * output.x;
|
||||||
|
|
||||||
|
return output * 0.001953125;
|
||||||
|
}
|
||||||
|
|
||||||
|
v2f vert (appdata_t v)
|
||||||
|
{
|
||||||
|
float4 vert = v.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
|
||||||
|
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||||
|
|
||||||
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
|
|
||||||
|
fixed4 faceColor = v.color;
|
||||||
|
faceColor *= _FaceColor;
|
||||||
|
|
||||||
|
v2f OUT;
|
||||||
|
OUT.vertex = vPosition;
|
||||||
|
OUT.color = faceColor;
|
||||||
|
OUT.texcoord0 = v.texcoord0;
|
||||||
|
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||||
|
|
||||||
|
// Clamp _ClipRect to 16bit.
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
|
||||||
|
return OUT;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f IN) : SV_Target
|
||||||
|
{
|
||||||
|
fixed4 color = tex2D(_MainTex, IN.texcoord0);
|
||||||
|
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||||
|
color *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(color.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,317 @@
|
|||||||
|
Shader "TextMeshPro/Distance Field Overlay" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||||
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
|
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_Bevel ("Bevel", Range(0,1)) = 0.5
|
||||||
|
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
||||||
|
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
||||||
|
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
||||||
|
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||||
|
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||||
|
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||||
|
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||||
|
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||||
|
_Ambient ("Ambient", Range(1,0)) = 0.5
|
||||||
|
|
||||||
|
_BumpMap ("Normal map", 2D) = "bump" {}
|
||||||
|
_BumpOutline ("Bump Outline", Range(0,1)) = 0
|
||||||
|
_BumpFace ("Bump Face", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
|
||||||
|
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
||||||
|
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||||
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
|
|
||||||
|
|
||||||
|
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
|
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = 0.5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5.0
|
||||||
|
_ScaleX ("Scale X", float) = 1.0
|
||||||
|
_ScaleY ("Scale Y", float) = 1.0
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Overlay"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest Always
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma target 3.0
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ BEVEL_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
#pragma shader_feature __ GLOW_ON
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 position : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 atlas : TEXCOORD0; // Atlas
|
||||||
|
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
|
||||||
|
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||||
|
float3 viewDir : TEXCOORD3;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||||
|
fixed4 underlayColor : COLOR1;
|
||||||
|
#endif
|
||||||
|
float4 textures : TEXCOORD5;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||||
|
float4 _FaceTex_ST;
|
||||||
|
float4 _OutlineTex_ST;
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
float bold = step(input.texcoord1.y, 0);
|
||||||
|
|
||||||
|
float4 vert = input.position;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
float bias =(.5 - weight) + (.5 / scale);
|
||||||
|
|
||||||
|
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
|
||||||
|
|
||||||
|
#if GLOW_ON
|
||||||
|
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float4 underlayColor = _UnderlayColor;
|
||||||
|
underlayColor.rgb *= underlayColor.a;
|
||||||
|
|
||||||
|
float bScale = scale;
|
||||||
|
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
|
||||||
|
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 bOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Support for texture tiling and offset
|
||||||
|
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||||
|
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||||
|
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||||
|
|
||||||
|
|
||||||
|
output.position = vPosition;
|
||||||
|
output.color = input.color;
|
||||||
|
output.atlas = input.texcoord0;
|
||||||
|
output.param = float4(alphaClip, scale, bias, weight);
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||||
|
output.underlayColor = underlayColor;
|
||||||
|
#endif
|
||||||
|
output.textures = float4(faceUV, outlineUV);
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
float c = tex2D(_MainTex, input.atlas).a;
|
||||||
|
|
||||||
|
#ifndef UNDERLAY_ON
|
||||||
|
clip(c - input.param.x);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float scale = input.param.y;
|
||||||
|
float bias = input.param.z;
|
||||||
|
float weight = input.param.w;
|
||||||
|
float sd = (bias - c) * scale;
|
||||||
|
|
||||||
|
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||||
|
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||||
|
|
||||||
|
half4 faceColor = _FaceColor;
|
||||||
|
half4 outlineColor = _OutlineColor;
|
||||||
|
|
||||||
|
faceColor.rgb *= input.color.rgb;
|
||||||
|
|
||||||
|
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||||
|
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||||
|
|
||||||
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||||
|
|
||||||
|
#if BEVEL_ON
|
||||||
|
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||||
|
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||||
|
|
||||||
|
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||||
|
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||||
|
n = normalize(n- bump);
|
||||||
|
|
||||||
|
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||||
|
|
||||||
|
float3 col = GetSpecular(n, light);
|
||||||
|
faceColor.rgb += col*faceColor.a;
|
||||||
|
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
||||||
|
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
|
||||||
|
|
||||||
|
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||||
|
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||||
|
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||||
|
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if GLOW_ON
|
||||||
|
float4 glowColor = GetGlowColor(sd, scale);
|
||||||
|
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
faceColor *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(faceColor.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return faceColor * input.color.a;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,310 @@
|
|||||||
|
Shader "TextMeshPro/Distance Field SSD" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||||
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
|
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_Bevel ("Bevel", Range(0,1)) = 0.5
|
||||||
|
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
||||||
|
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
||||||
|
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
||||||
|
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||||
|
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||||
|
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||||
|
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||||
|
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||||
|
_Ambient ("Ambient", Range(1,0)) = 0.5
|
||||||
|
|
||||||
|
_BumpMap ("Normal map", 2D) = "bump" {}
|
||||||
|
_BumpOutline ("Bump Outline", Range(0,1)) = 0
|
||||||
|
_BumpFace ("Bump Face", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
|
||||||
|
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
||||||
|
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||||
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
|
|
||||||
|
|
||||||
|
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
|
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = 0.5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5.0
|
||||||
|
_ScaleX ("Scale X", float) = 1.0
|
||||||
|
_ScaleY ("Scale Y", float) = 1.0
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue" = "Transparent"
|
||||||
|
"IgnoreProjector" = "True"
|
||||||
|
"RenderType" = "Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref[_Stencil]
|
||||||
|
Comp[_StencilComp]
|
||||||
|
Pass[_StencilOp]
|
||||||
|
ReadMask[_StencilReadMask]
|
||||||
|
WriteMask[_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull[_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest[unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask[_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma target 3.0
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ BEVEL_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
#pragma shader_feature __ GLOW_ON
|
||||||
|
#pragma shader_feature __ FORCE_LINEAR
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 position : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float4 color : COLOR;
|
||||||
|
float2 atlas : TEXCOORD0;
|
||||||
|
float weight : TEXCOORD1;
|
||||||
|
float2 mask : TEXCOORD2; // Position in object space(xy)
|
||||||
|
float3 viewDir : TEXCOORD3;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float2 texcoord2 : TEXCOORD4;
|
||||||
|
float4 underlayColor : COLOR1;
|
||||||
|
#endif
|
||||||
|
float4 textures : TEXCOORD5;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||||
|
float4 _FaceTex_ST;
|
||||||
|
float4 _OutlineTex_ST;
|
||||||
|
|
||||||
|
float4 SRGBToLinear(float4 rgba) {
|
||||||
|
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
float bold = step(input.texcoord1.y, 0);
|
||||||
|
|
||||||
|
float4 vert = input.position;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float4 underlayColor = _UnderlayColor;
|
||||||
|
underlayColor.rgb *= underlayColor.a;
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 bOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
|
||||||
|
// Support for texture tiling and offset
|
||||||
|
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||||
|
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||||
|
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||||
|
|
||||||
|
float4 color = input.color;
|
||||||
|
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
||||||
|
color = SRGBToLinear(input.color);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
output.position = vPosition;
|
||||||
|
output.color = color;
|
||||||
|
output.atlas = input.texcoord0;
|
||||||
|
output.weight = weight;
|
||||||
|
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
|
||||||
|
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord2 = input.texcoord0 + bOffset;
|
||||||
|
output.underlayColor = underlayColor;
|
||||||
|
#endif
|
||||||
|
output.textures = float4(faceUV, outlineUV);
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
float c = tex2D(_MainTex, input.atlas).a;
|
||||||
|
|
||||||
|
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
|
||||||
|
pixelSize *= _TextureWidth * .75;
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
|
||||||
|
|
||||||
|
float weight = input.weight;
|
||||||
|
float bias = (.5 - weight) + (.5 / scale);
|
||||||
|
float sd = (bias - c) * scale;
|
||||||
|
|
||||||
|
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||||
|
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||||
|
|
||||||
|
half4 faceColor = _FaceColor;
|
||||||
|
half4 outlineColor = _OutlineColor;
|
||||||
|
|
||||||
|
faceColor.rgb *= input.color.rgb;
|
||||||
|
|
||||||
|
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||||
|
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||||
|
|
||||||
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||||
|
|
||||||
|
#if BEVEL_ON
|
||||||
|
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||||
|
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||||
|
|
||||||
|
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||||
|
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||||
|
n = normalize(n - bump);
|
||||||
|
|
||||||
|
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||||
|
|
||||||
|
float3 col = GetSpecular(n, light);
|
||||||
|
faceColor.rgb += col * faceColor.a;
|
||||||
|
faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
|
||||||
|
faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
|
||||||
|
|
||||||
|
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||||
|
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float bScale = scale;
|
||||||
|
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
|
||||||
|
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||||
|
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||||
|
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if GLOW_ON
|
||||||
|
float4 glowColor = GetGlowColor(sd, scale);
|
||||||
|
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
||||||
|
faceColor *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(faceColor.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return faceColor * input.color.a;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,247 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = .5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5
|
||||||
|
_ScaleX ("Scale X", float) = 1
|
||||||
|
_ScaleY ("Scale Y", float) = 1
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
_MaskTex ("Mask Texture", 2D) = "white" {}
|
||||||
|
_MaskInverse ("Inverse", float) = 0
|
||||||
|
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
||||||
|
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
||||||
|
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ OUTLINE_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
fixed4 outlineColor : COLOR1;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||||
|
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
float _MaskWipeControl;
|
||||||
|
float _MaskEdgeSoftness;
|
||||||
|
fixed4 _MaskEdgeColor;
|
||||||
|
bool _MaskInverse;
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
float bold = step(input.texcoord1.y, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
float layerScale = scale;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
float opacity = input.color.a;
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
opacity = 1.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
fixed4 outlineColor = _OutlineColor;
|
||||||
|
outlineColor.a *= opacity;
|
||||||
|
outlineColor.rgb *= outlineColor.a;
|
||||||
|
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
|
||||||
|
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||||
|
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 layerOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Structure for pixel shader
|
||||||
|
pixel_t output = {
|
||||||
|
vPosition,
|
||||||
|
faceColor,
|
||||||
|
outlineColor,
|
||||||
|
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
|
||||||
|
half4(scale, bias - outline, bias + outline, bias),
|
||||||
|
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
||||||
|
half2(layerScale, layerBias),
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||||
|
|
||||||
|
#ifdef OUTLINE_ON
|
||||||
|
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||||
|
c *= saturate(d - input.param.y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
half sd = saturate(d - input.param.z);
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
//#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
//#endif
|
||||||
|
|
||||||
|
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
||||||
|
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
||||||
|
a = saturate(t / _MaskEdgeSoftness);
|
||||||
|
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
|
||||||
|
c *= a;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
c *= input.texcoord1.z;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,240 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = .5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5
|
||||||
|
_ScaleX ("Scale X", float) = 1
|
||||||
|
_ScaleY ("Scale Y", float) = 1
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Overlay"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest Always
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ OUTLINE_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
fixed4 outlineColor : COLOR1;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||||
|
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
float bold = step(input.texcoord1.y, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
float layerScale = scale;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
float opacity = input.color.a;
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
opacity = 1.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
fixed4 outlineColor = _OutlineColor;
|
||||||
|
outlineColor.a *= opacity;
|
||||||
|
outlineColor.rgb *= outlineColor.a;
|
||||||
|
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||||
|
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 layerOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.outlineColor = outlineColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||||
|
|
||||||
|
#ifdef OUTLINE_ON
|
||||||
|
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||||
|
c *= saturate(d - input.param.y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
half sd = saturate(d - input.param.z);
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
c *= input.texcoord1.z;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,106 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field SSD" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = .5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5
|
||||||
|
_ScaleX ("Scale X", float) = 1
|
||||||
|
_ScaleY ("Scale Y", float) = 1
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
_MaskTex ("Mask Texture", 2D) = "white" {}
|
||||||
|
_MaskInverse ("Inverse", float) = 0
|
||||||
|
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
||||||
|
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
||||||
|
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags {
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ OUTLINE_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
#include "TMPro_Mobile.cginc"
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,240 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = .5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5
|
||||||
|
_ScaleX ("Scale X", float) = 1
|
||||||
|
_ScaleY ("Scale Y", float) = 1
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ OUTLINE_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
fixed4 outlineColor : COLOR1;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||||
|
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
float bold = step(input.texcoord1.y, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
float layerScale = scale;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
float opacity = input.color.a;
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
opacity = 1.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
fixed4 outlineColor = _OutlineColor;
|
||||||
|
outlineColor.a *= opacity;
|
||||||
|
outlineColor.rgb *= outlineColor.a;
|
||||||
|
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||||
|
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 layerOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.outlineColor = outlineColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||||
|
|
||||||
|
#ifdef OUTLINE_ON
|
||||||
|
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||||
|
c *= saturate(d - input.param.y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
half sd = saturate(d - input.param.z);
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
c *= input.texcoord1.z;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,138 @@
|
|||||||
|
// Simplified version of the SDF Surface shader :
|
||||||
|
// - No support for Bevel, Bump or envmap
|
||||||
|
// - Diffuse only lighting
|
||||||
|
// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||||
|
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
|
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = 0.5
|
||||||
|
|
||||||
|
// Should not be directly exposed to the user
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5.0
|
||||||
|
_ScaleX ("Scale X", float) = 1.0
|
||||||
|
_ScaleY ("Scale Y", float) = 1.0
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
|
||||||
|
//_MaskSoftness ("Mask Softness", float) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
Tags {
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
LOD 300
|
||||||
|
Cull [_CullMode]
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
|
||||||
|
#pragma target 3.0
|
||||||
|
#pragma shader_feature __ GLOW_ON
|
||||||
|
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
|
half _FaceShininess;
|
||||||
|
half _OutlineShininess;
|
||||||
|
|
||||||
|
struct Input
|
||||||
|
{
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 uv_MainTex;
|
||||||
|
float2 uv2_FaceTex;
|
||||||
|
float2 uv2_OutlineTex;
|
||||||
|
float2 param; // Weight, Scale
|
||||||
|
float3 viewDirEnv;
|
||||||
|
};
|
||||||
|
|
||||||
|
#include "TMPro_Surface.cginc"
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
// Pass to render object as a shadow caster
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Caster"
|
||||||
|
Tags { "LightMode" = "ShadowCaster" }
|
||||||
|
Offset 1, 1
|
||||||
|
|
||||||
|
Fog {Mode Off}
|
||||||
|
ZWrite On ZTest LEqual Cull Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_shadowcaster
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
V2F_SHADOW_CASTER;
|
||||||
|
float2 uv : TEXCOORD1;
|
||||||
|
float2 uv2 : TEXCOORD3;
|
||||||
|
float alphaClip : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform float4 _MainTex_ST;
|
||||||
|
uniform float4 _OutlineTex_ST;
|
||||||
|
float _OutlineWidth;
|
||||||
|
float _FaceDilate;
|
||||||
|
float _ScaleRatioA;
|
||||||
|
|
||||||
|
v2f vert( appdata_base v )
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
TRANSFER_SHADOW_CASTER(o)
|
||||||
|
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||||
|
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
|
||||||
|
o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
uniform sampler2D _MainTex;
|
||||||
|
|
||||||
|
float4 frag(v2f i) : COLOR
|
||||||
|
{
|
||||||
|
fixed4 texcol = tex2D(_MainTex, i.uv).a;
|
||||||
|
clip(texcol.a - i.alphaClip);
|
||||||
|
SHADOW_CASTER_FRAGMENT(i)
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,158 @@
|
|||||||
|
Shader "TextMeshPro/Distance Field (Surface)" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||||
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
|
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_Bevel ("Bevel", Range(0,1)) = 0.5
|
||||||
|
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
||||||
|
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
||||||
|
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
||||||
|
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||||
|
_BumpOutline ("Bump Outline", Range(0,1)) = 0.5
|
||||||
|
_BumpFace ("Bump Face", Range(0,1)) = 0.5
|
||||||
|
|
||||||
|
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
|
||||||
|
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||||
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
|
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
|
||||||
|
|
||||||
|
_FaceShininess ("Face Shininess", Range(0,1)) = 0
|
||||||
|
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
|
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = 0.5
|
||||||
|
|
||||||
|
// Should not be directly exposed to the user
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5.0
|
||||||
|
_ScaleX ("Scale X", float) = 1.0
|
||||||
|
_ScaleY ("Scale Y", float) = 1.0
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
|
||||||
|
//_MaskSoftness ("Mask Softness", float) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
|
||||||
|
LOD 300
|
||||||
|
Cull [_CullMode]
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
|
||||||
|
#pragma target 3.0
|
||||||
|
#pragma shader_feature __ GLOW_ON
|
||||||
|
#pragma glsl
|
||||||
|
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
|
half _FaceShininess;
|
||||||
|
half _OutlineShininess;
|
||||||
|
|
||||||
|
struct Input
|
||||||
|
{
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 uv_MainTex;
|
||||||
|
float2 uv2_FaceTex;
|
||||||
|
float2 uv2_OutlineTex;
|
||||||
|
float2 param; // Weight, Scale
|
||||||
|
float3 viewDirEnv;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#define BEVEL_ON 1
|
||||||
|
#include "TMPro_Surface.cginc"
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
// Pass to render object as a shadow caster
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Caster"
|
||||||
|
Tags { "LightMode" = "ShadowCaster" }
|
||||||
|
Offset 1, 1
|
||||||
|
|
||||||
|
Fog {Mode Off}
|
||||||
|
ZWrite On
|
||||||
|
ZTest LEqual
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_shadowcaster
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
V2F_SHADOW_CASTER;
|
||||||
|
float2 uv : TEXCOORD1;
|
||||||
|
float2 uv2 : TEXCOORD3;
|
||||||
|
float alphaClip : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform float4 _MainTex_ST;
|
||||||
|
uniform float4 _OutlineTex_ST;
|
||||||
|
float _OutlineWidth;
|
||||||
|
float _FaceDilate;
|
||||||
|
float _ScaleRatioA;
|
||||||
|
|
||||||
|
v2f vert( appdata_base v )
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
TRANSFER_SHADOW_CASTER(o)
|
||||||
|
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||||
|
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
|
||||||
|
o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
uniform sampler2D _MainTex;
|
||||||
|
|
||||||
|
float4 frag(v2f i) : COLOR
|
||||||
|
{
|
||||||
|
fixed4 texcol = tex2D(_MainTex, i.uv).a;
|
||||||
|
clip(texcol.a - i.alphaClip);
|
||||||
|
SHADOW_CASTER_FRAGMENT(i)
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,317 @@
|
|||||||
|
Shader "TextMeshPro/Distance Field" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||||
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
|
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_Bevel ("Bevel", Range(0,1)) = 0.5
|
||||||
|
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
||||||
|
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
||||||
|
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
||||||
|
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||||
|
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||||
|
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||||
|
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||||
|
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||||
|
_Ambient ("Ambient", Range(1,0)) = 0.5
|
||||||
|
|
||||||
|
_BumpMap ("Normal map", 2D) = "bump" {}
|
||||||
|
_BumpOutline ("Bump Outline", Range(0,1)) = 0
|
||||||
|
_BumpFace ("Bump Face", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
|
||||||
|
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
||||||
|
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||||
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
|
|
||||||
|
|
||||||
|
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
|
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = 0.5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5.0
|
||||||
|
_ScaleX ("Scale X", float) = 1.0
|
||||||
|
_ScaleY ("Scale Y", float) = 1.0
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma target 3.0
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ BEVEL_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
#pragma shader_feature __ GLOW_ON
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 position : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 atlas : TEXCOORD0; // Atlas
|
||||||
|
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
|
||||||
|
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||||
|
float3 viewDir : TEXCOORD3;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||||
|
fixed4 underlayColor : COLOR1;
|
||||||
|
#endif
|
||||||
|
float4 textures : TEXCOORD5;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||||
|
float4 _FaceTex_ST;
|
||||||
|
float4 _OutlineTex_ST;
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
float bold = step(input.texcoord1.y, 0);
|
||||||
|
|
||||||
|
float4 vert = input.position;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
float bias =(.5 - weight) + (.5 / scale);
|
||||||
|
|
||||||
|
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
|
||||||
|
|
||||||
|
#if GLOW_ON
|
||||||
|
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float4 underlayColor = _UnderlayColor;
|
||||||
|
underlayColor.rgb *= underlayColor.a;
|
||||||
|
|
||||||
|
float bScale = scale;
|
||||||
|
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
|
||||||
|
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 bOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Support for texture tiling and offset
|
||||||
|
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||||
|
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||||
|
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||||
|
|
||||||
|
|
||||||
|
output.position = vPosition;
|
||||||
|
output.color = input.color;
|
||||||
|
output.atlas = input.texcoord0;
|
||||||
|
output.param = float4(alphaClip, scale, bias, weight);
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||||
|
output.underlayColor = underlayColor;
|
||||||
|
#endif
|
||||||
|
output.textures = float4(faceUV, outlineUV);
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
float c = tex2D(_MainTex, input.atlas).a;
|
||||||
|
|
||||||
|
#ifndef UNDERLAY_ON
|
||||||
|
clip(c - input.param.x);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float scale = input.param.y;
|
||||||
|
float bias = input.param.z;
|
||||||
|
float weight = input.param.w;
|
||||||
|
float sd = (bias - c) * scale;
|
||||||
|
|
||||||
|
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||||
|
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||||
|
|
||||||
|
half4 faceColor = _FaceColor;
|
||||||
|
half4 outlineColor = _OutlineColor;
|
||||||
|
|
||||||
|
faceColor.rgb *= input.color.rgb;
|
||||||
|
|
||||||
|
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||||
|
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||||
|
|
||||||
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||||
|
|
||||||
|
#if BEVEL_ON
|
||||||
|
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||||
|
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||||
|
|
||||||
|
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||||
|
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||||
|
n = normalize(n- bump);
|
||||||
|
|
||||||
|
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||||
|
|
||||||
|
float3 col = GetSpecular(n, light);
|
||||||
|
faceColor.rgb += col*faceColor.a;
|
||||||
|
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
||||||
|
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
|
||||||
|
|
||||||
|
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||||
|
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||||
|
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||||
|
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if GLOW_ON
|
||||||
|
float4 glowColor = GetGlowColor(sd, scale);
|
||||||
|
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
faceColor *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(faceColor.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return faceColor * input.color.a;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user