switch lanes improved
This commit is contained in:
parent
9fdf7fa3e2
commit
51902ad0a8
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@ -1,53 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using Cinemachine;
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using TMPro;
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using UnityEngine;
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public class GameManager : MonoBehaviour
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{
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public static float movespeed = 0f;
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public float acceleration = 5;
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public float maxspeed = 30f;
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public CinemachineVirtualCamera cam;
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public float minFov = 50;
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public float maxFov = 90;
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public float Distance;
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public float max_shake_ferquency = 2f;
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public float max_shake_amplitude = 0.08f;
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public TMP_Text txtSpeed;
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public TMP_Text txtDistance;
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public float FovRange => maxFov - minFov;
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void Start()
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{
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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float input = Input.GetAxis("Vertical");
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movespeed += input * acceleration * Time.deltaTime;
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movespeed = Mathf.Clamp(movespeed, 0, maxspeed);
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float x = (FovRange / maxspeed) * movespeed;
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cam.m_Lens.FieldOfView = minFov + x;
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cam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>().m_FrequencyGain = max_shake_ferquency * movespeed / maxspeed;
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cam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>().m_AmplitudeGain = max_shake_amplitude * movespeed / maxspeed;
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float displaySpeed = movespeed * 2;
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txtSpeed.text = displaySpeed.ToString("n0") + " km/h";
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Distance += displaySpeed * Time.deltaTime / 3600;
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txtDistance.text = Distance.ToString("n2") + " km";
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float fontSize = Mathf.Lerp(10f, 15f, movespeed / maxspeed);
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txtSpeed.fontSize = fontSize;
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txtDistance.fontSize = fontSize;
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}
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}
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File diff suppressed because it is too large
Load Diff
108
Assets/Scripts/GameManager.cs
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108
Assets/Scripts/GameManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using Cinemachine;
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using TMPro;
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using UnityEngine;
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using static UnityEngine.ParticleSystem;
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public class GameManager : MonoBehaviour
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{
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public static float movespeed = 0f;
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public float acceleration = 5;
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public float maxspeed = 30f;
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public CinemachineVirtualCamera cam;
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public ParticleSystem speedLinesEffect;
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public float minFov = 50;
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public float maxFov = 90;
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public float Distance;
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public float max_shake_ferquency = 2f;
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public float max_shake_amplitude = 0.08f;
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public TMP_Text txtSpeed;
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public TMP_Text txtDistance;
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public float FovRange => maxFov - minFov;
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[Header("Obstacle avoidance")]
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public int currentLaneId = 0;
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public float laneSwitchSpeed = 10f;
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public float laneSwitchRotationMultiplier = 0.2f;
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public float[] laneXs = {-1.5f, 0f, 1.5f};
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public Transform car;
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EmissionModule speedLinesEmission;
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float startRotationY;
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void Start()
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{
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speedLinesEmission = speedLinesEffect.emission;
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startRotationY = car.eulerAngles.y;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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MoveForward();
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}
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void Update(){
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SwitchLanes();
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}
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float laneSwitchTime =0;
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void SwitchLanes(){
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if(displaySpeed < 10){return;}
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float switchSpeedMultiplier = 1 + (displaySpeed/laneSwitchSpeed);
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if(Input.GetKeyDown(KeyCode.LeftArrow)){
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currentLaneId--;
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laneSwitchTime = 0;
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}
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else if(Input.GetKeyDown(KeyCode.RightArrow)){
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currentLaneId++;
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laneSwitchTime = 0;
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}
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if(laneSwitchTime < 1){
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laneSwitchTime += Time.deltaTime * 2;
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}
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currentLaneId = Mathf.Clamp(currentLaneId, 0, laneXs.Length - 1);
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float lerper = switchSpeedMultiplier*Time.deltaTime * laneSwitchTime;
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car.position = new Vector3(Mathf.Lerp(car.position.x,laneXs[currentLaneId],lerper), car.position.y, car.position.z);
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float xDist = (car.position.x - laneXs[currentLaneId]);
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Vector3 targetRotation = new Vector3(car.eulerAngles.x, startRotationY + Mathf.Atan2(xDist, 1) * Mathf.Rad2Deg * laneSwitchRotationMultiplier * (1-(movespeed/maxspeed)), car.eulerAngles.z);
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car.eulerAngles = Vector3.Lerp(car.eulerAngles, targetRotation, lerper);
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}
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float displaySpeed = 0;
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void MoveForward(){
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float input = Input.GetAxis("Vertical");
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movespeed += input * acceleration * Time.deltaTime;
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movespeed = Mathf.Clamp(movespeed, 0, maxspeed);
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float x = (FovRange / maxspeed) * movespeed;
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cam.m_Lens.FieldOfView = minFov + x;
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cam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>().m_FrequencyGain = max_shake_ferquency * movespeed / maxspeed;
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cam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>().m_AmplitudeGain = max_shake_amplitude * movespeed / maxspeed;
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displaySpeed = movespeed * 2.5f;
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txtSpeed.text = displaySpeed.ToString("n0") + " km/h";
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Distance += displaySpeed * Time.deltaTime / 3600;
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txtDistance.text = Distance.ToString("n2") + " km";
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float fontSize = Mathf.Lerp(10f, 15f, movespeed / maxspeed);
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txtSpeed.fontSize = fontSize;
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txtDistance.fontSize = fontSize;
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speedLinesEmission.rateOverTime = displaySpeed > 100 ? displaySpeed : 0;
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}
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}
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14
Assets/Scripts/LivesVisualizer.cs
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Assets/Scripts/LivesVisualizer.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LivesVisualizer : MonoBehaviour
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{
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public Transform livesParent;
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public void SetLives(int lives){
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for(int i = 0; i < livesParent.childCount; i++){
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livesParent.GetChild(i).gameObject.SetActive(i < lives);
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}
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}
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}
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Assets/Scripts/LivesVisualizer.cs.meta
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Assets/Scripts/LivesVisualizer.cs.meta
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fileFormatVersion: 2
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guid: 86fd14087ffbc3b10920219500440647
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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178
Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl
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Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl
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float2 UnpackUV(float uv)
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{
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float2 output;
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output.x = floor(uv / 4096.0);
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output.y = uv - 4096.0 * output.x;
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return output * 0.001953125;
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}
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float4 BlendARGB(float4 overlying, float4 underlying)
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{
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overlying.rgb *= overlying.a;
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underlying.rgb *= underlying.a;
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float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
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float alpha = underlying.a + (1 - underlying.a) * overlying.a;
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return float4(blended / alpha, alpha);
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}
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float3 GetSpecular(float3 n, float3 l)
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{
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float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
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return _SpecularColor.rgb * spec * _SpecularPower;
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}
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void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
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{
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float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
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// Read "height field"
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float4 h = float4(
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
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bool raisedBevel = _BevelType;
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h += _BevelOffset;
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float bevelWidth = max(.01, _BevelWidth);
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// Track outline
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h -= .5;
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h /= bevelWidth;
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h = saturate(h + .5);
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if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
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h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
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h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
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h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
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float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
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float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
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float3 f = float3(1, 1, 1);
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if (isFront) f = float3(1, 1, -1);
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nornmal = cross(va, vb) * f;
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}
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void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
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{
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n.z = abs(n.z);
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
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float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
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//faceColor.rgb += col * faceColor.a;
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col *= 1 - (dot(n, light) * _Diffuse);
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col *= lerp(_Ambient, 1, n.z * n.z);
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//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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color = float4(col, faceColor.a);
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}
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// Add custom function to handle time in HDRP
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//
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void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
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{
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outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
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}
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void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
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{
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uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
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}
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void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
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{
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float2 pixelSize = position.w;
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pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
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SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
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}
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// UV : Texture coordinate of the source distance field texture
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// TextureSize : Size of the source distance field texture
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// Filter : Enable perspective filter (soften)
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void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
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{
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if(Filter)
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{
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float2 a = float2(ddx(UV.x), ddy(UV.x));
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float2 b = float2(ddx(UV.y), ddy(UV.y));
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float s = lerp(dot(a,a), dot(b,b), 0.5);
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SSR = rsqrt(s) / TextureSize;
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}
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else
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{
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float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
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SSR = s / TextureSize;
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}
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}
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// SSR : Screen Space Ratio
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// SD : Signed Distance (encoded : Distance / SDR + .5)
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// SDR : Signed Distance Ratio
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//
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// IsoPerimeter : Dilate / Contract the shape
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void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
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{
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softness *= SSR * SDR;
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float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
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outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
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}
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void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
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{
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softness *= SSR * SDR;
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float d = (SD - 0.5f) * SDR;
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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}
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void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
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{
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softness *= SSR * SDR;
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float d = (SD - 0.5f) * SDR;
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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}
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void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
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{
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softness *= SSR * SDR;
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float4 d = (SD - 0.5f) * SDR;
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if(outline) d.w = max(max(d.x, d.y), d.z);
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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}
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void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
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{
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outColor = BlendARGB(overlying, underlying);
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}
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// Face only
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void Layer1_float(float alpha, float4 color0, out float4 outColor)
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{
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color0.a *= alpha;
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outColor = color0;
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}
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// Face + 1 Outline
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void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
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{
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color1.a *= alpha.y;
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color0.rgb *= color0.a; color1.rgb *= color1.a;
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||||||
|
outColor = lerp(color1, color0, alpha.x);
|
||||||
|
outColor.rgb /= outColor.a;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face + 3 Outline
|
||||||
|
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
||||||
|
{
|
||||||
|
color3.a *= alpha.w;
|
||||||
|
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
||||||
|
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
||||||
|
outColor.rgb /= outColor.a;
|
||||||
|
}
|
||||||
10
Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta
Normal file
10
Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta
Normal file
|
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 96de908384869cd409c75efa351d5edf
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
12074
Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph
Normal file
12074
Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ca2ed216f98028c4dae6c5224a952b3c
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||||
11759
Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph
Normal file
11759
Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,10 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f63d574838ccfb44f84acc05fed0af48
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||||
389
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader
Normal file
389
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader
Normal file
|
|
@ -0,0 +1,389 @@
|
||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = .5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5
|
||||||
|
_ScaleX ("Scale X", float) = 1
|
||||||
|
_ScaleY ("Scale Y", float) = 1
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
// Draw Outline and Underlay
|
||||||
|
Name "Outline"
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ OUTLINE_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
fixed4 outlineColor : COLOR1;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||||
|
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
const float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
float layerScale = scale;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
float opacity = input.color.a;
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
opacity = 1.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
fixed4 outlineColor = _OutlineColor;
|
||||||
|
outlineColor.a *= opacity;
|
||||||
|
outlineColor.rgb *= outlineColor.a;
|
||||||
|
//outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2)));
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||||
|
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 layerOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.outlineColor = outlineColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
|
|
||||||
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = half4(0, 0, 0, 0);
|
||||||
|
|
||||||
|
#if OUTLINE_ON
|
||||||
|
c = input.outlineColor * saturate(d - input.param.y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
half sd = saturate(d - input.param.z);
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
c *= input.texcoord1.z;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Draw face
|
||||||
|
Name "Face"
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
};
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
const float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
|
float opacity = input.color.a;
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half2(scale, bias);
|
||||||
|
|
||||||
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = input.faceColor * saturate(d - input.param.y);
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,9 @@
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|
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|
guid: 0178fcb869bafef4690d177d31d17db8
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|
externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph
Normal file
11932
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
10
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta
Normal file
10
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta
Normal file
|
|
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|
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||||||
11629
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph
Normal file
11629
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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8
Assets/Textures/UI.meta
Normal file
8
Assets/Textures/UI.meta
Normal file
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@ -0,0 +1,8 @@
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BIN
Assets/Textures/UI/retro_heart.png
Normal file
BIN
Assets/Textures/UI/retro_heart.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
127
Assets/Textures/UI/retro_heart.png.meta
Normal file
127
Assets/Textures/UI/retro_heart.png.meta
Normal file
|
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7
ProjectSettings/MultiplayerManager.asset
Normal file
7
ProjectSettings/MultiplayerManager.asset
Normal file
|
|
@ -0,0 +1,7 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!655991488 &1
|
||||||
|
MultiplayerManager:
|
||||||
|
m_ObjectHideFlags: 0
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|
m_EnableMultiplayerRoles: 0
|
||||||
|
m_StrippingTypes: {}
|
||||||
Loading…
Reference in New Issue
Block a user