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-fileFormatVersion: 2 -guid: 33c080d1c093a2c45b6c72c17a557067 -folderAsset: yes -timeCreated: 1563304704 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Attachments/VertexAttachment.cs b/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Attachments/VertexAttachment.cs deleted file mode 100644 index 2c534de..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Attachments/VertexAttachment.cs +++ /dev/null @@ -1,156 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using System; - -namespace Spine { - /// >An attachment with vertices that are transformed by one or more bones and can be deformed by a slot's - /// . - public abstract class VertexAttachment : Attachment { - static int nextID = 0; - static readonly Object nextIdLock = new Object(); - - internal readonly int id; - internal int[] bones; - internal float[] vertices; - internal int worldVerticesLength; - internal VertexAttachment deformAttachment; - - /// Gets a unique ID for this attachment. - public int Id { get { return id; } } - public int[] Bones { get { return bones; } set { bones = value; } } - public float[] Vertices { get { return vertices; } set { vertices = value; } } - public int WorldVerticesLength { get { return worldVerticesLength; } set { worldVerticesLength = value; } } - ///Deform keys for the deform attachment are also applied to this attachment. - /// May be null if no deform keys should be applied. - public VertexAttachment DeformAttachment { get { return deformAttachment; } set { deformAttachment = value; } } - - public VertexAttachment (string name) - : base(name) { - - deformAttachment = this; - lock (VertexAttachment.nextIdLock) { - id = (VertexAttachment.nextID++ & 65535) << 11; - } - } - - public void ComputeWorldVertices (Slot slot, float[] worldVertices) { - ComputeWorldVertices(slot, 0, worldVerticesLength, worldVertices, 0); - } - - /// - /// Transforms the attachment's local to world coordinates. If the slot's is - /// not empty, it is used to deform the vertices. - /// - /// See World transforms in the Spine - /// Runtimes Guide. - /// - /// The index of the first value to transform. Each vertex has 2 values, x and y. - /// The number of world vertex values to output. Must be less than or equal to - start. - /// The output world vertices. Must have a length greater than or equal to + . - /// The index to begin writing values. - /// The number of entries between the value pairs written. - public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) { - count = offset + (count >> 1) * stride; - Skeleton skeleton = slot.bone.skeleton; - var deformArray = slot.deform; - float[] vertices = this.vertices; - int[] bones = this.bones; - if (bones == null) { - if (deformArray.Count > 0) vertices = deformArray.Items; - Bone bone = slot.bone; - float x = bone.worldX, y = bone.worldY; - float a = bone.a, b = bone.b, c = bone.c, d = bone.d; - for (int vv = start, w = offset; w < count; vv += 2, w += stride) { - float vx = vertices[vv], vy = vertices[vv + 1]; - worldVertices[w] = vx * a + vy * b + x; - worldVertices[w + 1] = vx * c + vy * d + y; - } - return; - } - int v = 0, skip = 0; - for (int i = 0; i < start; i += 2) { - int n = bones[v]; - v += n + 1; - skip += n; - } - var skeletonBones = skeleton.bones.Items; - if (deformArray.Count == 0) { - for (int w = offset, b = skip * 3; w < count; w += stride) { - float wx = 0, wy = 0; - int n = bones[v++]; - n += v; - for (; v < n; v++, b += 3) { - Bone bone = skeletonBones[bones[v]]; - float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; - wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; - wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; - } - worldVertices[w] = wx; - worldVertices[w + 1] = wy; - } - } else { - float[] deform = deformArray.Items; - for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { - float wx = 0, wy = 0; - int n = bones[v++]; - n += v; - for (; v < n; v++, b += 3, f += 2) { - Bone bone = skeletonBones[bones[v]]; - float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; - wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; - wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; - } - worldVertices[w] = wx; - worldVertices[w + 1] = wy; - } - } - } - - ///Does not copy id (generated) or name (set on construction). - internal void CopyTo (VertexAttachment attachment) { - if (bones != null) { - attachment.bones = new int[bones.Length]; - Array.Copy(bones, 0, attachment.bones, 0, bones.Length); - } - else - attachment.bones = null; - - if (vertices != null) { - attachment.vertices = new float[vertices.Length]; - Array.Copy(vertices, 0, attachment.vertices, 0, vertices.Length); - } - else - attachment.vertices = null; - - attachment.worldVerticesLength = worldVerticesLength; - attachment.deformAttachment = deformAttachment; - } - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Attachments/VertexAttachment.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Attachments/VertexAttachment.cs.meta deleted file mode 100644 index 8481a70..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Attachments/VertexAttachment.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 8b40cfb462a8b774891e1604e5360d32 -timeCreated: 1466772712 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraint.cs b/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraint.cs deleted file mode 100644 index 2576102..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraint.cs +++ /dev/null @@ -1,313 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using System; - -namespace Spine { - /// - /// - /// Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained - /// bones to match that of the target bone. - /// - /// See Transform constraints in the Spine User Guide. - /// - public class TransformConstraint : IUpdatable { - internal TransformConstraintData data; - internal ExposedList bones; - internal Bone target; - internal float rotateMix, translateMix, scaleMix, shearMix; - - internal bool active; - - public TransformConstraint (TransformConstraintData data, Skeleton skeleton) { - if (data == null) throw new ArgumentNullException("data", "data cannot be null."); - if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); - this.data = data; - rotateMix = data.rotateMix; - translateMix = data.translateMix; - scaleMix = data.scaleMix; - shearMix = data.shearMix; - - bones = new ExposedList(); - foreach (BoneData boneData in data.bones) - bones.Add (skeleton.FindBone(boneData.name)); - - target = skeleton.FindBone(data.target.name); - } - - /// Copy constructor. - public TransformConstraint (TransformConstraint constraint, Skeleton skeleton) { - if (constraint == null) throw new ArgumentNullException("constraint cannot be null."); - if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); - data = constraint.data; - bones = new ExposedList(constraint.Bones.Count); - foreach (Bone bone in constraint.Bones) - bones.Add(skeleton.Bones.Items[bone.data.index]); - target = skeleton.Bones.Items[constraint.target.data.index]; - rotateMix = constraint.rotateMix; - translateMix = constraint.translateMix; - scaleMix = constraint.scaleMix; - shearMix = constraint.shearMix; - } - - /// Applies the constraint to the constrained bones. - public void Apply () { - Update(); - } - - public void Update () { - if (data.local) { - if (data.relative) - ApplyRelativeLocal(); - else - ApplyAbsoluteLocal(); - } else { - if (data.relative) - ApplyRelativeWorld(); - else - ApplyAbsoluteWorld(); - } - } - - void ApplyAbsoluteWorld () { - float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; - Bone target = this.target; - float ta = target.a, tb = target.b, tc = target.c, td = target.d; - float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad; - float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect; - var bones = this.bones; - for (int i = 0, n = bones.Count; i < n; i++) { - Bone bone = bones.Items[i]; - bool modified = false; - - if (rotateMix != 0) { - float a = bone.a, b = bone.b, c = bone.c, d = bone.d; - float r = MathUtils.Atan2(tc, ta) - MathUtils.Atan2(c, a) + offsetRotation; - if (r > MathUtils.PI) - r -= MathUtils.PI2; - else if (r < -MathUtils.PI) r += MathUtils.PI2; - r *= rotateMix; - float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r); - bone.a = cos * a - sin * c; - bone.b = cos * b - sin * d; - bone.c = sin * a + cos * c; - bone.d = sin * b + cos * d; - modified = true; - } - - if (translateMix != 0) { - float tx, ty; //Vector2 temp = this.temp; - target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY)); - bone.worldX += (tx - bone.worldX) * translateMix; - bone.worldY += (ty - bone.worldY) * translateMix; - modified = true; - } - - if (scaleMix > 0) { - float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c); - if (s != 0) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * scaleMix) / s; - bone.a *= s; - bone.c *= s; - s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d); - if (s != 0) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * scaleMix) / s; - bone.b *= s; - bone.d *= s; - modified = true; - } - - if (shearMix > 0) { - float b = bone.b, d = bone.d; - float by = MathUtils.Atan2(d, b); - float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta) - (by - MathUtils.Atan2(bone.c, bone.a)); - if (r > MathUtils.PI) - r -= MathUtils.PI2; - else if (r < -MathUtils.PI) r += MathUtils.PI2; - r = by + (r + offsetShearY) * shearMix; - float s = (float)Math.Sqrt(b * b + d * d); - bone.b = MathUtils.Cos(r) * s; - bone.d = MathUtils.Sin(r) * s; - modified = true; - } - - if (modified) bone.appliedValid = false; - } - } - - void ApplyRelativeWorld () { - float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; - Bone target = this.target; - float ta = target.a, tb = target.b, tc = target.c, td = target.d; - float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad; - float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect; - var bones = this.bones; - for (int i = 0, n = bones.Count; i < n; i++) { - Bone bone = bones.Items[i]; - bool modified = false; - - if (rotateMix != 0) { - float a = bone.a, b = bone.b, c = bone.c, d = bone.d; - float r = MathUtils.Atan2(tc, ta) + offsetRotation; - if (r > MathUtils.PI) - r -= MathUtils.PI2; - else if (r < -MathUtils.PI) r += MathUtils.PI2; - r *= rotateMix; - float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r); - bone.a = cos * a - sin * c; - bone.b = cos * b - sin * d; - bone.c = sin * a + cos * c; - bone.d = sin * b + cos * d; - modified = true; - } - - if (translateMix != 0) { - float tx, ty; //Vector2 temp = this.temp; - target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY)); - bone.worldX += tx * translateMix; - bone.worldY += ty * translateMix; - modified = true; - } - - if (scaleMix > 0) { - float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * scaleMix + 1; - bone.a *= s; - bone.c *= s; - s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * scaleMix + 1; - bone.b *= s; - bone.d *= s; - modified = true; - } - - if (shearMix > 0) { - float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta); - if (r > MathUtils.PI) - r -= MathUtils.PI2; - else if (r < -MathUtils.PI) r += MathUtils.PI2; - float b = bone.b, d = bone.d; - r = MathUtils.Atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * shearMix; - float s = (float)Math.Sqrt(b * b + d * d); - bone.b = MathUtils.Cos(r) * s; - bone.d = MathUtils.Sin(r) * s; - modified = true; - } - - if (modified) bone.appliedValid = false; - } - } - - void ApplyAbsoluteLocal () { - float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; - Bone target = this.target; - if (!target.appliedValid) target.UpdateAppliedTransform(); - var bonesItems = this.bones.Items; - for (int i = 0, n = this.bones.Count; i < n; i++) { - Bone bone = bonesItems[i]; - if (!bone.appliedValid) bone.UpdateAppliedTransform(); - - float rotation = bone.arotation; - if (rotateMix != 0) { - float r = target.arotation - rotation + data.offsetRotation; - r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; - rotation += r * rotateMix; - } - - float x = bone.ax, y = bone.ay; - if (translateMix != 0) { - x += (target.ax - x + data.offsetX) * translateMix; - y += (target.ay - y + data.offsetY) * translateMix; - } - - float scaleX = bone.ascaleX, scaleY = bone.ascaleY; - if (scaleMix != 0) { - if (scaleX != 0) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX; - if (scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY; - } - - float shearY = bone.ashearY; - if (shearMix != 0) { - float r = target.ashearY - shearY + data.offsetShearY; - r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; - shearY += r * shearMix; - } - - bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); - } - } - - void ApplyRelativeLocal () { - float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; - Bone target = this.target; - if (!target.appliedValid) target.UpdateAppliedTransform(); - var bonesItems = this.bones.Items; - for (int i = 0, n = this.bones.Count; i < n; i++) { - Bone bone = bonesItems[i]; - if (!bone.appliedValid) bone.UpdateAppliedTransform(); - - float rotation = bone.arotation; - if (rotateMix != 0) rotation += (target.arotation + data.offsetRotation) * rotateMix; - - float x = bone.ax, y = bone.ay; - if (translateMix != 0) { - x += (target.ax + data.offsetX) * translateMix; - y += (target.ay + data.offsetY) * translateMix; - } - - float scaleX = bone.ascaleX, scaleY = bone.ascaleY; - if (scaleMix != 0) { - scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1; - scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1; - } - - float shearY = bone.ashearY; - if (shearMix != 0) shearY += (target.ashearY + data.offsetShearY) * shearMix; - - bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); - } - } - - /// The bones that will be modified by this transform constraint. - public ExposedList Bones { get { return bones; } } - /// The target bone whose world transform will be copied to the constrained bones. - public Bone Target { get { return target; } set { target = value; } } - /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. - public float RotateMix { get { return rotateMix; } set { rotateMix = value; } } - /// A percentage (0-1) that controls the mix between the constrained and unconstrained translations. - public float TranslateMix { get { return translateMix; } set { translateMix = value; } } - /// A percentage (0-1) that controls the mix between the constrained and unconstrained scales. - public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } } - /// A percentage (0-1) that controls the mix between the constrained and unconstrained scales. - public float ShearMix { get { return shearMix; } set { shearMix = value; } } - public bool Active { get { return active; } } - /// The transform constraint's setup pose data. - public TransformConstraintData Data { get { return data; } } - - override public string ToString () { - return data.name; - } - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraint.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraint.cs.meta deleted file mode 100644 index b3e7ada..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraint.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 2e30316a9733f8a4b8b6c362c06dfa11 -timeCreated: 1456265153 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraintData.cs b/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraintData.cs deleted file mode 100644 index f3da4d6..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraintData.cs +++ /dev/null @@ -1,60 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using System; - -namespace Spine { - public class TransformConstraintData : ConstraintData { - internal ExposedList bones = new ExposedList(); - internal BoneData target; - internal float rotateMix, translateMix, scaleMix, shearMix; - internal float offsetRotation, offsetX, offsetY, offsetScaleX, offsetScaleY, offsetShearY; - internal bool relative, local; - - public ExposedList Bones { get { return bones; } } - public BoneData Target { get { return target; } set { target = value; } } - public float RotateMix { get { return rotateMix; } set { rotateMix = value; } } - public float TranslateMix { get { return translateMix; } set { translateMix = value; } } - public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } } - public float ShearMix { get { return shearMix; } set { shearMix = value; } } - - public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } } - public float OffsetX { get { return offsetX; } set { offsetX = value; } } - public float OffsetY { get { return offsetY; } set { offsetY = value; } } - public float OffsetScaleX { get { return offsetScaleX; } set { offsetScaleX = value; } } - public float OffsetScaleY { get { return offsetScaleY; } set { offsetScaleY = value; } } - public float OffsetShearY { get { return offsetShearY; } set { offsetShearY = value; } } - - public bool Relative { get { return relative; } set { relative = value; } } - public bool Local { get { return local; } set { local = value; } } - - public TransformConstraintData (string name) : base(name) { - } - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraintData.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraintData.cs.meta deleted file mode 100644 index d8b3f27..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/TransformConstraintData.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: b7edeecc9bd7dd44faabf24f29b119a0 -timeCreated: 1456265155 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Triangulator.cs b/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Triangulator.cs deleted file mode 100644 index f0cc8dc..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Triangulator.cs +++ /dev/null @@ -1,277 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using System; - -namespace Spine { - public class Triangulator { - private readonly ExposedList> convexPolygons = new ExposedList>(); - private readonly ExposedList> convexPolygonsIndices = new ExposedList>(); - - private readonly ExposedList indicesArray = new ExposedList(); - private readonly ExposedList isConcaveArray = new ExposedList(); - private readonly ExposedList triangles = new ExposedList(); - - private readonly Pool> polygonPool = new Pool>(); - private readonly Pool> polygonIndicesPool = new Pool>(); - - public ExposedList Triangulate (ExposedList verticesArray) { - var vertices = verticesArray.Items; - int vertexCount = verticesArray.Count >> 1; - - var indicesArray = this.indicesArray; - indicesArray.Clear(); - int[] indices = indicesArray.Resize(vertexCount).Items; - for (int i = 0; i < vertexCount; i++) - indices[i] = i; - - var isConcaveArray = this.isConcaveArray; - bool[] isConcave = isConcaveArray.Resize(vertexCount).Items; - for (int i = 0, n = vertexCount; i < n; ++i) - isConcave[i] = IsConcave(i, vertexCount, vertices, indices); - - var triangles = this.triangles; - triangles.Clear(); - triangles.EnsureCapacity(Math.Max(0, vertexCount - 2) << 2); - - while (vertexCount > 3) { - // Find ear tip. - int previous = vertexCount - 1, i = 0, next = 1; - - // outer: - while (true) { - if (!isConcave[i]) { - int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1; - float p1x = vertices[p1], p1y = vertices[p1 + 1]; - float p2x = vertices[p2], p2y = vertices[p2 + 1]; - float p3x = vertices[p3], p3y = vertices[p3 + 1]; - for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) { - if (!isConcave[ii]) continue; - int v = indices[ii] << 1; - float vx = vertices[v], vy = vertices[v + 1]; - if (PositiveArea(p3x, p3y, p1x, p1y, vx, vy)) { - if (PositiveArea(p1x, p1y, p2x, p2y, vx, vy)) { - if (PositiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto break_outer; // break outer; - } - } - } - break; - } - break_outer: - - if (next == 0) { - do { - if (!isConcave[i]) break; - i--; - } while (i > 0); - break; - } - - previous = i; - i = next; - next = (next + 1) % vertexCount; - } - - // Cut ear tip. - triangles.Add(indices[(vertexCount + i - 1) % vertexCount]); - triangles.Add(indices[i]); - triangles.Add(indices[(i + 1) % vertexCount]); - indicesArray.RemoveAt(i); - isConcaveArray.RemoveAt(i); - vertexCount--; - - int previousIndex = (vertexCount + i - 1) % vertexCount; - int nextIndex = i == vertexCount ? 0 : i; - isConcave[previousIndex] = IsConcave(previousIndex, vertexCount, vertices, indices); - isConcave[nextIndex] = IsConcave(nextIndex, vertexCount, vertices, indices); - } - - if (vertexCount == 3) { - triangles.Add(indices[2]); - triangles.Add(indices[0]); - triangles.Add(indices[1]); - } - - return triangles; - } - - public ExposedList> Decompose (ExposedList verticesArray, ExposedList triangles) { - var vertices = verticesArray.Items; - var convexPolygons = this.convexPolygons; - for (int i = 0, n = convexPolygons.Count; i < n; i++) { - polygonPool.Free(convexPolygons.Items[i]); - } - convexPolygons.Clear(); - - var convexPolygonsIndices = this.convexPolygonsIndices; - for (int i = 0, n = convexPolygonsIndices.Count; i < n; i++) { - polygonIndicesPool.Free(convexPolygonsIndices.Items[i]); - } - convexPolygonsIndices.Clear(); - - var polygonIndices = polygonIndicesPool.Obtain(); - polygonIndices.Clear(); - - var polygon = polygonPool.Obtain(); - polygon.Clear(); - - // Merge subsequent triangles if they form a triangle fan. - int fanBaseIndex = -1, lastWinding = 0; - int[] trianglesItems = triangles.Items; - for (int i = 0, n = triangles.Count; i < n; i += 3) { - int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1; - float x1 = vertices[t1], y1 = vertices[t1 + 1]; - float x2 = vertices[t2], y2 = vertices[t2 + 1]; - float x3 = vertices[t3], y3 = vertices[t3 + 1]; - - // If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan). - var merged = false; - if (fanBaseIndex == t1) { - int o = polygon.Count - 4; - float[] p = polygon.Items; - int winding1 = Winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3); - int winding2 = Winding(x3, y3, p[0], p[1], p[2], p[3]); - if (winding1 == lastWinding && winding2 == lastWinding) { - polygon.Add(x3); - polygon.Add(y3); - polygonIndices.Add(t3); - merged = true; - } - } - - // Otherwise make this triangle the new base. - if (!merged) { - if (polygon.Count > 0) { - convexPolygons.Add(polygon); - convexPolygonsIndices.Add(polygonIndices); - } else { - polygonPool.Free(polygon); - polygonIndicesPool.Free(polygonIndices); - } - polygon = polygonPool.Obtain(); - polygon.Clear(); - polygon.Add(x1); - polygon.Add(y1); - polygon.Add(x2); - polygon.Add(y2); - polygon.Add(x3); - polygon.Add(y3); - polygonIndices = polygonIndicesPool.Obtain(); - polygonIndices.Clear(); - polygonIndices.Add(t1); - polygonIndices.Add(t2); - polygonIndices.Add(t3); - lastWinding = Winding(x1, y1, x2, y2, x3, y3); - fanBaseIndex = t1; - } - } - - if (polygon.Count > 0) { - convexPolygons.Add(polygon); - convexPolygonsIndices.Add(polygonIndices); - } - - // Go through the list of polygons and try to merge the remaining triangles with the found triangle fans. - for (int i = 0, n = convexPolygons.Count; i < n; i++) { - polygonIndices = convexPolygonsIndices.Items[i]; - if (polygonIndices.Count == 0) continue; - int firstIndex = polygonIndices.Items[0]; - int lastIndex = polygonIndices.Items[polygonIndices.Count - 1]; - - polygon = convexPolygons.Items[i]; - int o = polygon.Count - 4; - float[] p = polygon.Items; - float prevPrevX = p[o], prevPrevY = p[o + 1]; - float prevX = p[o + 2], prevY = p[o + 3]; - float firstX = p[0], firstY = p[1]; - float secondX = p[2], secondY = p[3]; - int winding = Winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); - - for (int ii = 0; ii < n; ii++) { - if (ii == i) continue; - var otherIndices = convexPolygonsIndices.Items[ii]; - if (otherIndices.Count != 3) continue; - int otherFirstIndex = otherIndices.Items[0]; - int otherSecondIndex = otherIndices.Items[1]; - int otherLastIndex = otherIndices.Items[2]; - - var otherPoly = convexPolygons.Items[ii]; - float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 1]; - - if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue; - int winding1 = Winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); - int winding2 = Winding(x3, y3, firstX, firstY, secondX, secondY); - if (winding1 == winding && winding2 == winding) { - otherPoly.Clear(); - otherIndices.Clear(); - polygon.Add(x3); - polygon.Add(y3); - polygonIndices.Add(otherLastIndex); - prevPrevX = prevX; - prevPrevY = prevY; - prevX = x3; - prevY = y3; - ii = 0; - } - } - } - - // Remove empty polygons that resulted from the merge step above. - for (int i = convexPolygons.Count - 1; i >= 0; i--) { - polygon = convexPolygons.Items[i]; - if (polygon.Count == 0) { - convexPolygons.RemoveAt(i); - polygonPool.Free(polygon); - polygonIndices = convexPolygonsIndices.Items[i]; - convexPolygonsIndices.RemoveAt(i); - polygonIndicesPool.Free(polygonIndices); - } - } - - return convexPolygons; - } - - static private bool IsConcave (int index, int vertexCount, float[] vertices, int[] indices) { - int previous = indices[(vertexCount + index - 1) % vertexCount] << 1; - int current = indices[index] << 1; - int next = indices[(index + 1) % vertexCount] << 1; - return !PositiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], - vertices[next + 1]); - } - - static private bool PositiveArea (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) { - return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; - } - - static private int Winding (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) { - float px = p2x - p1x, py = p2y - p1y; - return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1; - } - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Triangulator.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Triangulator.cs.meta deleted file mode 100644 index cdabaeb..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-csharp/Triangulator.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 90a8832a1f3c5f846b8773dc0e1c3238 -timeCreated: 1493126637 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Modules/TK2D.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Modules/TK2D.meta deleted file mode 100644 index bd32abb..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Modules/TK2D.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e70d3026a0242e5418232b2015be29f7 -folderAsset: yes -timeCreated: 1456509301 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Shaders/Utility.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Shaders/Utility.meta deleted file mode 100644 index 188c117..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Shaders/Utility.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bc59776133d26dc469c8ba66bdc647e4 -folderAsset: yes -timeCreated: 1492387122 -licenseType: Free -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility.meta deleted file mode 100644 index 7098b07..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 52627c17e6dd4bf4dad4bdfc490ce823 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/TimelineExtensions.cs b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/TimelineExtensions.cs deleted file mode 100644 index 03f14aa..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/TimelineExtensions.cs +++ /dev/null @@ -1,91 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using UnityEngine; -using System.Collections.Generic; -using System.Collections; - -namespace Spine.Unity.AnimationTools { - public static class TimelineExtensions { - - /// Evaluates the resulting value of a TranslateTimeline at a given time. - /// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData. - /// If no SkeletonData is given, values are computed relative to setup pose instead of local-absolute. - public static Vector2 Evaluate (this TranslateTimeline timeline, float time, SkeletonData skeletonData = null) { - const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1; - const int X = 1, Y = 2; - - var frames = timeline.frames; - if (time < frames[0]) return Vector2.zero; - - float x, y; - if (time >= frames[frames.Length - TranslateTimeline.ENTRIES]) { // Time is after last frame. - x = frames[frames.Length + PREV_X]; - y = frames[frames.Length + PREV_Y]; - } - else { - // Interpolate between the previous frame and the current frame. - int frame = Animation.BinarySearch(frames, time, TranslateTimeline.ENTRIES); - x = frames[frame + PREV_X]; - y = frames[frame + PREV_Y]; - float frameTime = frames[frame]; - float percent = timeline.GetCurvePercent(frame / TranslateTimeline.ENTRIES - 1, - 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime)); - - x += (frames[frame + X] - x) * percent; - y += (frames[frame + Y] - y) * percent; - } - - Vector2 xy = new Vector2(x, y); - if (skeletonData == null) { - return xy; - } - else { - var boneData = skeletonData.bones.Items[timeline.boneIndex]; - return xy + new Vector2(boneData.x, boneData.y); - } - } - - /// Gets the translate timeline for a given boneIndex. - /// You can get the boneIndex using SkeletonData.FindBoneIndex. - /// The root bone is always boneIndex 0. - /// This will return null if a TranslateTimeline is not found. - public static TranslateTimeline FindTranslateTimelineForBone (this Animation a, int boneIndex) { - foreach (var timeline in a.timelines) { - if (timeline.GetType().IsSubclassOf(typeof(TranslateTimeline))) - continue; - - var translateTimeline = timeline as TranslateTimeline; - if (translateTimeline != null && translateTimeline.boneIndex == boneIndex) - return translateTimeline; - } - return null; - } - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/TimelineExtensions.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/TimelineExtensions.cs.meta deleted file mode 100644 index 6198f84..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/TimelineExtensions.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 07807fefbff25484ba41b1d16911fb0e -timeCreated: 1591974498 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimation.cs b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimation.cs deleted file mode 100644 index 644ceed..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimation.cs +++ /dev/null @@ -1,108 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using UnityEngine; -using System.Collections; -using System; - -namespace Spine.Unity { - /// - /// Use this as a condition-blocking yield instruction for Unity Coroutines. - /// The routine will pause until the AnimationState.TrackEntry fires any of the - /// configured events. - ///

- /// See the Spine Unity Events documentation page - /// and - /// for more information on when track events will be triggered.

- public class WaitForSpineAnimation : IEnumerator { - - [Flags] - public enum AnimationEventTypes - { - Start = 1, - Interrupt = 2, - End = 4, - Dispose = 8, - Complete = 16 - } - - bool m_WasFired = false; - - public WaitForSpineAnimation (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { - SafeSubscribe(trackEntry, eventsToWaitFor); - } - - #region Reuse - /// - /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure. - /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete. - public WaitForSpineAnimation NowWaitFor (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { - SafeSubscribe(trackEntry, eventsToWaitFor); - return this; - } - #endregion - - #region IEnumerator - bool IEnumerator.MoveNext () { - if (m_WasFired) { - ((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse - return false; - } - - return true; - } - void IEnumerator.Reset () { m_WasFired = false; } - object IEnumerator.Current { get { return null; } } - #endregion - - protected void SafeSubscribe (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { - if (trackEntry == null) { - // Break immediately if trackEntry is null. - Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately."); - m_WasFired = true; - } - else { - if ((eventsToWaitFor & AnimationEventTypes.Start) != 0) - trackEntry.Start += HandleComplete; - if ((eventsToWaitFor & AnimationEventTypes.Interrupt) != 0) - trackEntry.Interrupt += HandleComplete; - if ((eventsToWaitFor & AnimationEventTypes.End) != 0) - trackEntry.End += HandleComplete; - if ((eventsToWaitFor & AnimationEventTypes.Dispose) != 0) - trackEntry.Dispose += HandleComplete; - if ((eventsToWaitFor & AnimationEventTypes.Complete) != 0) - trackEntry.Complete += HandleComplete; - } - } - - void HandleComplete (TrackEntry trackEntry) { - m_WasFired = true; - } - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimation.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimation.cs.meta deleted file mode 100644 index ac946e6..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimation.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d9be5adcaf0003849a1d181173c19635 -timeCreated: 1566289729 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationComplete.cs b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationComplete.cs deleted file mode 100644 index 39cf16a..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationComplete.cs +++ /dev/null @@ -1,62 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using UnityEngine; -using System.Collections; -using Spine; - -namespace Spine.Unity { - /// - /// Use this as a condition-blocking yield instruction for Unity Coroutines. - /// The routine will pause until the AnimationState.TrackEntry fires its Complete event. - /// It can be configured to trigger on the End event as well to cover interruption. - ///

- /// See the Spine Unity Events documentation page - /// and - /// for more information on when track events will be triggered.

- public class WaitForSpineAnimationComplete : WaitForSpineAnimation, IEnumerator { - - public WaitForSpineAnimationComplete (Spine.TrackEntry trackEntry, bool includeEndEvent = false) : - base(trackEntry, - includeEndEvent ? (AnimationEventTypes.Complete | AnimationEventTypes.End) : AnimationEventTypes.Complete) - { - } - - #region Reuse - /// - /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure. - /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete. - public WaitForSpineAnimationComplete NowWaitFor (Spine.TrackEntry trackEntry, bool includeEndEvent = false) { - SafeSubscribe(trackEntry, - includeEndEvent ? (AnimationEventTypes.Complete | AnimationEventTypes.End) : AnimationEventTypes.Complete); - return this; - } - #endregion - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationComplete.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationComplete.cs.meta deleted file mode 100644 index 0aabc3b..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationComplete.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a807dd9fb79db3545b6c2859a2bbfc0b -timeCreated: 1449704018 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationEnd.cs b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationEnd.cs deleted file mode 100644 index dbafcc6..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationEnd.cs +++ /dev/null @@ -1,59 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using UnityEngine; -using System.Collections; -using Spine; - -namespace Spine.Unity { - /// - /// Use this as a condition-blocking yield instruction for Unity Coroutines. - /// The routine will pause until the AnimationState.TrackEntry fires its End event. - ///

- /// See the Spine Unity Events documentation page - /// and - /// for more information on when track events will be triggered.

- public class WaitForSpineAnimationEnd : WaitForSpineAnimation, IEnumerator { - - public WaitForSpineAnimationEnd (Spine.TrackEntry trackEntry) : - base(trackEntry, AnimationEventTypes.End) - { - } - - #region Reuse - /// - /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure. - /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete. - public WaitForSpineAnimationEnd NowWaitFor (Spine.TrackEntry trackEntry) { - SafeSubscribe(trackEntry, AnimationEventTypes.End); - return this; - } - #endregion - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationEnd.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationEnd.cs.meta deleted file mode 100644 index 472b1f9..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineAnimationEnd.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 3c5a5fe930d1ab24da154d76b24c2747 -timeCreated: 1566288961 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineEvent.cs b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineEvent.cs deleted file mode 100644 index 1da2bcb..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineEvent.cs +++ /dev/null @@ -1,159 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using UnityEngine; -using System.Collections; -using Spine; - -namespace Spine.Unity { - /// - /// Use this as a condition-blocking yield instruction for Unity Coroutines. - /// The routine will pause until the AnimationState fires an event matching the given event name or EventData reference. - public class WaitForSpineEvent : IEnumerator { - - Spine.EventData m_TargetEvent; - string m_EventName; - Spine.AnimationState m_AnimationState; - - bool m_WasFired = false; - bool m_unsubscribeAfterFiring = false; - - #region Constructors - void Subscribe (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) { - if (state == null) { - Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately."); - m_WasFired = true; - return; - } else if (eventDataReference == null) { - Debug.LogWarning("eventDataReference argument was null. Coroutine will continue immediately."); - m_WasFired = true; - return; - } - - m_AnimationState = state; - m_TargetEvent = eventDataReference; - state.Event += HandleAnimationStateEvent; - - m_unsubscribeAfterFiring = unsubscribe; - - } - - void SubscribeByName (Spine.AnimationState state, string eventName, bool unsubscribe) { - if (state == null) { - Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately."); - m_WasFired = true; - return; - } else if (string.IsNullOrEmpty(eventName)) { - Debug.LogWarning("eventName argument was null. Coroutine will continue immediately."); - m_WasFired = true; - return; - } - - m_AnimationState = state; - m_EventName = eventName; - state.Event += HandleAnimationStateEventByName; - - m_unsubscribeAfterFiring = unsubscribe; - } - - public WaitForSpineEvent (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) { - Subscribe(state, eventDataReference, unsubscribeAfterFiring); - } - - public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) { - // If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine. - Subscribe(skeletonAnimation.state, eventDataReference, unsubscribeAfterFiring); - } - - public WaitForSpineEvent (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) { - SubscribeByName(state, eventName, unsubscribeAfterFiring); - } - - public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, string eventName, bool unsubscribeAfterFiring = true) { - // If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine. - SubscribeByName(skeletonAnimation.state, eventName, unsubscribeAfterFiring); - } - #endregion - - #region Event Handlers - void HandleAnimationStateEventByName (Spine.TrackEntry trackEntry, Spine.Event e) { - m_WasFired |= (e.Data.Name == m_EventName); // Check event name string match. - if (m_WasFired && m_unsubscribeAfterFiring) - m_AnimationState.Event -= HandleAnimationStateEventByName; // Unsubscribe after correct event fires. - } - - void HandleAnimationStateEvent (Spine.TrackEntry trackEntry, Spine.Event e) { - m_WasFired |= (e.Data == m_TargetEvent); // Check event data reference match. - if (m_WasFired && m_unsubscribeAfterFiring) - m_AnimationState.Event -= HandleAnimationStateEvent; // Usubscribe after correct event fires. - } - #endregion - - #region Reuse - /// - /// By default, WaitForSpineEvent will unsubscribe from the event immediately after it fires a correct matching event. - /// If you want to reuse this WaitForSpineEvent instance on the same event, you can set this to false. - public bool WillUnsubscribeAfterFiring { get { return m_unsubscribeAfterFiring; } set { m_unsubscribeAfterFiring = value; } } - - public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) { - ((IEnumerator)this).Reset(); - Clear(state); - Subscribe(state, eventDataReference, unsubscribeAfterFiring); - - return this; - } - - public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) { - ((IEnumerator)this).Reset(); - Clear(state); - SubscribeByName(state, eventName, unsubscribeAfterFiring); - - return this; - } - - void Clear (Spine.AnimationState state) { - state.Event -= HandleAnimationStateEvent; - state.Event -= HandleAnimationStateEventByName; - } - #endregion - - #region IEnumerator - bool IEnumerator.MoveNext () { - if (m_WasFired) { - ((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse - return false; - } - - return true; - } - void IEnumerator.Reset () { m_WasFired = false; } - object IEnumerator.Current { get { return null; } } - #endregion - } -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineEvent.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineEvent.cs.meta deleted file mode 100644 index 72bbef7..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineEvent.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: fc166d883db083e469872998172f2d38 -timeCreated: 1449701857 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineTrackEntryEnd.cs b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineTrackEntryEnd.cs deleted file mode 100644 index dc62d43..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineTrackEntryEnd.cs +++ /dev/null @@ -1,85 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using UnityEngine; -using System.Collections; -using Spine; - -namespace Spine.Unity { - /// - /// Use this as a condition-blocking yield instruction for Unity Coroutines. - /// The routine will pause until the AnimationState.TrackEntry fires its End event. - public class WaitForSpineTrackEntryEnd : IEnumerator { - - bool m_WasFired = false; - - public WaitForSpineTrackEntryEnd (Spine.TrackEntry trackEntry) { - SafeSubscribe(trackEntry); - } - - void HandleEnd (TrackEntry trackEntry) { - m_WasFired = true; - } - - void SafeSubscribe (Spine.TrackEntry trackEntry) { - if (trackEntry == null) { - // Break immediately if trackEntry is null. - Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately."); - m_WasFired = true; - } else { - trackEntry.End += HandleEnd; - } - } - - #region Reuse - /// - /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure. - /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationEnd. - public WaitForSpineTrackEntryEnd NowWaitFor (Spine.TrackEntry trackEntry) { - SafeSubscribe(trackEntry); - return this; - } - #endregion - - #region IEnumerator - bool IEnumerator.MoveNext () { - if (m_WasFired) { - ((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse - return false; - } - - return true; - } - void IEnumerator.Reset () { m_WasFired = false; } - object IEnumerator.Current { get { return null; } } - #endregion - - } - -} diff --git a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineTrackEntryEnd.cs.meta b/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineTrackEntryEnd.cs.meta deleted file mode 100644 index afd6031..0000000 --- a/unity/Assets/Plugin/Spine/Runtime/spine-unity/Utility/YieldInstructions/WaitForSpineTrackEntryEnd.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 8036c6c2897d2764db92f632d2aef568 -timeCreated: 1480672707 -licenseType: Free -MonoImporter: - 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externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Resources/VFX.meta b/unity/Assets/Resources/VFX.meta deleted file mode 100644 index 8df9c6c..0000000 --- a/unity/Assets/Resources/VFX.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: afa6f3aaed47080409d659ea10fa6577 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/GameObject/Other/Tree.cs b/unity/Assets/Script/GameObject/Other/Tree.cs deleted file mode 100644 index 766d120..0000000 --- a/unity/Assets/Script/GameObject/Other/Tree.cs +++ /dev/null @@ -1,31 +0,0 @@ -using Spine; -using Spine.Unity; -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Tree : CombaSystem -{ - private SkeletonAnimation skelet; - private Spine.AnimationState animationState; - protected override void Awake() - { - skelet = GetComponent(); - - animationState = skelet.AnimationState; - //¶¯×÷Íê³ÉºóµÄ»Øµ÷ - animationState.Complete += OnIdle; - - } - - private void OnIdle(TrackEntry trackEntry) - { - TrackEntry entry = skelet.AnimationState.SetAnimation(0, "animation", true); - } - - public override void TakeDamage() - { - TrackEntry entry = skelet.AnimationState.SetAnimation(0, "hit", false); - } -} diff --git a/unity/Assets/Script/GameObject/Other/Tree.cs.meta b/unity/Assets/Script/GameObject/Other/Tree.cs.meta deleted file mode 100644 index 9e72d12..0000000 --- a/unity/Assets/Script/GameObject/Other/Tree.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a91b2a7dfd575254eb6845acb24bcf75 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/LevelUpSystem/UILevelUp.cs b/unity/Assets/Script/LevelUpSystem/UILevelUp.cs deleted file mode 100644 index 6fd815f..0000000 --- a/unity/Assets/Script/LevelUpSystem/UILevelUp.cs +++ /dev/null @@ -1,7 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class UILevelUp : UIWindow -{ -} diff --git a/unity/Assets/Script/LevelUpSystem/UILevelUp.cs.meta b/unity/Assets/Script/LevelUpSystem/UILevelUp.cs.meta deleted file mode 100644 index c501d9c..0000000 --- a/unity/Assets/Script/LevelUpSystem/UILevelUp.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 29cd9dd5f7ca389448a41d0f0f308267 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/LotterySystem/UILottery.cs b/unity/Assets/Script/LotterySystem/UILottery.cs deleted file mode 100644 index 59e4e9b..0000000 --- a/unity/Assets/Script/LotterySystem/UILottery.cs +++ /dev/null @@ -1,72 +0,0 @@ -using Manager; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public enum LotteryType -{ - None, - Hp, - Mp, - Attack, - UpHp,//Ôö¼Ó»ØÑª - UpMaxHp,//Ôö¼Ó×î´óѪÁ¿ - UpAttack,// - -} -public class UILottery : UIWindow -{ - //public AvtarInfo avtar; - public string lotterytype; - public float lotteryvalue; - public LotteryType LotteryTypes; - - public CombaSystem ch; - - public void OnClickLotteryType(string type) - { - - //SoundManager.Instance.PlaySound(SoundDefine.ButtonClick); - - ch = GameObject.FindWithTag("Player").GetComponentInChildren(); - - Debug.Log("Lottery"); - lotterytype = type; - if (lotterytype=="Hp") - { - LotteryTypes = LotteryType.Hp; - } - else if (lotterytype=="Mp") - { - LotteryTypes = LotteryType.Mp; - } - else if (lotterytype=="Attack") - { - LotteryTypes = LotteryType.Attack; - } - CheckLottery(); - } - public void OnClickLotteryValue(float value) - { - lotteryvalue = value; - } - public void CheckLottery() - { - switch (LotteryTypes) - { - case LotteryType.Hp: - ch.currentHp += lotteryvalue; - ch.OnHit?.Invoke(ch.currentHp); - break; - case LotteryType.Mp: - ch.maxHp += lotteryvalue; - ch.OnHit?.Invoke(ch.currentHp); - break; - case LotteryType.Attack: - ch.attack += lotteryvalue; - ch.OnHit?.Invoke(ch.currentHp); - break; - } - Destroy(this.gameObject); - } -} diff --git a/unity/Assets/Script/LotterySystem/UILottery.cs.meta b/unity/Assets/Script/LotterySystem/UILottery.cs.meta deleted file mode 100644 index c174356..0000000 --- a/unity/Assets/Script/LotterySystem/UILottery.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 16fc6c7e67c4b3b49abbc04da26b2393 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/LotterySystem/UITip.cs b/unity/Assets/Script/LotterySystem/UITip.cs deleted file mode 100644 index 6c56b98..0000000 --- a/unity/Assets/Script/LotterySystem/UITip.cs +++ /dev/null @@ -1,30 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - - -public class UITip : UIWindow -{ - public GameObject tip; - public int id; - private void OnTriggerEnter2D(Collider2D collision) - { - if(collision.CompareTag("Player")) - { - tip.SetActive(true); - if(id==1)//Éý¼¶Npc - { - UIManager.Instance.Show(); - } - } - } - private void OnTriggerExit2D(Collider2D collision) - { - if (collision.CompareTag("Player")) - { - tip.SetActive(false); - } - } - public int GetNpcId() => id; -} diff --git a/unity/Assets/Script/LotterySystem/UITip.cs.meta b/unity/Assets/Script/LotterySystem/UITip.cs.meta deleted file mode 100644 index 620c849..0000000 --- a/unity/Assets/Script/LotterySystem/UITip.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1bcae01b9558d814cb9d1b61be3342bf -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/LotterySystem/UIlottertOpen.cs b/unity/Assets/Script/LotterySystem/UIlottertOpen.cs deleted file mode 100644 index 87348f3..0000000 --- a/unity/Assets/Script/LotterySystem/UIlottertOpen.cs +++ /dev/null @@ -1,34 +0,0 @@ -using Manager; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class UIlottertOpen : MonoBehaviour -{ - private Animator animator; - private bool isOpen=true; - private void Awake() - { - animator = GetComponentInChildren(); - } - private void OnTriggerStay2D(Collider2D collision) - { - if (Input.GetKeyDown(KeyCode.E)&&isOpen) - { - Debug.Log("Open Box"); - isOpen = false; - animator.Play("Box"); - SoundManager.Instance.PlaySound(SoundDefine.BoxOpen); - StartCoroutine(nameof(Open)); - } - } - private void OnTriggerExit2D(Collider2D collision) - { - StopCoroutine(nameof(Open)); - } - IEnumerator Open() - { - yield return new WaitForSeconds(1.2f); - UIManager.Instance.Show(); - } -} diff --git a/unity/Assets/Script/LotterySystem/UIlottertOpen.cs.meta b/unity/Assets/Script/LotterySystem/UIlottertOpen.cs.meta deleted file mode 100644 index 7cff5cb..0000000 --- a/unity/Assets/Script/LotterySystem/UIlottertOpen.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3a972384b74231640877362a7e591cdf -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/Managers/UIManager.cs b/unity/Assets/Script/Managers/UIManager.cs deleted file mode 100644 index 7eb11e2..0000000 --- a/unity/Assets/Script/Managers/UIManager.cs +++ /dev/null @@ -1,90 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class UIManager : Singleton -{ - class UIElement - { - public string Resources; //×ÊԴ·¾¶ - public bool Cache; //ÊÇ·ñÆôÓà - public GameObject Instance; //×ÊÔ´Ô¤ÖÆÌå - } - private Dictionary UIResources = new Dictionary(); //´æ·Å - public UIManager() - { - this.UIResources.Add(typeof(UILoad), new UIElement() { Resources = "UI/UILoad", Cache = false }); - this.UIResources.Add(typeof(UISetting), new UIElement() { Resources = "UI/UISetting", Cache = false }); - this.UIResources.Add(typeof(UIGameOver), new UIElement() { Resources = "UI/GameOver", Cache = false }); - this.UIResources.Add(typeof(UILottery), new UIElement() { Resources = "UI/LotterySystem", Cache = false }); - this.UIResources.Add(typeof(UIEnterScene), new UIElement() { Resources = "UI/EnterScene", Cache = false }); - this.UIResources.Add(typeof(UIOpen), new UIElement() { Resources = "UI/UIOpen", Cache = false }); - this.UIResources.Add(typeof(EndUI), new UIElement() { Resources = "UI/EndUI", Cache = false }); - this.UIResources.Add(typeof(UIBagInfo), new UIElement() { Resources = "UI/BagUI", Cache = false }); - this.UIResources.Add(typeof(UILevelUp), new UIElement() { Resources = "UI/UILevelUp", Cache = false }); - - this.UIResources.Add(typeof(MessageBox), new UIElement() { Resources = "UI/MessageBox", Cache = false }); - - this.UIResources.Add(typeof(UISaveDate), new UIElement() { Resources = "UI/UISave", Cache = false }); - - } - ~UIManager() - { - - } - - /// - /// ¼ÓÔØUI - /// - /// - /// - public T Show() - { - Type type=typeof(T); - if(this.UIResources.ContainsKey(type)) - { - UIElement info = UIResources[type]; - if(info.Instance!=null) - { - info.Instance.SetActive(true); - } - else - { - UnityEngine.Object prefab = Resources.Load(info.Resources); - if (prefab == null) - { - return default(T); - } - info.Instance = (GameObject)GameObject.Instantiate(prefab); - } - return info.Instance.GetComponent(); - } - return default(T); - } - - /// - /// ¹Ø±ÕUI - /// - /// - public void Close(Type type) - { - if (this.UIResources.ContainsKey(type)) - { - UIElement info = this.UIResources[type]; - if (info.Cache) - { - info.Instance.SetActive(false); - } - else - { - GameObject.Destroy(info.Instance); - info.Instance = null; - } - } - } - public void Close() - { - this.Close(typeof(T)); - } -} diff --git a/unity/Assets/Script/Managers/UIManager.cs.meta b/unity/Assets/Script/Managers/UIManager.cs.meta deleted file mode 100644 index 42f3b45..0000000 --- a/unity/Assets/Script/Managers/UIManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d821662459e6c244fb644e067145f977 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/Managers/UIWindow.cs b/unity/Assets/Script/Managers/UIWindow.cs deleted file mode 100644 index 95f27c9..0000000 --- a/unity/Assets/Script/Managers/UIWindow.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public abstract class UIWindow : MonoBehaviour -{ - public delegate void CloseHandler(UIWindow sender, WindowResult result); - public event CloseHandler OnClose; - - public GameObject Root; - public virtual System.Type Type { get { return this.GetType(); } } - - public enum WindowResult - { - None = 0, - Yes, - NO, - } - - public void Close(WindowResult result = WindowResult.None) - { - UIManager.Instance.Close(this.Type); - if (this.OnClose != null) - this.OnClose(this, result); - this.OnClose = null; - } - - public virtual void OnCloseClick() - { - this.Close(); - } - public virtual void OnYesClick() - { - this.Close(WindowResult.Yes); - } - public virtual void OnNoClick() - { - this.Close(WindowResult.NO); - } -} diff --git a/unity/Assets/Script/Managers/UIWindow.cs.meta b/unity/Assets/Script/Managers/UIWindow.cs.meta deleted file mode 100644 index 40662f6..0000000 --- a/unity/Assets/Script/Managers/UIWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: eac807a7fb4a9ed47ba6b0209ab646d3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/Tools.meta b/unity/Assets/Script/Tools.meta deleted file mode 100644 index 0fa7f4f..0000000 --- a/unity/Assets/Script/Tools.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e6972a4e948aa804089bcfe7f7ad4b02 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/Tools/Timer.cs b/unity/Assets/Script/Tools/Timer.cs deleted file mode 100644 index 066295c..0000000 --- a/unity/Assets/Script/Tools/Timer.cs +++ /dev/null @@ -1,39 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Timer : MonoBehaviour -{ - private float timer; - private Action action; - private bool timeIsDone; - - private void Update() - { - if (timer > 0 && !timeIsDone) - { - timer -= Time.deltaTime; - - if (timer <= 0) - { - action?.Invoke(); - timeIsDone = true; - - ManagersMode.Poll.UnSpwan("Timer","timer",this.gameObject); - } - } - } - - /// - /// ´´½¨¼ÆÊ±Æ÷ - /// - /// ¼ÆÊ±Ê±¼ä - /// »Øµ÷º¯Êý - public void CreateTime(float timer,Action cllBackAction, bool timeIsDone = false) - { - this.timer = timer; - this.action = cllBackAction; - this.timeIsDone = timeIsDone; - } -} diff --git a/unity/Assets/Script/Tools/Timer.cs.meta b/unity/Assets/Script/Tools/Timer.cs.meta deleted file mode 100644 index 42e091b..0000000 --- a/unity/Assets/Script/Tools/Timer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3abff343cfabdc8459d876dfa2bb8022 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/Tools/UnityExpandFunction.cs b/unity/Assets/Script/Tools/UnityExpandFunction.cs deleted file mode 100644 index 2818731..0000000 --- a/unity/Assets/Script/Tools/UnityExpandFunction.cs +++ /dev/null @@ -1,49 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public static class UnityExpandFunction -{ - /// - /// ¼ì²â¶¯»­±êÇ© - /// - /// - /// - /// - /// - public static bool CheckAnimationTag(this Animator animator, string tagName, int animationIndex = 0) - { - return animator.GetCurrentAnimatorStateInfo(animationIndex).IsTag(tagName); - } - /// - /// ¼ì²â¶¯»­Æ¬¶ÎÃû³Æ - /// - /// - /// - /// - /// - public static bool CheckAnimationName(this Animator animator, string animationName, int animationIndex = 0) - { - return animator.GetCurrentAnimatorStateInfo(animationIndex).IsName(animationName); - } - - - /// - /// ±´Èû¶ûÇúÏß - /// - /// - /// - /// - /// - /// - public static Vector2 Bezier(float t, Vector2 a, Vector2 b, Vector2 c) - { - var ab = Vector2.Lerp(a, b, t); - var bc = Vector2.Lerp(b, c, t); - return Vector2.Lerp(ab, bc, t); - } - public static CameraVR GetCamera() - { - return GameObject.FindWithTag("Camera").GetComponentInChildren(); - } -} diff --git a/unity/Assets/Script/Tools/UnityExpandFunction.cs.meta b/unity/Assets/Script/Tools/UnityExpandFunction.cs.meta deleted file mode 100644 index b459229..0000000 --- a/unity/Assets/Script/Tools/UnityExpandFunction.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5611e72230580f648b44272302c34333 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/Tools/Utils.meta b/unity/Assets/Script/Tools/Utils.meta deleted file mode 100644 index 846ad5b..0000000 --- a/unity/Assets/Script/Tools/Utils.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c6dda55ef4262d844bd6e3590c551472 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI.meta b/unity/Assets/Script/UI.meta deleted file mode 100644 index da50ead..0000000 --- a/unity/Assets/Script/UI.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7d29372c165f6d241a2e2169980607ba -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/Bag/UIBagInfo.cs b/unity/Assets/Script/UI/Bag/UIBagInfo.cs deleted file mode 100644 index c5e0fce..0000000 --- a/unity/Assets/Script/UI/Bag/UIBagInfo.cs +++ /dev/null @@ -1,53 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class UIBagInfo : UIWindow -{ - public Transform rectTransfrom; - - public ItemTip tip; - - private void Awake() - { - tip.gameObject.SetActive(false); - } - private void OnEnable() - { - PlayerInfo.Instance.OnUpdateBagInfo += UpdateUI; - UpdateUI(); - } - private void OnDisable() - { - PlayerInfo.Instance.OnUpdateBagInfo -= UpdateUI; - tip.gameObject.SetActive(false); - } - public void UpdateUI() - { - foreach (Transform item in rectTransfrom) - { - Destroy(item.gameObject); - } - foreach (var item in PlayerInfo.Instance.info.BagInfo) - { - string path = "UI/Perfab/Item"; - UnityEngine.Object go = Resloader.Load(path); - if (go != null) - { - GameObject m = (GameObject)Instantiate(go, rectTransfrom); - UIItemInfo ui = m.GetComponent(); - ui.gameObject.SetActive(true); - - ui.SetInfo(item.Key, item.Value,this); - } - - } - } - - public void ShowItem(Item item) - { - tip.gameObject.SetActive(true); - tip.Init(item); - } -} diff --git a/unity/Assets/Script/UI/Bag/UIBagInfo.cs.meta b/unity/Assets/Script/UI/Bag/UIBagInfo.cs.meta deleted file mode 100644 index 998d073..0000000 --- a/unity/Assets/Script/UI/Bag/UIBagInfo.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0e4c791cc72f9824fa30639aa8129d70 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/Bag/UIItemInfo.cs b/unity/Assets/Script/UI/Bag/UIItemInfo.cs deleted file mode 100644 index 2b22d5e..0000000 --- a/unity/Assets/Script/UI/Bag/UIItemInfo.cs +++ /dev/null @@ -1,50 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.EventSystems; -using UnityEngine.UI; - -public class UIItemInfo : MonoBehaviour, IPointerClickHandler -{ - public Text numText; - public Text itemName; - public Image icon; - - public UIBagInfo info; - public Item item; - - public void SetInfo(int id,int num,UIBagInfo root) - { - info = root; - foreach(var item in Date.Instance.ItemDate) - { - if(item.Id==id) - { - this.item = item; - itemName.text = item.ItemName; - numText.text = num.ToString(); - icon.sprite = PlayerInfo.Instance.GetSprite(item.Path); - } - } - } - public void SetInfo(int id, int num) - { - foreach (var item in Date.Instance.ItemDate) - { - if (item.Id == id) - { - this.item = item; - itemName.text = item.ItemName; - numText.text = num.ToString(); - icon.sprite = PlayerInfo.Instance.GetSprite(item.Path); - } - } - } - public void OnPointerClick(PointerEventData eventData) - { - Debug.Log("µã»÷"); - info.ShowItem(item); - - } -} diff --git a/unity/Assets/Script/UI/Bag/UIItemInfo.cs.meta b/unity/Assets/Script/UI/Bag/UIItemInfo.cs.meta deleted file mode 100644 index ba51f8e..0000000 --- a/unity/Assets/Script/UI/Bag/UIItemInfo.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e5338ea0901669d409a14b6811dfc1ae -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/UIEnterScene.cs b/unity/Assets/Script/UI/UIEnterScene.cs deleted file mode 100644 index 7940b27..0000000 --- a/unity/Assets/Script/UI/UIEnterScene.cs +++ /dev/null @@ -1,39 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - -public class UIEnterScene : UIWindow -{ - public Image headImage; - public Text bossNameText; - - public GameObject bossHp; - public GameObject enterUI; - public BossAI Boss; - - public void InitInfo(Sprite head,string bossName) - { - headImage.overrideSprite = head; - bossNameText.text = bossName; - - StartCoroutine(nameof(SetActive)); - } - private IEnumerator SetActive() - { - yield return new WaitForSeconds(1.5f); - - Boss = GameObject.FindWithTag("Boss").GetComponentInChildren(); - if (Boss != null) - { - bossHp.SetActive(true); - bossHp.GetComponent().Init(Boss); - } - enterUI.SetActive(false); - } - - public void UpdateInfo() - { - - } -} diff --git a/unity/Assets/Script/UI/UIEnterScene.cs.meta b/unity/Assets/Script/UI/UIEnterScene.cs.meta deleted file mode 100644 index 133a993..0000000 --- a/unity/Assets/Script/UI/UIEnterScene.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e9964813250134442b2448c548cd98b1 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/UIGameOver.cs b/unity/Assets/Script/UI/UIGameOver.cs deleted file mode 100644 index 6325c4f..0000000 --- a/unity/Assets/Script/UI/UIGameOver.cs +++ /dev/null @@ -1,39 +0,0 @@ -using Manager; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.SceneManagement; - -public class UIGameOver : UIWindow -{ - public Vector3 oldScal; - //public GameObject ContinueButton; - private void Awake() - { - oldScal = transform.localScale; - - } - - public void OnReset()//»Øµ½´óÌü - { - Debug.Log("UI"); - //SoundManager.Instance.PlaySound(SoundDefine.ButtonClick); - - SenceManager.Instance.LoadScene(1); - - SoundManager.Instance.PlayMusic(SoundDefine.Map_1Music); - - PlayerInfo.Instance.Resrt(); - } - - public void OnExit() - { - SenceManager.Instance.LoadScene(0); - - PlayerInfo.Instance.info.currentMap = 1; - SaveSystem.SaveDate(PlayerInfo.Instance.info.DatePath, PlayerInfo.Instance.info); - - SoundManager.Instance.PlayMusic(SoundDefine.LoadingMusic); - - } -} diff --git a/unity/Assets/Script/UI/UIGameOver.cs.meta b/unity/Assets/Script/UI/UIGameOver.cs.meta deleted file mode 100644 index 44b03e7..0000000 --- a/unity/Assets/Script/UI/UIGameOver.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 692e1b4614774c64c926ced80d9498a3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/UILevel.cs b/unity/Assets/Script/UI/UILevel.cs deleted file mode 100644 index e17cd33..0000000 --- a/unity/Assets/Script/UI/UILevel.cs +++ /dev/null @@ -1,32 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -public class UILevel : MonoBehaviour -{ - public Text level; - public Scrollbar exp; - float needExp; - - private void OnEnable() - { - PlayerInfo.Instance.OnUpdateLevel += UpdateLevel; - UpdateLevel(); - } - private void OnDisable() - { - PlayerInfo.Instance.OnUpdateLevel -= UpdateLevel; - } - public void UpdateLevel() - { - needExp = PlayerInfo.Instance.NeedExp(); - level.text = "Lv " + PlayerInfo.Instance.info.Level.ToString(); - - exp.size = (float)PlayerInfo.Instance.info.exp / needExp; - if(exp.size==1) - { - needExp = PlayerInfo.Instance.NeedExp(); - exp.size = PlayerInfo.Instance.info.exp / needExp; - } - } -} diff --git a/unity/Assets/Script/UI/UILevel.cs.meta b/unity/Assets/Script/UI/UILevel.cs.meta deleted file mode 100644 index 2bf267d..0000000 --- a/unity/Assets/Script/UI/UILevel.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b03d31d4afd84c44e80cc74e032cce16 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/UILoad.cs b/unity/Assets/Script/UI/UILoad.cs deleted file mode 100644 index ea72f05..0000000 --- a/unity/Assets/Script/UI/UILoad.cs +++ /dev/null @@ -1,72 +0,0 @@ -using Manager; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.SceneManagement; -using UnityEngine.UI; - - - -public class UILoad : MonoBehaviour -{ - public Slider progressBar; - public Text progressText; - - private IEnumerator Start() - { - Scene scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); - - - for (float i = 0; i < 100;) - { - i += Random.Range(0.1f, 1.5f); - progressBar.value = i; - if (i > 100) - { - progressText.text = "99%"; - } - else - { - progressText.text = i + "%"; - } - yield return new WaitForEndOfFrame(); - } - - - yield return new WaitForSeconds(1f); - - if (scene.buildIndex == 1) - { - if (!PlayerInfo.Instance.info.BagInfo.ContainsKey(1)) - { - PlayerInfo.Instance.info.BagInfo.Add(1, 4); - } - } - - if(scene.buildIndex==3) - { - UIManager.Instance.Show(); - } - else - { - Manager.SenceManager.Instance.LoadScene(scene.buildIndex + 1); - CheckMusic(scene.buildIndex + 1); - Destroy(this.gameObject, 2f); - } - } - private void CheckMusic(int idx) - { - switch (idx) - { - case 1: - SoundManager.Instance.PlayMusic(SoundDefine.Map_1Music); - break; - case 2: - SoundManager.Instance.PlayMusic(SoundDefine.Map_2Music); - break; - case 3: - SoundManager.Instance.PlayMusic(SoundDefine.Map_3Music); - break; - } - } -} diff --git a/unity/Assets/Script/UI/UILoad.cs.meta b/unity/Assets/Script/UI/UILoad.cs.meta deleted file mode 100644 index b9ec29a..0000000 --- a/unity/Assets/Script/UI/UILoad.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c11f116758584564eaaecd2cc1355e92 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/UILoading.cs b/unity/Assets/Script/UI/UILoading.cs deleted file mode 100644 index dd2fa13..0000000 --- a/unity/Assets/Script/UI/UILoading.cs +++ /dev/null @@ -1,73 +0,0 @@ -using Manager; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class UILoading : MonoBehaviour -{ - public GameObject UIBegin; - public GameObject UITip; - //public GameObject UISaveDate; - // Start is called before the first frame update - private void Awake() - { - DateInit(); - } - IEnumerator Start() - { - Debug.Log("GameStart"); - UITip.SetActive(true); - UIBegin.SetActive(false); - - yield return new WaitForSeconds(2.5f); - SoundManager.Instance.PlayMusic(SoundDefine.LoadingMusic); - yield return new WaitForSeconds(0.5f); - - UITip.SetActive(false); - UIBegin.SetActive(true); - } - - public void Init() - { - UITip.SetActive(false); - UIBegin.SetActive(true); - } - public void ClickSet() - { - //SoundManager.Instance.PlaySound(SoundDefine.ButtonClick); - UIManager.Instance.Show(); - } - public void ClickContinue() - { - //SoundManager.Instance.PlaySound(SoundDefine.ButtonClick); - //UISaveDate.SetActive(true); - UIBegin.SetActive(false); - UIManager.Instance.Show(); - } - - //ËùÓÐÅäÖóõʼ»¯ - public void DateInit() - { - Date.Instance.ItemDate.Clear(); - Date.Instance.UpDate.Clear(); - //Êý¾Ý³õʼ»¯ - Date.Instance.ItemDate.Add(new Item { Id = 0, ItemName = "ÓÀºãÖ®ÐÄ", Descripte = "¹ÖÎïµÄÐÄÔ࣬¿ÉÒÔÓÃÓÚÉý¼¶", Path = "Item/01", type = ItemClass.Up }); - //Date.Instance.ItemDate.Add(new Item { Id = 1, ItemName = "½ø½×Ö®ÌÝ" ,Path= "Item/02", Descripte = "¿ÉÒÔÓÃÓÚ½ø½×", type = ItemClass.Up }); - Date.Instance.ItemDate.Add(new Item { Id = 1, ItemName = "ÉúÃüÅ®ÉñµÄѪ", Path = "Item/03", Descripte = "À´×ÔÉúÃüÅ®ÉñµÄÌåÄÚ£¬¿ÉÒÔÕ½¶·ÖлØÑª", type = ItemClass.User, lotteryType = LotteryType.Hp, value = 50 }); - //Date.Instance.DateDefine.Add(new Item { Id = 2, ItemName = "ħµ¶Ç§ÈÐ" }); - - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 0, PreId=0,Active = false, userId = 0, useNum = 2, type = LotteryType.UpMaxHp, value = 50 }); - - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 1, PreId = 0, Active = false, userId = 0, useNum = 4, type = LotteryType.UpHp, value = 50 }); - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 2, PreId = 1, Active = false, userId = 0, useNum = 6, type = LotteryType.UpAttack, value = 20 }); - - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 3, PreId = 0, Active = false, userId = 0, useNum = 4, type = LotteryType.UpHp, value = 50 }); - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 4, PreId = 1, Active = false, userId = 0, useNum = 6, type = LotteryType.UpAttack, value = 20 }); - - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 5, PreId = 2, Active = false, userId = 0, useNum = 8 , type = LotteryType.UpAttack, value = 20 }); - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 6, PreId = 2, Active = false, userId = 0, useNum = 8, type = LotteryType.UpMaxHp, value = 50 }); - - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 7, PreId = 4, Active = false, userId = 0, useNum = 8, type = LotteryType.UpAttack, value = 20 }); - Date.Instance.UpDate.Add(new LevelUpDefine { UpId = 8, PreId = 4, Active = false, userId = 0, useNum = 8, type = LotteryType.UpMaxHp, value = 50 }); - } -} diff --git a/unity/Assets/Script/UI/UILoading.cs.meta b/unity/Assets/Script/UI/UILoading.cs.meta deleted file mode 100644 index 27d7c50..0000000 --- a/unity/Assets/Script/UI/UILoading.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: abaf2b9c464709742a2c9a2c1ed043ea -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/UIOpen.cs b/unity/Assets/Script/UI/UIOpen.cs deleted file mode 100644 index dcfc65c..0000000 --- a/unity/Assets/Script/UI/UIOpen.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class UIOpen : UIWindow -{ - Door door; - private void Awake() - { - door = GameObject.Find("Door").GetComponent(); - } - public override void OnYesClick() - { - door.isOpen = true; - - base.OnYesClick(); - } -} diff --git a/unity/Assets/Script/UI/UIOpen.cs.meta b/unity/Assets/Script/UI/UIOpen.cs.meta deleted file mode 100644 index 167075c..0000000 --- a/unity/Assets/Script/UI/UIOpen.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e7d3ebe7cf74b754bb639e32ced040ec -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/UISaveDate.cs b/unity/Assets/Script/UI/UISaveDate.cs deleted file mode 100644 index 430bdf2..0000000 --- a/unity/Assets/Script/UI/UISaveDate.cs +++ /dev/null @@ -1,70 +0,0 @@ -using Manager; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class UISaveDate : UIWindow -{ - CharInfo info; - public List items; - public GameObject ui; - private void Start() - { - } - public void OnLoadDate() - { - if(info!=null) - { - PlayerInfo.Instance.Init(info); - - UpdateData(); - - SenceManager.Instance.LoadScene(info.currentMap); - switch(info.currentMap) - { - case 1:SoundManager.Instance.PlayMusic(SoundDefine.Map_1Music); - break; - case 2: - SoundManager.Instance.PlayMusic(SoundDefine.Map_2Music); - break; - case 3: - SoundManager.Instance.PlayMusic(SoundDefine.Map_3Music); - break; - } - } - } - public void DeleteSaveData() - { - if(info!=null) - { - SaveSystem.DeleteDate(info.DatePath); - UpdateData(); - } - } - public void Select(CharInfo data,string dateName,string dataPath) - { - if(data!=null) - { - info = data; - } - else - { - UIManager.Instance.Show().Init(dateName,dataPath); - } - } - void UpdateData() - { - Debug.Log("¸üд浵"); - foreach(var item in items) - { - item.Init(); - } - } - public override void OnCloseClick() - { - ui = GameObject.Find("UILoading"); - if (ui == null) return; - ui.GetComponent().Init(); - base.OnCloseClick(); - } -} diff --git a/unity/Assets/Script/UI/UISaveDate.cs.meta b/unity/Assets/Script/UI/UISaveDate.cs.meta deleted file mode 100644 index 339e6b2..0000000 --- a/unity/Assets/Script/UI/UISaveDate.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2a2bbddeb4770874d987fc236cb3481e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Script/UI/UISetting.cs b/unity/Assets/Script/UI/UISetting.cs deleted file mode 100644 index 4d3138f..0000000 --- a/unity/Assets/Script/UI/UISetting.cs +++ /dev/null @@ -1,63 +0,0 @@ -using Manager; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - -public class UISetting :UIWindow -{ - public Image musicOff; - public Image soundOff; - - public Toggle toggleMusic; - public Toggle toggleSound; - - public Slider sliderMusic; - public Slider sliderSound; - void Start() - { - this.toggleMusic.isOn = SystemConfig.MusicOn; - this.toggleSound.isOn = SystemConfig.SoundOn; - this.sliderMusic.value = SystemConfig.MusicVolume; - this.sliderSound.value = SystemConfig.SoundVolume; - } - - public override void OnYesClick() - { - //SoundManager.Instance.PlaySound(SoundDefine.ButtonClick); - PlayerPrefs.Save(); - base.OnYesClick(); - } - public void MusicVolume(float vol) - { - SystemConfig.MusicVolume = (int)vol; - PlaySound(); - } - public void SoundVolume(float vol) - { - SystemConfig.SoundVolume = (int)vol; - PlaySound(); - } - public void MusicToogle(bool on) - { - musicOff.enabled = !on; - SystemConfig.MusicOn = on; - //SoundManager.Instance.PlaySound(SoundDefine.ButtonClick); - } - public void SoundToogle(bool on) - { - soundOff.enabled = !on; - 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* Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace Spine.Unity.Examples { - - // This is an example of how you could store animation transitions for use in your animation system. - // More ideally, this would be stored in a ScriptableObject in asset form rather than in a MonoBehaviour. - public sealed class TransitionDictionaryExample : MonoBehaviour { - - [System.Serializable] - public struct SerializedEntry { - public AnimationReferenceAsset from; - public AnimationReferenceAsset to; - public AnimationReferenceAsset transition; - } - - [SerializeField] - List transitions = new List(); - readonly Dictionary dictionary = new Dictionary(); - - void Start () { - dictionary.Clear(); - foreach (var e in transitions) { - dictionary.Add(new AnimationStateData.AnimationPair(e.from.Animation, e.to.Animation), e.transition.Animation); - } - } - - public Animation GetTransition (Animation from, Animation to) { - Animation result; - dictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out result); - return result; - } - } -} diff --git a/unity/Assets/Spine Examples/Scripts/Getting Started Scripts/TransitionDictionaryExample.cs.meta b/unity/Assets/Spine Examples/Scripts/Getting Started Scripts/TransitionDictionaryExample.cs.meta deleted file mode 100644 index bcc386a..0000000 --- a/unity/Assets/Spine Examples/Scripts/Getting Started Scripts/TransitionDictionaryExample.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 69a52bf79b7e78e4cb1dfd2d2e698c2d -timeCreated: 1524024687 -licenseType: Free -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs b/unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs deleted file mode 100644 index a3730c7..0000000 --- a/unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs +++ /dev/null @@ -1,105 +0,0 @@ -/****************************************************************************** - * Spine Runtimes License Agreement - * Last updated January 1, 2020. Replaces all prior versions. - * - * Copyright (c) 2013-2020, Esoteric Software LLC - * - * Integration of the Spine Runtimes into software or otherwise creating - * derivative works of the Spine Runtimes is permitted under the terms and - * conditions of Section 2 of the Spine Editor License Agreement: - * http://esotericsoftware.com/spine-editor-license - * - * Otherwise, it is permitted to integrate the Spine Runtimes into software - * or otherwise create derivative works of the Spine Runtimes (collectively, - * "Products"), provided that each user of the Products must obtain their own - * Spine Editor license and redistribution of the Products in any form must - * include this license and copyright notice. - * - * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, - * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF - * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - *****************************************************************************/ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace Spine.Unity.Examples { - - // This is a sample component for C# vertex effects for Spine rendering components. - // Using shaders and materials to control vertex properties is still more performant - // than using this API, but in cases where your vertex effect logic cannot be - // expressed as shader code, these vertex effects can be useful. - public class TwoByTwoTransformEffectExample : MonoBehaviour { - - public Vector2 xAxis = new Vector2(1, 0); - public Vector2 yAxis = new Vector2(0, 1); - - SkeletonRenderer skeletonRenderer; - - void OnEnable () { - skeletonRenderer = GetComponent(); - if (skeletonRenderer == null) return; - - // Use the OnPostProcessVertices callback to modify the vertices at the correct time. - skeletonRenderer.OnPostProcessVertices -= ProcessVertices; - skeletonRenderer.OnPostProcessVertices += ProcessVertices; - - Debug.Log("2x2 Transform Effect Enabled."); - } - - void ProcessVertices (MeshGeneratorBuffers buffers) { - if (!this.enabled) - return; - - int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount - - // Modify vertex positions by accessing Vector3[] vertexBuffer - var vertices = buffers.vertexBuffer; - Vector3 transformedPos = default(Vector3); - for (int i = 0; i < vertexCount; i++) { - Vector3 originalPos = vertices[i]; - transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y); - transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y); - vertices[i] = transformedPos; - } - - } - - void OnDisable () { - if (skeletonRenderer == null) return; - skeletonRenderer.OnPostProcessVertices -= ProcessVertices; - Debug.Log("2x2 Transform Effect Disabled."); - } - } - -} - -#if UNITY_EDITOR -[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))] -public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor { - - Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } } - - void OnSceneGUI () { - var transform = Target.transform; - LocalVectorHandle(ref Target.xAxis, transform, Color.red); - LocalVectorHandle(ref Target.yAxis, transform, Color.green); - } - - static void LocalVectorHandle (ref Vector2 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&11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3} + m_Name: TMP Settings + m_EditorClassIdentifier: + m_enableWordWrapping: 1 + m_enableKerning: 1 + m_enableExtraPadding: 0 + m_enableTintAllSprites: 0 + m_enableParseEscapeCharacters: 1 + m_EnableRaycastTarget: 1 + m_GetFontFeaturesAtRuntime: 1 + m_missingGlyphCharacter: 0 + m_warningsDisabled: 0 + m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} + m_defaultFontAssetPath: Fonts & Materials/ + m_defaultFontSize: 36 + m_defaultAutoSizeMinRatio: 0.5 + m_defaultAutoSizeMaxRatio: 2 + m_defaultTextMeshProTextContainerSize: {x: 20, y: 5} + m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50} + m_autoSizeTextContainer: 0 + m_fallbackFontAssets: [] + m_matchMaterialPreset: 1 + m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, + type: 2} + m_defaultSpriteAssetPath: Sprite Assets/ + m_enableEmojiSupport: 1 + m_MissingCharacterSpriteUnicode: 0 + m_defaultColorGradientPresetsPath: Color Gradient Presets/ + 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_UseModernHangulLineBreakingRules: 0 diff --git a/unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets/walk.asset.meta b/unity/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta similarity index 55% rename from unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets/walk.asset.meta rename to unity/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta index 5343f5c..32db384 100644 --- a/unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets/walk.asset.meta +++ b/unity/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta @@ -1,9 +1,8 @@ fileFormatVersion: 2 -guid: 39ecdbeedb5b3d84f8200d046b44a1e6 -timeCreated: 1583837496 +guid: 3f5b5dff67a942289a9defa416b206f3 +timeCreated: 1436653997 licenseType: Pro NativeFormatImporter: - mainObjectFileID: 11400000 userData: assetBundleName: assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..bab2b2c --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,143 @@ +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 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 0000000..0a416c8 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..006a271 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + [HDR]_Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX("Vertex OffsetX", float) = 0 + _VertexOffsetY("Vertex OffsetY", float) = 0 + _MaskSoftnessX("Mask SoftnessX", float) = 0 + _MaskSoftnessY("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 0000000..d5fb125 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..8ce4937 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 0000000..7eb1870 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..c50c593 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 0000000..56284e9 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100644 index 0000000..ed48574 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,310 @@ +Shader "TextMeshPro/Distance Field SSD" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + Cull[_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest[unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + #pragma shader_feature __ FORCE_LINEAR + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 color : COLOR; + float2 atlas : TEXCOORD0; + float weight : TEXCOORD1; + float2 mask : TEXCOORD2; // Position in object space(xy) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float2 texcoord2 : TEXCOORD4; + float4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); + } + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + output.position = vPosition; + output.color = color; + output.atlas = input.texcoord0; + output.weight = weight; + output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = input.texcoord0 + bOffset; + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); + + float weight = input.weight; + float bias = (.5 - weight) + (.5 / scale); + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n - bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col * faceColor.a; + faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta new file mode 100644 index 0000000..08cd8ae --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 14eb328de4b8eb245bb7cea29e4ac00b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..7019aaf --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,247 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + //#endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 0000000..3cbdbbb --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..ce82bed --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 0000000..e6b149e --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 0000000..df4d5b0 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field SSD" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + #include "TMPro_Mobile.cginc" + + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100644 index 0000000..9b84c13 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..d3f5866 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 0000000..2ac6e76 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..be764ae --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,138 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 0000000..bff8b7a --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..bcb2bb2 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,158 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 0000000..26e814c --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader new file mode 100644 index 0000000..011ee19 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100644 index 0000000..e1cf3f3 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..e8283a7 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,116 @@ +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) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + + 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); + + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + OUT.color = v.color * _Color; + return OUT; + } + + 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); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 0000000..50ba195 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc b/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100644 index 0000000..5898130 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_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), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * 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)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +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); +} + diff --git a/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100644 index 0000000..0d6eb56 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100644 index 0000000..5969fec --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,157 @@ +struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +}; + +struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // weight, scaleRatio + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + 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); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + 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; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float layerScale = scale; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #ifdef 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); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #ifdef MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} diff --git a/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100644 index 0000000..4415e50 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100644 index 0000000..2e96258 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,85 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +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; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 0000000..7b37f2f --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/unity/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100644 index 0000000..622ae87 --- /dev/null +++ b/unity/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,101 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + 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 = 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.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = 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