Browse Source

Winner message

master
Felipe Martin 3 years ago
parent
commit
2a3f5c0769
  1. 43
      Assets/Controls.cs
  2. 10
      Assets/Cylinder.cs
  3. 478
      Assets/Scenes/Main.unity
  4. 8
      Assets/TextMesh Pro.meta
  5. 8
      Assets/TextMesh Pro/Documentation.meta
  6. BIN
      Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
  7. 7
      Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta
  8. 8
      Assets/TextMesh Pro/Resources.meta
  9. 9
      Assets/TextMesh Pro/Resources/Fonts & Materials.meta
  10. 103
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat
  11. 8
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta
  12. 102
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
  13. 8
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta
  14. 3886
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset
  15. 8
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta
  16. 1
      Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt
  17. 8
      Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta
  18. 1
      Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt
  19. 8
      Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta
  20. 9
      Assets/TextMesh Pro/Resources/Shaders.meta
  21. 142
      Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader
  22. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
  23. 144
      Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader
  24. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta
  25. 142
      Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader
  26. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta
  27. 304
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader
  28. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta
  29. 245
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader
  30. 9
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta
  31. 229
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader
  32. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta
  33. 229
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader
  34. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta
  35. 136
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader
  36. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta
  37. 155
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader
  38. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta
  39. 305
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader
  40. 7
      Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta
  41. 113
      Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader
  42. 9
      Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta
  43. 84
      Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc
  44. 7
      Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta
  45. 84
      Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc
  46. 7
      Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta
  47. 115
      Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc
  48. 7
      Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc.meta
  49. 9
      Assets/TextMesh Pro/Resources/Sprite Assets.meta
  50. 296
      Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset
  51. 8
      Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta
  52. 9
      Assets/TextMesh Pro/Resources/Style Sheets.meta
  53. 68
      Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
  54. 8
      Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
  55. 103
      Assets/TextMesh Pro/Resources/TMP Settings.asset
  56. 8
      Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
  57. 8
      Assets/TextMesh Pro/Sprites.meta
  58. 3
      Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
  59. 7
      Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta
  60. 156
      Assets/TextMesh Pro/Sprites/EmojiOne.json
  61. 8
      Assets/TextMesh Pro/Sprites/EmojiOne.json.meta
  62. BIN
      Assets/TextMesh Pro/Sprites/EmojiOne.png
  63. 431
      Assets/TextMesh Pro/Sprites/EmojiOne.png.meta

43
Assets/Controls.cs

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Controls : MonoBehaviour
{
@ -9,19 +10,23 @@ public class Controls : MonoBehaviour
public GameObject column1;
public GameObject column2;
public GameObject column3;
private List<GameObject> columns;
public GameObject selectedDisc;
public List<GameObject> discs;
public GameObject winnerMessage;
// Start is called before the first frame update
void Start()
{
this.columns = new List<GameObject> { this.column1, this.column2, this.column3 };
this.ResetGame();
}
void ResetGame()
{
this.winnerMessage.SetActive(false);
List<GameObject> reversedDiscs = this.discs;
reversedDiscs.Reverse();
int i = 1;
@ -58,10 +63,43 @@ public class Controls : MonoBehaviour
}
}
void CheckGameFinished()
{
if (this.IsGameFinished())
{
this.winnerMessage.SetActive(true);
}
}
bool IsGameFinished() {
if (this.selectedDisc) return false;
foreach (GameObject column in this.columns.GetRange(1, 2))
{
if (column.GetComponent<Cylinder>().discs.Count == this.discs.Count)
{
return true;
}
}
return false;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyUp("r"))
{
SceneManager.LoadScene("Main");
}
if (this.IsGameFinished())
{
return;
}
this.RenderDisc();
GameObject selectedColumn = this.GetSelectedColumn();
if (Input.GetKeyUp("a") && selectedColumn != this.column1)
{
@ -98,12 +136,13 @@ public class Controls : MonoBehaviour
if (selectedColumn.GetComponent<Cylinder>().CanPutDisc(this.selectedDisc)) {
selectedColumn.GetComponent<Cylinder>().discs.Add(this.selectedDisc);
this.selectedDisc = null;
this.CheckGameFinished();
}
}
if (Input.GetKeyUp("r"))
{
Application.LoadLevel(0);
this.ResetGame();
}
}
}

10
Assets/Cylinder.cs

@ -14,19 +14,13 @@ public class Cylinder : MonoBehaviour
private float startY = -6.5f;
public bool selected = false;
public GameObject light;
// Start is called before the first frame update
void Start()
{
}
public GameObject control;
void UpdateLight()
{
if (this.selected)
{
this.light.transform.position = new Vector3(this.baseX, 10, this.baseZ);
this.control.transform.position = new Vector3(this.baseX, 10, this.baseZ);
}
}

478
Assets/Scenes/Main.unity

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_FaceTex ("Font Texture", 2D) = "white" {}
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float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
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uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
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uniform float _MaskSoftnessY;
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float2 output;
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output.y = uv - 4096 * output.x;
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faceColor *= _FaceColor;
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#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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clip(color.a - 0.001);
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}
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float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
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float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 mask : TEXCOORD2;
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sampler2D _MainTex;
fixed4 _Color;
float _DiffusePower;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
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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;
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OUT.color *= _Color;
OUT.color.rgb *= _DiffusePower;
OUT.texcoord0 = v.texcoord0;
float2 pixelSize = OUT.vertex.w;
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return OUT;
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
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clip(color.a - 0.001);
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ENDCG
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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
}
}
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Shader "TextMeshPro/Bitmap" {
Properties {
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_FaceTex ("Font Texture", 2D) = "white" {}
_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
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_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
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Ref[_Stencil]
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Pass[_StencilOp]
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Lighting Off
Cull [_CullMode]
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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"
}

7
Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 128e987d567d4e2c824d754223b3f3b0
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

304
Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader

@ -0,0 +1,304 @@
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
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_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
_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)
_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
_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
_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
_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 {
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
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)
{
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 * 1.5;
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);
pixel_t output = {
vPosition,
input.color,
input.texcoord0,
float4(alphaClip, scale, bias, weight),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4(input.texcoord0 + bOffset, bScale, bBias),
underlayColor,
#endif
float4(faceUV, outlineUV),
};
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
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"
}

7
Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: dd89cf5b9246416f84610a006f916af7
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

245
Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader

@ -0,0 +1,245 @@
// 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 {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_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
_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
_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"