diff --git a/.github/workflows/workflow.yml b/.github/workflows/workflow.yml
index edb5ce2..0a5e9a0 100644
--- a/.github/workflows/workflow.yml
+++ b/.github/workflows/workflow.yml
@@ -37,4 +37,4 @@ jobs:
GH_TOKEN: ${{ secrets.GH_TOKEN }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
NPM_TOKEN: ${{ secrets.NPM_TOKEN }}
- run: npm run semantic-release
+ run: npm run semantic-release
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
index f6a7a61..c5a07b8 100644
--- a/.gitignore
+++ b/.gitignore
@@ -22,7 +22,6 @@ UIElementsSchema/
# Visual Studio cache directory
.vs/
-.idea/
# Gradle cache directory
.gradle/
@@ -44,7 +43,6 @@ ExportedObj/
*.mdb
*.opendb
*.VC.db
-.vscode/
# Unity3D generated meta files
*.pidb.meta
@@ -53,7 +51,6 @@ ExportedObj/
# Unity3D Generated File On Crash Reports
sysinfo.txt
-mono_crash*
# Builds
*.apk
diff --git a/.oyster.json b/.oyster.json
index e1c85f8..99c4723 100644
--- a/.oyster.json
+++ b/.oyster.json
@@ -8,7 +8,7 @@
"inventory",
"inventory management"
],
- "oysterVersion": "3.0.0",
+ "oysterVersion": "3.0.2",
"packageName": "com.fluid.elastic-inventory",
"packageScope": "com.fluid",
"unityVersion": "2022.2",
diff --git a/.releaserc b/.releaserc
index b5991a1..6104f84 100644
--- a/.releaserc
+++ b/.releaserc
@@ -1,5 +1,4 @@
{
- "branches": ["master", "main"],
"plugins": [
"@semantic-release/commit-analyzer",
"@semantic-release/release-notes-generator",
diff --git a/Assets/Examples/Resources/ItemDatabase.asset b/Assets/Examples/Resources/ItemDatabase.asset
index 762d10c..838d617 100644
--- a/Assets/Examples/Resources/ItemDatabase.asset
+++ b/Assets/Examples/Resources/ItemDatabase.asset
@@ -12,6 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: a600bc502ed14cf5980ca274873f182a, type: 3}
m_Name: ItemDatabase
m_EditorClassIdentifier:
+ _autoLoad: 1
_definitions:
- {fileID: 11400000, guid: d3988ba3f8a2c44e6a1b98201ce75ee2, type: 2}
- {fileID: 11400000, guid: 4e2438a1b36c043e587e88575d07b5ff, type: 2}
diff --git a/Assets/Examples/Shop/Scripts/Definitions/ItemDefinitionFantasyBase.cs b/Assets/Examples/Shop/Scripts/Definitions/ItemDefinitionFantasyBase.cs
index 726a1ff..005547e 100644
--- a/Assets/Examples/Shop/Scripts/Definitions/ItemDefinitionFantasyBase.cs
+++ b/Assets/Examples/Shop/Scripts/Definitions/ItemDefinitionFantasyBase.cs
@@ -5,6 +5,9 @@ namespace CleverCrow.Fluid.Examples {
// We strongly recommend declaring your own custom item definition base class. This way you can add/remove your own custom fields
// to any item definition on the fly
public abstract class ItemDefinitionFantasyBase : ItemDefinitionBase {
+ [SerializeField]
+ string _displayName;
+
[SerializeField]
Sprite _image;
@@ -15,6 +18,7 @@ public abstract class ItemDefinitionFantasyBase : ItemDefinitionBase {
[SerializeField]
string _description;
+ public override string DisplayName => _displayName;
public Sprite Image => _image;
public int Cost => _cost;
public string Description => _description;
diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
index e907cc7..70c5d61 100755
--- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
+++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
@@ -160,16 +160,14 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
m_Name: LiberationSans SDF - Fallback
m_EditorClassIdentifier:
- hashCode: -1699145518
- material: {fileID: 2180264}
- materialHashCode: 462855346
m_Version: 1.1.0
+ m_Material: {fileID: 2180264}
m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
- m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75,
- type: 3}
m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3}
m_AtlasPopulationMode: 1
+ InternalDynamicOS: 0
m_FaceInfo:
+ m_FaceIndex: 0
m_FamilyName: Liberation Sans
m_StyleName: Regular
m_PointSize: 86
@@ -194,7 +192,7 @@ MonoBehaviour:
m_AtlasTextures:
- {fileID: 28268798066460806}
m_AtlasTextureIndex: 0
- m_IsMultiAtlasTexturesEnabled: 0
+ m_IsMultiAtlasTexturesEnabled: 1
m_ClearDynamicDataOnBuild: 1
m_UsedGlyphRects: []
m_FreeGlyphRects:
@@ -233,15 +231,21 @@ MonoBehaviour:
m_KerningTable:
kerningPairs: []
m_FontFeatureTable:
+ m_MultipleSubstitutionRecords: []
+ m_LigatureSubstitutionRecords: []
m_GlyphPairAdjustmentRecords: []
+ m_MarkToBaseAdjustmentRecords: []
+ m_MarkToMarkAdjustmentRecords: []
fallbackFontAssets: []
m_FallbackFontAssetTable: []
m_CreationSettings:
sourceFontFileName:
sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
+ faceIndex: 0
pointSizeSamplingMode: 0
pointSize: 86
padding: 9
+ paddingMode: 0
packingMode: 4
atlasWidth: 512
atlasHeight: 512
diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
index 0ffad07..cca8ce8 100644
--- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
+++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
@@ -2,25 +2,20 @@
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
- serializedVersion: 8
+ serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: LiberationSans SDF - Outline
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
- m_Parent: {fileID: 0}
- m_ModifiedSerializedProperties: 0
- m_ValidKeywords:
- - OUTLINE_ON
- m_InvalidKeywords: []
+ m_ShaderKeywords: OUTLINE_ON
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
- m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -37,14 +32,14 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
- m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
+ m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee,
+ type: 2}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OutlineTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- m_Ints: []
m_Floats:
- _Ambient: 0.5
- _Bevel: 0.5
@@ -55,7 +50,6 @@ Material:
- _BumpFace: 0
- _BumpOutline: 0
- _ColorMask: 15
- - _CullMode: 0
- _Diffuse: 0.5
- _FaceDilate: 0.1
- _FaceUVSpeedX: 0
@@ -71,7 +65,7 @@ Material:
- _OutlineSoftness: 0
- _OutlineUVSpeedX: 0
- _OutlineUVSpeedY: 0
- - _OutlineWidth: 0.321
+ - _OutlineWidth: 0.1
- _PerspectiveFilter: 0.875
- _Reflectivity: 10
- _ScaleRatioA: 0.9
@@ -108,4 +102,3 @@ Material:
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
- m_BuildTextureStacks: []
diff --git a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
index ceb609b..018d42f 100755
--- a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
+++ b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
@@ -3,8 +3,9 @@
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
- m_PrefabParentObject: {fileID: 0}
- m_PrefabInternal: {fileID: 0}
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
@@ -12,6 +13,12 @@ MonoBehaviour:
m_Name: Default Style Sheet
m_EditorClassIdentifier:
m_StyleList:
+ - m_Name: Normal
+ m_HashCode: -1183493901
+ m_OpeningDefinition:
+ m_ClosingDefinition:
+ m_OpeningTagArray:
+ m_ClosingTagArray:
- m_Name: H1
m_HashCode: 2425
m_OpeningDefinition: <#40ff80>*
@@ -19,19 +26,25 @@ MonoBehaviour:
m_OpeningTagArray: 3c00000073000000690000007a000000650000003d00000032000000650000006d0000003e0000003c000000620000003e0000003c000000230000003400000030000000660000006600000038000000300000003e0000002a000000
m_ClosingTagArray: 2a0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
- m_Name: Quote
- m_HashCode: 92254330
+ m_HashCode: 93368250
m_OpeningDefinition:
m_ClosingDefinition:
m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000
m_ClosingTagArray: 3c0000002f000000690000003e0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f00000077000000690000006400000074000000680000003e0000003c0000002f0000006d000000610000007200000067000000690000006e0000003e000000
+ - m_Name: A
+ m_HashCode: 65
+ m_OpeningDefinition:
+ m_ClosingDefinition:
+ m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000003400000030000000610000003000000066000000660000003e0000003c000000750000003e000000
+ m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
- m_Name: Link
- m_HashCode: 2687968
+ m_HashCode: 2656128
m_OpeningDefinition: <#40a0ff>
m_ClosingDefinition:
m_OpeningTagArray: 3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000
m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f0000006c000000690000006e0000006b0000003e000000
- m_Name: Title
- m_HashCode: 98732960
+ m_HashCode: 97690656
m_OpeningDefinition:
m_ClosingDefinition:
m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000
diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset b/Assets/TextMesh Pro/Resources/TMP Settings.asset
index c09a92f..edfa6c6 100755
--- a/Assets/TextMesh Pro/Resources/TMP Settings.asset
+++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset
@@ -12,14 +12,17 @@ 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 100755
--- 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)
-
- _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
-
- _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
+ _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
+
+ _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
+
+ _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 100755
--- 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 100755
--- 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 100755
--- 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 100755
--- 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",
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diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta
new file mode 100644
index 0000000..a2f732a
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP 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 100755
--- 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 100755
--- 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 100755
--- 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 100755
--- 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 100755
--- 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 100755
--- 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 a/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph
new file mode 100644
index 0000000..7922d39
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph
@@ -0,0 +1,11932 @@
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diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta
new file mode 100644
index 0000000..248825c
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 124c112a6e8f1a54e8b0870e881b56d8
+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 100755
--- 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 100755
--- 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 100755
--- 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 100755
--- 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 100755
--- 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 100755
--- 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 input, inout SurfaceOutput o)
float3 n = float3(0, 0, -1);
float3 emission = float3(0, 0, 0);
#endif
-
+
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
glowColor.a *= input.color.a;
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
index 10c4be3..384180a 100755
--- a/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
@@ -1,3 +1,3 @@
-This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
-
+This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
+
Please visit their website to view the complete set of their emojis and review their licensing terms.
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne.json b/Assets/TextMesh Pro/Sprites/EmojiOne.json
index 16c800d..6c4e50b 100755
--- a/Assets/TextMesh Pro/Sprites/EmojiOne.json
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.json
@@ -1,156 +1,156 @@
-{"frames": [
-
-{
- "filename": "1f60a.png",
- "frame": {"x":0,"y":0,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f60b.png",
- "frame": {"x":128,"y":0,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f60d.png",
- "frame": {"x":256,"y":0,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f60e.png",
- "frame": {"x":384,"y":0,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f600.png",
- "frame": {"x":0,"y":128,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f601.png",
- "frame": {"x":128,"y":128,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f602.png",
- "frame": {"x":256,"y":128,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f603.png",
- "frame": {"x":384,"y":128,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f604.png",
- "frame": {"x":0,"y":256,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f605.png",
- "frame": {"x":128,"y":256,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f606.png",
- "frame": {"x":256,"y":256,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f609.png",
- "frame": {"x":384,"y":256,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f618.png",
- "frame": {"x":0,"y":384,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "1f923.png",
- "frame": {"x":128,"y":384,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "263a.png",
- "frame": {"x":256,"y":384,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
-},
-{
- "filename": "2639.png",
- "frame": {"x":384,"y":384,"w":128,"h":128},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
- "sourceSize": {"w":128,"h":128},
- "pivot": {"x":0.5,"y":0.5}
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diff --git a/Assets/com.fluid.elastic-inventory/Editor/Components/Organisms/ItemEntry/ItemEntry.cs b/Assets/com.fluid.elastic-inventory/Editor/Components/Organisms/ItemEntry/ItemEntry.cs
index e5df704..24f24f5 100644
--- a/Assets/com.fluid.elastic-inventory/Editor/Components/Organisms/ItemEntry/ItemEntry.cs
+++ b/Assets/com.fluid.elastic-inventory/Editor/Components/Organisms/ItemEntry/ItemEntry.cs
@@ -15,6 +15,16 @@ Action deleteCallback
title.bindingPath = "_displayName";
title.Bind(new SerializedObject(definition));
+ var category = _container.Q