From a829a05264ec4e87bb9d72b18ba4257941253633 Mon Sep 17 00:00:00 2001 From: Daniel Lovell Date: Wed, 25 Sep 2024 17:51:44 -0700 Subject: [PATCH] Bump to Unity 6000.0.20f1 (preview) --- .gitignore | 4 + Assets/DefaultVolumeProfile.asset | 15 + Assets/DefaultVolumeProfile.asset.meta | 8 + Assets/Materials/BlueTrailMat.mat | 5 +- Assets/Materials/DroneTargetMat.mat | 6 +- Assets/Materials/HitMarkerMat.mat | 3 +- Assets/Materials/Hydra70Mat.mat | 6 +- Assets/Materials/MicromissileMat.mat | 6 +- Assets/Materials/RedTrailMat.mat | 3 +- Assets/Materials/WhiteAxisMat.mat | 7 +- Assets/RP/URP Pipeline Asset Renderer.asset | 28 +- Assets/RP/URP Pipepline Asset.asset | 34 +- .../Materials/Black_Prototype.mat | 12 +- .../Materials/Blue_Prototype.mat | 6 +- .../Materials/Blue_Sapphire_Prototype.mat | 12 +- .../Materials/Dark_Blue_Prototype.mat | 6 +- .../Materials/Dark_Gray_Prototype.mat | 6 +- .../Materials/Gray_Prototype.mat | 15 +- .../Materials/Green_Prototype.mat | 12 +- .../Ground/Blue_Ground_Prototype.mat | 6 +- .../Ground/DarkGray_Ground_Prototype.mat | 12 +- .../Ground/Gray_Ground_Prototype.mat | 6 +- .../Materials/Light_Gray_Prototype.mat | 6 +- .../Materials/Light_Sea_Green_Prototype.mat | 12 +- .../Materials/Mantis_Prototype.mat | 12 +- .../Materials/Orange_Prototype.mat | 12 +- .../Materials/Red_Prototype.mat | 12 +- .../Materials/Violet_Prototype.mat | 12 +- .../Materials/White_Prototype.mat | 15 +- .../Materials/Yellow_Prototype.mat | 12 +- Assets/Scripts/Agent.cs | 6 +- Assets/Scripts/Interceptor.cs | 2 +- Assets/Scripts/Interceptors/Hydra70.cs | 2 +- Assets/Scripts/Monitor.cs | 2 +- Assets/Scripts/Sensors/IdealSensor.cs | 2 +- Assets/Scripts/SimManager.cs | 2 +- .../LiberationSans SDF - Fallback.asset | 16 +- .../Style Sheets/Default Style Sheet.asset | 23 +- .../TextMesh Pro/Resources/TMP Settings.asset | 17 +- Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl | 178 + .../Shaders/SDFFunctions.hlsl.meta | 10 + .../Shaders/TMP_Bitmap-Custom-Atlas.shader | 64 +- .../Shaders/TMP_Bitmap-Mobile.shader | 52 +- Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader | 62 +- .../Shaders/TMP_SDF Overlay.shader | 83 +- .../TextMesh Pro/Shaders/TMP_SDF SSD.shader | 95 +- .../Shaders/TMP_SDF-HDRP LIT.shadergraph | 12074 ++++++++++++++++ .../Shaders/TMP_SDF-HDRP LIT.shadergraph.meta | 10 + .../Shaders/TMP_SDF-HDRP UNLIT.shadergraph | 11759 +++++++++++++++ .../TMP_SDF-HDRP UNLIT.shadergraph.meta | 10 + .../Shaders/TMP_SDF-Mobile Masking.shader | 77 +- .../Shaders/TMP_SDF-Mobile Overlay.shader | 68 +- .../Shaders/TMP_SDF-Mobile SSD.shader | 6 +- .../Shaders/TMP_SDF-Mobile-2-Pass.shader | 389 + .../Shaders/TMP_SDF-Mobile-2-Pass.shader.meta | 9 + .../Shaders/TMP_SDF-Mobile.shader | 26 +- .../Shaders/TMP_SDF-Surface-Mobile.shader | 9 +- .../Shaders/TMP_SDF-Surface.shader | 11 +- .../Shaders/TMP_SDF-URP Lit.shadergraph | 11932 +++++++++++++++ .../Shaders/TMP_SDF-URP Lit.shadergraph.meta | 10 + .../Shaders/TMP_SDF-URP Unlit.shadergraph | 11629 +++++++++++++++ .../TMP_SDF-URP Unlit.shadergraph.meta | 10 + Assets/TextMesh Pro/Shaders/TMP_SDF.shader | 81 +- Assets/TextMesh Pro/Shaders/TMP_Sprite.shader | 77 +- Assets/TextMesh Pro/Shaders/TMPro.cginc.meta | 2 +- .../TextMesh Pro/Shaders/TMPro_Mobile.cginc | 32 +- .../Shaders/TMPro_Properties.cginc | 5 - .../TextMesh Pro/Shaders/TMPro_Surface.cginc | 10 +- .../CameraRenderTexture.renderTexture | 5 +- ...niversalRenderPipelineGlobalSettings.asset | 232 +- Assets/ss.meta | 8 + Packages/manifest.json | 10 +- Packages/packages-lock.json | 115 +- ProjectSettings/GraphicsSettings.asset | 7 +- ProjectSettings/MultiplayerManager.asset | 7 + ProjectSettings/ProjectVersion.txt | 4 +- ProjectSettings/ShaderGraphSettings.asset | 1 + ProjectSettings/URPProjectSettings.asset | 2 +- 78 files changed, 49011 insertions(+), 543 deletions(-) create mode 100644 Assets/DefaultVolumeProfile.asset create mode 100644 Assets/DefaultVolumeProfile.asset.meta create mode 100644 Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl create mode 100644 Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta create mode 100644 Assets/ss.meta create mode 100644 ProjectSettings/MultiplayerManager.asset diff --git a/.gitignore b/.gitignore index 9dfb970..8d5f2cf 100644 --- a/.gitignore +++ b/.gitignore @@ -10,6 +10,10 @@ /[Ll]ogs/ /[Uu]ser[Ss]ettings/ +# Ignore temporaries from GameCI +/[Aa]rtifacts/ +/[Cc]odeCoverage/ + # MemoryCaptures can get excessive in size. # They also could contain extremely sensitive data /[Mm]emoryCaptures/ diff --git a/Assets/DefaultVolumeProfile.asset b/Assets/DefaultVolumeProfile.asset new file mode 100644 index 0000000..36c3781 --- /dev/null +++ b/Assets/DefaultVolumeProfile.asset @@ -0,0 +1,15 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} + m_Name: DefaultVolumeProfile + m_EditorClassIdentifier: + components: [] diff --git a/Assets/DefaultVolumeProfile.asset.meta b/Assets/DefaultVolumeProfile.asset.meta new file mode 100644 index 0000000..2ac26cb --- /dev/null +++ b/Assets/DefaultVolumeProfile.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3887e783fbf42f94cbf77e4efc4d2480 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Materials/BlueTrailMat.mat b/Assets/Materials/BlueTrailMat.mat index 6c73a96..e3922c0 100644 --- a/Assets/Materials/BlueTrailMat.mat +++ b/Assets/Materials/BlueTrailMat.mat @@ -26,6 +26,7 @@ Material: disabledShaderPasses: - 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version: 7 + version: 9 diff --git a/Assets/Materials/Hydra70Mat.mat b/Assets/Materials/Hydra70Mat.mat index 441fa51..d095e65 100644 --- a/Assets/Materials/Hydra70Mat.mat +++ b/Assets/Materials/Hydra70Mat.mat @@ -20,7 +20,8 @@ Material: m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque - disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -121,6 +122,7 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &8725970219136124319 MonoBehaviour: m_ObjectHideFlags: 11 @@ -133,4 +135,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 7 + version: 9 diff --git a/Assets/Materials/MicromissileMat.mat b/Assets/Materials/MicromissileMat.mat index e931b3a..1c41e34 100644 --- a/Assets/Materials/MicromissileMat.mat +++ b/Assets/Materials/MicromissileMat.mat @@ -21,7 +21,8 @@ Material: m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque - disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -122,6 +123,7 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &8725970219136124319 MonoBehaviour: m_ObjectHideFlags: 11 @@ -134,4 +136,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 7 + version: 9 diff --git a/Assets/Materials/RedTrailMat.mat b/Assets/Materials/RedTrailMat.mat index 2f9c061..0c5471c 100644 --- a/Assets/Materials/RedTrailMat.mat +++ b/Assets/Materials/RedTrailMat.mat @@ -144,6 +144,7 @@ Material: - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &858784018104180592 MonoBehaviour: m_ObjectHideFlags: 11 @@ -156,4 +157,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 7 + version: 9 diff --git a/Assets/Materials/WhiteAxisMat.mat b/Assets/Materials/WhiteAxisMat.mat index e7377a8..292e186 100644 --- a/Assets/Materials/WhiteAxisMat.mat +++ b/Assets/Materials/WhiteAxisMat.mat @@ -21,7 +21,8 @@ Material: m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque - disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -84,6 +85,7 @@ Material: m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _AddPrecomputedVelocity: 0 - _AlphaClip: 0 - _AlphaToMask: 0 - _Blend: 0 @@ -144,6 +146,7 @@ Material: - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &858784018104180592 MonoBehaviour: m_ObjectHideFlags: 11 @@ -156,4 +159,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 7 + version: 9 diff --git a/Assets/RP/URP Pipeline Asset Renderer.asset b/Assets/RP/URP Pipeline Asset Renderer.asset index f1b245f..41cc231 100644 --- a/Assets/RP/URP Pipeline Asset Renderer.asset +++ b/Assets/RP/URP Pipeline Asset Renderer.asset @@ -15,26 +15,20 @@ MonoBehaviour: debugShaders: debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7, type: 3} hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3} + probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959, type: 3} + probeVolumeResources: + probeVolumeDebugShader: {fileID: 0} + probeVolumeFragmentationDebugShader: {fileID: 0} + probeVolumeOffsetDebugShader: {fileID: 0} + probeVolumeSamplingDebugShader: {fileID: 0} + probeSamplingDebugMesh: {fileID: 0} + probeSamplingDebugTexture: {fileID: 0} + probeVolumeBlendStatesCS: {fileID: 0} m_RendererFeatures: [] m_RendererFeatureMap: m_UseNativeRenderPass: 0 - 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k_AssetPreviousVersion: 11 + k_AssetVersion: 12 + k_AssetPreviousVersion: 12 m_RendererType: 1 m_RendererData: {fileID: 0} m_RendererDataList: @@ -33,6 +33,14 @@ MonoBehaviour: m_EnableLODCrossFade: 1 m_LODCrossFadeDitheringType: 1 m_ShEvalMode: 0 + m_LightProbeSystem: 0 + m_ProbeVolumeMemoryBudget: 1024 + m_ProbeVolumeBlendingMemoryBudget: 256 + m_SupportProbeVolumeGPUStreaming: 0 + m_SupportProbeVolumeDiskStreaming: 0 + m_SupportProbeVolumeScenarios: 0 + m_SupportProbeVolumeScenarioBlending: 0 + m_ProbeVolumeSHBands: 1 m_MainLightRenderingMode: 1 m_MainLightShadowsSupported: 1 m_MainLightShadowmapResolution: 2048 @@ -67,21 +75,30 @@ MonoBehaviour: m_SupportsLightLayers: 0 m_DebugLevel: 0 m_StoreActionsOptimization: 0 - m_EnableRenderGraph: 0 m_UseAdaptivePerformance: 1 m_ColorGradingMode: 0 m_ColorGradingLutSize: 32 + m_AllowPostProcessAlphaOutput: 0 m_UseFastSRGBLinearConversion: 0 m_SupportDataDrivenLensFlare: 1 + m_SupportScreenSpaceLensFlare: 1 + m_GPUResidentDrawerMode: 0 + m_SmallMeshScreenPercentage: 0 + m_GPUResidentDrawerEnableOcclusionCullingInCameras: 0 m_ShadowType: 1 m_LocalShadowsSupported: 0 m_LocalShadowsAtlasResolution: 256 m_MaxPixelLights: 0 m_ShadowAtlasResolution: 256 m_VolumeFrameworkUpdateMode: 0 - m_Textures: - blueNoise64LTex: {fileID: 2800000, guid: e3d24661c1e055f45a7560c033dbb837, type: 3} - bayerMatrixTex: {fileID: 2800000, guid: f9ee4ed84c1d10c49aabb9b210b0fc44, type: 3} + m_VolumeProfile: {fileID: 0} + apvScenesData: + obsoleteSceneBounds: + m_Keys: [] + m_Values: [] + obsoleteHasProbeVolumes: + m_Keys: [] + m_Values: m_PrefilteringModeMainLightShadows: 3 m_PrefilteringModeAdditionalLight: 3 m_PrefilteringModeAdditionalLightShadows: 0 @@ -92,6 +109,7 @@ MonoBehaviour: m_PrefilterDebugKeywords: 1 m_PrefilterWriteRenderingLayers: 1 m_PrefilterHDROutput: 1 + m_PrefilterAlphaOutput: 0 m_PrefilterSSAODepthNormals: 1 m_PrefilterSSAOSourceDepthLow: 1 m_PrefilterSSAOSourceDepthMedium: 1 @@ -110,5 +128,9 @@ MonoBehaviour: m_PrefilterSoftShadows: 0 m_PrefilterScreenCoord: 1 m_PrefilterNativeRenderPass: 1 + m_PrefilterUseLegacyLightmaps: 0 m_ShaderVariantLogLevel: 0 m_ShadowCascades: 0 + m_Textures: + blueNoise64LTex: {fileID: 2800000, guid: e3d24661c1e055f45a7560c033dbb837, type: 3} + bayerMatrixTex: {fileID: 2800000, guid: f9ee4ed84c1d10c49aabb9b210b0fc44, type: 3} diff --git a/Assets/Scalable Grid Prototype Materials/Materials/Black_Prototype.mat b/Assets/Scalable Grid Prototype Materials/Materials/Black_Prototype.mat index 403ab86..6974e72 100644 --- a/Assets/Scalable Grid Prototype Materials/Materials/Black_Prototype.mat +++ b/Assets/Scalable Grid Prototype Materials/Materials/Black_Prototype.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 7 + version: 9 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -21,8 +21,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Black_Prototype - m_Shader: {fileID: -6465566751694194690, guid: 74686ab863fe0dc4598560e65eb847eb, - type: 3} + m_Shader: {fileID: -6465566751694194690, guid: 74686ab863fe0dc4598560e65eb847eb, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -32,7 +31,8 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} - disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -153,8 +153,7 @@ Material: m_Colors: - Color_1313CB5F: {r: 1, g: 1, b: 1, a: 1} - Color_1dfb0a33e5314a98a054db225a533281: {r: 1, g: 1, b: 1, a: 0.050980393} - - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 0.016807375, g: 0.016807375, b: 0.02415763, - a: 0} + - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 0.016807375, g: 0.016807375, b: 0.02415763, a: 0} - 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disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -153,8 +153,7 @@ Material: m_Colors: - Color_1313CB5F: {r: 1, g: 1, b: 1, a: 1} - Color_1dfb0a33e5314a98a054db225a533281: {r: 0, g: 0, b: 0, a: 0.2509804} - - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 0.84687346, g: 0.06480328, b: 0.16513224, - a: 0} + - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 0.84687346, g: 0.06480328, b: 0.16513224, a: 0} - Color_3b380d5fcef743cca18450d9ec1195b1: {r: 1, g: 1, b: 1, a: 1} - Color_7F5D350D: {r: 0, g: 0, b: 0, a: 0.2509804} - Color_BE5A53D8: {r: 0.84687346, g: 0.06480328, b: 0.16513224, a: 0} @@ -167,3 +166,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/Scalable Grid Prototype Materials/Materials/Violet_Prototype.mat b/Assets/Scalable Grid Prototype Materials/Materials/Violet_Prototype.mat index 0b6e2f5..e97e93d 100644 --- a/Assets/Scalable Grid Prototype Materials/Materials/Violet_Prototype.mat +++ b/Assets/Scalable Grid Prototype Materials/Materials/Violet_Prototype.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 7 + version: 9 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -21,8 +21,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Violet_Prototype - m_Shader: {fileID: -6465566751694194690, guid: 74686ab863fe0dc4598560e65eb847eb, - type: 3} + m_Shader: {fileID: -6465566751694194690, guid: 74686ab863fe0dc4598560e65eb847eb, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -32,7 +31,8 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} - disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -153,8 +153,7 @@ Material: m_Colors: - Color_1313CB5F: {r: 1, g: 1, b: 1, a: 1} - Color_1dfb0a33e5314a98a054db225a533281: {r: 0, g: 0, b: 0, a: 0.2509804} - - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 0.20507877, g: 0.088655606, b: 0.17788847, - a: 0} + - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 0.20507877, g: 0.088655606, b: 0.17788847, a: 0} - Color_3b380d5fcef743cca18450d9ec1195b1: {r: 1, g: 1, b: 1, a: 1} - Color_7F5D350D: {r: 0, g: 0, b: 0, a: 0.2509804} - Color_BE5A53D8: {r: 0.20507877, g: 0.088655606, b: 0.17788847, a: 0} @@ -167,3 +166,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/Scalable Grid Prototype Materials/Materials/White_Prototype.mat b/Assets/Scalable Grid Prototype Materials/Materials/White_Prototype.mat index 032a635..9669752 100644 --- a/Assets/Scalable Grid Prototype Materials/Materials/White_Prototype.mat +++ b/Assets/Scalable Grid Prototype Materials/Materials/White_Prototype.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 7 + version: 9 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -21,8 +21,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: White_Prototype - m_Shader: {fileID: -6465566751694194690, guid: 74686ab863fe0dc4598560e65eb847eb, - type: 3} + m_Shader: {fileID: -6465566751694194690, guid: 74686ab863fe0dc4598560e65eb847eb, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -32,7 +31,8 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} - disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -153,10 +153,8 @@ Material: m_Colors: - Color_1313CB5F: {r: 0.010329823, g: 0.010960094, b: 0.012983031, a: 1} - Color_1dfb0a33e5314a98a054db225a533281: {r: 0, g: 0, b: 0, a: 0.2509804} - - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 0.9473069, g: 0.9473069, b: 0.9473069, - a: 0} - - Color_3b380d5fcef743cca18450d9ec1195b1: {r: 0.010329823, g: 0.010960094, b: 0.012983031, - a: 1} + - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 0.9473069, g: 0.9473069, b: 0.9473069, a: 0} + - Color_3b380d5fcef743cca18450d9ec1195b1: {r: 0.010329823, g: 0.010960094, b: 0.012983031, a: 1} - Color_7F5D350D: {r: 0, g: 0, b: 0, a: 0.2509804} - Color_BE5A53D8: {r: 0.9473069, g: 0.9473069, b: 0.9473069, a: 0} - Vector2_001701b7223d47fbbc85c8202f0e54da: {r: 1, g: 1, b: 0, a: 0} @@ -168,3 +166,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/Scalable Grid Prototype Materials/Materials/Yellow_Prototype.mat b/Assets/Scalable Grid Prototype Materials/Materials/Yellow_Prototype.mat index 1099815..f3c8b5b 100644 --- a/Assets/Scalable Grid Prototype Materials/Materials/Yellow_Prototype.mat +++ b/Assets/Scalable Grid Prototype Materials/Materials/Yellow_Prototype.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 7 + version: 9 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -21,8 +21,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Yellow_Prototype - m_Shader: {fileID: -6465566751694194690, guid: 74686ab863fe0dc4598560e65eb847eb, - type: 3} + m_Shader: {fileID: -6465566751694194690, guid: 74686ab863fe0dc4598560e65eb847eb, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -32,7 +31,8 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} - disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -153,8 +153,7 @@ Material: m_Colors: - Color_1313CB5F: {r: 1, g: 1, b: 1, a: 1} - Color_1dfb0a33e5314a98a054db225a533281: {r: 0, g: 0, b: 0, a: 0.2509804} - - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 1, g: 0.63075733, b: 0.13013652, - a: 0} + - Color_2d523c9e87ea411c87ba7d7b977b62e7: {r: 1, g: 0.63075733, b: 0.13013652, a: 0} - Color_3b380d5fcef743cca18450d9ec1195b1: {r: 1, g: 1, b: 1, a: 1} - Color_7F5D350D: {r: 0, g: 0, b: 0, a: 0.2509804} - Color_BE5A53D8: {r: 1, g: 0.63075733, b: 0.13013652, a: 0} @@ -167,3 +166,4 @@ Material: - 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return Mathf.Pow(GetComponent().velocity.magnitude / referenceSpeed, 2) * + return Mathf.Pow(GetComponent().linearVelocity.magnitude / referenceSpeed, 2) * maxReferenceAcceleration; } protected Vector3 CalculateGravityProjectionOnPitchAndYaw() { diff --git a/Assets/Scripts/Interceptors/Hydra70.cs b/Assets/Scripts/Interceptors/Hydra70.cs index 66e0c00..3507482 100644 --- a/Assets/Scripts/Interceptors/Hydra70.cs +++ b/Assets/Scripts/Interceptors/Hydra70.cs @@ -42,7 +42,7 @@ public class Hydra70 : Interceptor { AgentConfig.FromSubmunitionAgentConfig(_agentConfig.submunitions_config.agent_config); convertedConfig.initial_state.position = transform.position; - convertedConfig.initial_state.velocity = GetComponent().velocity; + convertedConfig.initial_state.velocity = GetComponent().linearVelocity; Interceptor submunition = SimManager.Instance.CreateInterceptor(convertedConfig); submunitions.Add(submunition); } diff --git a/Assets/Scripts/Monitor.cs b/Assets/Scripts/Monitor.cs index ef7f38a..2e0fecc 100644 --- a/Assets/Scripts/Monitor.cs +++ b/Assets/Scripts/Monitor.cs @@ -47,7 +47,7 @@ public class SimMonitor : MonoBehaviour if(pos == Vector3.zero) { continue; } - Vector3 vel = agent.GetComponent().velocity; + Vector3 vel = agent.GetComponent().linearVelocity; string type = agent is Threat ? "T" : "M"; writer.WriteLine($"{time:F2},{agent.name},{pos.x:F2},{pos.y:F2},{pos.z:F2},{vel.x:F2},{vel.y:F2},{vel.z:F2},{(int)agent.GetFlightPhase()},{type}"); } diff --git a/Assets/Scripts/Sensors/IdealSensor.cs b/Assets/Scripts/Sensors/IdealSensor.cs index 9ea6876..177f9f4 100644 --- a/Assets/Scripts/Sensors/IdealSensor.cs +++ b/Assets/Scripts/Sensors/IdealSensor.cs @@ -45,7 +45,7 @@ public class IdealSensor : Sensor { // Calculate relative position and velocity Vector3 relativePosition = target.transform.position - transform.position; - Vector3 relativeVelocity = target.GetVelocity() - GetComponent().velocity; + Vector3 relativeVelocity = target.GetVelocity() - GetComponent().linearVelocity; // Calculate range rate (radial velocity) velocitySensorOutput.range = Vector3.Dot(relativeVelocity, relativePosition.normalized); diff --git a/Assets/Scripts/SimManager.cs b/Assets/Scripts/SimManager.cs index c312d23..da97c7f 100644 --- a/Assets/Scripts/SimManager.cs +++ 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@@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3} m_Name: TMP Settings m_EditorClassIdentifier: - m_enableWordWrapping: 1 + assetVersion: 2 + m_TextWrappingMode: 1 m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 m_enableTintAllSprites: 0 m_enableParseEscapeCharacters: 1 m_EnableRaycastTarget: 1 m_GetFontFeaturesAtRuntime: 1 m_missingGlyphCharacter: 0 + m_ClearDynamicDataOnBuild: 1 m_warningsDisabled: 0 m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_defaultFontAssetPath: Fonts & Materials/ @@ -29,18 +32,18 @@ MonoBehaviour: m_defaultTextMeshProTextContainerSize: {x: 20, y: 5} m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50} m_autoSizeTextContainer: 0 + m_IsTextObjectScaleStatic: 0 m_fallbackFontAssets: [] m_matchMaterialPreset: 1 - m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, - type: 2} + m_HideSubTextObjects: 1 + m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, type: 2} m_defaultSpriteAssetPath: Sprite Assets/ m_enableEmojiSupport: 1 m_MissingCharacterSpriteUnicode: 0 + m_EmojiFallbackTextAssets: [] m_defaultColorGradientPresetsPath: Color Gradient Presets/ - m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, - type: 2} + m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, type: 2} m_StyleSheetsResourcePath: m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3} - m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, - type: 3} + m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, type: 3} m_UseModernHangulLineBreakingRules: 0 diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl new file mode 100644 index 0000000..b611994 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl @@ -0,0 +1,178 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096.0); + output.y = uv - 4096.0 * output.x; + + return output * 0.001953125; +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb); + float alpha = underlying.a + (1 - underlying.a) * overlying.a; + return float4(blended / alpha, alpha); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal) +{ + float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0); + + // Read "height field" + float4 h = float4( + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a); + + bool raisedBevel = _BevelType; + + h += _BevelOffset; + + float bevelWidth = max(.01, _BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h + .5); + + if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0); + h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)); + h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp)); + h *= _BevelAmount * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(-1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, 1.0, h.w - h.z)); + + float3 f = float3(1, 1, 1); + if (isFront) f = float3(1, 1, -1); + nornmal = cross(va, vb) * f; +} + +void EvaluateLight_float(float4 faceColor, float3 n, out float4 color) +{ + n.z = abs(n.z); + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0)); + + float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a; + //faceColor.rgb += col * faceColor.a; + col *= 1 - (dot(n, light) * _Diffuse); + col *= 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; + + color = float4(col, faceColor.a); +} + +// Add custom function to handle time in HDRP + + +// +void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV) +{ + outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y); +} + +void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset) +{ + uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight); +} + +void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR) +{ + float2 pixelSize = position.w; + pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight))); + SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale; +} + +// UV : Texture coordinate of the source distance field texture +// TextureSize : Size of the source distance field texture +// Filter : Enable perspective filter (soften) +void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR) +{ + if(Filter) + { + float2 a = float2(ddx(UV.x), ddy(UV.x)); + float2 b = float2(ddx(UV.y), ddy(UV.y)); + float s = lerp(dot(a,a), dot(b,b), 0.5); + SSR = rsqrt(s) / TextureSize; + } + else + { + float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))); + SSR = s / TextureSize; + } +} + +// SSR : Screen Space Ratio +// SD : Signed Distance (encoded : Distance / SDR + .5) +// SDR : Signed Distance Ratio +// +// IsoPerimeter : Dilate / Contract the shape +void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space + outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha) +} + +void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha) +{ + softness *= SSR * SDR; + float4 d = (SD - 0.5f) * SDR; + if(outline) d.w = max(max(d.x, d.y), d.z); + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void Composite_float(float4 overlying, float4 underlying, out float4 outColor) +{ + outColor = BlendARGB(overlying, underlying); +} + +// Face only +void Layer1_float(float alpha, float4 color0, out float4 outColor) +{ + color0.a *= alpha; + outColor = color0; +} + +// Face + 1 Outline +void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor) +{ + color1.a *= alpha.y; + color0.rgb *= color0.a; color1.rgb *= color1.a; + outColor = lerp(color1, color0, alpha.x); + outColor.rgb /= outColor.a; +} + +// Face + 3 Outline +void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor) +{ + color3.a *= alpha.w; + color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a; + outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x); + outColor.rgb /= outColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta new file mode 100644 index 0000000..001b14e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 96de908384869cd409c75efa351d5edf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader index bab2b2c..7e0f35c 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -1,26 +1,26 @@ Shader "TextMeshPro/Bitmap Custom Atlas" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _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 + _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) - _Padding ("Padding", float) = 0 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", 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 + _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 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 } SubShader{ @@ -55,15 +55,18 @@ SubShader{ #include "UnityCG.cginc" + #include "UnityUI.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -81,15 +84,9 @@ SubShader{ 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; - } + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; v2f vert (appdata_t v) { @@ -101,6 +98,10 @@ SubShader{ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } fixed4 faceColor = v.color; faceColor *= _FaceColor; @@ -108,13 +109,14 @@ SubShader{ OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + OUT.texcoord1 = TRANSFORM_TEX(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)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader index 006a271..b89e267 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -1,25 +1,25 @@ 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 + _MainTex ("Font Atlas", 2D) = "white" {} + _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 + _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) + _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 + _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 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 } SubShader { @@ -55,15 +55,18 @@ SubShader { #include "UnityCG.cginc" + #include "UnityUI.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -79,6 +82,9 @@ SubShader { uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; v2f vert (appdata_t v) { @@ -88,8 +94,11 @@ SubShader { vert.y += _VertexOffsetY; vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); OUT.color = v.color; OUT.color *= _Color; OUT.color.rgb *= _DiffusePower; @@ -99,8 +108,9 @@ SubShader { //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)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader index 8ce4937..caa527f 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -1,25 +1,25 @@ Shader "TextMeshPro/Bitmap" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _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 + _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) + _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 + _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 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 } SubShader{ @@ -54,15 +54,18 @@ SubShader{ #include "UnityCG.cginc" + #include "UnityUI.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -80,15 +83,9 @@ SubShader{ 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; - } + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; v2f vert (appdata_t v) { @@ -100,6 +97,10 @@ SubShader{ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } fixed4 faceColor = v.color; faceColor *= _FaceColor; @@ -107,13 +108,14 @@ SubShader{ OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + OUT.texcoord1 = TRANSFORM_TEX(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)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader index c50c593..757a617 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -4,10 +4,10 @@ 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) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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 @@ -21,7 +21,7 @@ Properties { _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) + _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 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _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) + _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 @@ -127,17 +127,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,16 +148,20 @@ SubShader { float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; - #endif + #endif + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; + uniform float4 _FaceTex_ST; + uniform float4 _OutlineTex_ST; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { @@ -167,7 +172,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -178,7 +183,7 @@ SubShader { 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); + scale *= abs(input.texcoord0.w) * _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; @@ -188,13 +193,13 @@ SubShader { float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); - #if GLOW_ON + #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif + #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; @@ -205,23 +210,28 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #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 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } 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)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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); @@ -239,9 +249,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - #ifndef UNDERLAY_ON + #ifndef UNDERLAY_ON clip(c - input.param.x); - #endif + #endif float scale = input.param.y; float bias = input.param.z; @@ -261,7 +271,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -278,36 +288,35 @@ SubShader { 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 + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + // 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 + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif return faceColor * input.color.a; } - ENDCG } } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader index ed48574..27c14bc 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -4,10 +4,10 @@ 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) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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 @@ -21,7 +21,7 @@ Properties { _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) + _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 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _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) + _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 @@ -109,7 +109,8 @@ SubShader { Blend One OneMinusSrcAlpha ColorMask[_ColorMask] - Pass { + Pass + { CGPROGRAM #pragma target 3.0 #pragma vertex VertShader @@ -127,17 +128,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,18 +149,23 @@ SubShader { float2 mask : TEXCOORD2; // Position in object space(xy) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float2 texcoord2 : TEXCOORD4; float4 underlayColor : COLOR1; - #endif + #endif + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; - float4 SRGBToLinear(float4 rgba) { + 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); } @@ -171,7 +178,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -182,27 +189,31 @@ SubShader { float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #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 + #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 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } float4 color = input.color; - #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) color = SRGBToLinear(input.color); - #endif + #endif output.position = vPosition; output.color = color; @@ -210,10 +221,10 @@ SubShader { 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) + #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = input.texcoord0 + bOffset; output.underlayColor = underlayColor; - #endif + #endif output.textures = float4(faceUV, outlineUV); return output; @@ -226,9 +237,9 @@ SubShader { 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 pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); float weight = input.weight; float bias = (.5 - weight) + (.5 / scale); @@ -247,7 +258,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -264,45 +275,45 @@ SubShader { 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 + #endif - #if (UNDERLAY_ON || UNDERLAY_INNER) + #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 + #endif - #if UNDERLAY_ON + #if UNDERLAY_ON float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); - #endif + #endif - #if UNDERLAY_INNER + #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 + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #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)); + #if UNITY_UI_CLIP_RECT + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); faceColor *= m.x * m.y; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif return faceColor * input.color.a; - } - - ENDCG } + ENDCG + } } Fallback "TextMeshPro/Mobile/Distance Field" diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph new file mode 100644 index 0000000..4f7157c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph @@ -0,0 +1,12074 @@ +{ + "m_SGVersion": 3, + "m_Type": "UnityEditor.ShaderGraph.GraphData", + "m_ObjectId": "386c36a1c4c34ea29deb680fb82cfe8b", + "m_Properties": [ + { + "m_Id": "dc75c4e3a1bc4bb0a128086c2b0679a5" + }, + { + "m_Id": "867a4ae13c0d4a028c71bc1063824c14" + }, + { + "m_Id": "22b7f3c2bb7b48c0a7fdeb50e33e7d5e" + }, + { + "m_Id": "53073e5ea924459fa6681a4943e9f947" + }, + { + "m_Id": "7a046f410ce64aa88438b0bfd412c045" + }, + { + "m_Id": "636180f6e0504f2baaa5cc086980cb47" + }, + { + "m_Id": "74b41464cbed4e9e8e23af5ab9be40cf" + }, + { + "m_Id": "8ed907a2cc7949b68a283ae243ea1977" + }, 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UNLIT.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f63d574838ccfb44f84acc05fed0af48 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader index 7019aaf..603df2c 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field - Masking" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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) + _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 @@ -99,35 +99,41 @@ SubShader { #include "UnityUI.cginc" #include "TMPro_Properties.cginc" - struct vertex_t { + struct vertex_t + { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t { + 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) + + #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif + #endif }; float _MaskWipeControl; float _MaskEdgeSoftness; fixed4 _MaskEdgeColor; bool _MaskInverse; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +144,7 @@ SubShader { 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); + scale *= abs(input.texcoord0.w) * _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; @@ -150,6 +156,10 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } float opacity = input.color.a; #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; @@ -163,7 +173,7 @@ SubShader { outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); @@ -171,11 +181,12 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 layerOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); // Structure for pixel shader pixel_t output = { @@ -184,11 +195,11 @@ SubShader { 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) + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) float4(input.texcoord0 + layerOffset, input.color.a, 0), half2(layerScale, layerBias), - #endif + #endif }; return output; @@ -201,41 +212,41 @@ SubShader { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); - #ifdef OUTLINE_ON + #ifdef OUTLINE_ON c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c *= saturate(d - input.param.y); - #endif + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - //#if UNITY_UI_CLIP_RECT + // 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 + //#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; + 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) + #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); - #endif + #endif return c; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader index ce82bed..3edca76 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field Overlay" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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) + _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 @@ -93,16 +93,18 @@ SubShader { #include "UnityUI.cginc" #include "TMPro_Properties.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 vertex : SV_POSITION; @@ -111,12 +113,17 @@ SubShader { 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) + + #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif + #endif }; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + pixel_t VertShader(vertex_t input) { @@ -127,7 +134,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +145,7 @@ SubShader { 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); + scale *= abs(input.texcoord0.w) * _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; @@ -150,10 +157,14 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; - #endif + #endif fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; faceColor.rgb *= faceColor.a; @@ -163,14 +174,14 @@ SubShader { outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - #if (UNDERLAY_ON | UNDERLAY_INNER) + #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 + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); @@ -182,7 +193,8 @@ SubShader { 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)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.underlayParam = half2(layerScale, layerBias); @@ -200,35 +212,35 @@ SubShader { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); - #ifdef OUTLINE_ON + #ifdef OUTLINE_ON c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c *= saturate(d - input.param.y); - #endif + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + // 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 + #endif - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); - #endif + #endif return c; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader index df4d5b0..43b317d 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field SSD" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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) + _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 diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader new file mode 100644 index 0000000..2c8e8da --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader @@ -0,0 +1,389 @@ +// 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 - 2 Pass" { + +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 + _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 { + + // Draw Outline and Underlay + Name "Outline" + + 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; + float4 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 + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + 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); + + const float bold = step(input.texcoord0.w, 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.texcoord0.w) * _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; + const 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); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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 = half4(0, 0, 0, 0); + + #if OUTLINE_ON + c = input.outlineColor * 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 + } + + + // Draw face + Name "Face" + + 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 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; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + 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); + + const float bold = step(input.texcoord0.w, 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.texcoord0.w) * _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; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + // 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.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half2(scale, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + 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.y); + + // 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 UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta new file mode 100644 index 0000000..75bd98d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0178fcb869bafef4690d177d31d17db8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader index d3f5866..b899d6e 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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) + _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 @@ -81,6 +81,7 @@ SubShader { Pass { CGPROGRAM + #pragma enable_d3d11_debug_symbols #pragma vertex VertShader #pragma fragment PixShader #pragma shader_feature __ OUTLINE_ON @@ -98,7 +99,7 @@ SubShader { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; @@ -117,6 +118,9 @@ SubShader { #endif }; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { @@ -127,7 +131,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +142,7 @@ SubShader { 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); + scale *= abs(input.texcoord0.w) * _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; @@ -150,7 +154,11 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - float opacity = input.color.a; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; #endif @@ -182,7 +190,9 @@ SubShader { 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)); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.underlayParam = half2(layerScale, layerBias); diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader index be764ae..68d0dfa 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" { Properties { _FaceTex ("Fill Texture", 2D) = "white" {} - [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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) + _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 @@ -99,7 +99,8 @@ SubShader { #pragma multi_compile_shadowcaster #include "UnityCG.cginc" - struct v2f { + struct v2f + { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; float2 uv2 : TEXCOORD3; diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader index bcb2bb2..281e60d 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -4,10 +4,10 @@ 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) + _FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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 @@ -28,12 +28,12 @@ Properties { _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) + _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) + _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 @@ -118,7 +118,8 @@ SubShader { #pragma multi_compile_shadowcaster #include "UnityCG.cginc" - struct v2f { + struct v2f + { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; float2 uv2 : TEXCOORD3; diff --git 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+ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader index 011ee19..bbcfd11 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -4,10 +4,10 @@ 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) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _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 @@ -21,7 +21,7 @@ Properties { _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) + _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 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _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) + _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 @@ -127,17 +127,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,16 +148,20 @@ SubShader { float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; - #endif - float4 textures : TEXCOORD5; + #endif + + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { @@ -167,7 +172,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -178,7 +183,7 @@ SubShader { 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); + scale *= abs(input.texcoord0.w) * _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; @@ -188,13 +193,13 @@ SubShader { float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); - #if GLOW_ON + #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif + #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; @@ -205,23 +210,28 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #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 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } 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)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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); @@ -239,9 +249,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - #ifndef UNDERLAY_ON + #ifndef UNDERLAY_ON clip(c - input.param.x); - #endif + #endif float scale = input.param.y; float bias = input.param.z; @@ -261,7 +271,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -278,36 +288,35 @@ SubShader { 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 + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + #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 + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif - return faceColor * input.color.a; + return faceColor * input.color.a; } - ENDCG } } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader index e8283a7..4012a08 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -2,18 +2,18 @@ Shader "TextMeshPro/Sprite" { Properties { - [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} - _Color ("Tint", Color) = (1,1,1,1) - - _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 - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _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 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } @@ -21,19 +21,19 @@ Shader "TextMeshPro/Sprite" SubShader { Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } - + Stencil { Ref [_Stencil] Comp [_StencilComp] - Pass [_StencilOp] + Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } @@ -58,7 +58,7 @@ Shader "TextMeshPro/Sprite" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP - + struct appdata_t { float4 vertex : POSITION; @@ -69,29 +69,43 @@ Shader "TextMeshPro/Sprite" struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - float4 worldPosition : TEXCOORD1; + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; - + sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); - OUT.worldPosition = v.vertex; - OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + float2 pixelSize = vPosition.w; + pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - + OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } OUT.color = v.color * _Color; return OUT; } @@ -99,9 +113,10 @@ Shader "TextMeshPro/Sprite" fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; - - #ifdef UNITY_UI_CLIP_RECT - color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + #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 #ifdef UNITY_UI_ALPHACLIP @@ -110,7 +125,7 @@ Shader "TextMeshPro/Sprite" return color; } - ENDCG + ENDCG } } } diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta index 0d6eb56..f21163e 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -4,6 +4,6 @@ ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] - userData: + userData: Version 2.0 assetBundleName: assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc index 5969fec..d145a77 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -1,20 +1,22 @@ -struct vertex_t { +struct vertex_t +{ UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; -struct pixel_t { +struct pixel_t +{ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; float4 faceColor : COLOR; float4 outlineColor : COLOR1; float4 texcoord0 : TEXCOORD0; - float4 param : TEXCOORD1; // weight, scaleRatio + float4 param : TEXCOORD1; // x = weight, y = no longer used float2 mask : TEXCOORD2; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD3; @@ -22,10 +24,14 @@ struct pixel_t { #endif }; -float4 SRGBToLinear(float4 rgba) { +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); } +float _UIMaskSoftnessX; +float _UIMaskSoftnessY; + pixel_t VertShader(vertex_t input) { pixel_t output; @@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input) UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input) output.faceColor = faceColor; output.outlineColor = outlineColor; output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); - output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); + output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0); float2 mask = float2(0, 0); #if UNITY_UI_CLIP_RECT @@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target float d = tex2D(_MainTex, input.texcoord0.xy).a; - float2 UV = input.texcoord0.xy; - float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; + float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); #if (UNDERLAY_ON | UNDERLAY_INNER) float layerScale = scale; @@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); - #ifdef OUTLINE_ON + #if OUTLINE_ON float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); @@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); #endif - #ifdef MASKING + #if MASKING float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; a = saturate(t / _MaskEdgeSoftness); @@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target // 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 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); faceColor *= m.x * m.y; #endif diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc index 2e96258..b806b4f 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -66,11 +66,6 @@ uniform float _MaskID; uniform sampler2D _MaskTex; uniform float4 _MaskCoord; uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) -//uniform float _MaskWipeControl; -//uniform float _MaskEdgeSoftness; -//uniform fixed4 _MaskEdgeColor; -//uniform bool _MaskInverse; - uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc index 622ae87..2153a9a 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data) UNITY_INITIALIZE_OUTPUT(Input, data); - float bold = step(v.texcoord1.y, 0); + float bold = step(v.texcoord.w, 0); // Generate normal for backface float3 view = ObjSpaceViewDir(v.vertex); @@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data) pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1); scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); data.param.y = scale; #endif - data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // - - v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); } @@ -82,7 +80,7 @@ void PixShader(Input 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