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first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md new file mode 100644 index 0000000..a1e8793 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md @@ -0,0 +1,1387 @@ +# Version 1.2.176 - Apr 27, 2023 +* Android Resolver - Added two Android Resolver settings to determine whether + EDM4U injects custom local Maven repo path as a relative path or full path. + Fixes #537 +* Android Resolver - Inject Maven Repo to `settingTemplate.gradle` from + Unity 2022.2+ + Fixes #594 +* Android Resolver - Jetifier option is enabled by default now. +* Android Resolver - `Explode Aar` option applies to all cases, whether the + project will be exported or not. + Fixes #584 + Fixes #287 + +# Version 1.2.175 - Nov 16, 2022 +* General - Added tvOS podfile support to the iOS resolver. + +# Version 1.2.174 - Oct 06, 2022 +* General - Added tvOS support to the iOS resolver. +* General - Fixed #484 - Changed `EditorMeasurement` to use secure connection. +* Android Resolver - Fixed Android Resolver unable to resolve + `mainTemplate.gradle` in Unity `2022.2+` or `2023.1+`. + +# Version 1.2.173 - Sep 28, 2022 +* General - Added tvOS library support to the export unity package scripts. + +# Version 1.2.172 - Jun 23, 2022 +* iOS Resolver - Stop forcing `ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES` to `YES`, + which seems to cause problem for some when submitting apps. See #526 for more + information. + +# Version 1.2.171 - May 11, 2022 +* iOS Resolver - Change `Enable Swift Framework Support Workaround` setting to + be `ON` by default since more pods are using Swift Framework now. + +# Version 1.2.170 - Apr 4, 2022 +* Android Resolver - Fixes #498 - Fix the path separator of the Maven repo + injected to `mainTemplate.gradle`. +* iOS Resolver - Fixes #470 - Switch default Cocoapods master repo from Github + to CDN. +* iOS Resolver - `Link Framework Statically` setting is now default to `true`. + That is, `use_frameworks! :linkage => static` will be added to `Podfile` by + default instead of `use_frameworks!`. This can be changed in iOS Resolver + settings. This fixes odd behaviors when pods include static libraries, ex. + Firebase Analytics. +* iOS Resolver - Added a workaround when app crashes on launch due to + `Library not loaded: @rpath/libswiftCore.dylib` when some pods includes Swift + framework. This is turned `OFF` by default and can be changed in iOS Resolver + settings. + +# Version 1.2.169 - Jan 20, 2022 +* General - Fixes #425 - Change to save `GvhProjectSettings.xml` without + Unicode byte order mark (BoM). +* Android Resolver - Remove reference to `jcenter()` +* iOS Resolver - Force setting `LANG` when executing Cocoapods in shell mode on + Mac. + +# Version 1.2.168 - Dec 9, 2021 +* All - Fixes #472 by removing the use of `System.Diagnostics.Debug.Assert` +* All - Fixed #477 by properly enabling EDM4U libraries for Unity 2021.2+ when + the package is installed through `.tgz` + +# Version 1.2.167 - Oct 6, 2021 +* All - Moved versioned `.dll` in EDM4U to a versioned folder and remove their + version postfix in their filename. For instance, `IOSResolver.dll` will be + placed at `ExternalDependencyManager/Editor/1.2.167/Google.IOSResolver.dll`. +* Android Resolver - Fixed #243 by only using the highest version in + `mainTemplate.gradle` when duplicated dependencies are presented. +* Android Resolver - Added supports to x86_64 to ABI list for Android apps on + Chrome OS. + +# Version 1.2.166 - Jun 30, 2021 +* All - Fixed #440 and fixed #447 by specifying the parameter type while calling + `GetApplicationIdentifier()` Unity API using reflection, due to a new + overloaded method introduced in Unity 2021.2. +* Android Resolver - Fixed #442 by patching `Dependency.IsGreater()` when the + version strings end '+'. + +# Version 1.2.165 - Apr 28, 2021 +## Bug Fixes +* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()` + which causes NullReferenceException in certain version of Unity. +* Android Resolver - Check that androidSdkRootPath directory exists before using + as sdkPath. +* Android Resolver - Fixed Android Resolver integration tests with Unity + 2019.3+. + +# Version 1.2.164 - Feb 4, 2021 +## New Features +* Android Resolver - Added support for Android packages with classifier in their + namespaces. +* iOS Resolver - Added new settings in iOS Resolver to configure generated + Podfile. +* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml. + +## Bug Fixes +* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in + Dependencies.xml. + +# Version 1.2.163 - Dec 15, 2020 +## Bug Fixes +* Version Handler - Fixed measurement reporting + +# Version 1.2.162 - Nov 19, 2020 +## Bug Fixes +* Version Handler - Improved #413 by preventing Version Handler from running + from static constructor when it is disabled. +* Package Manager Resolver - Remove GPR + +# Version 1.2.161 - Oct 12, 2020 +## Bug Fixes +* Android Resolver - Fixed the issue that Android Resolver does not resolve + again before build in Unity 2020 if it failed to resolve previously. + +# Version 1.2.160 - Sep 30, 2020 +## Bug Fixes +* Android Resolver - Fixed a regression that gradleResolver can be null until + Initialize() is called. +* Android Resolver - Fixed a regression that Android Resolver failed in Unity + 2019.3+ due to `gradleTemplate.properties` not enabled when + `mainTemplate.gradle` is not enabled at all. + +# Version 1.2.159 - Sep 11, 2020 +## Bug Fixes +* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK + setting between Unity restarts if `>28` is selected in 2019. This is due to + Unity AndroidSdkVersions enum does not contain values above 28. +* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+ + may fail due to Jetifier and AndroidX not enabled properly in generated + Gradle project. This fix requires the user to enable + `Custom Gradle Properties Template` found under + `Player Settings > Settings for Android > Publishing Settings`. + +# Version 1.2.158 - Sep 3, 2020 +## Bug Fixes +* Version Handler: Fixed editor freeze when `-executeMethod` is used in + non-batch mode. +* Android Resolver: Normalized file paths when generating local Maven repo + since the path may contains a mix of forward and backward slash on Windows. +* Export Unity Package: Fixed generation of .unitypackage with tarfile on + Windows. + +# Version 1.2.157 - Aug 6, 2020 +## Bug Fixes +* Android Resolver: Delay initialization until active build target is Android + and the editor is not in play mode. +* iOS Resolver: Delay initialization until active build target is iOS + and the editor is not in play mode. +* Export Unity Package: Workaround directory creation racy if multiple export + operations are spawned at the same time. + +# Version 1.2.156 - June 10, 2020 +## Bug Fixes +* Android Resolver: Fixed that the generated local repo assets contains + redundent labels which are causing Version Handler to failed while + uninstalling packages. +* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle + is incorrect when Unity is configured to export gradle project. +* Android Resolver: Limited to only create local Maven repo when the source + repo contains ".srcaar" file. + +## Changes +* All: Described EDM4U analytics data usage in readme. + +# Version 1.2.155 - May 14, 2020 +## Bug Fixes +* All: Fixed compiler error when build with Unity 5.4 or below due to the + usage of Rect.zero. +* All: Ignore cases when checking command line arguments. + +# Version 1.2.154 - May 14, 2020 +## Bug Fixes +* All: Make each MultiSelectWindow for different purposes to have its own + unique window. + +## Changes +* All: Replace all dialog with DialogWindow which is implemented from + EditorWindow. +* Package Manager Resolver: Clarify how manifest.json will be changed in Package + Manager Resolver window. + +# Version 1.2.153 - Apr 24, 2020 +## Bug Fixes +* Android Resolver: Fixed an exception when repainting the Android resolution + window in Unity 2019.3.x. + +# Version 1.2.152 - Apr 17, 2020 +## Bug Fixes +* Version Handler: Fixed exception when waiting for enabled editor DLLs to + load. +* Android Resolver: Fixed regression when using a Custom Gradle Template + on Windows. + +# Version 1.2.151 - Apr 16, 2020 +## Bug Fixes +* Version Handler: When waiting for newly enabled editor DLLs to load, ignore + all DLLs that do not have a file-system location. +* Android Resolver: Fixed resolution when using a Custom Gradle Template with + libraries stored in a local maven repository distributed with a plugin + installed with the Unity Package Manager. + +# Version 1.2.150 - Apr 9, 2020 +## Bug Fixes +* All: The new packaging script when run on MacOS was generating a + .unitypackage archive that could not be read by Unity on Windows. + This release simply repackages the plugin with tar/gzip to fix the problem. + +# Version 1.2.149 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed spurious error message when resuming + migration after installing a UPM package. + +# Version 1.2.148 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed an exception when resuming migration + after installing a UPM package. + +# Version 1.2.147 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed alias traversal bug which caused problems when + migrating from installed .unitypackage files to UPM packages. + +# Version 1.2.146 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed exception in manifest parsing when a manifest is + detected with no aliases. + +# Version 1.2.145 - Apr 2, 2020 +## New Features +* Package Manager Resolver: Added a method to migrate Version Handler + managed packages installed via `.unitypackage` to Unity Package Manager + packages. This is initially used to migrate the External Dependency Manager + to UPM. + +## Changes +* All: Verbose logging is now no longer automatically enabled in batch mode + across all components. Instead logging can be configured using each + component's verbose logging setting or by using the `-gvh_log_debug` command + line flag when starting Unity. +* Version Handler: Sped up version handler updates when the app domain isn't + reloaded. + +## Bug Fixes +* Version Handler: Fixed the display of the obsolete files clean up dialog + when the asset database refreshes. +* Version Handler: Improved reliability of callback from + the VersionHandler.UpdateCompleteMethods event when an asset database + refresh occurs. +* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the + root of paths assigned to files. +* Version Handler: Handle empty lines in manifest files. + +# Version 1.2.144 - Mar 23, 2020 +## Changed +* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod + is added to. + +## Bug Fixes +* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as + it caused a regression (exception thrown during post-build step) in some + versions of Unity. + +# Version 1.2.143 - Mar 20, 2020 +## Bug Fixes +* Android Resolver: Fixed caching of resolution state which was causing + the resolver to always run when no dependencies had changed. + +# Version 1.2.142 - Mar 19, 2020 +## Changes +* Package Manager Resolver: Enabled auto-add by default. + +# Version 1.2.141 - Mar 19, 2020 +## Bug Fixes +* Fixed a bug when retrieving project settings. If a plugin was configured + to fetch project settings, if a setting was fetched (e.g "foo") and this + setting existed in the system settings but not the project settings the + system value would override the default value leading to unexpected + behavior. +* Fixed a warning when caching web request classes in Unity 5.6. + +# Version 1.2.140 - Mar 19, 2020 +## Bug Fixes +* Fixed measurement reporting in Unity 5.x. +* Version Handler: Fixed NullReferenceException when an asset doesn't have + an AssetImporter. + +# Version 1.2.139 - Mar 18, 2020 +## Changed +* Added documentation to the built plugin. + +# Version 1.2.138 - Mar 17, 2020 +## New Features +* Package Manager Resolver: Added the Package Manager Resolver + component that allows developers to easily boostrap Unity Package Manager + (UPM) registry addition using unitypackage plugins. +* Version Handler: Added a window that allows plugins to managed by the + Version Handler to be uninstalled. +* Version Handler: Added support for displaying installed plugins. +* Version Handler: Added support for moving files in plugins to their install + locations (if the plugin has been configured to support this). +* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is + added to. + +## Bug Fixes +* Fixed upgrade from version 1.2.137 and below after the plugin rename to + EDM4U broke the upgrade process. +* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion + returning empty names for some values in 2019.x. +* Version Handler: Fixed the display of the obsolete files clean up window. +* Version Handler: Fixed managed file check when assets are modified in the + project after plugin import. + +# Version 1.2.137 - Mar 6, 2020 +## Changed +* Renamed package to External Package Manager for Unity (EDM4U). + We changed this to reflect what this plugin is doing today which is far more + than the original scope which just consisted of importing jar files from the + Android SDK maven repository. + Scripts that used to pull `play-services-resolver*.unitypackage` will now have + to request `external-dependency-manager*.unitypackage` instead. + We'll still be shipping a `play-services-resolver*_manifest.txt` file to + handle upgrading from older versions of the plugin. + +## New Features +* All Components: Added reporting of usage so that we can remotely detect + errors and target improvements. +* Android Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. +* iOS Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. + +## Bug Fixes +* Version Handler: Disabled attempts to disable asset metadata modification + when assets are in a Unity Package Manager managed package. + +# Version 1.2.136 - Feb 19, 2019 +## Bug Fixes +* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1. + +# Version 1.2.135 - Dec 5, 2019 +## Bug Fixes +* All Components: Fixed stack overflow when loading project settings. + +# Version 1.2.134 - Dec 4, 2019 +## Bug Fixes +* All Components: Fixed an issue which caused project settings to be cleared + when running in batch mode. + +# Version 1.2.133 - Nov 18, 2019 +## Bug Fixes +* All Components: Failure to save project settings will now report an error + to the log rather than throwing an exception. + +# Version 1.2.132 - Nov 11, 2019 +## Bug Fixes +* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows + breaking Gradle builds when used as part of a file URI. +* Android Resolver: mainTemplate.gradle is only written if it needs to be + modified. + +# Version 1.2.131 - Oct 29, 2019 +## Bug Fixes +* Version Handler: Improved execution of events on the main thread in batch + mode. +* Version Handler: Improved log level configuration at startup. +* Version Handler: Improved performance of class lookup in deferred method + calls. +* Version Handler: Fixed rename to enable / disable for editor assets. +* iOS Resolver: Improved log level configuration at startup. +* Android Resolver: Improved local maven repo path reference in + mainTemplate.gradle using DIR_UNITYPROJECT. DIR_UNITYPROJECT by Unity + to point to the local filesystem path of the Unity project when Unity + generates the Gradle project. + +# Version 1.2.130 - Oct 23, 2019 +## New Features +* iOS Resolver: Added support for modifying the Podfile before `pod install` + is executed. + +## Bug Fixes +* Version Handler: Fixed invalid classname error when calling + `VersionHandler.UpdateVersionedAssets()`. + +# Version 1.2.129 - Oct 2, 2019 +## Bug Fixes +* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to + only add Pods to the UnityFramework target. + +# Version 1.2.128 - Oct 1, 2019 +## Bug Fixes +* iOS Resolver: Fixed Cocoapod project integration mode with Unity + 2019.3+. + +# Version 1.2.127 - Sep 30, 2019 +## Changes +* Android Resolver: All Android Resolver settings File paths are now + serialized with POSIX directory separators. + +# Version 1.2.126 - Sep 27, 2019 +## Changes +* Android Resolver: File paths are now serialized with POSIX directory + separators. +## Bug Fixes +* Android Resolver: Fixed resolution when the parent directory of a Unity + project contains a Gradle project (i.e `settings.gradle` file). + +# Version 1.2.125 - Sep 23, 2019 +## Bug Fixes +* All components: Silenced a warning about not being able to set the console + encoding to UTF8. +* Android Resolver: Worked around broken AndroidSDKTools class in some + versions of Unity. +* iOS Resolver: Fixed iOS target SDK version check +* Version Handler: Changed clean up obsolete files window so that it doesn't + exceed the screen size. + +# Version 1.2.124 - Jul 28, 2019 +## Bug Fixes +* All components: Fixed regression with source control integration when using + Unity 2019.1+. + +# Version 1.2.123 - Jul 23, 2019 +## New Features +* All components: Source control integration for project settings. +## Changes +* Android Resolver: Removed AAR cache as it now makes little difference to + incremental resolution performance. +* Android Resolver: Improved embedded resource management so that embedded + resources should upgrade when the plugin is updated without restarting + the Unity editor. +## Bug Fixes +* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling + methods that have interface typed arguments. + +# Version 1.2.122 - Jul 2, 2019 +## Bug Fixes +* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it + referenced the Xcode extension in a public interface. The iOS Resolver + DLL still references the Xcode extension internally and just handles + missing type exceptions dynamically. + +# Version 1.2.121 - Jun 27, 2019 +## Bug Fixes +* Android Resolver: Fixed warning about missing Packages folder when loading + XML dependencies files in versions of Unity without the package manager. +* Android Resolver: Fixed resolution window progress bar exceeding 100%. +* Android Resolver: If AndroidX is detected in the set of resolved libraries, + the user will be prompted to enable the Jetifier. +* Android Resolver: Improved text splitting in text area windows. +* iOS Resolver: Added support for Unity's breaking changes to the Xcode API + in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and + UnityFramework in Unity 2019.3+. + +# Version 1.2.120 - Jun 26, 2019 +## New Features +* Android Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +* Android Resolver: Resolution window is now closed if resolution runs as + a pre-build step. +* iOS Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +## Bug Fixes +* Android Resolver: Fixed generation of relative repo paths when using + mainTemplate.gradle resolver. +* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a + project when a project path has characters (e.g whitespace) that are escaped + during conversion to URIs. +* Android Resolver: Fixed auto-resolution always running if the Android SDK + is managed by Unity Hub. + +# Version 1.2.119 - Jun 19, 2019 +## Bug Fixes +* Android Resolver: Fixed error reported when using Jetifier integration + in Unity 2018+ if the target SDK is set to "highest installed". + +# Version 1.2.118 - Jun 18, 2019 +## New Features +* Android Resolver: Added initial + [Jetifier](https://developer.android.com/studio/command-line/jetifier) + integration which simplifies + [migration](ttps://developer.android.com/jetpack/androidx/migrate) + to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx)) + libraries in cases where all dependencies are managed by the Android + Resolver. + This can be enabled via the `Use Jetifier` option in the + `Assets > Play Services Resolver > Android Resolver > Settings` menu. + Caveats: + - If your project contains legacy Android Support Library .jar and .aar + files, these files will need to be removed and replaced with references to + artifacts on Maven via `*Dependencies.xml` files so that the Jetifier + can map them to Jetpack (AndroidX) libraries. + For example, remove the file `support-v4-27.0.2.jar` and replace it with + `` in a + `*Dependencies.xml` file. + - If your project contains .jar or .aar files that use the legacy Android + Support Libraries, these will need to be moved into a local Maven repo + [See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html) + and then these files should be removed from your Unity project and instead + referenced via `*Dependencies.xml` files so that the Jetifier can + patch them to reference the Jetpack lirbaries. + +## Bug Fixes +* Android Resolver: Disabled version locking of com.android.support:multidex + does not use the same versioning scheme as other legacy Android support + libraries. +* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across + releases. This faciliates error-free import into projects where + Google.VersionHandler.dll is moved from the default install location. + +# Version 1.2.117 - Jun 12, 2019 +## Bug Fixes +* Android Resolver: Fix copying of .srcaar to .aar files for + mainTemplate.gradle resolution. PluginImporter configuration was previously + not being applied to .aar files unless the Unity project was saved. + +# Version 1.2.116 - Jun 7, 2019 +## Bug Fixes +* Android Resolver: Fixed resolution of Android dependencies without version + specifiers. +* Android Resolver: Fixed Maven repo not found warning in Android Resolver. +* Android Resolver: Fixed Android Player directory not found exception in + Unity 2019.x when the Android Player isn't installed. + +# Version 1.2.115 - May 28, 2019 +## Bug Fixes +* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing + x86 from the set of supported ABIs. + +# Version 1.2.114 - May 27, 2019 +## New Features +* Android Resolver: Added support for ABI stripping when using + mainTemplate.gradle. This only works with AARs stored in repos + on the local filesystem. + +# Version 1.2.113 - May 24, 2019 +## New Features +* Android Resolver: If local repos are moved, the plugin will search the + project for matching directories in an attempt to correct the error. +* Version Handler: Files can be now targeted to multiple build targets + using multiple "gvh_" asset labels. +## Bug Fixes +* Android Resolver: "implementation" or "compile" are now added correctly + to mainTemplate.gradle in Unity versions prior to 2019. + +# Version 1.2.112 - May 22, 2019 +## New Features +* Android Resolver: Added option to disable addition of dependencies to + mainTemplate.gradle. + See `Assets > Play Services Resolver > Android Resolver > Settings`. +* Android Resolver: Made paths to local maven repositories in + mainTemplate.gradle relative to the Unity project when a project is not + being exported. +## Bug Fixes +* Android Resolver: Fixed builds with mainTemplate.gradle integration in + Unity 2019. +* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to + use "implementation" or "compile" depending upon the version of Gradle + included with Unity. +* Android Resolver: Gracefully handled exceptions if the console encoding + can't be modified. +* Android Resolver: Now gracefully fails if the AndroidPlayer directory + can't be found. + +# Version 1.2.111 - May 9, 2019 +## Bug Fixes +* Version Handler: Fixed invocation of methods with named arguments. +* Version Handler: Fixed occasional hang when the editor is compiling + while activating plugins. + +# Version 1.2.110 - May 7, 2019 +## Bug Fixes +* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with + Gradle builds when using mainTemplate.gradle. + +# Version 1.2.109 - May 6, 2019 +## New Features: +* Added links to documentation from menu. +* Android Resolver: Added option to auto-resolve Android libraries on build. +* Android Resolver: Added support for packaging specs of Android libraries. +* Android Resolver: Pop up a window when displaying Android dependencies. + +## Bug Fixes +* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations +* Android Resolver: e-enable AAR explosion if internal builds are enabled. +* Android Resolver: Gracefully handle exceptions on file deletion. +* Android Resolver: Fixed Android Resolver log spam on load. +* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution + setting. +* Android Resolver: Fixed AAR processing failure when an AAR without + classes.jar is found. +* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which + was occasionally left displayed when resolution had completed. +* Version Handler: Fixed asset rename to disable when a disabled file exists. + +# Version 1.2.108 - May 3, 2019 +## Bug Fixes: +* Version Handler: Fixed occasional hang on startup. + +# Version 1.2.107 - May 3, 2019 +## New Features: +* Version Handler: Added support for enabling / disabling assets that do not + support the PluginImporter, based upon build target selection. +* Android Resolver: Added support for the global specification of maven repos. +* iOS Resolver: Added support for the global specification of Cocoapod sources. + +# Version 1.2.106 - May 1, 2019 +## New Features +* iOS Resolver: Added support for development pods in Xcode project integration + mode. +* iOS Resolver: Added support for source pods with resources in Xcode project + integration mode. + +# Version 1.2.105 - Apr 30, 2019 +## Bug fixes +* Android Resolver: Fixed reference to Java tool path in logs. +* Android and iOS Resolvers: Changed command line execution to emit a warning + rather than throwing an exception and failing, when it is not possible to + change the console input and output encoding to UTF-8. +* Android Resolver: Added menu option and API to delete resolved libraries. +* Android Resolver: Added menu option and API to log the repos and libraries + currently included in the project. +* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and + Gradle is selected as the build type, resolution will simply patch the file + with Android dependencies specified by plugins in the project. + +# Version 1.2.104 - Apr 10, 2019 +## Bug Fixes +* Android Resolver: Changed Android ABI selection method from using whitelisted + Unity versions to type availability. This fixes an exception on resolution + in some versions of Unity 2017.4. + +# Version 1.2.103 - Apr 2, 2019 +## Bug Fixes +* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support. +* Android Resolver: Fixed Java version check to work with Java SE 12 and above. + +# Version 1.2.102 - Feb 13, 2019 +## Bug Fixes +* Android Resolver: Fixed the text overflow on the Android Resolver + prompt before initial run to fit inside the buttons for + smaller screens. + +# Version 1.2.101 - Feb 12, 2019 +## New Features +* Android Resolver: Prompt the user before the resolver runs for the + first time and allow the user to elect to disable from the prompt. +* Android Resolver: Change popup warning when resolver is disabled + to be a console warning. + +# Version 1.2.100 - Jan 25, 2019 +## Bug Fixes +* Android Resolver: Fixed AAR processing sometimes failing on Windows + due to file permissions. + +# Version 1.2.99 - Jan 23, 2019 +## Bug Fixes +* Android Resolver: Improved performance of project property polling. +* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods + when the update process is complete. + +# Version 1.2.98 - Jan 9, 2019 +## New Features +* iOS Resolver: Pod declaration properties can now be set via XML pod + references. For example, this can enable pods for a subset of build + configurations. +## Bug Fixes +* iOS Resolver: Fixed incremental builds after local pods support caused + regression in 1.2.96. + +# Version 1.2.97 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Reduced memory allocation for logic that monitors build + settings when auto-resolution is enabled. If auto-resolution is disabled, + almost all build settings are no longer polled for changes. + +# Version 1.2.96 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Fixed repacking of AARs to exclude .meta files. +* Android Resolver: Only perform auto-resolution on the first scene while + building. +* Android Resolver: Fixed parsing of version ranges that include whitespace. +* iOS Resolver: Added support for local development pods. +* Version Handler: Fixed Version Handler failing to rename some files. + +# Version 1.2.95 - Oct 23, 2018 +## Bug Fixes: +* Android Resolver: Fixed auto-resolution running in a loop in some scenarios. + +# Version 1.2.94 - Oct 22, 2018 +## Bug Fixes +* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods. + +# Version 1.2.93 - Oct 22, 2018 +## Bug Fixes +* Android Resolver: Fixed removal of Android libraries on auto-resolution when + `*Dependencies.xml` files are deleted. + +# Version 1.2.92 - Oct 2, 2018 +## Bug Fixes +* Android Resolver: Worked around auto-resolution hang on Windows if + resolution starts before compilation is finished. + +# Version 1.2.91 - Sep 27, 2018 +## Bug Fixes +* Android Resolver: Fixed Android Resolution when the selected build target + isn't Android. +* Added C# assembly symbols the plugin to simplify debugging bug reports. + +# Version 1.2.90 - Sep 21, 2018 +## Bug Fixes +* Android Resolver: Fixed transitive dependency selection of version locked + packages. + +# Version 1.2.89 - Aug 31, 2018 +## Bug Fixes +* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly + can't be loaded. + +# Version 1.2.88 - Aug 29, 2018 +## Changed +* Improved reporting of resolution attempts and conflicts found in the Android + Resolver. +## Bug Fixes +* iOS Resolver now correctly handles sample code in CocoaPods. Previously it + would add all sample code to the project when using project level + integration. +* Android Resolver now correctly handles Gradle conflict resolution when the + resolution results in a package that is compatible with all requested + dependencies. + +# Version 1.2.87 - Aug 23, 2018 +## Bug Fixes +* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6. + +# Version 1.2.86 - Aug 22, 2018 +## Bug Fixes +* Fixed Android Resolver exception in OnPostProcessScene() when the Android + platform isn't selected. + +# Version 1.2.85 - Aug 17, 2018 +## Changes +* Added support for synchronous resolution in the Android Resolver. + PlayServicesResolver.ResolveSync() now performs resolution synchronously. +* Auto-resolution in the Android Resolver now results in synchronous resolution + of Android dependencies before the Android application build starts via + UnityEditor.Callbacks.PostProcessSceneAttribute. + +# Version 1.2.84 - Aug 16, 2018 +## Bug Fixes +* Fixed Android Resolver crash when the AndroidResolverDependencies.xml + file can't be written. +* Reduced log spam when a conflicting Android library is pinned to a + specific version. + +# Version 1.2.83 - Aug 15, 2018 +## Bug Fixes +* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode + cache file. If the cache can't be read / written the resolver now continues + with reduced performance following recompilation / DLL reloads. +* Fixed incorrect version number in plugin manifest on install. + This was a minor issue since the version handler rewrote the metadata + after installation. + +# Version 1.2.82 - Aug 14, 2018 +## Changed +* Added support for alphanumeric versions in the Android Resolver. + +## Bug Fixes +* Fixed Android Resolver selection of latest duplicated library. +* Fixed Android Resolver conflict resolution when version locked and non-version + locked dependencies are specified. +* Fixed Android Resolver conflict resolution when non-existent artifacts are + referenced. + +# Version 1.2.81 - Aug 9, 2018 +## Bug Fixes +* Fixed editor error that would occur when when + `PlayerSettings.Android.targetArchitectures` was set to + `AndroidArchitecture.All`. + +# Version 1.2.80 - Jul 24, 2018 +## Bug Fixes +* Fixed project level settings incorrectly falling back to system wide settings + when default property values were set. + +# Version 1.2.79 - Jul 23, 2018 +## Bug Fixes +* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x. + +# Version 1.2.78 - Jul 19, 2018 +## Changed +* Added support for overriding conflicting dependencies. + +# Version 1.2.77 - Jul 19, 2018 +## Changed +* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a). +* Reduced Android Resolver build option polling frequency. +* Disabled Android Resolver auto-resolution in batch mode. Users now need + to explicitly kick off resolution through the API. +* All Android Resolver and Version Handler dialogs are now disabled in batch + mode. +* Verbose logging for all plugins is now enabled by default in batch mode. +* Version Handler bootstrapper has been improved to no longer call + UpdateComplete multiple times. However, since Unity can still reload the + app domain after plugins have been enabled, users still need to store their + plugin state to persistent storage to handle reloads. + +## Bug Fixes +* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs. +* Android Resolver auto-resolution jobs are now unscheduled when an explicit + resolve job is started. + +# Version 1.2.76 - Jul 16, 2018 +## Bug Fixes +* Fixed variable replacement in AndroidManifest.xml files in the Android + Resolver. + Version 1.2.75 introduced a regression which caused all variable replacement + to replace the *entire* property value rather than the component of the + property that referenced a variable. For example, + given "applicationId = com.my.app", "${applicationId}.foo" would be + incorrectly expanded as "com.my.app" rather than "com.my.app.foo". This + resulted in numerous issues for Android builds where content provider + initialization would fail and services may not start. + +## Changed +* Gradle prebuild experimental feature has been removed from the Android + Resolver. The feature has been broken for some time and added around 8MB + to the plugin size. +* Added better support for execution of plugin components in batch mode. + In batch mode UnityEditor.update is sometimes never called - like when a + single method is executed - so the new job scheduler will execute all jobs + synchronously from the main thread. + +# Version 1.2.75 - Jun 20, 2018 +## New Features +* Android Resolver now monitors the Android SDK path when + auto-resolution is enabled and triggers resolution when the path is + modified. + +## Changed +* Android auto-resolution is now delayed by 3 seconds when the following build + settings are changed: + - Target ABI. + - Gradle build vs. internal build. + - Project export. +* Added a progress bar display when AARs are being processed during Android + resolution. + +## Bug Fixes +* Fixed incorrect Android package version selection when a mix of + version-locked and non-version-locked packages are specified. +* Fixed non-deterministic Android package version selection to select + the highest version of a specified package rather than the last + package specification passed to the Gradle resolution script. + +# Version 1.2.74 - Jun 19, 2018 +## New Features +* Added workaround for broken AndroidManifest.xml variable replacement in + Unity 2018.x. By default ${applicationId} variables will be replaced by + the bundle ID in the Plugins/Android/AndroidManifest.xml file. The + behavior can be disabled via the Android Resolver settings menu. + +# Version 1.2.73 - May 30, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory on + Windows. + +# Version 1.2.72 - May 23, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory. + +# Version 1.2.71 - May 10, 2018 +## Bug Fixes +* Fixed resolution of Android dependencies when the `Assets/Plugins/Android` + directory is named in a different case e.g `Assets/plugins/Android`. + +# Version 1.2.70 - May 7, 2018 +## Bug Fixes +* Fixed bitcode flag being ignored for iOS pods. + +# Version 1.2.69 - May 7, 2018 +## Bug Fixes +* Fixed escaping of local repository paths in Android Resolver. + +# Version 1.2.68 - May 3, 2018 +## Changes +* Added support for granular builds of Google Play Services. + +# Version 1.2.67 - May 1, 2018 +## Changes +* Improved support for iOS source-only pods in Unity 5.5 and below. + +# Version 1.2.66 - April 27, 2018 +## Bug Fixes +* Fixed Version Handler renaming of Linux libraries with hyphens in filenames. + Previously, libraries named Foo-1.2.3.so were not being renamed to + libFoo-1.2.3.so on Linux which could break native library loading on some + versions of Unity. + +# Version 1.2.65 - April 26, 2018 +## Bug Fixes +* Fix CocoaPods casing in logs and comments. + +# Version 1.2.64 - Mar 16, 2018 +## Bug Fixes +* Fixed bug in download_artifacts.gradle (used by Android Resolver) which + reported a failure if required artifacts already exist. + +# Version 1.2.63 - Mar 15, 2018 +## Bug Fixes +* Fixed iOS Resolver include search paths taking precedence over system headers + when using project level resolution. +* Fixed iOS Resolver includes relative to library root, when using project level + resolution. + +# Version 1.2.62 - Mar 12, 2018 +## Changes +* Improved error reporting when a file can't be moved to trash by the + Version Handler. +## Bug Fixes +* Fixed Android Resolver throwing NullReferenceException when the Android SDK + path isn't set. +* Fixed Version Handler renaming files with underscores if the + "Rename to Canonical Filenames" setting is enabled. + +# Version 1.2.61 - Jan 22, 2018 +## Bug Fixes +* Fixed Android Resolver reporting non-existent conflicting dependencies when + Gradle build system is enabled. + +# Version 1.2.60 - Jan 12, 2018 +## Changes +* Added support for Maven / Ivy version specifications for Android packages. +* Added support for Android SNAPSHOT packages. + +## Bug Fixes +* Fixed Openjdk version check. +* Fixed non-deterministic Android package resolution when two packages contain + an artifact with the same name. + +# Version 1.2.59 - Oct 19, 2017 +## Bug Fixes +* Fixed execution of Android Gradle resolution script when it's located + in a path with whitespace. + +# Version 1.2.58 - Oct 19, 2017 +## Changes +* Removed legacy resolution method from Android Resolver. + It is now only possible to use the Gradle or Gradle prebuild resolution + methods. + +# Version 1.2.57 - Oct 18, 2017 +## Bug Fixes +* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the + latest Openjdk. +* Android Gradle resolution now also uses gradle.properties to pass + parameters to Gradle in an attempt to workaround problems with + command line argument parsing on Windows 10. + +# Version 1.2.56 - Oct 12, 2017 +## Bug Fixes +* Fixed Gradle artifact download with non-version locked artifacts. +* Changed iOS resolver to only load dependencies at build time. + +# Version 1.2.55 - Oct 4, 2017 +## Bug Fixes +* Force Android Resolution when the "Install Android Packages" setting changes. + +# Version 1.2.54 - Oct 4, 2017 +## Bug Fixes +* Fixed execution of command line tools on Windows when the path to the tool + contains a single quote (apostrophe). In this case we fallback to executing + the tool via the system shell. + +# Version 1.2.53 - Oct 2, 2017 +## New Features +* Changed Android Resolver "resolution complete" dialog so that it now displays + failures. +* Android Resolver now detects conflicting libraries that it does not manage + warning the user if they're newer than the managed libraries and prompting + the user to clean them up if they're older or at the same version. + +## Bug Fixes +* Improved Android Resolver auto-resolution speed. +* Fixed bug in the Gradle Android Resolver which would result in resolution + succeeding when some dependencies are not found. + +# Version 1.2.52 - Sep 25, 2017 +## New Features +* Changed Android Resolver's Gradle resolution to resolve conflicting + dependencies across Google Play services and Android Support library packages. + +# Version 1.2.51 - Sep 20, 2017 +## Changes +* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell + by default. Some developers customize their shell environment to use + custom ssh certs to access internal git repositories that host pods so + executing "pod" via the shell will work for these scenarios. + The drawback of executing "pod" via the shell could potentially cause + users problems if they break their shell environment. Though users who + customize their shell environments will be able to resolve these issues. + +# Version 1.2.50 - Sep 18, 2017 +## New Features +* Added option to disable the Gradle daemon in the Android Resolver. + This daemon is now disabled by default as some users are getting into a state + where multiple daemon instances are being spawned when changing dependencies + which eventually results in Android resolution failing until all daemon + processes are manually killed. + +## Bug Fixes +* Android resolution is now always executed if the user declines the update + of their Android SDK. This ensure users can continue to use out of date + Android SDK packages if they desire. + +# Version 1.2.49 - Sep 18, 2017 +## Bug Fixes +* Removed modulemap parsing in iOS Resolver. + The framework *.modulemap did not need to be parsed by the iOS Resolver + when injecting Cocoapods into a Xcode project. Simply adding a modular + framework to a Xcode project results in Xcode's Clang parsing the associated + modulemap and injecting any compile and link flags into the build process. + +# Version 1.2.48 - Sep 12, 2017 +## New Features +* Changed settings to be per-project by default. + +## Bug Fixes +* Added Google maven repository to fix GradlePrebuild resolution with Google + components. +* Fixed Android Resolution failure with spaces in paths. + +# Version 1.2.47 - Aug 29, 2017 +## New Features +* Android and iOS dependencies can now be specified using *Dependencies.xml + files. This is now the preferred method for registering dependencies, + we may remove the API for dependency addition in future. +* Added "Reset to Defaults" button to each settings dialog to restore default + settings. +* Android Resolver now validates the configured JDK is new enough to build + recently released Android libraries. +## Bug Fixes +* Fixed a bug that caused dependencies with the "LATEST" version specification + to be ignored when using the Gradle mode of the Android Resolver. +* Fixed a race condition when running Android Resolution. +* Fixed Android Resolver logging if a PlayServicesSupport instance is created + with no logging enabled before the Android Resolver is initialized. +* Fixed iOS resolver dialog in Unity 4. +* Fixed iOS Cocoapod Xcode project integration in Unity 4. + +# Version 1.2.46 - Aug 22, 2017 +## Bug Fixes +* GradlePrebuild Android resolver on Windows now correctly locates dependent + data files. + +# Version 1.2.45 - Aug 22, 2017 +## Bug Fixes +* Improved Android package auto-resolution and fixed clean up of stale + dependencies when using Gradle dependency resolution. + +# Version 1.2.44 - Aug 21, 2017 +## Bug Fixes +* Enabled autoresolution for Gradle Prebuild. +* Made the command line dialog windows have selectable text. +* Fixed incorrect "Android Settings" dialog disabled groups. +* Updated PlayServicesResolver android platform detection to use the package + manager instead of the 'android' tool. +* UnityCompat reflection methods 'GetAndroidPlatform' and + 'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the + obsolete 'android' build tool. + +# Version 1.2.43 - Aug 18, 2017 +## Bug Fixes +* Fixed Gradle resolution in the Android Resolver when running + PlayServicesResolver.Resolve() in parallel or spawning multiple + resolutions before the previous resolve completed. + +# Version 1.2.42 - Aug 17, 2017 +## Bug Fixes +* Fixed Xcode project level settings not being applied by IOS Resolver when + Xcode project pod integration is enabled. + +# Version 1.2.41 - Aug 15, 2017 +## Bug Fixes +* IOS Resolver's Xcode workspace pod integration is now disabled when Unity + Cloud Build is detected. Unity Cloud Build does not follow the same build + process as the Unity editor and fails to open the generated xcworkspace at + this time. + +# Version 1.2.40 - Aug 15, 2017 +## Bug Fixes +* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll. + They are now extracted from the DLL when required. +* AARs / JARs are now cleaned up when switching the Android resolution + strategy. + +# Version 1.2.39 - Aug 10, 2017 +## New Features +* Android Resolver now supports resolution with Gradle. This enables support + for non-local artifacts. +## Bug Fixes +* Android Resolver's Gradle Prebuild now uses Android build tools to determine + the Android platform tools version rather than relying upon internal Unity + APIs. +* Android Resolver's Gradle Prebuild now correctly strips binaries that are + not required for the target ABI. + +# Version 1.2.38 - Aug 7, 2017 +## Bug Fixes +* Fixed an issue in VersionHandler where disabled targets are ignored if + the "Any Platform" flag is set on a plugin DLL. + +# Version 1.2.37 - Aug 3, 2017 +## New Features +* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's + possible for a script to be notified when AAR / Jar resolution is complete. + This makes it easier to setup a project to build from the command line. + +# Version 1.2.36 - Aug 3, 2017 +## New Features +* VersionHandler.UpdateCompleteMethods allows a user to provide a list of + methods to be called when VersionHandlerImpl has completed an update. + This makes it easier to import a plugin and wait for VersionHandler to + execute prior executing a build. + +# Version 1.2.35 - Jul 28, 2017 +## New Features +* VersionHandler will now rename Linux libraries so they can target Unity + versions that require different file naming. Libraries need to be labelled + gvh_linuxlibname-${basename} in order to be considered for renaming. + e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and + libMyLib.so in Unity 5.6 and above. + +# Version 1.2.34 - Jul 28, 2017 +## Bug Fixes +* Made VersionHandler bootstrap module more robust when calling static + methods before the implementation DLL is loaded. + +# Version 1.2.33 - Jul 27, 2017 +## New Features +* Added a bootstrap module for VersionHandler so the implementation + of the VersionHandler module can be versioned without resulting in + a compile error when imported at different versions across multiple + plugins. + +# Version 1.2.32 - Jul 20, 2017 +## New Features +* Added support for build target selection based upon .NET framework + version in the VersionHandler. + When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to + assets, the VersionHandler will only enable the asset for the + specified set of build targets when the matching .NET framework version + is selected in Unity 2017's project settings. This allows assets + to be provided in a plugin that need to differ based upon .NET version. + +# Version 1.2.31 - Jul 5, 2017 +## Bug Fixes +* Force expansion of AARs with native components when using Unity 2017 + with the internal build system. In contrast to Unity 5.x, Unity 2017's + internal build system does not include native libraries included in AARs. + Forcing expansion of AARs with native components generates an + Ant / Eclipse project for each AAR which is correctly included by Unity + 2017's internal build system. + +# Version 1.2.30 - Jul 5, 2017 +## Bug Fixes +* Fixed Cocoapods being installed when the build target isn't iOS. +* Added support for malformed AARs with missing classes.jar. + +# Version 1.2.29 - Jun 16, 2017 +## New Features +* Added support for the Android sdkmanager tool. + +# Version 1.2.28 - Jun 8, 2017 +## Bug Fixes +* Fixed non-shell command line execution (regression from + Cocoapod installation patch). + +# Version 1.2.27 - Jun 7, 2017 +## Bug Fixes +* Added support for stdout / stderr redirection when executing + commands in shell mode. + This fixes CocoaPod tool installation when shell mode is + enabled. +* Fixed incremental builds when additional sources are specified + in the Podfile. + +# Version 1.2.26 - Jun 7, 2017 +## Bug Fixes +* Fixed a crash when importing Version Handler into Unity 4.7.x. + +# Version 1.2.25 - Jun 7, 2017 +## Bug Fixes +* Fixed an issue in the Jar Resolver which incorrectly notified + event handlers of bundle ID changes when the currently selected + (not active) build target changed in Unity 5.6 and above. + +# Version 1.2.24 - Jun 6, 2017 +## New Features +* Added option to control file renaming in Version Handler settings. + Disabling file renaming (default option) significantly increases + the speed of file version management operations with the downside + that any files that are referenced directly by canonical filename + rather than asset ID will no longer be valid. +* Improved logging in the Version Handler. +## Bug Fixes +* Fixed an issue in the Version Handler which caused it to not + re-enable plugins when re-importing a custom package with disabled + version managed files. + +# Version 1.2.23 - May 26, 2017 +## Bug Fixes +* Fixed a bug with gradle prebuild resolver on windows. + +# Version 1.2.22 - May 19, 2017 +## Bug Fixes +* Fixed a bug in the iOS resolver with incremental builds. +* Fixed misdetection of Cocoapods support with Unity beta 5.6. + +# Version 1.2.21 - May 8, 2017 +## Bug Fixes +* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48 + Android dependency version number parsing when "-alpha" (etc.) are + included in dependency (AAR / JAR) versions. + +# Version 1.2.20 - May 8, 2017 +## Bug Fixes +* Attempted to fix + https://github.com/googlesamples/unity-jar-resolver/issues/48 + where a NullReferenceException could occur if a target file does not + have a valid version string. + +# Version 1.2.19 - May 4, 2017 +## Bug Fixes +* Fixed Jar Resolver exploding and deleting AAR files it isn't managing. + +# Version 1.2.18 - May 4, 2017 +## New Features +* Added support for preserving Unity pods such as when GVR is enabled. + +# Version 1.2.17 - Apr 20, 2017 +## Bug Fixes +* Fixed auto-resolution when an Android application ID is modified. + +# Version 1.2.16 - Apr 17, 2017 +## Bug Fixes +* Fixed Unity version number parsing on machines with a locale that uses + "," for decimal points. +* Fixed null reference exception if JDK path isn't set. + +# Version 1.2.15 - Mar 17, 2017 +## New Features +* Added warning when the Jar Resolver's background resolution is disabled. +## Bug Fixes +* Fixed support of AARs with native libraries when using Gradle. +* Fixed extra repository paths when resolving dependencies. + +# Version 1.2.14 - Mar 7, 2017 +## New Features +* Added experimental Android resolution using Gradle. + This alternative resolver supports proguard stripping with Unity's + internal build system. +* Added Android support for single ABI builds when using AARs include + native libraries. +* Disabled Android resolution on changes to all .cs and .js files. + File patterns that are monitored for auto-resolution can be added + using PlayServicesResolver.AddAutoResolutionFilePatterns(). +* Added tracking of resolved AARs and JARs so they can be cleaned up + if they're no longer referenced by a project. +* Added persistence of AAR / JAR version replacement for each Unity + session. +* Added settings dialog to the iOS resolver. +* Integrated Cocoapod tool installation in the iOS resolver. +* Added option to run pod tool via the shell. +## Bug Fixes +* Fixed build of some source Cocoapods (e.g Protobuf). +* VersionHandler no longer prompts to delete obsolete manifests. +* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2. +* Added workaround for package version selection when including + Google Play Services on Android. +* Fixed support for pods that reference static libraries. +* Fixed support for resource-only pods. + +# Version 1.2.12 - Feb 14, 2017 +## Bug Fixes +* Fixed re-explosion of AARs when the bundle ID is modified. + +# Version 1.2.11 - Jan 30, 2017 +## New Features +* Added support for Android Studio builds. +* Added support for native (C/C++) shared libraries in AARs. + +# Version 1.2.10 - Jan 11, 2017 +## Bug Fixes +* Fixed SDK manager path retrieval. +* Also, report stderr when it's not possible to run the "pod" tool. +* Handle exceptions thrown by Unity.Cecil on asset rename +* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString + +# Version 1.2.9 - Dec 7, 2016 +## Bug Fixes +* Improved error reporting when "pod repo update" fails. +* Added detection of xml format xcode projects generated by old Cocoapods + installations. + +# Version 1.2.8 - Dec 6, 2016 +## Bug Fixes +* Increased speed of JarResolver resolution. +* Fixed JarResolver caches getting out of sync with requested dependencies + by removing the caches. +* Fixed JarResolver explode cache always being rewritten even when no + dependencies change. + +# Version 1.2.7 - Dec 2, 2016 +## Bug Fixes +* Fixed VersionHandler build errors with Unity 5.5, due to the constantly + changing BuildTarget enum. +* Added support for Unity configured JDK Path rather than requiring + JAVA_HOME to be set in the Jar Resolver. + +# Version 1.2.6 - Nov 15, 2016 +## Bug Fixes +* Fixed IOSResolver errors when iOS support is not installed. +* Added fallback to "pod" executable search which queries the Ruby Gems + package manager for the binary install location. + +# Version 1.2.5 - Nov 3, 2016 +## Bug Fixes +* Added crude support for source only Cocoapods to the IOSResolver. + +# Version 1.2.4 - Oct 27, 2016 +## Bug Fixes +* Automated resolution of out of date pod repositories. + +# Version 1.2.3 - Oct 25, 2016 +## Bug Fixes +* Fixed exception when reporting conflicting dependencies. + +# Version 1.2.2 - Oct 17, 2016 +## Bug Fixes +* Fixed issue working with Unity 5.5 +* Fixed issue with PlayServicesResolver corrupting other iOS dependencies. +* Updated build script to use Unity distributed tools for building. + +# Version 1.2.1 - Jul 25, 2016 +## Bug Fixes +* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand. +* Improved error reporting when the "jar" executable can't be found. +* Removed the need to set JAVA_HOME if "jar" is in the user's path. +* Fixed spurious copying of partially matching AARs. +* Changed resolver to only copy / expand when source AARs change. +* Auto-resolution of dependencies is now performed when the Android + build target is selected. + +## New Features +* Expand AARs that contain manifests with variable expansion like + ${applicationId}. +* Added optional logging in the JarResolverLib module. +* Integration with the Android SDK manager for dependencies that + declare required Android SDK packages. + +# Version 1.2.0 - May 11 2016 +## Bug Fixes +* Handles resolving dependencies when the artifacts are split across 2 repos. +* #4 Misdetecting version for versions like 1.2-alpha. These are now string + compared if alphanumeric +* Removed resolver creation via reflection since it did not work all the time. + Now a resolver needs to be loaded externally (which is existing behavior). + +## New Features +* Expose PlayServicesResolver properties to allow for script access. +* Explodes firebase-common and firebase-measurement aar files to support + ${applicationId} substitution. + +# Version 1.1.1 - 25 Feb 2016 +## Bug Fixes +* #1 Spaces in project path not handled when exploding Aar file. +* #2 Script compilation error: TypeLoadException. + +# Version 1.1.0 - 5 Feb 2016 +## New Features +* Adds friendly alert when JAVA_HOME is not set on Windows platforms. +* Adds flag for disabling background resolution. +* Expands play-services-measurement and replaces ${applicationId} with the + bundle Id. + + ## Bug Fixes +* Fixes infinite loop of resolution triggered by resolution. diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta new file mode 100644 index 0000000..73a35c6 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c59750df28b54a599d43c4d5204fb1b8 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-ExternalDependencyManager/Editor/CHANGELOG.md +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll new file mode 100644 index 0000000..94cb8ce Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta new file mode 100644 index 0000000..880db65 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta @@ -0,0 +1,38 @@ +fileFormatVersion: 2 +guid: 9083229ed99f4fb0993b5625e8ea47f8 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-ExternalDependencyManager/Editor/Google.VersionHandler.dll +- gvhp_targets-editor +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/LICENSE b/Assets/ExternalDependencyManager/Editor/LICENSE new file mode 100644 index 0000000..6258cc4 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/LICENSE @@ -0,0 +1,245 @@ +Copyright (C) 2014 Google Inc. + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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In an effort to resolve conflicts, the developer will very likely + attempt to resolve problems by deleting random files in your plugin, + report bugs when that doesn't work and finally give up. + +EDM provides solutions for each of these problems. + +## Android Dependency Management + +The *Android Resolver* component of this plugin will download and integrate +Android library dependencies and handle any conflicts between plugins that share +the same dependencies. + +Without the Android Resolver, typically Unity plugins bundle their AAR and +JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google +Play Games Android library would redistribute the library and its transitive +dependencies in the folder `SomePlugin/Android/`. When a user imports +`SomeOtherPlugin` that includes the same libraries (potentially at different +versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and +`SomeOtherPlugin` will see an error when building for Android that can be hard +to interpret. + +Using the Android Resolver to manage Android library dependencies: + + * Solves Android library conflicts between plugins. + * Handles all of the various processing steps required to use Android + libraries (AARs, JARs) in Unity 4.x and above projects. Almost all + versions of Unity have - at best - partial support for AARs. + * (Experimental) Supports minification of included Java components without + exporting a project. + +## iOS Dependency Management + +The *iOS Resolver* component of this plugin integrates with +[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries +and frameworks into the Xcode project Unity generates when building for iOS. +Using CocoaPods allows multiple plugins to utilize shared components without +forcing developers to fix either duplicate or incompatible versions of +libraries included through multiple Unity plugins in their project. + +## Package Manager Registry Setup + +The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) +(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package +hosting and provides ways to discover, install, upgrade and uninstall packages. +This makes it easier for developers to manage plugins within their projects. + +However, installing additional package registries requires a few manual steps +that can potentially be error prone. The *Package Manager Resolver* +component of this plugin integrates with +[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to +auto-install PM package registries when a `.unitypackage` is installed which +allows plugin maintainers to ship a `.unitypackage` that can provide access +to their own PM registry server to make it easier for developers to +manage their plugins. + +## Unity Plugin Version Management + +Finally, the *Version Handler* component of this plugin simplifies the process +of managing transitive dependencies of Unity plugins and each plugin's upgrade +process. + +For example, without the Version Handler plugin, if: + + * Unity plugin `SomePlugin` includes `EDM4U` plugin at + version 1.1. + * Unity plugin `SomeOtherPlugin` includes `EDM4U` + plugin at version 1.2. + +The version of `EDM4U` included in the developer's project depends upon the +order the developer imports `SomePlugin` or `SomeOtherPlugin`. + +This results in: + + * `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin` + is imported. + * `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then + `SomePlugin` is imported. + +The Version Handler solves the problem of managing transitive dependencies by: + + * Specifying a set of packaging requirements that enable a plugin at + different versions to be imported into a Unity project. + * Providing activation logic that selects the latest version of a plugin + within a project. + +When using the Version Handler to manage `EDM4U` included in `SomePlugin` and +`SomeOtherPlugin`, from the prior example, version 1.2 will always be the +version activated in a developer's Unity project. + +Plugin creators are encouraged to adopt this library to ease integration for +their customers. For more information about integrating EDM4U +into your own plugin, see the [Plugin Redistribution](#plugin-redistribution) +section of this document. + +# Analytics + +The External Dependency Manager for Unity plugin by default logs usage to Google +Analytics. The purpose of the logging is to quantitatively measure the usage of +functionality, to gather reports on integration failures and to inform future +improvements to the developer experience of the External Dependency Manager +plugin. Note that the analytics collected are limited to the scope of the EDM4U +plugin’s usage. + +For details of what is logged, please refer to the usage of +`EditorMeasurement.Report()` in the source code. + +# Requirements + +The *Android Resolver* and *iOS Resolver* components of the plugin only work +with Unity version 4.6.8 or higher. + +The *Version Handler* component only works with Unity 5.x or higher as it +depends upon the `PluginImporter` UnityEditor API. + +The *Package Manager Resolver* component only works with +Unity 2018.4 or above, when +[scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) +support was added to the Package Manager. + +# Getting Started + +Before you import EDM4U into your plugin project, you first +need to consider whether you intend to *redistribute* `EDM4U` +along with your own plugin. + +## Plugin Redistribution + +If you're a plugin maintainer, redistributing `EDM4U` inside your own plugin +will ease the integration process for your users, by resolving dependency +conflicts between your plugin and other plugins in a user's project. + +If you wish to redistribute `EDM4U` inside your plugin, +you **must** follow these steps when importing the +`external-dependency-manager-*.unitypackage`, and when exporting your own plugin +package: + + 1. Import the `external-dependency-manager-*.unitypackage` into your plugin + project by + [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that + you add the `-gvh_disable` option. + 1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that + you: + - Include the contents of the `Assets/PlayServicesResolver` and + `Assets/ExternalDependencyManager` directory. + - Add the `-gvh_disable` option. + +You **must** specify the `-gvh_disable` option in order for the Version +Handler to work correctly! + +For example, the following command will import the +`external-dependency-manager-1.2.46.0.unitypackage` into the project +`MyPluginProject` and export the entire Assets folder to +`MyPlugin.unitypackage`: + +``` +Unity -gvh_disable \ + -batchmode \ + -importPackage external-dependency-manager-1.2.46.0.unitypackage \ + -projectPath MyPluginProject \ + -exportPackage Assets MyPlugin.unitypackage \ + -quit +``` + +### Background + +The *Version Handler* component relies upon deferring the load of editor DLLs +so that it can run first and determine the latest version of a plugin component +to activate. The build of `EDM4U` plugin has Unity asset metadata that is +configured so that the editor components are not initially enabled when it's +imported into a Unity project. To maintain this configuration when importing +the `external-dependency-manager.unitypackage` into a Unity plugin project, you +*must* specify the command line option `-gvh_disable` which will prevent the +Version Handler component from running and changing the Unity asset metadata. + +# Android Resolver Usage + +The Android Resolver copies specified dependencies from local or remote Maven +repositories into the Unity project when a user selects Android as the build +target in the Unity editor. + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml) + file into your plugin and add the dependencies your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Dependencies.xml`. For example, + `MyPlugin/Editor/MyPluginDependencies.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add the Google Play Games library +(`com.google.android.gms:play-services-games` package) at version `9.8.0` to +the set of a plugin's Android dependencies: + +``` + + + + + extra-google-m2repository + + + + +``` + +The version specification (last component) supports: + + * Specific versions e.g `9.8.0` + * Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most + recent version. + * Latest version using `LATEST` or `+`. We do *not* recommend using this + unless you're 100% sure the library you depend upon will not break your + Unity plugin in future. + +The above example specifies the dependency as a component of the Android SDK +manager such that the Android SDK manager will be executed to install the +package if it's not found. If your Android dependency is located on Maven +central it's possible to specify the package simply using the `androidPackage` +element: + +``` + + + + + +``` + +## Auto-resolution + +By default the Android Resolver automatically monitors the dependencies you have +specified and the `Plugins/Android` folder of your Unity project. The +resolution process runs when the specified dependencies are not present in your +project. + +The *auto-resolution* process can be disabled via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. + +Manual resolution can be performed using the following menu options: + + * `Assets > External Dependency Manager > Android Resolver > Resolve` + * `Assets > External Dependency Manager > Android Resolver > Force Resolve` + +## Deleting libraries + +Resolved packages are tracked via asset labels by the Android Resolver. +They can easily be deleted using the +`Assets > External Dependency Manager > Android Resolver > Delete Resolved Libraries` +menu item. + +## Android Manifest Variable Processing + +Some AAR files (for example play-services-measurement) contain variables that +are processed by the Android Gradle plugin. Unfortunately, Unity does not +perform the same processing when using Unity's Internal Build System, so the +Android Resolver plugin handles known cases of this variable substitution +by exploding the AAR into a folder and replacing `${applicationId}` with the +`bundleID`. + +Disabling AAR explosion and therefore Android manifest processing can be done +via the `Assets > External Dependency Manager > Android Resolver > Settings` +menu. You may want to disable explosion of AARs if you're exporting a project +to be built with Gradle / Android Studio. + +## ABI Stripping + +Some AAR files contain native libraries (.so files) for each ABI supported +by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does +not strip native libraries for unused ABIs. To strip unused ABIs, the Android +Resolver plugin explodes an AAR into a folder and removes unused ABIs to +reduce the built APK size. Furthermore, if native libraries are not stripped +from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a +libraries) Android may attempt to load the wrong library for the current +runtime ABI completely breaking your plugin when targeting some architectures. + +AAR explosion and therefore ABI stripping can be disabled via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. +You may want to disable explosion of AARs if you're exporting a project to be +built with Gradle / Android Studio. + +## Resolution Strategies + +By default the Android Resolver will use Gradle to download dependencies prior +to integrating them into a Unity project. This works with Unity's internal +build system and Gradle / Android Studio project export. + +It's possible to change the resolution strategy via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. + +### Download Artifacts with Gradle + +Using the default resolution strategy, the Android resolver executes the +following operations: + + - Remove the result of previous Android resolutions. + e.g Delete all files and directories labeled with "gpsr" under + `Plugins/Android` from the project. + - Collect the set of Android dependencies (libraries) specified by a + project's `*Dependencies.xml` files. + - Run `download_artifacts.gradle` with Gradle to resolve conflicts and, + if successful, download the set of resolved Android libraries (AARs, JARs). + - Process each AAR / JAR so that it can be used with the currently selected + Unity build system (e.g Internal vs. Gradle, Export vs. No Export). + This involves patching each reference to `applicationId` in the + AndroidManifest.xml with the project's bundle ID. This means resolution + must be run if the bundle ID is changed again. + - Move the processed AARs to `Plugins/Android` so they will be included when + Unity invokes the Android build. + +### Integrate into mainTemplate.gradle + +Unity 5.6 introduced support for customizing the `build.gradle` used to build +Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is +enabled, rather than downloading artifacts before the build, Android resolution +results in the execution of the following operations: + + - Remove the result of previous Android resolutions. + e.g Delete all files and directories labeled with "gpsr" under + `Plugins/Android` from the project and remove sections delimited with + `// Android Resolver * Start` and `// Android Resolver * End` lines. + - Collect the set of Android dependencies (libraries) specified by a + project's `*Dependencies.xml` files. + - Rename any `.srcaar` files in the build to `.aar` and exclude them from + being included directly by Unity in the Android build as + `mainTemplate.gradle` will be patched to include them instead from their + local maven repositories. + - Inject the required Gradle repositories into `mainTemplate.gradle` at the + line matching the pattern + `.*apply plugin: 'com\.android\.(application|library)'.*` or the section + starting at the line `// Android Resolver Repos Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Repos Start` and + `// Android Resolver Repos End` should be placed in the global scope + before the `dependencies` section. + - Inject the required Android dependencies (libraries) into + `mainTemplate.gradle` at the line matching the pattern `***DEPS***` or + the section starting at the line `// Android Resolver Dependencies Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Dependencies Start` and + `// Android Resolver Dependencies End` should be placed in the + `dependencies` section. + - Inject the packaging options logic, which excludes architecture specific + libraries based upon the selected build target, into `mainTemplate.gradle` + at the line matching the pattern `android +{` or the section starting at + the line `// Android Resolver Exclusions Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Exclusions Start` and + `// Android Resolver Exclusions End` should be placed in the global + scope before the `android` section. + +## Dependency Tracking + +The Android Resolver creates the +`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set +of resolved dependencies in a project. This is used by the auto-resolution +process to only run the expensive resolution process when necessary. + +## Displaying Dependencies + +It's possible to display the set of dependencies the Android Resolver +would download and process in your project via the +`Assets > External Dependency Manager > Android Resolver > Display Libraries` +menu item. + +# iOS Resolver Usage + +The iOS resolver component of this plugin manages +[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and +the `pod` tool is executed as a post build process step to add dependencies +to the Xcode project exported by Unity. + +Dependencies for iOS are added by referring to CocoaPods. + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml) + file into your plugin and add the dependencies your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Dependencies.xml`. For example, + `MyPlugin/Editor/MyPluginDependencies.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled: + +``` + + + + + +``` + +## Integration Strategies + +The `CocoaPods` are either: + * Downloaded and injected into the Xcode project file directly, rather than + creating a separate xcworkspace. We call this `Xcode project` integration. + * If the Unity version supports opening a xcworkspace file, the `pod` tool + is used as intended to generate a xcworkspace which references the + CocoaPods. We call this `Xcode workspace` integration. + +The resolution strategy can be changed via the +`Assets > External Dependency Manager > iOS Resolver > Settings` menu. + +### Appending text to generated Podfile +In order to modify the generated Podfile you can create a script like this: +``` +using System.IO; +public class PostProcessIOS : MonoBehaviour { +[PostProcessBuildAttribute(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50) +private static void PostProcessBuild_iOS(BuildTarget target, string buildPath) +{ + if (target == BuildTarget.iOS) + { + + using (StreamWriter sw = File.AppendText(buildPath + "/Podfile")) + { + //in this example I'm adding an app extension + sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend"); + } + } +} +``` + +# Package Manager Resolver Usage + +Adding registries to the +[Package Manager](https://docs.unity3d.com/Manual/Packages.html) +(PM) is a manual process. The Package Manager Resolver (PMR) component +of this plugin makes it easy for plugin maintainers to distribute new PM +registry servers and easy for plugin users to manage PM registry servers. + +## Adding Registries + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleRegistries.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/sample/Assets/ExternalDependencyManager/Editor/SampleRegistries.xml) + file into your plugin and add the registries your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Registries.xml` or labeled with `gumpr_registries`. For example, + `MyPlugin/Editor/MyPluginRegistries.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add a registry for plugins in the scope `com.coolstuff`: + +``` + + + + com.coolstuff + + + +``` + +When PMR is loaded it will prompt the developer to add the registry to their +project if it isn't already present in the `Packages/manifest.json` file. + +For more information, see Unity's documentation on +[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html). + +## Managing Registries + +It's possible to add and remove registries that are specified via PMR +XML configuration files via the following menu options: + +* `Assets > External Dependency Manager > Package Manager Resolver > + Add Registries` will prompt the user with a window which allows them to + add registries discovered in the project to the Package Manager. +* `Assets > External Dependency Manager > Package Manager Resolver > + Remove Registries` will prompt the user with a window which allows them to + remove registries discovered in the project from the Package Manager. +* `Assets > External Dependency Manager > Package Manager Resolver > + Modify Registries` will prompt the user with a window which allows them to + add or remove registries discovered in the project. + +## Migration + +PMR can migrate Version Handler packages installed in the `Assets` folder +to PM packages. This requires the plugins to implement the following: + +* `.unitypackage` must include a Version Handler manifests that describes + the components of the plugin. If the plugin has no dependencies + the manifest would just include the files in the plugin. +* The PM package JSON provided by the registry must include a keyword + (in the `versions.VERSION.keyword` list) that maps the PM package + to a Version Handler package using the format + `vh-name:VERSION_HANDLER_MANIFEST_NAME` where `VERSION_HANDLER_MANIFEST_NAME` + is the name of the manifest defined in the `.unitypackage`. For + more information see the description of the `gvhp_manifestname` asset label + in the *Version Handler Usage* section. + +When using the `Assets > External Dependency Manager > +Package Manager Resolver > Migrate Packages` menu option, PMR then +will: + +* List all Version Handler manager packages in the project. +* Search all available packages in the PM registries and fetch keywords + associated with each package parsing the Version Handler manifest names + for each package. +* Map each installed Version Handler package to a PM package. +* Prompt the user to migrate the discovered packages. +* Perform package migration for all selected packages if the user clicks + the `Apply` button. + +## Configuration + +PMR can be configured via the `Assets > External Dependency Manager > +Package Manager Resolver > Settings` menu option: + +* `Add package registries` when enabled, when the plugin loads or registry + configuration files change, this will prompt the user to add registries + that are not present in the Package Manager. +* `Prompt to add package registries` will cause a developer to be prompted + with a window that will ask for confirmation before adding registries. + When this is disabled registries are added silently to the project. +* `Prompt to migrate packages` will cause a developer to be prompted + with a window that will ask for confirmation before migrating packages + installed in the `Assets` directory to PM packages. +* `Enable Analytics Reporting` when enabled, reports the use of the plugin + to the developers so they can make imrpovements. +* `Verbose logging` when enabled prints debug information to the console + which can be useful when filing bug reports. + +# Version Handler Usage + +The Version Handler component of this plugin manages: + +* Shared Unity plugin dependencies. +* Upgrading Unity plugins by cleaning up old files from previous versions. +* Uninstallation of plugins that are distributed with manifest files. +* Restoration of plugin assets to their original install locations if assets + are tagged with the `exportpath` label. + +Since the Version Handler needs to modify Unity asset metadata (`.meta` files), +to enable / disable components, rename and delete asset files it does not +work with Package Manager installed packages. It's still possible to +include EDM4U in Package Manager packages, the Version Handler component +simply won't do anything to PM plugins in this case. + +## Using Version Handler Managed Plugins + +If a plugin is imported at multiple different versions into a project, if +the Version Handler is enabled, it will automatically check all managed +assets to determine the set of assets that are out of date and assets that +should be removed. To disable automatic checking managed assets disable +the `Enable version management` option in the +`Assets > External Dependency Manager > Version Handler > Settings` menu. + +If version management is disabled, it's possible to check managed assets +manually using the +`Assets > External Dependency Manager > Version Handler > Update` menu option. + +### Listing Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, +can displayed using the `Assets > External Dependency Manager > +Version Handler > Display Managed Packages` menu option. The list of plugins +are written to the console window along with the set of files used by each +plugin. + +### Uninstalling Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, +can be removed using the `Assets > External Dependency Manager > +Version Handler > Uninstall Managed Packages` menu option. This operation +will display a window that allows a developer to select a set of plugins to +remove which will remove all files owned by each plugin excluding those that +are in use by other installed plugins. + +Files managed by the Version Handler, those labeled with the `gvh` asset label, +can be checked to see whether anything needs to be upgraded, disabled or +removed using the `Assets > External Dependency Manager > +Version Handler > Update` menu option. + +### Restore Install Paths + +Some developers move assets around in their project which can make it +harder for plugin maintainers to debug issues if this breaks Unity's +[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. +If assets are labeled with their original install / export path +(see `gvhp_exportpath` below), Version Handler can restore assets to their +original locations when using the `Assets > External Dependency Manager > +Version Handler > Move Files To Install Locations` menu option. + +### Settings + +Some behavior of the Version Handler can be configured via the +`Assets > External Dependency Manager > Version Handler > Settings` menu +option. + +* `Enable version management` controls whether the plugin should automatically + check asset versions and apply changes. If this is disabled the process + should be run manually when installing or upgrading managed plugins using + `Assets > External Dependency Manager > Version Handler > Update`. +* `Rename to canonical filenames` is a legacy option that will rename files to + remove version numbers and other labels from filenames. +* `Prompt for obsolete file deletion` enables the display of a window when + obsolete files are deleted allowing the developer to select which files to + delete and those to keep. +* `Allow disabling files via renaming` controls whether obsolete or disabled + files should be disabled by renaming them to `myfilename_DISABLED`. + Renaming to disable files is required in some scenarios where Unity doesn't + support removing files from the build via the PluginImporter. +* `Enable Analytics Reporting` enables / disables usage reporting to plugin + developers to improve the product. +* `Verbose logging` enables _very_ noisy log output that is useful for + debugging while filing a bug report or building a new managed plugin. +* `Use project settings` saves settings for the plugin in the project rather + than system-wide. + +## Redistributing a Managed Plugin + +The Version Handler employs a couple of methods for managing version +selection, upgrade and removal of plugins. + +* Each plugin can ship with a manifest file that lists the files it includes. + This makes it possible for Version Handler to calculate the difference + in assets between the most recent release of a plugin and the previous + release installed in a project. If a files are removed the Version Handler + will prompt the user to clean up obsolete files. +* Plugins can ship using assets with unique names, unique GUIDs and version + number labels. Version numbers can be attached to assets using labels or + added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt). + This allows the Version Handler to determine which set of files are the + same file at different versions, select the most recent version and prompt + the developer to clean up old versions. + +Unity plugins can be managed by the Version Handler using the following steps: + + 1. Add the `gvh` asset label to each asset (file) you want Version Handler + to manage. + 1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the + version of the plugin you're releasing (e.g 1.2.3). + 1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the + export path of the file when the `.unitypackage` is created. This is + used to track files if they're moved around in a project by developers. + 1. Optional: Add `gvh_targets-editor` label to each editor DLL in your + plugin and disable `editor` as a target platform for the DLL. + The Version Handler will enable the most recent version of this DLL when + the plugin is imported. + 1. Optional: If your plugin is included in other Unity plugins, you should + add the version number to each filename and change the GUID of each asset. + This allows multiple versions of your plugin to be imported into a Unity + project, with the Version Handler component activating only the most + recent version. + 1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` + that lists all the files in your plugin relative to the project root. + Then add the `gvh_manifest` label to the asset to indicate this file is + a plugin manifest. + 1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file + to provide a human readable name for your package. If this isn't provided + the name of the manifest file will be used as the package name. + NAME can match the pattern `[0-9]+[a-zA-Z -]' where a leading integer + will set the priority of the name where `0` is the highest priority + and preferably used as the display name. The lowest value (i.e highest + priority name) will be used as the display name and all other specified + names will be aliases of the display name. Aliases can refer to previous + names of the package allowing renaming across published versions. + 1. Redistribute EDM4U Unity plugin with your plugin. + See the [Plugin Redistribution](#plugin-redistribution) for the details. + +If you follow these steps: + + * When users import a newer version of your plugin, files referenced by the + older version's manifest are cleaned up. + * The latest version of the plugin will be selected when users import + multiple packages that include your plugin, assuming the steps in + [Plugin Redistribution](#plugin-redistribution) are followed. + +# Building from Source + +To build this plugin from source you need the following tools installed: + * Unity (with iOS and Android modules installed) + +You can build the plugin by running the following from your shell +(Linux / OSX): + +``` +./gradlew build +``` + +or Windows: + +``` +./gradlew.bat build +``` + +# Releasing + +Each time a new build of this plugin is checked into the source tree you +need to do the following: + + * Bump the plugin version variable `pluginVersion` in `build.gradle` + * Update `CHANGELOG.md` with the new version number and changes included in + the release. + * Build the release using `./gradlew release` which performs the following: + * Updates `external-dependency-manager-*.unitypackage` + * Copies the unpacked plugin to the `exploded` directory. + * Updates template metadata files in the `plugin` directory. + The GUIDs of all asset metadata is modified due to the version number + change. Each file within the plugin is versioned to allow multiple + versions of the plugin to be imported into a Unity project which allows + the most recent version to be activated by the Version Handler + component. + * Create release commit using `./gradlew gitCreateReleaseCommit` which + performs `git commit -a -m "description from CHANGELOG.md"` + * Once the release commit is merge, tag the release using + `./gradlew gitTagRelease` which performs the following: + * `git tag -a pluginVersion -m "version RELEASE"` to tag the release. + * Update tags on remote branch using `git push --tag REMOTE HEAD:master` diff --git a/Assets/ExternalDependencyManager/Editor/README.md.meta b/Assets/ExternalDependencyManager/Editor/README.md.meta new file mode 100644 index 0000000..34428ef --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/README.md.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b86aa3582c084272a2ff16841e0523f7 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-ExternalDependencyManager/Editor/README.md +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt new file mode 100644 index 0000000..1ae30eb --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt @@ -0,0 +1,13 @@ +Assets/ExternalDependencyManager/Editor/1.2.176/Google.IOSResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.176/Google.IOSResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll +Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll.mdb +Assets/ExternalDependencyManager/Editor/CHANGELOG.md +Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll +Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.mdb +Assets/ExternalDependencyManager/Editor/LICENSE +Assets/ExternalDependencyManager/Editor/README.md diff --git a/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt.meta b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt.meta new file mode 100644 index 0000000..97f4dc8 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 6645ca7b22724daa8c73b6017832ff86 +labels: +- gvh +- gvh_manifest +- gvh_version-1.2.176 +- gvhp_exportpath-ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt +- gvhp_manifestname-0External Dependency Manager +- gvhp_manifestname-play-services-resolver +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds.meta b/Assets/GoogleMobileAds.meta new file mode 100644 index 0000000..c8acf73 --- /dev/null +++ b/Assets/GoogleMobileAds.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ea5f87ec03309708a5f6bcb72f8a6cf +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/CHANGELOG.md b/Assets/GoogleMobileAds/CHANGELOG.md new file mode 100644 index 0000000..d077bec --- /dev/null +++ b/Assets/GoogleMobileAds/CHANGELOG.md @@ -0,0 +1,1085 @@ +Google Mobile Ads Unity Plugin Change Log + +************** +Version 8.4.1 +************** + +- Fixed [#2815] Setting ApplicationPreferences on Android. + +Built and tested with: +- Google Mobile Ads Android SDK 22.2.0 +- Google Mobile Ads iOS SDK 10.7 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.4.0 +************** + +- Fixed [#2757] Rewarded Interstitial events not raising on the main thread. +- Added support for rendering Ad Manager banner ad. +- Removed method call logs from showing up in Unity Editor Console. +- Deprecated ScreenOrientation parameter of the AppOpenAd Load() API. Added AppOpenAd.Load() API for loading AppOpen Ads using ad unit ID, ad request and ad load callbacks. +- Added ApplicationPreferences API to manage GMA preferences. +- Updated Google Mobile Ads SDK dependency to use v10.7 on iOS. +- Updated Google Mobile Ads SDK dependency to use v22.2.0 on Android. + +Built and tested with: +- Google Mobile Ads Android SDK 22.2.0 +- Google Mobile Ads iOS SDK 10.7 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.3.0 +************** + +- Added support to RaiseAdEventsOnUnityMainThread for UMP callbacks. +- Added support for Ad Manager interstitial ad. +- Updated Google Mobile Ads SDK dependency to use v22.1.0 on Android. +- Updated Google Mobile Ads SDK dependency to use v10.5 on iOS. + +Built and tested with: +- Google Mobile Ads Android SDK 22.1.0 +- Google Mobile Ads iOS SDK 10.5 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.2.0 +************** + +- Fixed [#2646] Android Banner 'Descendant focus' crash. +- Fixed [#2676] Raising Interstitial events on main thread. +- Deprecated builder pattern in AdRequest, RequestConfiguration and ServerSideVerificationOptions Class. Utilize fields instead. +- Added AdManagerAdRequest class to allow passing CustomTargeting, CategoryExclusions and PublisherProvidedId as part of AdManager requests. +- Updated Google Mobile Ads SDK dependency to use v10.4 on iOS. + +Built and tested with: +- Google Mobile Ads Android SDK 22.0.0 +- Google Mobile Ads iOS SDK 10.4 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.1.0 +************** + +- Requires apps to build against Xcode 14.0 or higher. +- Fixed [#2611] [UMP] Exception raised when calling Update of ConsentInformation on Android + +Built and tested with: +- Google Mobile Ads Android SDK 22.0.0 +- Google Mobile Ads iOS SDK 10.3 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.175 + +************** +Version 8.0.0 +************** + +Plugin: +- Removed obsolete APIs for AppOpenAd. +- Removed obsolete APIs for InterstitialAd. +- Added the MobileAds.RaiseAdEventsOnUnityMainThread option for raising ad events on the Unity main thread. +- Dropped support for `armv7` and `i386` architectures. +- Requires minimum iOS version 11.0. +- Fixed [#2543] NullReferenceException when UMP ConsentDebugSettings are null. +- Fixed [#2531] Xcode 13 compile time error. +- Fixed [#1779] Crash with custom Banner Ad Sizes on the Unity platform. +- Fixed [#2553] Banner position in Unity Editor to reflect Android and iOS position. +- Added support for GMA Android SDK v22.0.0. Requires using GMA Android SDK v22.0.0 or higher. +- Added support for GMA iOS SDK v10.3. Requires using GMA iOS SDK v10.3 or higher. + +Built and tested with: +- Google Mobile Ads Android SDK 22.0.0 +- Google Mobile Ads iOS SDK 10.3 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.175 + +************** +Version 7.4.1 +************** + +Plugin: +- Added support for GMA iOS SDK v10. Requires using Google Mobile Ads iOS SDK v10.0 or higher. + +Built and tested with: +- Google Mobile Ads Android SDK 21.3.0 +- Google Mobile Ads iOS SDK 10.0 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.175 + +************** +Version 7.4.0 +************** + +Plugin: +- Added OnAdClicked and OnAdImpressionRecorded events to BannerView. +- Updated all ad format APIs to have consistent nomenclature. +- Added new InterstitialAd.OnAdClicked event to interstitial ads. +- Added new InterstitialAd.Load() API for loading interstitial ads. +- Added new InterstitialAd.CanShowAd() API for checking interstitial ad state. +- Added new RewardedAd.OnAdClicked event to rewarded ads. +- Added new RewardedAd.Load() API for loading rewarded ads. +- Added new RewardedAd.CanShowAd() API for checking rewarded ad state. +- Added new RewardedInterstitialAd.OnAdClicked event to rewarded interstitial ads. +- Added new RewardedInterstitialAd.Load() API for loading rewarded interstitial ads. +- Added new RewardedInterstitialAd.CanShowAd() API for checking rewarded interstitial ad state. +- Added new AppOpenAd.OnAdClicked event to app open ads. +- Added new AppOpenAd.Load() API for loading app open ads. +- Added new AppOpenAd.CanShowAd() API for checking app open ad state. +- Fixed [#2453] and [#2450] XCode build error when using iOS SDK 9.14.0 or greater. +- Added User Messaging Platform (UMP) APIs. + +Built and tested with: +- Google Mobile Ads Android SDK 21.3.0 +- Google Mobile Ads iOS SDK 9.11.0 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.175 + +************** +Version 7.3.1 +************** + +Plugin: +- Fixed [#1799](https://github.com/googleads/googleads-mobile-unity/issues/1799) RewardedAd OnAdFailedToPresentFullScreenContent called twice. + +Built and tested with: +- Google Mobile Ads Android SDK 21.3.0. +- Google Mobile Ads iOS SDK 9.11.0 +- External Dependency Manager for Unity 1.2.171 + +************** +Version 7.3.0 +************** + +Plugin: +- Requires using Google Mobile Ads Android SDK v21.3.0 or higher. +- Requires using Google Mobile Ads iOS SDK v9.11.0 or higher. +- Added response information for ad networks to the [ad response](https://developers.google.com/admob/unity/response-info). + +Built and tested with: +- Google Mobile Ads Android SDK 21.3.0. +- Google Mobile Ads iOS SDK 9.11.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.2.0 +************** + +Plugin: +- Added settings to optimize Android initialization and ad loading thread usage. +- Fixed issue with AppOpenAd.GetResponseInfo() not completing on Android. +- Fixed display issue for AdInspector on the Unity Editor platform. + +Built and tested with: +- Google Mobile Ads Android SDK 21.0.0. +- Google Mobile Ads iOS SDK 9.9.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.1.0 +************** + +Plugin: +- Added AppStateEventNotifier as a better option to OnApplicationPause for app open ads. + +Built and tested with: +- Google Mobile Ads Android SDK 21.0.0. +- Google Mobile Ads iOS SDK 9.0.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.0.2 +************** + +Plugin: +- Added support for GMA Android SDK v21. Requires using GMA Android SDK v21.0.0 or higher. + +Built and tested with: +- Google Mobile Ads Android SDK 21.0.0. +- Google Mobile Ads iOS SDK 9.0.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.0.1 +************** + +Plugin: +- Fixed Github issue [1943](https://github.com/googleads/googleads-mobile-unity/issues/1943) related App Id saving. +- Fixed Github issue [2001](https://github.com/googleads/googleads-mobile-unity/issues/2001) related to Android manifest. +- Fixed Github issue [2003](https://github.com/googleads/googleads-mobile-unity/issues/2003) related to Ad Inspector crash. +- Added placeholder AdInspector for Unity editor. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 9.0.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.0.0 +************** + +Plugin: +- Added support for GMA iOS SDK v9. Requires using GMA iOS SDK v9.0.0 or higher. +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1620 +- Updated to use External Dependency Manager for Unity 1.2.169. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 9.0.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 6.1.2 +************** + +Plugin: +- Fixed Github issue [1786](https://github.com/googleads/googleads-mobile-unity/issues/1786) related to GoogleMobileAdsSettings. +- Fixed issue related to missing GADUAdNetworkExtras.h file when using some mediation adapters. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 8.8.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + +************** +Version 6.1.1 +************** + +Plugin: +- Added support for ad inspector. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 8.8.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + + +************** +Version 6.1.0 +************** + +Plugin: +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1620 +- Added support for iOS 14+ [same app key](https://developers.google.com/admob/ios/ios14) +- Added support for App Open ads. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 8.8.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + +************** +Version 6.0.2 +************** + +Plugin: +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1677 This version requires Xcode 12.4 where the previous version required Xcode 12.5.1. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 8.8.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + +************** +Version 6.0.1 +************** + +Plugin: +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1613 where build error occurs on Unity 2021. +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1616 where iOS build contains undefined symbol. +- Automatically added SKAdNetworkIdentifiers recommended by https://developers.google.com/admob/ios/ios14#skadnetwork into generated iOS builds. You can manage the list of SKAdNetworkIdentifier values by editing `Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml`. + +Built and tested with: +- Google Play services 20.0.0 +- Google Mobile Ads iOS SDK 8.2.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + +************** +Version 6.0.0 +************** + +Plugin: +- Added support for GMA iOS SDK v8 and GMA Android SDK v20. Requires using GMA iOS SDK v8.0.0 or higher, and GMA Android SDK 20.0.0 or higher. +- Removed MobileAds.Initialize(string appId). +- Removed Birthday, Gender, TestDevices, TagForChildDirectedTreatment properties on AdRequest. TagForChildDirectedTreatment and TestDeviceIds properties are available under RequestConfiguration.. +- Removed OnAdLeavingApplication event for all formats. +- Removed MediationAdapterClassName from all formats in favor of ResponseInfo. +- Removed Message from AdErrorEventArgs class in favor of AdError. +- Removed RewardBasedVideoAd in favor of RewardedAd. +- Added support for ad load errors, please see https://developers.google.com/admob/unity/ad-load-errors for details. +- Ad Manager integration now requires providing the app ID in the Unity Editor. +- Changed package format to contain compiled assemblies in DLL format in place of the uncompiled code. +- You need to enable "Link frameworks statically" in Unity Editor -> Assets -> External Dependency Manager -> iOS Resolver -> Settings, or else the GMA plugin does not work. + +Built and tested with: +- Google Play services 20.0.0 +- Google Mobile Ads iOS SDK 8.2.0 +- External Dependency Manager for Unity 1.2.165. + +************** +Version 5.4.0 +************** + +Plugin: +- Add support for iOS14 with Googles `SKAdNetwork` identifiers automatically included in + `Info.plist`. +- Added the RewardedInterstitialAd format. This feature is currently in private beta. Reach out to your account manager to request access. +- Added mock ad views to enable developers to test ad placement and callback logic within the Unity editor. +- Added fix for crash that occurs when attempting to show interstitial when app is closing. +- Added fix for crash that occurs when calling `GetResponseInfo()` on iOS before ad is loaded. + +Built and tested with: +- Google Play services 19.5.0 +- Google Mobile Ads iOS SDK 7.68.0 +- External Dependency Manager for Unity 1.2.161. + +************** +Version 5.3.0 +************** + +Plugin: +- Add InitializationStatusClient for Init callback in Unity Editor. Fixes #1394. +- Update to Android SDK version 19.3.0 + +Built and tested with: +- Google Play services 19.3.0 +- Google Mobile Ads iOS SDK 7.63.0 +- External Dependency Manager for Unity 1.2.156. + +************** +Version 5.2.0 +************** + +Plugin: + - Added ResponseInfo class. See + https://developers.google.com/admob/unity/response-info for usage details. + - Fixes #1307 - issue with running in Unity Editor when targeting iOS platform. + - Fixes #1287 - issue where a crash is caused in equality check when AdSize is + null. + - Moved GoogleMobileAdsPlugin to GoogleMobileAdsPlugin.androidlib to ensure manifest + is picked up when building android app in Unity 2020. Fixes issue #1310. Thanks @pipe-alt! + - Fix error messages for iOS plugin. + - Added the DisableMediationInitialization() method to MobileAds. + Warning: Calling this method may negatively impact your Google mediation performance. + This method should only be called if you include Google mediation adapters in your app, but you + won't use mediate through Google during a particular app session (for example, you are running + an A/B mediation test). + +Built and tested with: +- Google Play services 19.2.0 +- Google Mobile Ads iOS SDK 7.60.0 +- External Dependency Manager for Unity 1.2.156. + +************** +Version 5.1.0 +************** + +Plugin: + - Added RequestConfiguration class. See + https://developers.google.com/admob/unity/targeting for usage details. + - Fixed issue with building for IL2CPP in versions of Unity 2017 and earlier. + - Adding missing imports for Unity 5.6 build (Thanks @EldersJavas !). + - Added GoogleMobileAds assembly definition. + - Added thread safety to GADUObjectCache in iOS plugin. + - Revised project structure. If upgrading from a previous version, delete + your GoogleMobileAds/ folder before importing this plugin. + +Built and tested with: +- Google Play services 19.1.0 +- Google Mobile Ads iOS SDK 7.58.0 +- Unity Jar Resolver 1.2.152 + + +************** +Version 5.0.1 +************** + +Plugin: + - Fixed issue with externs.cpp in pre-2019 versions of Unity + +Built and tested with: +- Google Play services 19.0.0 +- Google Mobile Ads iOS SDK 7.56.0 +- Unity Jar Resolver 1.2.136 + +************** +Version 5.0.0 +************** + +Plugin: + - Removed preprocessor directives for custom assembly support. + - Fixed IL2CPP build support on Android. + - Updated to Google Play services 19.0.0. + - Updated minimum Android API level to 16. + +Built and tested with: +- Google Play services 19.0.0 +- Google Mobile Ads iOS SDK 7.56.0 +- Unity Jar Resolver 1.2.136 + +************** +Version 4.2.1 +************** + +Plugin: + - Fixed issue with using `AdSize.FullWidth` API for apps that only support landscape. + +Built and tested with: +- Google Play services 18.3.0 +- Google Mobile Ads iOS SDK 7.53.1 +- Unity Jar Resolver 1.2.135 + +************** +Version 4.2.0 +************** + +Plugin: + - Added support for using AdSize.FullWidth with Adaptive banner APIs. + - Added `GetRewardItem()` API for `RewardedAd`. + - Fixed issue with Android implementation of `GetPortraitAnchoredAdaptiveBannerAdSizeWithWidth`. + +Built and tested with: +- Google Play services 18.3.0 +- Google Mobile Ads iOS SDK 7.53.1 +- Unity Jar Resolver 1.2.135 + +************** +Version 4.1.0 +************** + +Plugin: + - Released Anchored Adaptive Banner APIs. + +Built and tested with: +- Google Play services 18.2.0 +- Google Mobile Ads iOS SDK 7.51.0 +- Unity Jar Resolver 1.2.130 + +************** +Version 4.0.0 +************** + +Plugin: +- Breaking change: The Android library included in this plugin is now distributed as an aar, and + lives at `Assets/Plugins/Android/googlemobileads-unity.aar'. If you are upgrading from a previous + version, remove the `Assets/Plugins/Android/GoogleMobileAdsPlugin' folder prior to importing this + latest version of the plugin. +- Added proguard support on Android. +- Update Android Google Mobile Ads SDK version to 18.2.0. +- Fixed a bug where the AdSize.SMART_BANNER banner size did not work on Unity 2019.2+. +- Added assertion to stop Android builds when Google Mobile Ads settings are invalid. + +Built and tested with: +- Google Play services 18.2.0 +- Google Mobile Ads iOS SDK 7.50.0 +- Unity Jar Resolver 1.2.125 + +************** +Version 3.18.3 +************** + +Plugin: +- Update JAR resolver. + +Built and tested with: +- Google Play services 18.1.1 +- Google Mobile Ads iOS SDK 7.48.0 +- Unity Jar Resolver 1.2.124 + +************** +Version 3.18.2 +************** + +Plugin: +- Update to Android release 18.1.1. + +Built and tested with: +- Google Play services 18.1.1 +- Google Mobile Ads iOS SDK 7.47.0 +- Unity Jar Resolver 1.2.123 + +************** +Version 3.18.1 +************** + +Plugin: +- Add new Initialization API. +- Fixed Android compile error with PListProcessor. +- Removed reflection for improved IL2CPP support. +- Fixed iOS dependency to not use patch version. + +Built and tested with: +- Google Play services 18.1.0 +- Google Mobile Ads iOS SDK 7.46.0 +- Unity Jar Resolver 1.2.122 + +************** +Version 3.18.0 +************** + +Plugin: +- Added GoogleMobileAdsSettings editor UI for making Plist / manifest changes. +- Fix OnRewardedAdFailedToShow callbacks. +- Migrated android support library to androidx (JetPack) with Google Mobile Ads + SDK version 18.0.0. + +Built and tested with: +- Google Play services 18.0.0 +- Google Mobile Ads iOS SDK 7.45.0 +- Unity Jar Resolver 1.2.119 + +************** +Version 3.17.0 +************** + +Plugin: +- Revised Banner positioning code to use gravity instead of popup window. +- Tested Banner positioning with notched devices supporting Google P APIs. +- Added Rewarded Ads ServerSideVerificationOptions (thanks @halfdevil !) +- Fixed issue with PListProcessor macro. +- Added whitelist for apache http library (thanks @RolandSzep !) +- Specified package for gender enum (thanks @armnotstrong !) +- Added mediation extras for custom events (thanks SeanPONeil !) + +Built and tested with: +- Google Play services 17.2.0 +- Google Mobile Ads iOS SDK 7.44.0 +- Unity Jar Resolver 1.2.111 + +************** +Version 3.16.0 +************** + +Plugin: +- Added new RewardedAd APIs support. +- Added PListProcessor to assist in adding the GADApplicationIdentifier +to iOS build Info.plist. + +Built and tested with: +- Google Play services 17.2.0 +- Google Mobile Ads iOS SDK 7.42.0 +- Unity Jar Resolver 1.2.102.0 + +************** +Version 3.15.1 +************** + +Plugin: +- Fixed crash when adding mediation extras to ad request. + +Built and tested with: +- Google Play services 15.0.1 +- Google Mobile Ads iOS SDK 7.32.0 +- Unity Jar Resolver 1.2.88.0 + +************** +Version 3.15.0 +************** + +Plugin: +- Forward Android ad events on background thread through JNI interface +to mitigate ANRs. + +Mediation packages: +- Updated AppLovin Unity package to v3.0.3. +- Updated Chartboost Unity package to v1.1.1. +- Updated Facebook Unity package to v1.1.3. +- Updated IronSource Unity package to v1.0.2. +- Updated Nend Unity package to v2.0.0. +- Updated Tapjoy Unity package to v2.0.0. + +Built and tested with: +- Google Play services 15.0.1 +- Google Mobile Ads iOS SDK 7.31.0 +- Unity Jar Resolver 1.2.79.0 + +************** +Version 3.14.0 +************** + +Plugin: +- Fixed Google Play dependencies version conflict with Firebase plugins. + +Mediation packages: +- Updated AdColony Unity package to v1.2.1. +- Updated AppLovin Unity package to v3.0.2. +- Updated Chartboost Unity package to v1.1.0. +- Updated Facebook Unity package to v1.1.2. +- Updated InMobi Unity package to v2.1.0. +- Updated IronSource Unity package to v1.0.1. +- Updated Maio Unity package to v1.1.0. +- Updated MoPub Unity package to v2.1.0. +- Updated MyTarget Unity package to v2.1.0. +- Updated Nend Unity package to v1.0.2. +- Updated Tapjoy Unity package to v1.1.1. +- Updated UnityAds Unity package to v1.1.3. + +Built and tested with: +- Google Play services 15.0.1 +- Google Mobile Ads iOS SDK 7.31.0 +- Unity Jar Resolver 1.2.75.0 + +************** +Version 3.13.1 +************** + +Plugin: +- Fixed issue where banner ads reposition to top of screen after a full +screen ad is displayed. + +Built and tested with: +- Google Play services 12.0.1 +- Google Mobile Ads iOS SDK 7.30.0 +- Unity Jar Resolver 1.2.64.0 + +************** +Version 3.13.0 +************** + +Plugin: +- Added `OnAdCompleted` ad event to rewarded video ads. +- Removed support for Native Ads Express. + +Mediation packages: +- Added Chartboost mediation support package. +- Added MoPub mediation support package. +- Updated AppLovin Unity package to v1.2.1. +- Updated AdColony Unity package to v1.0.1. +- Updated myTarget Unity package to v2.0.0. + +Built and tested with: +- Google Play services 12.0.1 +- Google Mobile Ads iOS SDK 7.30.0 +- Unity Jar Resolver 1.2.64.0 + +************** +Version 3.12.0 +************** + +Plugin: +- Added `setUserId` API to rewarded video ads to identify users in +server-to-server reward callbacks. +- Removed functionality that forced ad events to be invoked on the +main thread. + +Mediation packages: +- Updated maio Unity package to v1.0.1. + +Built and tested with: +- Google Play services 11.8.0 +- Google Mobile Ads iOS SDK 7.29.0 +- Unity Jar Resolver 1.2.61.0 + +************** +Version 3.11.1 +************** + +Plugin: +- Fixed issue where calling GetWidthInPixels() or GetHeightInPixels() resulted +in a null pointer exception. + +Mediation packages: +- Added Facebook mediation support package. + +Built and tested with: +- Google Play services 11.8.0 +- Google Mobile Ads iOS SDK 7.28.0 +- Unity Jar Resolver 1.2.61.0 + +************** +Version 3.11.0 +************** + +Plugin: +- Updated Android ad events to be invoked on the main thread. +- Added `MobileAds.SetiOSAppPauseOnBackground()` method to pause iOS apps when +displaying full screen ads. +- Fixed issue were banners repositioned incorrectly following an orientation +change. + +Mediation packages: +- Added maio mediation support package. +- Added nend mediation support package. + +Built and tested with: +- Google Play services 11.8.0 +- Google Mobile Ads iOS SDK 7.27.0 +- Unity Jar Resolver 1.2.61.0 + +************** +Version 3.10.0 +************** + +Plugin: +- Updated Smart Banner positioning to render within safe area on iOS 11. +- Added API to return height and width of BannerView in pixels. +- Added SetPosition method to reposition banner ads. +- Updated AppLovin Unity mediation package to support AppLovin initialization +integration. + +Mediation packages: +- Added InMobi mediation support package. +- Added Tapjoy mediation support package. +- Added Unity Ads mediation support package. +- Added myTarget mediation support package. + +Built and tested with: +- Google Play services 11.6.2 +- Google Mobile Ads iOS SDK 7.27.0 +- Unity Jar Resolver 1.2.59.0 + +************* +Version 3.9.0 +************* + +Plugin: +- Implemented workaround for issue where ad views are rendered in incorrect +position. +- Resolved compatibility issues with Gradle 4. +- Resolved comnpatilbity issues with older versions of Xcode. + +Mediation packages: +- Added API for video ad volume control. +- Added AdColony mediation support package. +- Added AppLovin mediation support package. + +Built and tested with: +- Google Play services 11.6.0 +- Google Mobile Ads iOS SDK 7.25.0 +- Unity Jar Resolver 1.2.59.0 + +************* +Version 3.8.0 +************* + +- Added support for Vungle mediation extras. +- Updated ad views to render within safe area on iOS 11 when using predefined +AdPosition constants. +- Added MediationAdapterClassName() method to all ad formats. +- Fixed issue where ad views are always rendered on the top of the screen for +certain devices. + +Built and tested with: +- Google Play services 11.4.0 +- Google Mobile Ads iOS SDK 7.24.1 +- Unity Jar Resolver 1.2.59.0 + +************* +Version 3.7.1 +************* + +- Fix issue where banner and Native Express ads fail to show after being hidden. + +Built and tested with: +- Google Play services 11.4.0 +- Google Mobile Ads iOS SDK 7.24.0 +- Unity Jar Resolver 1.2.52.0 + +************* +Version 3.7.0 +************* + +- Updated dependency specification for JarResolver to use new XML format. +- Resolved JarResolver incompatibility issues when using Firebase Unity plugins. + +Built and tested with: +- Google Play services 11.2.0 +- Google Mobile Ads iOS SDK 7.23.0 +- Unity Jar Resolver 1.2.48.0 + +************* +Version 3.6.3 +************* + +- Fixed serving of live ads to iOS simulator when simulator set as test +device. +- Reverted addition of mediation sub-directories to Plugin folder. + +Built and tested with: +- Google Play services 11.0.4 +- Google Mobile Ads iOS SDK 7.21.0 +- Unity Jar Resolver 1.2.35.0 + +************* +Version 3.6.2 +************* + +- Add mediation sub-directories to Plugin folder. + +Built and tested with: +- Google Play services 11.0.4 +- Google Mobile Ads iOS SDK 7.21.0 +- Unity Jar Resolver 1.2.35.0 + +************* +Version 3.6.1 +************* + +- Updated Unity Jar Resolver. + +Built and tested with: +- Google Play services 11.0.0 +- Google Mobile Ads iOS SDK 7.21.0 +- Unity Jar Resolver 1.2.32.0 + +************* +Version 3.6.0 +************* + +- Added method to initialize the GMA SDK. +- Added FullWidth AdSize constant. +- Fixed incompatibility with Gradle build system. +- Updated iOS code to remove modular imports. + +Built and tested with: +- Google Play services 11.0.0 +- Google Mobile Ads iOS SDK 7.21.0 +- Unity Jar Resolver 1.2.31.0 + +************* +Version 3.5.0 +************* +- Fix ad views losing visibility after an activity change for certain devices +(eg. Huaweai devices). + +Built and tested with: +- Google Play services 10.2.4 +- Google Mobile Ads iOS SDK 7.20.0 +- Unity Jar Resolver 1.2.20.0 + +************* +Version 3.4.0 +************* +- Fix native express and banner ad behavior where initializing and +hidden ads create unclickable region. + +Built and tested with: +- Google Play services 10.2.1 +- Google Mobile Ads iOS SDK 7.19.0 +- Unity Jar Resolver 1.2.14.0 + +************* +Version 3.3.0 +************* +- Removed support for in-app purchases. +- Fix positioning of ads in sticky-immersive mode. +- Fix issue were ads larger than 320dp could not be rendered. +- Fix incorrect positioning of ads in iOS for ad position BOTTOM. +- Add rewarded video test ad units to HelloWorld sample app. +- Suppress warnings for unused placeholder ad events. + +Built and tested with: +- Google Play services 10.2.0 +- Google Mobile Ads iOS SDK 7.18.0 +- Unity Jar Resolver 1.2.12.0 + +************* +Version 3.2.0 +************* +- Banner ads and native express ads display correctly on Unity 5.6. +- Add ability to specify x, y location of ad views. + +Built and tested with: +- Google Play services 10.0.1 +- Google Mobile Ads iOS SDK 7.16.0 +- Unity Jar Resolver 1.2.9.0 + +************* +Version 3.1.3 +************* +- Fix incorrect invocation of events on ads failing to load. + +Built and tested with: +- Google Play services 10.0.0 +- Google Mobile Ads iOS SDK 7.15.0 +- Unity Jar Resolver 1.2.6.0 + +************* +Version 3.1.2 +************* +- Fix NPE when ad events are not hooked up. + +Built and tested with: +- Google Play services 9.8.0 +- Google Mobile Ads iOS SDK 7.13.0 +- Unity Jar Resolver 1.2.2.0 + +************* +Version 3.1.1 +************* +- Remove dependency on Android Support Library and update GMA iOS SDK +version in `AdMobDependencies.cs`. + +Built and tested with: +- Google Play services 9.6.1 +- Google Mobile Ads iOS SDK 7.13.0 +- Unity Jar Resolver 1.2.2.0 + +************* +Version 3.1.0 +************* +- Integrate plugin with play-services-resolver-1.2.1.0. +- Removal of CocoaPods integration. + +Built and tested with: +- Google Play services 9.6.0 +- Google Mobile Ads iOS SDK 7.12.0 +- Unity Jar Resolver 1.2.1.0 + +************* +Version 3.0.7 +************* +- Fix crash within OnAdLoaded ad event for rewarded video ads on iOS. + +Built and tested with: +- Google Play services 9.4.0 +- Google Mobile Ads iOS SDK 7.11.0 +- Unity Jar Resolver 1.2 + +************* +Version 3.0.6 +************* +- Add support for Native Ads express. +- Fix compatibility issues with Android IL2CPP compilation. +- Fix memory leak of C# client objects + +Built and tested with: +- Google Play services 9.4.0 +- Google Mobile Ads iOS SDK 7.10.1 +- Unity Jar Resolver 1.2 + +************* +Version 3.0.5 +************* +- Remove use of JSONUtility. + +Built and tested with: +- Google Play services 9.2.0 +- Google Mobile Ads iOS SDK 7.8.1 +- Unity Jar Resolver 1.2 + +************* +Version 3.0.4 +************* +- Fix Podfile compatibility with CocoaPods 1.0.0. +- Add support for DFP custom native ad formats. + +Built and tested with: +- Google Play services 9.0.0 +- Google Mobile Ads iOS SDK 7.8.1 +- Unity Jar Resolver 1.2 + +************* +Version 3.0.3 +************* +- Restrict simultaneous rewarded video requests on Android. + +Built and tested with: +- Google Play services 8.4.0 +- Google Mobile Ads iOS SDK 7.7.0 + +************* +Version 3.0.2 +************* +- Fix compatibility issues with Google Mobile Ads iOS SDK 7.7.0 + +Built and tested with: +- Google Play services 8.4.0 +- Google Mobile Ads iOS SDK 7.7.0 + +************* +Version 3.0.1 +************* +- Update preprocessor directives for iOS post build setup +- Add request agent to all ad requests from plugin + +Built and tested with: +- Google Play services 8.4.0 +- Google Mobile Ads iOS SDK 7.6.0 + +************* +Version 3.0.0 +************* +- Add support for Custom In-App purchase flow on Android +- Add CocoaPods integration and automated build settings for iOS projects +- Use JarResolver plugin to resolve Google Play services client dependencies +- Ad events for banners and interstitials refactored with new names + +Built and tested with: +- Google Play services 8.4.0 +- Google Mobile Ads iOS SDK 7.6.0 + +************* +Version 2.3.1 +************* +- Move IInAppBillingService into its own JAR + +************* +Version 2.3.0 +************* +- Add support for In-App Purchase house ads on Android + +************* +Version 2.2.1 +************* +- Fix for Android manifest merge issues on Unity 4.x +- Fix for TouchCount issue on Unity 5.0 + +*********** +Version 2.2 +*********** +- Support for Unity 5.0 & ARC +- Additional Banner positions +- iOS Ads SDK 7.0.0 compatibility + +*********** +Version 2.1 +*********** +- Support for Interstitial Ads +- Ad events use EventHandlers + +*********** +Version 2.0 +*********** +- A single package with cross platform (Android/iOS) support +- Mock ad calls when running inside Unity editor +- Support for Banner Ads +- Custom banner sizes +- Banner ad events listeners +- AdRequest targeting methods +- A sample project to demonstrate plugin integration + +*********** +Version 1.2 +*********** +- Initial Android version with Google Play services support +- Support for Banner Ads only + +*********** +Version 1.1 +*********** +- Initial iOS only version +- Support for Banner Ads only + +*********** +Version 1.0 +*********** +- Initial version for Android (using now deprecated legacy Android SDK) diff --git a/Assets/GoogleMobileAds/CHANGELOG.md.meta b/Assets/GoogleMobileAds/CHANGELOG.md.meta new file mode 100644 index 0000000..22db846 --- /dev/null +++ b/Assets/GoogleMobileAds/CHANGELOG.md.meta @@ -0,0 +1,81 @@ +fileFormatVersion: 2 +guid: 161c4904cd2045a1bf046453a58a9d7b +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/CHANGELOG.md +timeCreated: 1480838400 +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + platformData: + Android: + enabled: 0 + settings: + CPU: AnyCPU + Any: + enabled: 0 + settings: {} + Editor: + enabled: 0 + settings: + CPU: AnyCPU + DefaultValueInitialized: true + OS: AnyOS + Linux: + enabled: 0 + settings: + CPU: None + Linux64: + enabled: 0 + settings: + CPU: None + LinuxUniversal: + enabled: 0 + settings: + CPU: None + OSXIntel: + enabled: 0 + settings: + CPU: None + OSXIntel64: + enabled: 0 + settings: + CPU: None + OSXUniversal: + enabled: 0 + settings: + CPU: None + Web: + enabled: 0 + settings: {} + WebStreamed: + enabled: 0 + settings: {} + Win: + enabled: 0 + settings: + CPU: None + Win64: + enabled: 0 + settings: + CPU: None + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + iOS: + enabled: 0 + settings: + CompileFlags: + FrameworkDependencies: + tvOS: + enabled: 0 + settings: + CompileFlags: + FrameworkDependencies: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor.meta b/Assets/GoogleMobileAds/Editor.meta new file mode 100644 index 0000000..eea2419 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3979625ccaa8ba142a5e5fa8959ea529 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs b/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs new file mode 100644 index 0000000..e740c0c --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs @@ -0,0 +1,36 @@ +using System; +using UnityEditor; +using UnityEditor.Build; +#if UNITY_2018_1_OR_NEWER +using UnityEditor.Build.Reporting; +#endif +using UnityEditor.Callbacks; + +using GoogleMobileAds.Editor; + +#if UNITY_2018_1_OR_NEWER +public class BuildPreProcessor : IPreprocessBuildWithReport +#else +public class BuildPreProcessor : IPreprocessBuild +#endif +{ + + public int callbackOrder { get { return 1; } } + +#if UNITY_2018_1_OR_NEWER + public void OnPreprocessBuild(BuildReport report) +#else + public void OnPreprocessBuild(BuildTarget target, string path) +#endif + { + if (!AssetDatabase.IsValidFolder("Assets/GoogleMobileAds")) + { + AssetDatabase.CreateFolder("Assets", "GoogleMobileAds"); + } + + if (AssetDatabase.IsValidFolder("Packages/com.google.ads.mobile")) + { + AssetDatabase.CopyAsset("Packages/com.google.ads.mobile/GoogleMobileAds/link.xml", "Assets/GoogleMobileAds/link.xml"); + } + } +} diff --git a/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs.meta b/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs.meta new file mode 100644 index 0000000..a7ada81 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 685dda80cd994008bf8bb721870d8118 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/Editor/BuildPreProcessor.cs +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef b/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef new file mode 100644 index 0000000..5a49696 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef @@ -0,0 +1,18 @@ +{ + "name": "GoogleMobileAds.Editor", + "references": [ + "GoogleMobileAds", + "GoogleMobileAds.Core" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef.meta b/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef.meta new file mode 100644 index 0000000..dddaa50 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cbb42e4cfd9484f52972c8f05e1c3252 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef +timeCreated: 1480838400 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml new file mode 100644 index 0000000..7c1b6df --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml @@ -0,0 +1,17 @@ + + + + + https://maven.google.com/ + + + + + + + + https://github.com/CocoaPods/Specs + + + + diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml.meta b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml.meta new file mode 100644 index 0000000..6ad3836 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2c9357ed17521401bb7b6733145ebcd9 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml +timeCreated: 1504855478 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml new file mode 100644 index 0000000..b90481a --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml @@ -0,0 +1,43 @@ + + + cstr6suwn9.skadnetwork + + + 4fzdc2evr5.skadnetwork + 2fnua5tdw4.skadnetwork + ydx93a7ass.skadnetwork + 5a6flpkh64.skadnetwork + p78axxw29g.skadnetwork + v72qych5uu.skadnetwork + c6k4g5qg8m.skadnetwork + s39g8k73mm.skadnetwork + 3qy4746246.skadnetwork + 3sh42y64q3.skadnetwork + f38h382jlk.skadnetwork + hs6bdukanm.skadnetwork + prcb7njmu6.skadnetwork + v4nxqhlyqp.skadnetwork + wzmmz9fp6w.skadnetwork + yclnxrl5pm.skadnetwork + t38b2kh725.skadnetwork + 7ug5zh24hu.skadnetwork + 9rd848q2bz.skadnetwork + n6fk4nfna4.skadnetwork + kbd757ywx3.skadnetwork + 9t245vhmpl.skadnetwork + 4468km3ulz.skadnetwork + 2u9pt9hc89.skadnetwork + 8s468mfl3y.skadnetwork + av6w8kgt66.skadnetwork + klf5c3l5u5.skadnetwork + ppxm28t8ap.skadnetwork + 424m5254lk.skadnetwork + uw77j35x4d.skadnetwork + 578prtvx9j.skadnetwork + 4dzt52r2t5.skadnetwork + e5fvkxwrpn.skadnetwork + 8c4e2ghe7u.skadnetwork + zq492l623r.skadnetwork + 3qcr597p9d.skadnetwork + diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml.meta b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml.meta new file mode 100644 index 0000000..6741442 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b18ecf64be00344e7b039c69e9af56bf +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml +timeCreated: 1480838400 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs new file mode 100644 index 0000000..94b00b1 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs @@ -0,0 +1,95 @@ +using System.IO; +using UnityEditor; +using UnityEngine; + +namespace GoogleMobileAds.Editor +{ + internal class GoogleMobileAdsSettings : ScriptableObject + { + private const string MobileAdsSettingsResDir = "Assets/GoogleMobileAds/Resources"; + + private const string MobileAdsSettingsFile = "GoogleMobileAdsSettings"; + + private const string MobileAdsSettingsFileExtension = ".asset"; + + internal static GoogleMobileAdsSettings LoadInstance() + { + //Read from resources. + var instance = Resources.Load(MobileAdsSettingsFile); + + //Create instance if null. + if (instance == null) + { + Directory.CreateDirectory(MobileAdsSettingsResDir); + instance = ScriptableObject.CreateInstance(); + string assetPath = Path.Combine( + MobileAdsSettingsResDir, + MobileAdsSettingsFile + MobileAdsSettingsFileExtension); + AssetDatabase.CreateAsset(instance, assetPath); + AssetDatabase.SaveAssets(); + } + + return instance; + } + + [SerializeField] + private string adMobAndroidAppId = string.Empty; + + [SerializeField] + private string adMobIOSAppId = string.Empty; + + [SerializeField] + private bool delayAppMeasurementInit; + + [SerializeField] + private bool optimizeInitialization; + + [SerializeField] + private bool optimizeAdLoading; + + [SerializeField] + private string userTrackingUsageDescription; + + public string GoogleMobileAdsAndroidAppId + { + get { return adMobAndroidAppId; } + + set { adMobAndroidAppId = value; } + } + + public string GoogleMobileAdsIOSAppId + { + get { return adMobIOSAppId; } + + set { adMobIOSAppId = value; } + } + + public bool DelayAppMeasurementInit + { + get { return delayAppMeasurementInit; } + + set { delayAppMeasurementInit = value; } + } + + public bool OptimizeInitialization + { + get { return optimizeInitialization; } + + set { optimizeInitialization = value; } + } + + public bool OptimizeAdLoading + { + get { return optimizeAdLoading; } + + set { optimizeAdLoading = value; } + } + + public string UserTrackingUsageDescription + { + get { return userTrackingUsageDescription; } + + set { userTrackingUsageDescription = value; } + } + } +} diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs.meta b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs.meta new file mode 100644 index 0000000..5f93e48 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: a187246822bbb47529482707f3e0eff8 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs +timeCreated: 1480838400 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: + instanceID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs new file mode 100644 index 0000000..4571766 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs @@ -0,0 +1,121 @@ +using UnityEditor; +using UnityEngine; + +namespace GoogleMobileAds.Editor +{ + [InitializeOnLoad] + [CustomEditor(typeof(GoogleMobileAdsSettings))] + public class GoogleMobileAdsSettingsEditor : UnityEditor.Editor + { + + SerializedProperty _appIdAndroid; + SerializedProperty _appIdiOS; + SerializedProperty _delayAppMeasurement; + SerializedProperty _optimizeInitialization; + SerializedProperty _optimizeAdLoading; + SerializedProperty _userTrackingUsageDescription; + + + [MenuItem("Assets/Google Mobile Ads/Settings...")] + public static void OpenInspector() + { + Selection.activeObject = GoogleMobileAdsSettings.LoadInstance(); + } + + public void OnEnable() + { + _appIdAndroid = serializedObject.FindProperty("adMobAndroidAppId"); + _appIdiOS = serializedObject.FindProperty("adMobIOSAppId"); + _delayAppMeasurement = serializedObject.FindProperty("delayAppMeasurementInit"); + _optimizeInitialization = serializedObject.FindProperty("optimizeInitialization"); + _optimizeAdLoading = serializedObject.FindProperty("optimizeAdLoading"); + _userTrackingUsageDescription = + serializedObject.FindProperty("userTrackingUsageDescription"); + } + + public override void OnInspectorGUI() + { + // Make sure the Settings object has all recent changes. + serializedObject.Update(); + + var settings = (GoogleMobileAdsSettings)target; + + if(settings == null) + { + UnityEngine.Debug.LogError("GoogleMobileAdsSettings is null."); + return; + } + + EditorGUILayout.LabelField("Google Mobile Ads App ID", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + + EditorGUILayout.PropertyField(_appIdAndroid, new GUIContent("Android")); + + EditorGUILayout.PropertyField(_appIdiOS, new GUIContent("iOS")); + + EditorGUILayout.HelpBox( + "Google Mobile Ads App ID will look similar to this sample ID: ca-app-pub-3940256099942544~3347511713", + MessageType.Info); + + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("Android optimization settings", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(_optimizeInitialization, + new GUIContent("Optimize initialization")); + if (settings.OptimizeInitialization) { + EditorGUILayout.HelpBox( + "Initialization will be offloaded to a background thread.", + MessageType.Info); + } + + EditorGUILayout.PropertyField(_optimizeAdLoading, + new GUIContent("Optimize ad loading")); + + if (settings.OptimizeAdLoading) { + EditorGUILayout.HelpBox( + "Ad loading tasks will be offloaded to a background thread.", + MessageType.Info); + } + + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("AdMob-specific settings", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(_delayAppMeasurement, + new GUIContent("Delay app measurement")); + + if (settings.DelayAppMeasurementInit) { + EditorGUILayout.HelpBox( + "Delays app measurement until you explicitly initialize the Mobile Ads SDK or load an ad.", + MessageType.Info); + } + + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("UMP-specific settings", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + + EditorGUILayout.PropertyField(_userTrackingUsageDescription, + new GUIContent("User Tracking Usage Description")); + + EditorGUILayout.HelpBox( + "A message that informs the user why an iOS app is requesting permission to " + + "use data for tracking the user or the device.", MessageType.Info); + + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs.meta b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs.meta new file mode 100644 index 0000000..2249484 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 8afb1338afbd34c4fac628cd6175c032 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs +timeCreated: 1480838400 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: + instanceID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml b/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml new file mode 100644 index 0000000..28be946 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml @@ -0,0 +1,9 @@ + + + + + https://maven.google.com/ + + + + diff --git a/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml.meta b/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml.meta new file mode 100644 index 0000000..c5b4d9b --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c327cfbeae774a768fe60f1357bc08d3 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/Editor/GoogleUmpDependencies.xml +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs b/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs new file mode 100644 index 0000000..2aa715c --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs @@ -0,0 +1,217 @@ +// Copyright (C) 2020 Google LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#if UNITY_ANDROID +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Xml.Linq; + +using UnityEditor; +using UnityEditor.Build; +#if UNITY_2018_1_OR_NEWER +using UnityEditor.Build.Reporting; +#endif +using UnityEngine; +using GoogleMobileAds.Editor; + +#if UNITY_2018_1_OR_NEWER +public class ManifestProcessor : IPreprocessBuildWithReport +#else +public class ManifestProcessor : IPreprocessBuild +#endif +{ + private const string MANIFEST_RELATIVE_PATH = + "Plugins/Android/GoogleMobileAdsPlugin.androidlib/AndroidManifest.xml"; + + private const string METADATA_APPLICATION_ID = + "com.google.android.gms.ads.APPLICATION_ID"; + + private const string METADATA_DELAY_APP_MEASUREMENT_INIT = + "com.google.android.gms.ads.DELAY_APP_MEASUREMENT_INIT"; + + private const string METADATA_OPTIMIZE_INITIALIZATION = + "com.google.android.gms.ads.flag.OPTIMIZE_INITIALIZATION"; + + private const string METADATA_OPTIMIZE_AD_LOADING = + "com.google.android.gms.ads.flag.OPTIMIZE_AD_LOADING"; + + private XNamespace ns = "http://schemas.android.com/apk/res/android"; + + public int callbackOrder { get { return 0; } } + +#if UNITY_2018_1_OR_NEWER + public void OnPreprocessBuild(BuildReport report) +#else + public void OnPreprocessBuild(BuildTarget target, string path) +#endif + { + string manifestPath = Path.Combine( + Application.dataPath, MANIFEST_RELATIVE_PATH); + if (AssetDatabase.IsValidFolder("Packages/com.google.ads.mobile")) + { + manifestPath = Path.Combine("Packages/com.google.ads.mobile", MANIFEST_RELATIVE_PATH); + } + + XDocument manifest = null; + try + { + manifest = XDocument.Load(manifestPath); + } + #pragma warning disable 0168 + catch (IOException e) + #pragma warning restore 0168 + { + StopBuildWithMessage("AndroidManifest.xml is missing. Try re-importing the plugin."); + } + + XElement elemManifest = manifest.Element("manifest"); + if (elemManifest == null) + { + StopBuildWithMessage("AndroidManifest.xml is not valid. Try re-importing the plugin."); + } + + XElement elemApplication = elemManifest.Element("application"); + if (elemApplication == null) + { + StopBuildWithMessage("AndroidManifest.xml is not valid. Try re-importing the plugin."); + } + + GoogleMobileAdsSettings instance = GoogleMobileAdsSettings.LoadInstance(); + string appId = instance.GoogleMobileAdsAndroidAppId; + + if (appId.Length == 0) + { + StopBuildWithMessage( + "Android Google Mobile Ads app ID is empty. Please enter a valid app ID to run ads properly."); + } + + IEnumerable metas = elemApplication.Descendants() + .Where( elem => elem.Name.LocalName.Equals("meta-data")); + + SetMetadataElement(elemApplication, + metas, + METADATA_APPLICATION_ID, + appId); + + SetMetadataElement(elemApplication, + metas, + METADATA_DELAY_APP_MEASUREMENT_INIT, + instance.DelayAppMeasurementInit); + + SetMetadataElement(elemApplication, + metas, + METADATA_OPTIMIZE_INITIALIZATION, + instance.OptimizeInitialization); + + SetMetadataElement(elemApplication, + metas, + METADATA_OPTIMIZE_AD_LOADING, + instance.OptimizeAdLoading); + + elemManifest.Save(manifestPath); + } + + private XElement CreateMetaElement(string name, object value) + { + return new XElement("meta-data", + new XAttribute(ns + "name", name), new XAttribute(ns + "value", value)); + } + + private XElement GetMetaElement(IEnumerable metas, string metaName) + { + foreach (XElement elem in metas) + { + IEnumerable attrs = elem.Attributes(); + foreach (XAttribute attr in attrs) + { + if (attr.Name.Namespace.Equals(ns) + && attr.Name.LocalName.Equals("name") && attr.Value.Equals(metaName)) + { + return elem; + } + } + } + return null; + } + + /// + /// Utility for setting a metadata element + /// + /// application element + /// all metadata elements + /// name of the element to set + /// value to set + private void SetMetadataElement(XElement elemApplication, + IEnumerable metas, + string metadataName, + string metadataValue) + { + XElement element = GetMetaElement(metas, metadataName); + if (element == null) + { + elemApplication.Add(CreateMetaElement(metadataName, metadataValue)); + } + else + { + element.SetAttributeValue(ns + "value", metadataValue); + } + } + + /// + /// Utility for setting a metadata element + /// + /// application element + /// all metadata elements + /// name of the element to set + /// value to set + /// If metadataValue is default, node will be removed. + private void SetMetadataElement(XElement elemApplication, + IEnumerable metas, + string metadataName, + bool metadataValue, + bool defaultValue = false) + { + XElement element = GetMetaElement(metas, metadataName); + if (metadataValue != defaultValue) + { + if (element == null) + { + elemApplication.Add(CreateMetaElement(metadataName, metadataValue)); + } + else + { + element.SetAttributeValue(ns + "value", metadataValue); + } + } + else + { + if (element != null) + { + element.Remove(); + } + } + } + + private void StopBuildWithMessage(string message) + { + string prefix = "[GoogleMobileAds] "; + #if UNITY_2017_1_OR_NEWER + throw new BuildPlayerWindow.BuildMethodException(prefix + message); + #else + throw new OperationCanceledException(prefix + message); + #endif + } +} +#endif diff --git a/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs.meta b/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs.meta new file mode 100644 index 0000000..627f981 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: c9ee5d47594eb43a19e795c834fdc044 +labels: +- gvh +- gvh_version-8.4.1 +- gvhp_exportpath-GoogleMobileAds/Editor/ManifestProcessor.cs +timeCreated: 1480838400 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: + instanceID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleMobileAds/Editor/PListProcessor.cs b/Assets/GoogleMobileAds/Editor/PListProcessor.cs new file mode 100644 index 0000000..ed9bc1f --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/PListProcessor.cs @@ -0,0 +1,223 @@ +// Copyright (C) 2020 Google LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#if UNITY_IPHONE || UNITY_IOS +using System; +using System.Collections.Generic; +using System.IO; +using System.Xml; + +using UnityEditor; +using UnityEditor.Callbacks; +using UnityEditor.iOS.Xcode; +using UnityEngine; + +using GoogleMobileAds.Editor; + +public static class PListProcessor +{ + private const string KEY_SK_ADNETWORK_ITEMS = "SKAdNetworkItems"; + + private const string KEY_SK_ADNETWORK_ID = "SKAdNetworkIdentifier"; + + private const string SKADNETWORKS_RELATIVE_PATH = "GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml"; + + [PostProcessBuild] + public static void OnPostProcessBuild(BuildTarget buildTarget, string path) + { + string plistPath = Path.Combine(path, "Info.plist"); + PlistDocument plist = new PlistDocument(); + plist.ReadFromFile(plistPath); + + GoogleMobileAdsSettings instance = GoogleMobileAdsSettings.LoadInstance(); + string appId = instance.GoogleMobileAdsIOSAppId; + if (appId.Length == 0) + { + NotifyBuildFailure( + "iOS Google Mobile Ads app ID is empty. Please enter a valid app ID to run ads properly."); + } + else + { + plist.root.SetString("GADApplicationIdentifier", appId); + } + + string userTrackingDescription = instance.UserTrackingUsageDescription; + if (!string.IsNullOrEmpty(userTrackingDescription)) + { + plist.root.SetString("NSUserTrackingUsageDescription", userTrackingDescription); + } + + if (instance.DelayAppMeasurementInit) + { + plist.root.SetBoolean("GADDelayAppMeasurementInit", true); + } + + List skNetworkIds = ReadSKAdNetworkIdentifiersFromXML(); + if (skNetworkIds.Count > 0) + { + AddSKAdNetworkIdentifier(plist, skNetworkIds); + } + + File.WriteAllText(plistPath, plist.WriteToString()); + } + + private static PlistElementArray GetSKAdNetworkItemsArray(PlistDocument document) + { + PlistElementArray array; + if (document.root.values.ContainsKey(KEY_SK_ADNETWORK_ITEMS)) + { + try + { + PlistElement element; + document.root.values.TryGetValue(KEY_SK_ADNETWORK_ITEMS, out element); + array = element.AsArray(); + } +#pragma warning disable 0168 + catch (Exception e) +#pragma warning restore 0168 + { + // The element is not an array type. + array = null; + } + } + else + { + array = document.root.CreateArray(KEY_SK_ADNETWORK_ITEMS); + } + return array; + } + + private static List ReadSKAdNetworkIdentifiersFromXML() + { + List skAdNetworkItems = new List(); + + string path = Path.Combine(Application.dataPath, SKADNETWORKS_RELATIVE_PATH); + if (AssetDatabase.IsValidFolder("Packages/com.google.ads.mobile")) + { + path = Path.Combine("Packages/com.google.ads.mobile", SKADNETWORKS_RELATIVE_PATH); + } + + try + { + if (!File.Exists(path)) + { + throw new FileNotFoundException(); + } + using (FileStream fs = File.OpenRead(path)) + { + XmlDocument document = new XmlDocument(); + document.Load(fs); + + XmlNode root = document.FirstChild; + + XmlNodeList nodes = root.SelectNodes(KEY_SK_ADNETWORK_ID); + foreach (XmlNode node in nodes) + { + skAdNetworkItems.Add(node.InnerText); + } + } + } + #pragma warning disable 0168 + catch (FileNotFoundException e) + #pragma warning restore 0168 + { + NotifyBuildFailure("GoogleMobileAdsSKAdNetworkItems.xml not found", false); + } + catch (IOException e) + { + NotifyBuildFailure("Failed to read GoogleMobileAdsSKAdNetworkIds.xml: " + e.Message, false); + } + + return skAdNetworkItems; + } + + private static void AddSKAdNetworkIdentifier(PlistDocument document, List skAdNetworkIds) + { + PlistElementArray array = GetSKAdNetworkItemsArray(document); + if (array != null) + { + foreach (string id in skAdNetworkIds) + { + if (!ContainsSKAdNetworkIdentifier(array, id)) + { + PlistElementDict added = array.AddDict(); + added.SetString(KEY_SK_ADNETWORK_ID, id); + } + } + } + else + { + NotifyBuildFailure("SKAdNetworkItems element already exists in Info.plist, but is not an array.", false); + } + } + + private static bool ContainsSKAdNetworkIdentifier(PlistElementArray skAdNetworkItemsArray, string id) + { + foreach (PlistElement elem in skAdNetworkItemsArray.values) + { + try + { + PlistElementDict elemInDict = elem.AsDict(); + PlistElement value; + bool identifierExists = elemInDict.values.TryGetValue(KEY_SK_ADNETWORK_ID, out value); + + if (identifierExists && value.AsString().Equals(id)) + { + return true; + } + } +#pragma warning disable 0168 + catch (Exception e) +#pragma warning restore 0168 + { + // Do nothing + } + } + + return false; + } + + private static void NotifyBuildFailure(string message, bool showOpenSettingsButton = true) + { + string dialogTitle = "Google Mobile Ads"; + string dialogMessage = "Error: " + message; + + if (showOpenSettingsButton) + { + bool openSettings = EditorUtility.DisplayDialog( + dialogTitle, dialogMessage, "Open Settings", "Close"); + if (openSettings) + { + GoogleMobileAdsSettingsEditor.OpenInspector(); + } + } + else + { + EditorUtility.DisplayDialog(dialogTitle, dialogMessage, "Close"); + } + + ThrowBuildException("[GoogleMobileAds] " + message); + } + + private static void 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All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +namespace Google { + using System.Collections; + using System.Threading.Tasks; + using UnityEngine; + + /// + /// Interface for implementations of the Future API. + /// + internal interface FutureAPIImpl { + bool Pending { get; } + GoogleSignInStatusCode Status { get; } + T Result { get; } + } + + /// + /// Future return value. + /// + /// This class provides a promise of a result from a method call. + /// The typical usage is to check the Pending property until it is false. + /// At this time either the Status or Result will be available for use. + /// Result is only set if the operation was successful. + /// As a convience, a coroutine to complete a Task is provided. + /// + public class Future { + + private FutureAPIImpl apiImpl; + + internal Future(FutureAPIImpl impl) { + apiImpl = impl; + } + + /// + /// Gets a value indicating whether this + /// is pending. + /// + /// true if pending; otherwise, false. + public bool Pending { get { return apiImpl.Pending; } } + + /// + /// Gets the status. + /// + /// The status is set when Pending == false. + GoogleSignInStatusCode Status { get { return apiImpl.Status; } } + + /// + /// Gets the result. + /// + /// The result is set when Pending == false and there is no error. + /// + T Result { get { return apiImpl.Result; } } + + /// + /// Waits for result then completes the TaskCompleationSource. + /// + /// The for result. + /// Tcs. + internal IEnumerator WaitForResult(TaskCompletionSource tcs) { + yield return new WaitUntil(() => !Pending); + if (Status == GoogleSignInStatusCode.Canceled) { + tcs.SetCanceled(); + } else if (Status == GoogleSignInStatusCode.Success || + Status == GoogleSignInStatusCode.SuccessCached) { + tcs.SetResult(Result); + } else { + tcs.SetException(new GoogleSignIn.SignInException(Status)); + } + } + } +} \ No newline at end of file diff --git a/Assets/GoogleSignIn/Future.cs.meta b/Assets/GoogleSignIn/Future.cs.meta new file mode 100644 index 0000000..75a7f22 --- /dev/null +++ b/Assets/GoogleSignIn/Future.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: ad3b09fb652fb4ff0a68d1966f13160e +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/GoogleSignIn.cs b/Assets/GoogleSignIn/GoogleSignIn.cs new file mode 100644 index 0000000..c59ced7 --- /dev/null +++ b/Assets/GoogleSignIn/GoogleSignIn.cs @@ -0,0 +1,202 @@ +// +// Copyright (C) 2017 Google Inc. All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// + +namespace Google { + using System; + using System.Runtime.Serialization; + using System.Threading.Tasks; + using Google.Impl; + using UnityEngine; + + /// + /// Google sign in API. + /// + /// This class implements the GoogleSignInAPI for Unity. + /// Typical usage is to set the Configuration options as needed, then + /// get the DefaultInstance and call signIn or signInSilently. See + /// the + /// Google Sign-In API documentation for more details. + /// + /// + /// private static readonly GoogleSignInConfiguration configuration = + /// new GoogleSignInConfiguration { + /// WebClientId = "", + /// RequestIdToken = true + /// }; + /// + /// public void OnSignIn() { + /// GoogleSignIn.Configuration = configuration; + /// GoogleSignIn.Configuration.UseGameSignIn = false; + /// GoogleSignIn.Configuration.RequestIdToken = true; + /// GoogleSignIn.DefaultInstance.SignIn().ContinueWith( + /// OnAuthenticationFinished); + /// } + /// + /// + /// + public class GoogleSignIn { + +#if !UNITY_ANDROID && !UNITY_IOS + static GoogleSignIn() { + Debug.LogError("This platform is not supported"); + } +#endif + + private static GoogleSignIn theInstance = null; + private static GoogleSignInConfiguration theConfiguration = null; + private ISignInImpl impl; + + /// The configuration settings for Google Sign-in. + /// The configuration should be set before calling the sign-in + /// methods. Once the configuration is set it cannot be changed. + /// + public static GoogleSignInConfiguration Configuration { + set { + // Can set the configuration until the singleton is created. + if (theInstance == null || theConfiguration == value || theConfiguration == null) { + theConfiguration = value; + } else { + throw new SignInException(GoogleSignInStatusCode.DeveloperError, + "DefaultInstance already created. " + + " Cannot change configuration after creation."); + } + } + + get { + return theConfiguration; + } + } + + /// + /// Singleton instance of this class. + /// + /// The instance. + public static GoogleSignIn DefaultInstance { + get { + if (theInstance == null) { +#if UNITY_ANDROID || UNITY_IOS + theInstance = new GoogleSignIn(new GoogleSignInImpl(Configuration)); +#else + theInstance = new GoogleSignIn(null); + throw new SignInException( + GoogleSignInStatusCode.DeveloperError, + "This platform is not supported by GoogleSignIn"); +#endif + } + return theInstance; + } + } + + internal GoogleSignIn(GoogleSignInImpl impl) { + this.impl = impl; + } + + public void EnableDebugLogging(bool flag) { + impl.EnableDebugLogging(flag); + } + + /// Starts the authentication process. + /// + /// The authenication process is started and may display account picker + /// popups and consent prompts based on the state of authentication and + /// the requested elements. + /// + public Task SignIn() { + var tcs = new TaskCompletionSource(); + SignInHelperObject.Instance.StartCoroutine( + impl.SignIn().WaitForResult(tcs)); + return tcs.Task; + } + + /// Starts the silent authentication process. + /// + /// The authenication process is started and will attempt to sign in without + /// displaying any UI. If this cannot be done, the developer should call + /// SignIn(). + /// + public Task SignInSilently() { + var tcs = new TaskCompletionSource(); + SignInHelperObject.Instance.StartCoroutine( + impl.SignInSilently().WaitForResult(tcs)); + return tcs.Task; + } + + /// + /// Signs out the User. + /// + /// Future sign-in attempts will require the user to select the + /// account to use when signing in. + /// + public void SignOut() { + theConfiguration = null; + impl.SignOut(); + } + + /// + /// Disconnect this instance. + /// + /// When the user is disconnected, it revokes all access that may + /// have been granted to this application. This includes any server side + /// access tokens derived from server auth codes. As a result, future + /// sign-in attempts will require the user to re-consent to the requested + /// scopes. + /// + public void Disconnect() { + impl.Disconnect(); + } + + /// + /// Sign in exception. This is a checked exception for handling specific + /// errors during the sign-in process. + /// + [Serializable] + public class SignInException : Exception { + internal SignInException(GoogleSignInStatusCode status) { + Status = status; + } + + public SignInException(GoogleSignInStatusCode status, string message) : + base(message) { + Status = status; + } + + public SignInException(GoogleSignInStatusCode status, string message, + Exception innerException) : base(message, innerException) { + Status = status; + } + + protected SignInException(GoogleSignInStatusCode status, + SerializationInfo info, + StreamingContext context) : + base(info, context) { + Status = status; + } + + public GoogleSignInStatusCode Status { + get; + internal set; + } + } + } + + internal interface ISignInImpl { + Future SignIn(); + Future SignInSilently(); + void EnableDebugLogging(bool flag); + void SignOut(); + void Disconnect(); + } +} // namespace Google diff --git a/Assets/GoogleSignIn/GoogleSignIn.cs.meta b/Assets/GoogleSignIn/GoogleSignIn.cs.meta new file mode 100644 index 0000000..31609ff --- /dev/null +++ b/Assets/GoogleSignIn/GoogleSignIn.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 138b984208e394be797ce8905a44fd54 +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/GoogleSignInConfiguration.cs b/Assets/GoogleSignIn/GoogleSignInConfiguration.cs new file mode 100644 index 0000000..d914c68 --- /dev/null +++ b/Assets/GoogleSignIn/GoogleSignInConfiguration.cs @@ -0,0 +1,63 @@ +// +// Copyright (C) 2017 Google Inc. All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// + +namespace Google { + using System.Collections.Generic; + + /// + /// Configuration properties for Google Sign-In. + /// + public class GoogleSignInConfiguration { + /// Set to true to use games signin, false for default signin. + /// + /// Note: The Games configuration is not supported on non-Android + /// platforms. + /// If games configuration is used, you must also add the + /// play-services-games libraries and dependencies. + /// See the README for more details. + /// + public bool UseGameSignIn = false; + /// Web client id associated with this app. + /// Required for requesting auth code or id token. + public string WebClientId = null; + /// Set to true for getting an auth code when authenticating. + /// + public bool RequestAuthCode = false; + /// Set to true to request to reset the refresh token. + /// Causes re-consent. + /// + public bool ForceTokenRefresh = false; + /// Request email address, requires consent. + public bool RequestEmail = false; + /// Request id token, requires consent. + public bool RequestIdToken = false; + /// Request profile information, requires consent. + public bool RequestProfile = false; + /// Hides popup UIs from games services. + /// Used with games signin to show or hide the connecting popup UI + /// and to associate an invisible view for other popups. This is + /// recommended for VR applications. This has no effect if UseGameSignIn is + /// false. + /// + public bool HidePopups = false; + /// Account name to use when authenticating, + /// null indicates use default. + public string AccountName = null; + /// Additional scopes to request, requires consent. + public IEnumerable AdditionalScopes = null; + } +} + diff --git a/Assets/GoogleSignIn/GoogleSignInConfiguration.cs.meta b/Assets/GoogleSignIn/GoogleSignInConfiguration.cs.meta new file mode 100644 index 0000000..943644c --- /dev/null +++ b/Assets/GoogleSignIn/GoogleSignInConfiguration.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 0c3999c0f68f04ae08f04fb3bf2a2050 +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/GoogleSignInStatusCode.cs b/Assets/GoogleSignIn/GoogleSignInStatusCode.cs new file mode 100644 index 0000000..0719f2c --- /dev/null +++ b/Assets/GoogleSignIn/GoogleSignInStatusCode.cs @@ -0,0 +1,72 @@ +// +// Copyright (C) 2017 Google Inc. All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// + +namespace Google { + + /// + /// Status code for the SignIn operations. + /// + /// All successful status codes are less than or equal to 0. + /// + public enum GoogleSignInStatusCode { + /// The operation was successful, but used the device's cache. + /// + SuccessCached = -1, + + /// The operation was successful. + Success = 0, + + /// The client attempted to call a method from an API that + /// failed to connect. + ApiNotConnected = 1, + + /// The result was canceled either due to client disconnect + /// or cancel(). + Canceled = 2, + + /// A blocking call was interrupted while waiting and did not + /// run to completion. + Interrupted = 3, + + /// The client attempted to connect to the service with an + /// invalid account name specified. + InvalidAccount = 4, + + /// Timed out while awaiting the result. + Timeout = 5, + + /// The application is misconfigured. + /// This error is not recoverable. + /// + /// The developer should look at the logs after this to determine + /// more actionable information. + /// + DeveloperError = 6, + + /// An internal error occurred. Retrying should resolve the + /// problem. + InternalError = 7, + + /// A network error occurred. Retrying should resolve the problem. + /// + NetworkError = 8, + + /// The operation failed with no more detailed information. + /// + Error = 9, + } +} // namespace GoogleSignIn + diff --git a/Assets/GoogleSignIn/GoogleSignInStatusCode.cs.meta b/Assets/GoogleSignIn/GoogleSignInStatusCode.cs.meta new file mode 100644 index 0000000..238e45f --- /dev/null +++ b/Assets/GoogleSignIn/GoogleSignInStatusCode.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 077933fcaedac412d9762bf3e0a3be68 +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/GoogleSignInUser.cs b/Assets/GoogleSignIn/GoogleSignInUser.cs new file mode 100644 index 0000000..a3ea8b3 --- /dev/null +++ b/Assets/GoogleSignIn/GoogleSignInUser.cs @@ -0,0 +1,76 @@ +// +// Copyright (C) 2017 Google Inc. All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// + +namespace Google { + using System; + + /// Information for the authenticated user. + public class GoogleSignInUser { + + /// Server AuthCode to be exchanged for an auth token. + /// null if not requested, or if there was an error. + public string AuthCode { + get; + internal set; + } + + /// Email address. + /// null if not requested, or if there was an error. + public string Email { + get; + internal set; + } + + /// Id token. + /// null if not requested, or if there was an error. + public string IdToken { + get; + internal set; + } + + /// Display Name. + public string DisplayName { + get; + internal set; + } + + /// Given Name. + public string GivenName { + get; + internal set; + } + + /// Family Name. + public string FamilyName { + get; + internal set; + } + + /// Profile photo + /// Can be null if the profile is not requested, + /// or none set. + public Uri ImageUrl { + get; + internal set; + } + + /// User ID + public string UserId { + get; + internal set; + } + } +} diff --git a/Assets/GoogleSignIn/GoogleSignInUser.cs.meta b/Assets/GoogleSignIn/GoogleSignInUser.cs.meta new file mode 100644 index 0000000..587c686 --- /dev/null +++ b/Assets/GoogleSignIn/GoogleSignInUser.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: c56b92217d0144af5907627d1235e0a5 +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/Impl.meta b/Assets/GoogleSignIn/Impl.meta new file mode 100644 index 0000000..de5f17f --- /dev/null +++ b/Assets/GoogleSignIn/Impl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2fbe4f3ec9db4415e849f9bb89e63a92 +folderAsset: yes +timeCreated: 1502761839 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/Impl/BaseObject.cs b/Assets/GoogleSignIn/Impl/BaseObject.cs new file mode 100644 index 0000000..44d6501 --- /dev/null +++ b/Assets/GoogleSignIn/Impl/BaseObject.cs @@ -0,0 +1,70 @@ +// +// Copyright (C) 2017 Google Inc. All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// + +namespace Google.Impl { + using System; + using System.Runtime.InteropServices; + using System.Text; + using UnityEngine; + + /// + /// Base object manages the pointer to a native object which provides the + /// implementation of a C# object. + /// + internal abstract class BaseObject : IDisposable { + // handle to native object. + private HandleRef selfHandleRef; + private static HandleRef nullSelf = new HandleRef(); + + public BaseObject(IntPtr intPtr) { + selfHandleRef = new HandleRef(this, intPtr); + } + + protected HandleRef SelfPtr() { + if (selfHandleRef.Equals(nullSelf)) { + throw new InvalidOperationException( + "Attempted to use object after it was cleaned up"); + } + return selfHandleRef; + } + + public virtual void Dispose() { + selfHandleRef = nullSelf; + } + + internal delegate UIntPtr OutStringMethod([In, Out] byte[] out_bytes, + UIntPtr out_size); + + internal static String OutParamsToString(OutStringMethod outStringMethod) { + UIntPtr requiredSize = outStringMethod(null, UIntPtr.Zero); + if (requiredSize.Equals(UIntPtr.Zero)) { + return null; + } + + string str = null; + try { + byte[] array = new byte[requiredSize.ToUInt32()]; + outStringMethod(array, requiredSize); + str = Encoding.UTF8.GetString(array, 0, + (int)requiredSize.ToUInt32() - 1); + } catch (Exception e) { + Debug.LogError("Exception creating string from char array: " + e); + str = string.Empty; + } + return str; + } + } +} diff --git a/Assets/GoogleSignIn/Impl/BaseObject.cs.meta b/Assets/GoogleSignIn/Impl/BaseObject.cs.meta new file mode 100644 index 0000000..0e24225 --- /dev/null +++ b/Assets/GoogleSignIn/Impl/BaseObject.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: fe250cda690a44cb08f8f7d26c9723b4 +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/Impl/GoogleSignInImpl.cs b/Assets/GoogleSignIn/Impl/GoogleSignInImpl.cs new file mode 100644 index 0000000..78c8081 --- /dev/null +++ b/Assets/GoogleSignIn/Impl/GoogleSignInImpl.cs @@ -0,0 +1,187 @@ +// +// Copyright (C) 2017 Google Inc. All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// + +namespace Google.Impl { + using System; + using System.Collections.Generic; + using System.Runtime.InteropServices; + + internal class GoogleSignInImpl : BaseObject, ISignInImpl { + +#if UNITY_ANDROID + private const string DllName = "native-googlesignin"; +#else + private const string DllName = "__Internal"; +#endif + + internal GoogleSignInImpl(GoogleSignInConfiguration configuration) + : base(GoogleSignIn_Create(GetPlayerActivity())) { + + if (configuration != null) { + List scopes = new List(); + if (configuration.AdditionalScopes != null) { + scopes.AddRange(configuration.AdditionalScopes); + } + GoogleSignIn_Configure(SelfPtr(), configuration.UseGameSignIn, + configuration.WebClientId, + configuration.RequestAuthCode, + configuration.ForceTokenRefresh, + configuration.RequestEmail, + configuration.RequestIdToken, + configuration.HidePopups, + scopes.ToArray(), + scopes.Count, + configuration.AccountName); + } + } + + /// Enables/Disables verbose logging to help troubleshooting + public void EnableDebugLogging(bool flag) { + GoogleSignIn_EnableDebugLogging(SelfPtr(), flag); + } + + /// + /// Starts the authentication process. + /// + /// + /// The authenication process is started and may display account picker + /// popups and consent prompts based on the state of authentication and + /// the requested elements. + /// + public Future SignIn() { + IntPtr nativeFuture = GoogleSignIn_SignIn(SelfPtr()); + return new Future(new NativeFuture(nativeFuture)); + } + + /// + /// Starts the authentication process. + /// + /// + /// The authenication process is started and may display account picker + /// popups and consent prompts based on the state of authentication and + /// the requested elements. + /// + public Future SignInSilently() { + IntPtr nativeFuture = GoogleSignIn_SignInSilently(SelfPtr()); + return new Future(new NativeFuture(nativeFuture)); + } + + /// + /// Signs out the User. + /// + public void SignOut() { + GoogleSignIn_Signout(SelfPtr()); + } + + /// + /// Disconnects the user from the application and revokes all consent. + /// + public void Disconnect() { + GoogleSignIn_Disconnect(SelfPtr()); + } + + /// + /// Creates an instance of the native Google Sign-In implementation. + /// + /// + /// For Android this must be the JNI raw object for the parentActivity. + /// For iOS it is ignored. + /// + /// The pointer to the instance. + /// Data used in creating the instance. + [DllImport(DllName)] + static extern IntPtr GoogleSignIn_Create(IntPtr data); + + [DllImport(DllName)] + static extern void GoogleSignIn_EnableDebugLogging(HandleRef self, bool flag); + + [DllImport(DllName)] + static extern bool GoogleSignIn_Configure(HandleRef self, + bool useGameSignIn, string webClientId, + bool requestAuthCode, bool forceTokenRefresh, bool requestEmail, + bool requestIdToken, bool hidePopups, string[] additionalScopes, + int scopeCount, string accountName); + + [DllImport(DllName)] + static extern IntPtr GoogleSignIn_SignIn(HandleRef self); + + [DllImport(DllName)] + static extern IntPtr GoogleSignIn_SignInSilently(HandleRef self); + + [DllImport(DllName)] + static extern void GoogleSignIn_Signout(HandleRef self); + + [DllImport(DllName)] + static extern void GoogleSignIn_Disconnect(HandleRef self); + + [DllImport(DllName)] + internal static extern void GoogleSignIn_DisposeFuture(HandleRef self); + + [DllImport(DllName)] + internal static extern bool GoogleSignIn_Pending(HandleRef self); + + [DllImport(DllName)] + internal static extern IntPtr GoogleSignIn_Result(HandleRef self); + + [DllImport(DllName)] + internal static extern int GoogleSignIn_Status(HandleRef self); + + [DllImport(DllName)] + internal static extern UIntPtr GoogleSignIn_GetServerAuthCode( + HandleRef self, [In, Out] byte[] bytes, UIntPtr len); + + [DllImport(DllName)] + internal static extern UIntPtr GoogleSignIn_GetDisplayName(HandleRef self, + [In, Out] byte[] bytes, UIntPtr len); + + [DllImport(DllName)] + internal static extern UIntPtr GoogleSignIn_GetEmail(HandleRef self, + [In, Out] byte[] bytes, UIntPtr len); + + [DllImport(DllName)] + internal static extern UIntPtr GoogleSignIn_GetFamilyName(HandleRef self, + [In, Out] byte[] bytes, UIntPtr len); + + [DllImport(DllName)] + internal static extern UIntPtr GoogleSignIn_GetGivenName(HandleRef self, + [In, Out] byte[] bytes, UIntPtr len); + + [DllImport(DllName)] + internal static extern UIntPtr GoogleSignIn_GetIdToken(HandleRef self, + [In, Out] byte[] bytes, UIntPtr len); + + [DllImport(DllName)] + internal static extern UIntPtr GoogleSignIn_GetImageUrl(HandleRef self, + [In, Out] byte[] bytes, UIntPtr len); + + [DllImport(DllName)] + internal static extern UIntPtr GoogleSignIn_GetUserId(HandleRef self, + [In, Out] byte[] bytes, UIntPtr len); + + // Gets the Unity player activity. + // For iOS, this returns Zero. + private static IntPtr GetPlayerActivity() { +#if UNITY_ANDROID + UnityEngine.AndroidJavaClass jc = new UnityEngine.AndroidJavaClass( + "com.unity3d.player.UnityPlayer"); + return jc.GetStatic("currentActivity") + .GetRawObject(); +#else + return IntPtr.Zero; +#endif + } + } +} diff --git a/Assets/GoogleSignIn/Impl/GoogleSignInImpl.cs.meta b/Assets/GoogleSignIn/Impl/GoogleSignInImpl.cs.meta new file mode 100644 index 0000000..46c1d56 --- /dev/null +++ b/Assets/GoogleSignIn/Impl/GoogleSignInImpl.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 9ae1f008f9f994b9c96c1a14067d7b48 +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/Impl/NativeFuture.cs b/Assets/GoogleSignIn/Impl/NativeFuture.cs new file mode 100644 index 0000000..6d460f2 --- /dev/null +++ b/Assets/GoogleSignIn/Impl/NativeFuture.cs @@ -0,0 +1,102 @@ +// +// Copyright (C) 2017 Google Inc. All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// + +namespace Google.Impl { + using System; + using System.Runtime.InteropServices; + + /// + /// Native future is an interal class that implements the FutureAPIImpl + /// by calling native methods which are implemented in the native code. + /// + internal class NativeFuture : BaseObject, FutureAPIImpl { + + internal NativeFuture(IntPtr ptr) : base(ptr) { + } + + public override void Dispose() { + GoogleSignInImpl.GoogleSignIn_DisposeFuture(SelfPtr()); + base.Dispose(); + } + + public bool Pending { + get { + return GoogleSignInImpl.GoogleSignIn_Pending(SelfPtr()); + } + } + + public GoogleSignInUser Result { + get { + IntPtr ptr = GoogleSignInImpl.GoogleSignIn_Result(SelfPtr()); + if (ptr != IntPtr.Zero) { + GoogleSignInUser user = new GoogleSignInUser(); + HandleRef userPtr = new HandleRef(user, ptr); + + user.DisplayName = OutParamsToString((out_string, out_size) => + GoogleSignInImpl.GoogleSignIn_GetDisplayName(userPtr, + out_string, + out_size)); + user.Email = OutParamsToString((out_string, out_size) => + GoogleSignInImpl.GoogleSignIn_GetEmail(userPtr, out_string, + out_size)); + + user.FamilyName = OutParamsToString((out_string, out_size) => + GoogleSignInImpl.GoogleSignIn_GetFamilyName(userPtr, out_string, + out_size)); + + user.GivenName = OutParamsToString((out_string, out_size) => + GoogleSignInImpl.GoogleSignIn_GetGivenName(userPtr, out_string, + out_size)); + + user.IdToken = OutParamsToString((out_string, out_size) => + GoogleSignInImpl.GoogleSignIn_GetIdToken(userPtr, out_string, + out_size)); + + user.AuthCode = OutParamsToString((out_string, out_size) => + GoogleSignInImpl.GoogleSignIn_GetServerAuthCode(userPtr, out_string, + out_size)); + + string url = OutParamsToString((out_string, out_size) => + GoogleSignInImpl.GoogleSignIn_GetImageUrl(userPtr, out_string, + out_size)); + if (url.Length > 0) { + user.ImageUrl = new System.Uri(url); + } + + user.UserId = OutParamsToString((out_string, out_size) => + GoogleSignInImpl.GoogleSignIn_GetUserId(userPtr, out_string, + out_size)); + return user; + } else { + return null; + } + } + } + + /// + /// Gets the status. + /// + /// The platform specific implementation maps the platform specific + /// code to one defined in GoogleSignStatusCode. + /// The status. + public GoogleSignInStatusCode Status { + get { + return (GoogleSignInStatusCode)GoogleSignInImpl.GoogleSignIn_Status( + SelfPtr()); + } + } + } +} diff --git a/Assets/GoogleSignIn/Impl/NativeFuture.cs.meta b/Assets/GoogleSignIn/Impl/NativeFuture.cs.meta new file mode 100644 index 0000000..0cb0bd1 --- /dev/null +++ b/Assets/GoogleSignIn/Impl/NativeFuture.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 5f1aae79b1ca4432d9d8ec382c54bf46 +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GoogleSignIn/Impl/SignInHelperObject.cs b/Assets/GoogleSignIn/Impl/SignInHelperObject.cs new file mode 100644 index 0000000..6fbf3fe --- /dev/null +++ b/Assets/GoogleSignIn/Impl/SignInHelperObject.cs @@ -0,0 +1,42 @@ +// +// Copyright (C) 2017 Google Inc. All Rights Reserved. +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +namespace Google.Impl { + using UnityEngine; + + ///Helper object to connect the Sign-in API to the Unity Game Scene. + /// + ///This class is added to the scene so that the Google Sign-in API + /// can start coroutines. + /// + public class SignInHelperObject : MonoBehaviour { + + private static SignInHelperObject instance; + + internal static SignInHelperObject Instance { + get { + if (Application.isPlaying) { + // add an invisible game object to the scene + GameObject obj = new GameObject("GoogleSignInHelperObject"); + DontDestroyOnLoad(obj); + instance = obj.AddComponent(); + } else { + instance = new SignInHelperObject(); + } + return instance; + } + } + } +} diff --git a/Assets/GoogleSignIn/Impl/SignInHelperObject.cs.meta b/Assets/GoogleSignIn/Impl/SignInHelperObject.cs.meta new file mode 100644 index 0000000..2dd5652 --- /dev/null +++ b/Assets/GoogleSignIn/Impl/SignInHelperObject.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: ad98e5b48888e44eb81dd5884d3a1754 +labels: +- gvh +- gvh_version-1.0.4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Inguz Media Studio.meta b/Assets/Inguz Media Studio.meta new file mode 100644 index 0000000..8704df1 --- /dev/null +++ b/Assets/Inguz Media Studio.meta @@ -0,0 +1,8 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FX/Demo Scene/Demo.unity.meta new file mode 100644 index 0000000..15129f6 --- /dev/null +++ b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Demo.unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3cfd2d356457dc74f8bc13abd49c2dfc +timeCreated: 1485025752 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/DemoManager.cs b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/DemoManager.cs new file mode 100644 index 0000000..0c0adc4 --- /dev/null +++ b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/DemoManager.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DemoManager : MonoBehaviour { + public TextMesh text_fx_name; + public GameObject[] fx_prefabs; + public int index_fx = 0; + private Ray ray; + private RaycastHit2D ray_cast_hit; + + void Start () + { + text_fx_name.text = "[" + (index_fx + 1) + "] " + fx_prefabs[ index_fx ].name; + } + + void Update () + { + if (Input.GetMouseButtonDown (0)) + { + ray = Camera.main.ScreenPointToRay(Input.mousePosition); + ray_cast_hit = Physics2D.Raycast(new Vector2(ray.origin.x, ray.origin.y), new Vector2(0,0)); + if (ray_cast_hit) + { + switch(ray_cast_hit.transform.name){ + case "Wallpaper": + Instantiate(fx_prefabs[ index_fx ], new Vector3(ray.origin.x, ray.origin.y, 0), Quaternion.identity); + break; + case "UI-arrow-right": + ray_cast_hit.transform.SendMessage("Go"); + index_fx++; + if(index_fx >= fx_prefabs.Length) + index_fx = 0; + text_fx_name.text = "[" + (index_fx + 1) + "] " + fx_prefabs[ index_fx ].name; + break; + case "UI-arrow-left": + ray_cast_hit.transform.SendMessage("Go"); + index_fx--; + if(index_fx <= -1) + index_fx = fx_prefabs.Length - 1; + text_fx_name.text = "[" + (index_fx + 1) + "] " + fx_prefabs[ index_fx ].name; + break; + case "Instructions": + Destroy(ray_cast_hit.transform.gameObject); + break; + } + } + } + //Change-FX keyboard.. + if ( Input.GetKeyDown("z") || Input.GetKeyDown("left") ){ + GameObject.Find("UI-arrow-left").SendMessage("Go"); + index_fx--; + if(index_fx <= -1) + index_fx = fx_prefabs.Length - 1; + text_fx_name.text = "[" + (index_fx + 1) + "] " + fx_prefabs[ index_fx ].name; + } + + if ( Input.GetKeyDown("x") || Input.GetKeyDown("right")){ + GameObject.Find("UI-arrow-right").SendMessage("Go"); + index_fx++; + if(index_fx >= fx_prefabs.Length) + index_fx = 0; + text_fx_name.text = "[" + (index_fx + 1) + "] " + fx_prefabs[ index_fx ].name; + } + + if ( Input.GetKeyDown("space") ){ + Instantiate(fx_prefabs[ index_fx ], new Vector3(0, 0, 0), Quaternion.identity); + } + } + +} diff --git a/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/DemoManager.cs.meta b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/DemoManager.cs.meta new file mode 100644 index 0000000..e017051 --- /dev/null +++ b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo 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+----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular OFLicence.txt.meta b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular OFLicence.txt.meta new file mode 100644 index 0000000..baba8f7 --- /dev/null +++ b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular OFLicence.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6df621649be42cf428159c40951440f7 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular.ttf b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular.ttf new file mode 100644 index 0000000..07fc0b4 Binary files /dev/null and b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular.ttf differ diff --git a/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular.ttf.meta b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular.ttf.meta new file mode 100644 index 0000000..9dd5fd1 --- /dev/null +++ b/Assets/Inguz Media Studio/Free 2D Impact FX/Demo Scene/Righteous-Regular.ttf.meta @@ -0,0 +1,21 @@ +fileFormatVersion: 2 +guid: d45bc23e3b5ab9a40b99d657a158a451 +timeCreated: 1490727799 +licenseType: Store +TrueTypeFontImporter: + serializedVersion: 4 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 0 + characterPadding: 1 + includeFontData: 1 + fontName: Righteous + fontNames: + - 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m_IsPrefabParent: 1 diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/CFX4 Prefabs/Water/CFX4 Environment Bubbles Denser.prefab.meta b/Assets/JMO Assets/Cartoon FX (legacy)/CFX4 Prefabs/Water/CFX4 Environment Bubbles Denser.prefab.meta new file mode 100644 index 0000000..7f63a79 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/CFX4 Prefabs/Water/CFX4 Environment Bubbles Denser.prefab.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 37bd362d795dc334d8676f4781d66578 +NativeFormatImporter: + userData: diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/CartoonFX Free.txt b/Assets/JMO Assets/Cartoon FX (legacy)/CartoonFX Free.txt new file mode 100644 index 0000000..3179a92 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/CartoonFX Free.txt @@ -0,0 +1,55 @@ +Cartoon FX Free, version 1.01 +2019/03/20 +© 2019 - Jean Moreno +============================= + +QUICK START +----------- +This is a selection of effects from Cartoon FX Packs 1,2,3 and 4. +You can find the effects in the following folders: +/JMO Assets/Cartoon FX/CFX* Prefabs/ +(* being the number of the pack the effect is from) + + +FULL PACKS +---------- +The full commercial packs on the Unity Asset Store offer: +- way more effect prefabs +- multiple variations of the effects +- mobile-optimized versions of the effects +- CFX Spawn System (beginner-friendly way to recycle spawned effect, aka "pooling") + +Open the Welcome Screen in the menu to quickly see them on the Asset Store: +Window > JMO Assets > Welcome Screens > Cartoon FX Free + + + +PLEASE LEAVE A REVIEW OR RATE THE PACKAGE IF YOU FIND IT USEFUL! +Enjoy! :) + + + +CONTACT +------- +Questions, suggestions, help needed? +Contact me at: + +jean.moreno.public+unity@gmail.com + + +RELEASE NOTES +------------- +1.03 +- Welcome Screen fix for Unity 2019.1 +- Removed 'JMOAssets.dll', became obsolete with the Asset Store update notification system + +1.02 +- fixed small API deprecation as of Unity 2017.4+ + +1.01 +- updated shaders so that 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System.Collections.Generic; +using System.Text.RegularExpressions; + +// Cartoon FX - (c) 2015 Jean Moreno +// +// Script handling looped effect in the Demo Scene, so that they eventually stop + +[RequireComponent(typeof(ParticleSystem))] +public class CFX_AutoStopLoopedEffect : MonoBehaviour +{ + public float effectDuration = 2.5f; + private float d; + + void OnEnable() + { + d = effectDuration; + } + + void Update() + { + if(d > 0) + { + d -= Time.deltaTime; + if(d <= 0) + { + this.GetComponent().Stop(true); + + CFX_Demo_Translate translation = this.gameObject.GetComponent(); + if(translation != null) + { + translation.enabled = false; + } + } + } + } +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_AutoStopLoopedEffect.cs.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_AutoStopLoopedEffect.cs.meta new file mode 100644 index 0000000..331aa99 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_AutoStopLoopedEffect.cs.meta @@ -0,0 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+ public Text groundLabel; + [Space] + public Text EffectLabel; + public Text EffectIndexLabel; + + //------------------------------------------------------------- + + private GameObject[] ParticleExamples; + private int exampleIndex; + private bool slowMo; + private Vector3 defaultCamPosition; + private Quaternion defaultCamRotation; + + private List onScreenParticles = new List(); + + //------------------------------------------------------------- + + void Awake() + { + List particleExampleList = new List(); + int nbChild = this.transform.childCount; + for(int i = 0; i < nbChild; i++) + { + GameObject child = this.transform.GetChild(i).gameObject; + particleExampleList.Add(child); + } + particleExampleList.Sort( delegate(GameObject o1, GameObject o2) { return o1.name.CompareTo(o2.name); } ); + ParticleExamples = particleExampleList.ToArray(); + + defaultCamPosition = Camera.main.transform.position; + defaultCamRotation = Camera.main.transform.rotation; + + StartCoroutine("CheckForDeletedParticles"); + + UpdateUI(); + } + + void Update() + { + if(Input.GetKeyDown(KeyCode.LeftArrow)) + { + prevParticle(); + } + else if(Input.GetKeyDown(KeyCode.RightArrow)) + { + nextParticle(); + } + else if(Input.GetKeyDown(KeyCode.Delete)) + { + destroyParticles(); + } + + if(Input.GetMouseButtonDown(0)) + { + RaycastHit hit = new RaycastHit(); + if(groundCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 9999f)) + { + GameObject particle = spawnParticle(); + particle.transform.position = hit.point + particle.transform.position; + } + } + + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if(scroll != 0f) + { + Camera.main.transform.Translate(Vector3.forward * (scroll < 0f ? -1f : 1f), Space.Self); + } + + if(Input.GetMouseButtonDown(2)) + { + Camera.main.transform.position = defaultCamPosition; + Camera.main.transform.rotation = defaultCamRotation; + } + } + + //------------------------------------------------------------- + // MESSAGES + + public void OnToggleGround() + { + var c = Color.white; + groundRenderer.enabled = !groundRenderer.enabled; + c.a = groundRenderer.enabled ? 1f : 0.33f; + groundBtn.color = c; + groundLabel.color = c; + } + + public void OnToggleCamera() + { + var c = Color.white; + CFX_Demo_RotateCamera.rotating = !CFX_Demo_RotateCamera.rotating; + c.a = CFX_Demo_RotateCamera.rotating ? 1f : 0.33f; + camRotBtn.color = c; + camRotLabel.color = c; + } + + public void OnToggleSlowMo() + { + var c = Color.white; + + slowMo = !slowMo; + if(slowMo) + { + Time.timeScale = 0.33f; + c.a = 1f; + } + else + { + Time.timeScale = 1.0f; + c.a = 0.33f; + } + + slowMoBtn.color = c; + slowMoLabel.color = c; + } + + public void OnPreviousEffect() + { + prevParticle(); + } + + public void OnNextEffect() + { + nextParticle(); + } + + //------------------------------------------------------------- + // UI + + private void UpdateUI() + { + EffectLabel.text = ParticleExamples[exampleIndex].name; + EffectIndexLabel.text = string.Format("{0}/{1}", (exampleIndex+1).ToString("00"), ParticleExamples.Length.ToString("00")); + } + + //------------------------------------------------------------- + // SYSTEM + + private GameObject spawnParticle() + { + GameObject particles = (GameObject)Instantiate(ParticleExamples[exampleIndex]); + particles.transform.position = new Vector3(0,particles.transform.position.y,0); + #if UNITY_3_5 + particles.SetActiveRecursively(true); + #else + particles.SetActive(true); +// for(int i = 0; i < particles.transform.childCount; i++) +// particles.transform.GetChild(i).gameObject.SetActive(true); + #endif + + ParticleSystem ps = particles.GetComponent(); + +#if UNITY_5_5_OR_NEWER + if (ps != null) + { + var main = ps.main; + if (main.loop) + { + ps.gameObject.AddComponent(); + ps.gameObject.AddComponent(); + } + } +#else + if(ps != null && ps.loop) + { + ps.gameObject.AddComponent(); + ps.gameObject.AddComponent(); + } +#endif + + onScreenParticles.Add(particles); + + return particles; + } + + IEnumerator CheckForDeletedParticles() + { + while(true) + { + yield return new WaitForSeconds(5.0f); + for(int i = onScreenParticles.Count - 1; i >= 0; i--) + { + if(onScreenParticles[i] == null) + { + onScreenParticles.RemoveAt(i); + } + } + } + } + + private void prevParticle() + { + exampleIndex--; + if(exampleIndex < 0) exampleIndex = ParticleExamples.Length - 1; + + UpdateUI(); + } + private void nextParticle() + { + exampleIndex++; + if(exampleIndex >= ParticleExamples.Length) exampleIndex = 0; + + UpdateUI(); + } + + private void destroyParticles() + { + for(int i = onScreenParticles.Count - 1; i >= 0; i--) + { + if(onScreenParticles[i] != null) + { + GameObject.Destroy(onScreenParticles[i]); + } + + onScreenParticles.RemoveAt(i); + } + } +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_New.cs.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_New.cs.meta new file mode 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Vector3(Random.Range(min.x,max.x),Random.Range(min.y,max.y),Random.Range(min.z,max.z)); + } + +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDir.cs.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDir.cs.meta new file mode 100644 index 0000000..767231e --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDir.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 27666076fd6e86245aa62dfd9e943d6c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDirectionTranslate.cs b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDirectionTranslate.cs new file mode 100644 index 0000000..49de364 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDirectionTranslate.cs @@ -0,0 +1,30 @@ +using UnityEngine; +using System.Collections; + +// Cartoon FX - (c) 2015 Jean Moreno + +public class CFX_Demo_RandomDirectionTranslate : MonoBehaviour +{ + public float speed = 30.0f; + public Vector3 baseDir = Vector3.zero; + public Vector3 axis = Vector3.forward; + public bool gravity; + private Vector3 dir; + + void Start () + { + dir = new Vector3(Random.Range(0.0f,360.0f),Random.Range(0.0f,360.0f),Random.Range(0.0f,360.0f)).normalized; + dir.Scale(axis); + dir += baseDir; + } + + void Update () + { + this.transform.Translate(dir * speed * Time.deltaTime); + + if(gravity) + { + this.transform.Translate(Physics.gravity * Time.deltaTime); + } + } +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDirectionTranslate.cs.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDirectionTranslate.cs.meta new file mode 100644 index 0000000..64dae35 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Demo/Assets/CFX_Demo_RandomDirectionTranslate.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 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foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {instanceID: 0} + additionalBone: 1 + animationType: 1 + userData: diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts.meta new file mode 100644 index 0000000..dfe5834 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 223e077284a06094ab8488db9e6eaa1a diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoDestructShuriken.cs b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoDestructShuriken.cs new file mode 100644 index 0000000..bb25967 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoDestructShuriken.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections; + +// Cartoon FX - (c) 2015 Jean Moreno + +// Automatically destructs an object when it has stopped emitting particles and when they have all disappeared from the screen. +// Check is performed every 0.5 seconds to not query the particle system's state every frame. +// (only deactivates the object if the OnlyDeactivate flag is set, automatically used with CFX Spawn System) + +[RequireComponent(typeof(ParticleSystem))] +public class CFX_AutoDestructShuriken : MonoBehaviour +{ + // If true, deactivate the object instead of destroying it + public bool OnlyDeactivate; + + void OnEnable() + { + StartCoroutine("CheckIfAlive"); + } + + IEnumerator CheckIfAlive () + { + ParticleSystem ps = this.GetComponent(); + + while(true && ps != null) + { + yield return new WaitForSeconds(0.5f); + if(!ps.IsAlive(true)) + { + if(OnlyDeactivate) + { + #if UNITY_3_5 + this.gameObject.SetActiveRecursively(false); + #else + this.gameObject.SetActive(false); + #endif + } + else + GameObject.Destroy(this.gameObject); + break; + } + } + } +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoDestructShuriken.cs.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoDestructShuriken.cs.meta new file mode 100644 index 0000000..0574d69 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoDestructShuriken.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6fd2e8874f60266498a388d7229a1bac +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoRotate.cs b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoRotate.cs new file mode 100644 index 0000000..c654521 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoRotate.cs @@ -0,0 +1,20 @@ +using UnityEngine; +using System.Collections; + +// Cartoon FX - (c) 2015 Jean Moreno + +// Indefinitely rotates an object at a constant speed + +public class CFX_AutoRotate : MonoBehaviour +{ + // Rotation speed & axis + public Vector3 rotation; + + // Rotation space + public Space space = Space.Self; + + void Update() + { + this.transform.Rotate(rotation * Time.deltaTime, space); + } +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoRotate.cs.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoRotate.cs.meta new file mode 100644 index 0000000..078ca02 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_AutoRotate.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b78c1ba9facacbd48b8e1d9a4fb3ee0d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightFlicker.cs b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightFlicker.cs new file mode 100644 index 0000000..5d8f797 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightFlicker.cs @@ -0,0 +1,39 @@ +using UnityEngine; +using System.Collections; + +// Cartoon FX - (c) 2015 Jean Moreno + +// Randomly changes a light's intensity over time. + +[RequireComponent(typeof(Light))] +public class CFX_LightFlicker : MonoBehaviour +{ + // Loop flicker effect + public bool loop; + + // Perlin scale: makes the flicker more or less smooth + public float smoothFactor = 1f; + + /// Max intensity will be: baseIntensity + addIntensity + public float addIntensity = 1.0f; + + private float minIntensity; + private float maxIntensity; + private float baseIntensity; + + void Awake() + { + baseIntensity = GetComponent().intensity; + } + + void OnEnable() + { + minIntensity = baseIntensity; + maxIntensity = minIntensity + addIntensity; + } + + void Update () + { + GetComponent().intensity = Mathf.Lerp(minIntensity, maxIntensity, Mathf.PerlinNoise(Time.time * smoothFactor, 0f)); + } +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightFlicker.cs.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightFlicker.cs.meta new file mode 100644 index 0000000..4f3db53 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightFlicker.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 74eb290077a495b4f8489f895b2cc599 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightIntensityFade.cs b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightIntensityFade.cs new file mode 100644 index 0000000..fcf3603 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightIntensityFade.cs @@ -0,0 +1,65 @@ +using UnityEngine; +using System.Collections; + +// Cartoon FX - (c) 2015 Jean Moreno + +// Decreases a light's intensity over time. + +[RequireComponent(typeof(Light))] +public class CFX_LightIntensityFade : MonoBehaviour +{ + // Duration of the effect. + public float duration = 1.0f; + + // Delay of the effect. + public float delay = 0.0f; + + /// Final intensity of the light. + public float finalIntensity = 0.0f; + + // Base intensity, automatically taken from light parameters. + private float baseIntensity; + + // If true, light will destructs itself on completion of the effect + public bool autodestruct; + + private float p_lifetime = 0.0f; + private float p_delay; + + void Start() + { + baseIntensity = GetComponent().intensity; + } + + void OnEnable() + { + p_lifetime = 0.0f; + p_delay = delay; + if(delay > 0) GetComponent().enabled = false; + } + + void Update () + { + if(p_delay > 0) + { + p_delay -= Time.deltaTime; + if(p_delay <= 0) + { + GetComponent().enabled = true; + } + return; + } + + if(p_lifetime/duration < 1.0f) + { + GetComponent().intensity = Mathf.Lerp(baseIntensity, finalIntensity, p_lifetime/duration); + p_lifetime += Time.deltaTime; + } + else + { + if(autodestruct) + GameObject.Destroy(this.gameObject); + } + + } +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightIntensityFade.cs.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightIntensityFade.cs.meta new file mode 100644 index 0000000..9066b01 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Scripts/CFX_LightIntensityFade.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c2255468ea97f384a9ebbb13e497e050 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Shaders.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders.meta new file mode 100644 index 0000000..9c59cb4 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b88b04a40932a8d4780f970b19327f80 diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFX3 Multiply Color.shader b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFX3 Multiply Color.shader new file mode 100644 index 0000000..b11149c --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFX3 Multiply Color.shader @@ -0,0 +1,99 @@ +// CartoonFX 3 Shader +// (c) 2015, Jean Moreno + +Shader "Cartoon FX/Legacy/Particle Multiply Colored" +{ + Properties + { + _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) + _MainTex ("Particle Texture (alpha)", 2D) = "white" {} + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 + } + + Category + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Blend DstColor Zero + AlphaTest Greater .01 + ColorMask RGB + Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } + BindChannels + { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord + } + + SubShader + { + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_particles + #include "UnityCG.cginc" + + sampler2D _MainTex; + float4 _MainTex_ST; + fixed4 _TintColor; + sampler2D _CameraDepthTexture; + float _InvFade; + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD1; + #endif + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + fixed4 tex = tex2D(_MainTex, i.texcoord); + // tex.rgb *= i.color.rgb * _TintColor.rgb * 2.0f; + // tex = lerp(tex, fixed4(0.5,0.5,0.5,0.5), 1-tex * i.color.a); + + return lerp(fixed4(1,1,1,1), _TintColor * i.color, tex * i.color.a); + + // return 2.0f * i.color * _TintColor * lerp(fixed4(0,0,0,0), fixed4(1,1,1,1), tex2D(_MainTex, i.texcoord).a * i.color.a); + } + ENDCG + } + } + } +} diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFX3 Multiply Color.shader.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFX3 Multiply Color.shader.meta new file mode 100644 index 0000000..f57f7ca --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFX3 Multiply Color.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: d09abe9036011f94a9e27ccc73cea0ac +ShaderImporter: + userData: diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFXM_MobileParticleAdd_Alpha8.shader b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFXM_MobileParticleAdd_Alpha8.shader new file mode 100644 index 0000000..2a558b7 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFXM_MobileParticleAdd_Alpha8.shader @@ -0,0 +1,41 @@ +// Simplified Additive Particle shader. Differences from regular Additive Particle one: +// - no Tint color +// - no Smooth particle support +// - no AlphaTest +// - no ColorMask + +// Cartoon FX difference: +// - uses Alpha8 monochrome textures to save up on texture memory size + +Shader "Cartoon FX/Legacy/Particles Additive Alpha8" +{ +Properties +{ + _MainTex ("Particle Texture (Alpha8)", 2D) = "white" {} +} + +Category +{ + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Blend SrcAlpha One + Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } + + BindChannels + { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord + } + + SubShader + { + Pass + { + SetTexture [_MainTex] + { + combine primary, texture * primary + } + } + } +} +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFXM_MobileParticleAdd_Alpha8.shader.meta b/Assets/JMO Assets/Cartoon FX (legacy)/Shaders/CFXM_MobileParticleAdd_Alpha8.shader.meta new file mode 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Assets/Cartoon FX Remaster/CFXR Assets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bd9d1d014bf0b14428db03b2527d2d93 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor.meta new file mode 100644 index 0000000..9e4b36e --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1a426d2ed10d55c47b7aee95ace55b60 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR Editor.asmdef b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR Editor.asmdef new file mode 100644 index 0000000..c227854 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR Editor.asmdef @@ -0,0 +1,14 @@ +{ + "name": "CFXREditor", + "references": [], + "optionalUnityReferences": [], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [] +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR Editor.asmdef.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR Editor.asmdef.meta new file mode 100644 index 0000000..3793348 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: eb5cb7c323a395242a81960087292f3c +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_BuildShaderPreprocessor.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_BuildShaderPreprocessor.cs new file mode 100644 index 0000000..3b36972 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_BuildShaderPreprocessor.cs @@ -0,0 +1,66 @@ +using System.Collections.Generic; +using UnityEditor.Build; +using UnityEditor.Build.Reporting; +using UnityEditor.Rendering; +using UnityEngine.Rendering; +using UnityEngine; + +namespace CartoonFX +{ + class CFXR_BuildShaderPreprocessor : IPreprocessShaders, IPreprocessBuildWithReport, IPostprocessBuildWithReport + { + static int shaderVariantsRemoved; + static bool isUsingURP; + + // -------------------------------------------------------------------------------------------------------------------------------- + // IPreprocessBuildWithReport, IPostprocessBuildWithReport + + public void OnPreprocessBuild(BuildReport report) + { + // Figure out if we're using built-in or URP +#if UNITY_2019_3_OR_NEWER + var renderPipeline = GraphicsSettings.currentRenderPipeline; +#else + var renderPipeline = GraphicsSettings.renderPipelineAsset; +#endif + isUsingURP = renderPipeline != null && renderPipeline.GetType().Name.Contains("Universal"); + shaderVariantsRemoved = 0; + } + + public void OnPostprocessBuild(BuildReport report) + { + if (shaderVariantsRemoved > 0) + { + string currentPipeline = isUsingURP ? "Universal" : "Built-in"; + Debug.Log(string.Format("[Cartoon FX Remaster] {0} Render Pipeline detected, {1} Shader variants have been stripped from the build.", currentPipeline, shaderVariantsRemoved)); + } + } + + // -------------------------------------------------------------------------------------------------------------------------------- + // IPreprocessShaders + + public int callbackOrder + { + get { return 1000; } + } + + public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList shaderCompilerData) + { + if (snippet.passType == PassType.ShadowCaster) + { + return; + } + + if (shader.name.Contains("Cartoon FX/Remaster")) + { + // Strip Cartoon FX Remaster Shader variants based on current render pipeline + if ((isUsingURP && snippet.passType != PassType.ScriptableRenderPipeline) || + (!isUsingURP && snippet.passType == PassType.ScriptableRenderPipeline)) + { + shaderVariantsRemoved += shaderCompilerData.Count; + shaderCompilerData.Clear(); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_BuildShaderPreprocessor.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_BuildShaderPreprocessor.cs.meta new file mode 100644 index 0000000..65e9fa5 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_BuildShaderPreprocessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 00a9608d23679304bbbcf63f569012f8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_ExpressionParser.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_ExpressionParser.cs new file mode 100644 index 0000000..accf275 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_ExpressionParser.cs @@ -0,0 +1,275 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +using System.Collections.Generic; +using System.IO; + +// Parse conditional expressions from CFXR_MaterialInspector to show/hide some parts of the UI easily + +namespace CartoonFX +{ + public static class ExpressionParser + { + public delegate bool EvaluateFunction(string content); + + //-------------------------------------------------------------------------------------------------------------------------------- + // Main Function to use + + static public bool EvaluateExpression(string expression, EvaluateFunction evalFunction) + { + //Remove white spaces and double && || + string cleanExpr = ""; + for(int i = 0; i < expression.Length; i++) + { + switch(expression[i]) + { + case ' ': break; + case '&': cleanExpr += expression[i]; i++; break; + case '|': cleanExpr += expression[i]; i++; break; + default: cleanExpr += expression[i]; break; + } + } + + List tokens = new List(); + StringReader reader = new StringReader(cleanExpr); + Token t = null; + do + { + t = new Token(reader); + tokens.Add(t); + } while(t.type != Token.TokenType.EXPR_END); + + List polishNotation = Token.TransformToPolishNotation(tokens); + + var enumerator = polishNotation.GetEnumerator(); + enumerator.MoveNext(); + Expression root = MakeExpression(ref enumerator, evalFunction); + + return root.Evaluate(); + } + + //-------------------------------------------------------------------------------------------------------------------------------- + // Expression Token + + public class Token + { + static Dictionary> typesDict = new Dictionary>() + { + {'(', new KeyValuePair(TokenType.OPEN_PAREN, "(")}, + {')', new KeyValuePair(TokenType.CLOSE_PAREN, ")")}, + {'!', new KeyValuePair(TokenType.UNARY_OP, "NOT")}, + {'&', new KeyValuePair(TokenType.BINARY_OP, "AND")}, + {'|', new KeyValuePair(TokenType.BINARY_OP, "OR")} + }; + + public enum TokenType + { + OPEN_PAREN, + CLOSE_PAREN, + UNARY_OP, + BINARY_OP, + LITERAL, + EXPR_END + } + + public TokenType type; + public string value; + + public Token(StringReader s) + { + int c = s.Read(); + if(c == -1) + { + type = TokenType.EXPR_END; + value = ""; + return; + } + + char ch = (char)c; + + //Special case: solve bug where !COND_FALSE_1 && COND_FALSE_2 would return True + bool embeddedNot = (ch == '!' && s.Peek() != '('); + + if(typesDict.ContainsKey(ch) && !embeddedNot) + { + type = typesDict[ch].Key; + value = typesDict[ch].Value; + } + else + { + string str = ""; + str += ch; + while(s.Peek() != -1 && !typesDict.ContainsKey((char)s.Peek())) + { + str += (char)s.Read(); + } + type = TokenType.LITERAL; + value = str; + } + } + + static public List TransformToPolishNotation(List infixTokenList) + { + Queue outputQueue = new Queue(); + Stack stack = new Stack(); + + int index = 0; + while(infixTokenList.Count > index) + { + Token t = infixTokenList[index]; + + switch(t.type) + { + case Token.TokenType.LITERAL: + outputQueue.Enqueue(t); + break; + case Token.TokenType.BINARY_OP: + case Token.TokenType.UNARY_OP: + case Token.TokenType.OPEN_PAREN: + stack.Push(t); + break; + case Token.TokenType.CLOSE_PAREN: + while(stack.Peek().type != Token.TokenType.OPEN_PAREN) + { + outputQueue.Enqueue(stack.Pop()); + } + stack.Pop(); + if(stack.Count > 0 && stack.Peek().type == Token.TokenType.UNARY_OP) + { + outputQueue.Enqueue(stack.Pop()); + } + break; + default: + break; + } + + index++; + } + while(stack.Count > 0) + { + outputQueue.Enqueue(stack.Pop()); + } + + var list = new List(outputQueue); + list.Reverse(); + return list; + } + } + + //-------------------------------------------------------------------------------------------------------------------------------- + // Boolean Expression Classes + + public abstract class Expression + { + public abstract bool Evaluate(); + } + + public class ExpressionLeaf : Expression + { + private string content; + private EvaluateFunction evalFunction; + + public ExpressionLeaf(EvaluateFunction _evalFunction, string _content) + { + this.evalFunction = _evalFunction; + this.content = _content; + } + + override public bool Evaluate() + { + //embedded not, see special case in Token declaration + if(content.StartsWith("!")) + { + return !this.evalFunction(content.Substring(1)); + } + + return this.evalFunction(content); + } + } + + public class ExpressionAnd : Expression + { + private Expression left; + private Expression right; + + public ExpressionAnd(Expression _left, Expression _right) + { + this.left = _left; + this.right = _right; + } + + override public bool Evaluate() + { + return left.Evaluate() && right.Evaluate(); + } + } + + public class ExpressionOr : Expression + { + private Expression left; + private Expression right; + + public ExpressionOr(Expression _left, Expression _right) + { + this.left = _left; + this.right = _right; + } + + override public bool Evaluate() + { + return left.Evaluate() || right.Evaluate(); + } + } + + public class ExpressionNot : Expression + { + private Expression expr; + + public ExpressionNot(Expression _expr) + { + this.expr = _expr; + } + + override public bool Evaluate() + { + return !expr.Evaluate(); + } + } + + static public Expression MakeExpression(ref List.Enumerator polishNotationTokensEnumerator, EvaluateFunction _evalFunction) + { + if(polishNotationTokensEnumerator.Current.type == Token.TokenType.LITERAL) + { + Expression lit = new ExpressionLeaf(_evalFunction, polishNotationTokensEnumerator.Current.value); + polishNotationTokensEnumerator.MoveNext(); + return lit; + } + else + { + if(polishNotationTokensEnumerator.Current.value == "NOT") + { + polishNotationTokensEnumerator.MoveNext(); + Expression operand = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction); + return new ExpressionNot(operand); + } + else if(polishNotationTokensEnumerator.Current.value == "AND") + { + polishNotationTokensEnumerator.MoveNext(); + Expression left = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction); + Expression right = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction); + return new ExpressionAnd(left, right); + } + else if(polishNotationTokensEnumerator.Current.value == "OR") + { + polishNotationTokensEnumerator.MoveNext(); + Expression left = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction); + Expression right = MakeExpression(ref polishNotationTokensEnumerator, _evalFunction); + return new ExpressionOr(left, right); + } + } + return null; + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_ExpressionParser.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_ExpressionParser.cs.meta new file mode 100644 index 0000000..28480ad --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_ExpressionParser.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ce7d96d3a4d4f3b4681ab437a9710d60 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_MaterialInspector.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_MaterialInspector.cs new file mode 100644 index 0000000..cae4d8d --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_MaterialInspector.cs @@ -0,0 +1,592 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using System.IO; +using System.Text.RegularExpressions; + +// Custom material inspector for Stylized FX shaders +// - organize UI using comments in the shader code +// - more flexibility than the material property drawers +// version 2 (dec 2017) + +namespace CartoonFX +{ + public class MaterialInspector : ShaderGUI + { + //Set by PropertyDrawers to defined if the next properties should be visible + static private Stack ShowStack = new Stack(); + + static public bool ShowNextProperty { get; private set; } + static public void PushShowProperty(bool value) + { + ShowStack.Push(ShowNextProperty); + ShowNextProperty &= value; + } + static public void PopShowProperty() + { + ShowNextProperty = ShowStack.Pop(); + } + + //-------------------------------------------------------------------------------------------------- + + const string kGuiCommandPrefix = "//#"; + const string kGC_IfKeyword = "IF_KEYWORD"; + const string kGC_IfProperty = "IF_PROPERTY"; + const string kGC_EndIf = "END_IF"; + const string kGC_HelpBox = "HELP_BOX"; + const string kGC_Label = "LABEL"; + + Dictionary> guiCommands = new Dictionary>(); + + bool initialized = false; + AssetImporter shaderImporter; + ulong lastTimestamp; + void Initialize(MaterialEditor editor, bool force) + { + if((!initialized || force) && editor != null) + { + initialized = true; + + guiCommands.Clear(); + + //Find the shader and parse the source to find special comments that will organize the GUI + //It's hackish, but at least it allows any character to be used (unlike material property drawers/decorators) and can be used along with property drawers + + var materials = new List(); + foreach(var o in editor.targets) + { + var m = o as Material; + if(m != null) + materials.Add(m); + } + if(materials.Count > 0 && materials[0].shader != null) + { + var path = AssetDatabase.GetAssetPath(materials[0].shader); + //get asset importer + shaderImporter = AssetImporter.GetAtPath(path); + if(shaderImporter != null) + { + lastTimestamp = shaderImporter.assetTimeStamp; + } + //remove 'Assets' and replace with OS path + path = Application.dataPath + path.Substring(6); + //convert to cross-platform path + path = path.Replace('/', Path.DirectorySeparatorChar); + //open file for reading + var lines = File.ReadAllLines(path); + + bool insideProperties = false; + //regex pattern to find properties, as they need to be counted so that + //special commands can be inserted at the right position when enumerating them + var regex = new Regex(@"[a-zA-Z0-9_]+\s*\([^\)]*\)"); + int propertyCount = 0; + bool insideCommentBlock = false; + foreach(var l in lines) + { + var line = l.TrimStart(); + + if(insideProperties) + { + bool isComment = line.StartsWith("//"); + + if(line.Contains("/*")) + insideCommentBlock = true; + if(line.Contains("*/")) + insideCommentBlock = false; + + //finished properties block? + if(line.StartsWith("}")) + break; + + //comment + if(line.StartsWith(kGuiCommandPrefix)) + { + string command = line.Substring(kGuiCommandPrefix.Length).TrimStart(); + //space + if(string.IsNullOrEmpty(command)) + AddGUICommand(propertyCount, new GC_Space()); + //separator + else if(command.StartsWith("---")) + AddGUICommand(propertyCount, new GC_Separator()); + //separator + else if(command.StartsWith("===")) + AddGUICommand(propertyCount, new GC_SeparatorDouble()); + //if keyword + else if(command.StartsWith(kGC_IfKeyword)) + { + var expr = command.Substring(command.LastIndexOf(kGC_IfKeyword) + kGC_IfKeyword.Length + 1); + AddGUICommand(propertyCount, new GC_IfKeyword() { expression = expr, materials = materials.ToArray() }); + } + //if property + else if(command.StartsWith(kGC_IfProperty)) + { + var expr = command.Substring(command.LastIndexOf(kGC_IfProperty) + kGC_IfProperty.Length + 1); + AddGUICommand(propertyCount, new GC_IfProperty() { expression = expr, materials = materials.ToArray() }); + } + //end if + else if(command.StartsWith(kGC_EndIf)) + { + AddGUICommand(propertyCount, new GC_EndIf()); + } + //help box + else if(command.StartsWith(kGC_HelpBox)) + { + var messageType = MessageType.Error; + var message = "Invalid format for HELP_BOX:\n" + command; + var cmd = command.Substring(command.LastIndexOf(kGC_HelpBox) + kGC_HelpBox.Length + 1).Split(new string[] { "::" }, System.StringSplitOptions.RemoveEmptyEntries); + if(cmd.Length == 1) + { + message = cmd[0]; + messageType = MessageType.None; + } + else if(cmd.Length == 2) + { + try + { + var msgType = (MessageType)System.Enum.Parse(typeof(MessageType), cmd[0], true); + message = cmd[1].Replace(" ", "\n"); + messageType = msgType; + } + catch { } + } + + AddGUICommand(propertyCount, new GC_HelpBox() + { + message = message, + messageType = messageType + }); + } + //label + else if(command.StartsWith(kGC_Label)) + { + var label = command.Substring(command.LastIndexOf(kGC_Label) + kGC_Label.Length + 1); + AddGUICommand(propertyCount, new GC_Label() { label = label }); + } + //header: plain text after command + else + { + AddGUICommand(propertyCount, new GC_Header() { label = command }); + } + } + else + //property + { + if(regex.IsMatch(line) && !insideCommentBlock && !isComment) + propertyCount++; + } + } + + //start properties block? + if(line.StartsWith("Properties")) + { + insideProperties = true; + } + } + } + } + } + + void AddGUICommand(int propertyIndex, GUICommand command) + { + if(!guiCommands.ContainsKey(propertyIndex)) + guiCommands.Add(propertyIndex, new List()); + + guiCommands[propertyIndex].Add(command); + } + + public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) + { + initialized = false; + base.AssignNewShaderToMaterial(material, oldShader, newShader); + } + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + //init: + //- read metadata in properties comment to generate ui layout + //- force update if timestamp doesn't match last (= file externally updated) + bool force = (shaderImporter != null && shaderImporter.assetTimeStamp != lastTimestamp); + Initialize(materialEditor, force); + + var shader = (materialEditor.target as Material).shader; + materialEditor.SetDefaultGUIWidths(); + + //show all properties by default + ShowNextProperty = true; + ShowStack.Clear(); + + for(int i = 0; i < properties.Length; i++) + { + if(guiCommands.ContainsKey(i)) + { + for(int j = 0; j < guiCommands[i].Count; j++) + { + guiCommands[i][j].OnGUI(); + } + } + + //Use custom properties to enable/disable groups based on keywords + if(ShowNextProperty) + { + if((properties[i].flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) == MaterialProperty.PropFlags.None) + { + DisplayProperty(properties[i], materialEditor); + } + } + } + + //make sure to show gui commands that are after properties + int index = properties.Length; + if(guiCommands.ContainsKey(index)) + { + for(int j = 0; j < guiCommands[index].Count; j++) + { + guiCommands[index][j].OnGUI(); + } + } + + //Special fields + Styles.MaterialDrawSeparatorDouble(); + materialEditor.RenderQueueField(); + materialEditor.EnableInstancingField(); + } + + virtual protected void DisplayProperty(MaterialProperty property, MaterialEditor materialEditor) + { + float propertyHeight = materialEditor.GetPropertyHeight(property, property.displayName); + Rect controlRect = EditorGUILayout.GetControlRect(true, propertyHeight, EditorStyles.layerMaskField, new GUILayoutOption[0]); + materialEditor.ShaderProperty(controlRect, property, property.displayName); + } + } + + // Same as Toggle drawer, but doesn't set any keyword + // This will avoid adding unnecessary shader keyword to the project + internal class MaterialToggleNoKeywordDrawer : MaterialPropertyDrawer + { + private static bool IsPropertyTypeSuitable(MaterialProperty prop) + { + return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range; + } + + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) + { + float height; + if (!MaterialToggleNoKeywordDrawer.IsPropertyTypeSuitable(prop)) + { + height = 40f; + } + else + { + height = base.GetPropertyHeight(prop, label, editor); + } + return height; + } + + public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor) + { + if (!MaterialToggleNoKeywordDrawer.IsPropertyTypeSuitable(prop)) + { + EditorGUI.HelpBox(position, "Toggle used on a non-float property: " + prop.name, MessageType.Warning); + } + else + { + EditorGUI.BeginChangeCheck(); + bool flag = Mathf.Abs(prop.floatValue) > 0.001f; + EditorGUI.showMixedValue = prop.hasMixedValue; + flag = EditorGUI.Toggle(position, label, flag); + EditorGUI.showMixedValue = false; + if (EditorGUI.EndChangeCheck()) + { + prop.floatValue = ((!flag) ? 0f : 1f); + } + } + } + } + + // Same as KeywordEnum drawer, but uses the keyword supplied as is rather than adding a prefix to them + internal class MaterialKeywordEnumNoPrefixDrawer : MaterialPropertyDrawer + { + private readonly GUIContent[] labels; + private readonly string[] keywords; + + public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1) : this(new[] { lbl1 }, new[] { kw1 }) { } + public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2) : this(new[] { lbl1, lbl2 }, new[] { kw1, kw2 }) { } + public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2, string lbl3, string kw3) : this(new[] { lbl1, lbl2, lbl3 }, new[] { kw1, kw2, kw3 }) { } + public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2, string lbl3, string kw3, string lbl4, string kw4) : this(new[] { lbl1, lbl2, lbl3, lbl4 }, new[] { kw1, kw2, kw3, kw4 }) { } + public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2, string lbl3, string kw3, string lbl4, string kw4, string lbl5, string kw5) : this(new[] { lbl1, lbl2, lbl3, lbl4, lbl5 }, new[] { kw1, kw2, kw3, kw4, kw5 }) { } + public MaterialKeywordEnumNoPrefixDrawer(string lbl1, string kw1, string lbl2, string kw2, string lbl3, string kw3, string lbl4, string kw4, string lbl5, string kw5, string lbl6, string kw6) : this(new[] { lbl1, lbl2, lbl3, lbl4, lbl5, lbl6 }, new[] { kw1, kw2, kw3, kw4, kw5, kw6 }) { } + + public MaterialKeywordEnumNoPrefixDrawer(string[] labels, string[] keywords) + { + this.labels= new GUIContent[keywords.Length]; + this.keywords = new string[keywords.Length]; + for (int i = 0; i < keywords.Length; ++i) + { + this.labels[i] = new GUIContent(labels[i]); + this.keywords[i] = keywords[i]; + } + } + + static bool IsPropertyTypeSuitable(MaterialProperty prop) + { + return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range; + } + + void SetKeyword(MaterialProperty prop, int index) + { + for (int i = 0; i < keywords.Length; ++i) + { + string keyword = GetKeywordName(prop.name, keywords[i]); + foreach (Material material in prop.targets) + { + if (index == i) + material.EnableKeyword(keyword); + else + material.DisableKeyword(keyword); + } + } + } + + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) + { + if (!IsPropertyTypeSuitable(prop)) + { + return EditorGUIUtility.singleLineHeight * 2.5f; + } + return base.GetPropertyHeight(prop, label, editor); + } + + public override void OnGUI(Rect position, MaterialProperty prop, GUIContent label, MaterialEditor editor) + { + if (!IsPropertyTypeSuitable(prop)) + { + EditorGUI.HelpBox(position, "Toggle used on a non-float property: " + prop.name, MessageType.Warning); + return; + } + + EditorGUI.BeginChangeCheck(); + + EditorGUI.showMixedValue = prop.hasMixedValue; + var value = (int)prop.floatValue; + value = EditorGUI.Popup(position, label, value, labels); + EditorGUI.showMixedValue = false; + if (EditorGUI.EndChangeCheck()) + { + prop.floatValue = value; + SetKeyword(prop, value); + } + } + + public override void Apply(MaterialProperty prop) + { + base.Apply(prop); + if (!IsPropertyTypeSuitable(prop)) + return; + + if (prop.hasMixedValue) + return; + + SetKeyword(prop, (int)prop.floatValue); + } + + // Final keyword name: property name + "_" + display name. Uppercased, + // and spaces replaced with underscores. + private static string GetKeywordName(string propName, string name) + { + // Just return the supplied name + return name; + + // Original code: + /* + string n = propName + "_" + name; + return n.Replace(' ', '_').ToUpperInvariant(); + */ + } + } + + + //================================================================================================================================================================================================ + // GUI Commands System + // + // Workaround to Material Property Drawers limitations: + // - uses shader comments to organize the GUI, and show/hide properties based on conditions + // - can use any character (unlike property drawers) + // - parsed once at material editor initialization + + internal class GUICommand + { + public virtual bool Visible() { return true; } + public virtual void OnGUI() { } + } + + internal class GC_Separator : GUICommand { public override void OnGUI() { if(MaterialInspector.ShowNextProperty) Styles.MaterialDrawSeparator(); } } + internal class GC_SeparatorDouble : GUICommand { public override void OnGUI() { if(MaterialInspector.ShowNextProperty) Styles.MaterialDrawSeparatorDouble(); } } + internal class GC_Space : GUICommand { public override void OnGUI() { if(MaterialInspector.ShowNextProperty) GUILayout.Space(8); } } + internal class GC_HelpBox : GUICommand + { + public string message { get; set; } + public MessageType messageType { get; set; } + + public override void OnGUI() + { + if(MaterialInspector.ShowNextProperty) + Styles.HelpBoxRichText(message, messageType); + } + } + internal class GC_Header : GUICommand + { + public string label { get; set; } + GUIContent guiContent; + + public override void OnGUI() + { + if(guiContent == null) + guiContent = new GUIContent(label); + + if(MaterialInspector.ShowNextProperty) + Styles.MaterialDrawHeader(guiContent); + } + } + internal class GC_Label : GUICommand + { + public string label { get; set; } + GUIContent guiContent; + + public override void OnGUI() + { + if(guiContent == null) + guiContent = new GUIContent(label); + + if(MaterialInspector.ShowNextProperty) + GUILayout.Label(guiContent); + } + } + internal class GC_IfKeyword : GUICommand + { + public string expression { get; set; } + public Material[] materials { get; set; } + public override void OnGUI() + { + bool show = ExpressionParser.EvaluateExpression(expression, (string s) => + { + foreach(var m in materials) + { + if(m.IsKeywordEnabled(s)) + return true; + } + return false; + }); + MaterialInspector.PushShowProperty(show); + } + } + internal class GC_EndIf : GUICommand { public override void OnGUI() { MaterialInspector.PopShowProperty(); } } + + internal class GC_IfProperty : GUICommand + { + string _expression; + public string expression + { + get { return _expression; } + set { _expression = value.Replace("!=", "<>"); } + } + public Material[] materials { get; set; } + + public override void OnGUI() + { + bool show = ExpressionParser.EvaluateExpression(expression, EvaluatePropertyExpression); + MaterialInspector.PushShowProperty(show); + } + + bool EvaluatePropertyExpression(string expr) + { + //expression is expected to be in the form of: property operator value + var reader = new StringReader(expr); + string property = ""; + string op = ""; + float value = 0f; + + int overflow = 0; + while(true) + { + char c = (char)reader.Read(); + + //operator + if(c == '=' || c == '>' || c == '<' || c == '!') + { + op += c; + //second operator character, if any + char c2 = (char)reader.Peek(); + if(c2 == '=' || c2 == '>') + { + reader.Read(); + op += c2; + } + + //end of string is the value + var end = reader.ReadToEnd(); + if(!float.TryParse(end, out value)) + { + Debug.LogError("Couldn't parse float from property expression:\n" + end); + return false; + } + + break; + } + + //property name + property += c; + + overflow++; + if(overflow >= 9999) + { + Debug.LogError("Expression parsing overflow!\n"); + return false; + } + } + + //evaluate property + bool conditionMet = false; + foreach(var m in materials) + { + float propValue = 0f; + if(property.Contains(".x") || property.Contains(".y") || property.Contains(".z") || property.Contains(".w")) + { + string[] split = property.Split('.'); + string component = split[1]; + switch(component) + { + case "x": propValue = m.GetVector(split[0]).x; break; + case "y": propValue = m.GetVector(split[0]).y; break; + case "z": propValue = m.GetVector(split[0]).z; break; + case "w": propValue = m.GetVector(split[0]).w; break; + default: Debug.LogError("Invalid component for vector property: '" + property + "'"); break; + } + } + else + propValue = m.GetFloat(property); + + switch(op) + { + case ">=": conditionMet = propValue >= value; break; + case "<=": conditionMet = propValue <= value; break; + case ">": conditionMet = propValue > value; break; + case "<": conditionMet = propValue < value; break; + case "<>": conditionMet = propValue != value; break; //not equal, "!=" is replaced by "<>" to prevent bug with leading ! ("not" operator) + case "==": conditionMet = propValue == value; break; + default: + Debug.LogError("Invalid property expression:\n" + expr); + break; + } + if(conditionMet) + return true; + } + + return false; + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_MaterialInspector.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_MaterialInspector.cs.meta new file mode 100644 index 0000000..5aa54e0 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_MaterialInspector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4fb4c15e772a1cc4baecc7a958bf9cc7 +timeCreated: 1486392341 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_Styles.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_Styles.cs new file mode 100644 index 0000000..80fda6e --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Editor/CFXR_Styles.cs @@ -0,0 +1,362 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine; +using UnityEditor; + +// GUI Styles and UI methods + +namespace CartoonFX +{ + public static class Styles + { + //================================================================================================================================ + // GUI Styles + //================================================================================================================================ + + //================================================================================================================================ + // (x) close button + static GUIStyle _closeCrossButton; + public static GUIStyle CloseCrossButton + { + get + { + if(_closeCrossButton == null) + { + //Try to load GUISkin according to its GUID + //Assumes that its .meta file should always stick with it! + string guiSkinPath = AssetDatabase.GUIDToAssetPath("02d396fa782e5d7438e231ea9f8be23c"); + var gs = AssetDatabase.LoadAssetAtPath(guiSkinPath); + if(gs != null) + { + _closeCrossButton = System.Array.Find(gs.customStyles, x => x.name == "CloseCrossButton"); + } + + //Else fall back to minibutton + if(_closeCrossButton == null) + _closeCrossButton = EditorStyles.miniButton; + } + return _closeCrossButton; + } + } + + //================================================================================================================================ + // Shuriken Toggle with label alignment fix + static GUIStyle _shurikenToggle; + public static GUIStyle ShurikenToggle + { + get + { + if(_shurikenToggle == null) + { + _shurikenToggle = new GUIStyle("ShurikenToggle"); + _shurikenToggle.fontSize = 9; + _shurikenToggle.contentOffset = new Vector2(16, -1); + if(EditorGUIUtility.isProSkin) + { + var textColor = new Color(.8f, .8f, .8f); + _shurikenToggle.normal.textColor = textColor; + _shurikenToggle.active.textColor = textColor; + _shurikenToggle.focused.textColor = textColor; + _shurikenToggle.hover.textColor = textColor; + _shurikenToggle.onNormal.textColor = textColor; + _shurikenToggle.onActive.textColor = textColor; + _shurikenToggle.onFocused.textColor = textColor; + _shurikenToggle.onHover.textColor = textColor; + } + } + return _shurikenToggle; + } + } + + //================================================================================================================================ + // Bold mini-label (the one from EditorStyles isn't actually "mini") + static GUIStyle _miniBoldLabel; + public static GUIStyle MiniBoldLabel + { + get + { + if(_miniBoldLabel == null) + { + _miniBoldLabel = new GUIStyle(EditorStyles.boldLabel); + _miniBoldLabel.fontSize = 10; + _miniBoldLabel.margin = new RectOffset(0, 0, 0, 0); + } + return _miniBoldLabel; + } + } + + //================================================================================================================================ + // Bold mini-foldout + static GUIStyle _miniBoldFoldout; + public static GUIStyle MiniBoldFoldout + { + get + { + if(_miniBoldFoldout == null) + { + _miniBoldFoldout = new GUIStyle(EditorStyles.foldout); + _miniBoldFoldout.fontSize = 10; + _miniBoldFoldout.fontStyle = FontStyle.Bold; + _miniBoldFoldout.margin = new RectOffset(0, 0, 0, 0); + } + return _miniBoldFoldout; + } + } + + //================================================================================================================================ + // Gray right-aligned label for Orderable List (Material Animator) + static GUIStyle _PropertyTypeLabel; + public static GUIStyle PropertyTypeLabel + { + get + { + if(_PropertyTypeLabel == null) + { + _PropertyTypeLabel = new GUIStyle(EditorStyles.label); + _PropertyTypeLabel.alignment = TextAnchor.MiddleRight; + _PropertyTypeLabel.normal.textColor = Color.gray; + _PropertyTypeLabel.fontSize = 9; + } + return _PropertyTypeLabel; + } + } + + // Dark Gray right-aligned label for Orderable List (Material Animator) + static GUIStyle _PropertyTypeLabelFocused; + public static GUIStyle PropertyTypeLabelFocused + { + get + { + if(_PropertyTypeLabelFocused == null) + { + _PropertyTypeLabelFocused = new GUIStyle(EditorStyles.label); + _PropertyTypeLabelFocused.alignment = TextAnchor.MiddleRight; + _PropertyTypeLabelFocused.normal.textColor = new Color(.2f, .2f, .2f); + _PropertyTypeLabelFocused.fontSize = 9; + } + return _PropertyTypeLabelFocused; + } + } + + //================================================================================================================================ + // Rounded Box + static GUIStyle _roundedBox; + public static GUIStyle RoundedBox + { + get + { + if(_roundedBox == null) + { + _roundedBox = new GUIStyle(EditorStyles.helpBox); + } + return _roundedBox; + } + } + + //================================================================================================================================ + // Center White Label ("Editing Spline" label in Scene View) + static GUIStyle _CenteredWhiteLabel; + public static GUIStyle CenteredWhiteLabel + { + get + { + if(_CenteredWhiteLabel == null) + { + _CenteredWhiteLabel = new GUIStyle(EditorStyles.centeredGreyMiniLabel); + _CenteredWhiteLabel.fontSize = 20; + _CenteredWhiteLabel.normal.textColor = Color.white; + } + return _CenteredWhiteLabel; + } + } + + //================================================================================================================================ + // Used to draw lines for separators + static public GUIStyle _LineStyle; + static public GUIStyle LineStyle + { + get + { + if(_LineStyle == null) + { + _LineStyle = new GUIStyle(); + _LineStyle.normal.background = EditorGUIUtility.whiteTexture; + _LineStyle.stretchWidth = true; + } + + return _LineStyle; + } + } + + //================================================================================================================================ + // HelpBox with rich text formatting support + static GUIStyle _HelpBoxRichTextStyle; + static public GUIStyle HelpBoxRichTextStyle + { + get + { + if(_HelpBoxRichTextStyle == null) + { + _HelpBoxRichTextStyle = new GUIStyle("HelpBox"); + _HelpBoxRichTextStyle.richText = true; + } + return _HelpBoxRichTextStyle; + } + } + + //================================================================================================================================ + // Material Blue Header + static public GUIStyle _MaterialHeaderStyle; + static public GUIStyle MaterialHeaderStyle + { + get + { + if(_MaterialHeaderStyle == null) + { + _MaterialHeaderStyle = new GUIStyle(EditorStyles.label); + _MaterialHeaderStyle.fontStyle = FontStyle.Bold; + _MaterialHeaderStyle.fontSize = 11; + _MaterialHeaderStyle.padding.top = 0; + _MaterialHeaderStyle.padding.bottom = 0; + _MaterialHeaderStyle.normal.textColor = EditorGUIUtility.isProSkin ? new Color32(75, 128, 255, 255) : new Color32(0, 50, 230, 255); + _MaterialHeaderStyle.stretchWidth = true; + } + + return _MaterialHeaderStyle; + } + } + + //================================================================================================================================ + // Material Header emboss effect + static public GUIStyle _MaterialHeaderStyleHighlight; + static public GUIStyle MaterialHeaderStyleHighlight + { + get + { + if(_MaterialHeaderStyleHighlight == null) + { + _MaterialHeaderStyleHighlight = new GUIStyle(MaterialHeaderStyle); + _MaterialHeaderStyleHighlight.contentOffset = new Vector2(1, 1); + _MaterialHeaderStyleHighlight.normal.textColor = EditorGUIUtility.isProSkin ? new Color32(255, 255, 255, 16) : new Color32(255, 255, 255, 32); + } + + return _MaterialHeaderStyleHighlight; + } + } + + //================================================================================================================================ + // Filled rectangle + + static private GUIStyle _WhiteRectangleStyle; + + static public void DrawRectangle(Rect position, Color color) + { + var col = GUI.color; + GUI.color *= color; + DrawRectangle(position); + GUI.color = col; + } + static public void DrawRectangle(Rect position) + { + if(_WhiteRectangleStyle == null) + { + _WhiteRectangleStyle = new GUIStyle(); + _WhiteRectangleStyle.normal.background = EditorGUIUtility.whiteTexture; + } + + if(Event.current != null && Event.current.type == EventType.Repaint) + { + _WhiteRectangleStyle.Draw(position, false, false, false, false); + } + } + + //================================================================================================================================ + // Methods + //================================================================================================================================ + + static public void DrawLine(float height = 2f) + { + DrawLine(Color.black, height); + } + static public void DrawLine(Color color, float height = 1f) + { + Rect position = GUILayoutUtility.GetRect(0f, float.MaxValue, height, height, LineStyle); + DrawLine(position, color); + } + static public void DrawLine(Rect position, Color color) + { + if(Event.current.type == EventType.Repaint) + { + Color orgColor = GUI.color; + GUI.color = orgColor * color; + LineStyle.Draw(position, false, false, false, false); + GUI.color = orgColor; + } + } + + static public void MaterialDrawHeader(GUIContent guiContent) + { + var rect = GUILayoutUtility.GetRect(guiContent, MaterialHeaderStyle); + GUI.Label(rect, guiContent, MaterialHeaderStyleHighlight); + GUI.Label(rect, guiContent, MaterialHeaderStyle); + } + + static public void MaterialDrawSeparator() + { + GUILayout.Space(4); + if(EditorGUIUtility.isProSkin) + DrawLine(new Color(.3f, .3f, .3f, 1f), 1); + else + DrawLine(new Color(.6f, .6f, .6f, 1f), 1); + GUILayout.Space(4); + } + + static public void MaterialDrawSeparatorDouble() + { + GUILayout.Space(6); + if(EditorGUIUtility.isProSkin) + { + DrawLine(new Color(.1f, .1f, .1f, 1f), 1); + DrawLine(new Color(.4f, .4f, .4f, 1f), 1); + } + else + { + DrawLine(new Color(.3f, .3f, .3f, 1f), 1); + DrawLine(new Color(.9f, .9f, .9f, 1f), 1); + } + GUILayout.Space(6); + } + + //built-in console icons, also used in help box + static Texture2D warnIcon; + static Texture2D infoIcon; + static Texture2D errorIcon; + + static public void HelpBoxRichText(Rect position, string message, MessageType msgType) + { + Texture2D icon = null; + switch(msgType) + { + case MessageType.Warning: icon = warnIcon ?? (warnIcon = EditorGUIUtility.Load("console.warnicon") as Texture2D); break; + case MessageType.Info: icon = infoIcon ?? (infoIcon = EditorGUIUtility.Load("console.infoicon") as Texture2D); break; + case MessageType.Error: icon = errorIcon ?? (errorIcon = EditorGUIUtility.Load("console.erroricon") as Texture2D); break; + } + EditorGUI.LabelField(position, GUIContent.none, new GUIContent(message, icon), HelpBoxRichTextStyle); + } + + static public void HelpBoxRichText(string message, MessageType msgType) + { + Texture2D icon = null; + switch(msgType) + { + case MessageType.Warning: icon = warnIcon ?? (warnIcon = EditorGUIUtility.Load("console.warnicon") as Texture2D); break; + case MessageType.Info: icon = infoIcon ?? (infoIcon = EditorGUIUtility.Load("console.infoicon") as Texture2D); break; + case MessageType.Error: icon = errorIcon ?? 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_SmoothnessTextureChannel: 0 + - _SoftParticlesFadeDistanceFar: 2 + - _SoftParticlesFadeDistanceNear: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 5 + - _UVDistortionAdd: 0 + - _UVSec: 0 + - _UseAlphaClip: 0 + - _UseDissolve: 0 + - _UseEF: 0 + - _UseFB: 0 + - _UseFontColor: 1 + - _UseLighting: 0 + - _UseNormalMap: 0 + - _UseSP: 1 + - _UseSecondColor: 0 + - _UseUV2Distortion: 0 + - _UseUVDistortion: 0 + - _ZWrite: 0 + m_Colors: + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _DistortScrolling: {r: 0, g: 0, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _OverlayTex_Scroll: {r: 0.1, g: 0.1, b: 1, a: 1} diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Misc/cfxr particle font.mat.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Misc/cfxr particle font.mat.meta new file mode 100644 index 0000000..1fd5569 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Misc/cfxr particle font.mat.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: daedbca3d89ee8640bed0c051d176ff9 +timeCreated: 1535124020 +licenseType: Store +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts.meta new file mode 100644 index 0000000..42ef6c4 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 90cebaa0afdacee48a8b5ea661f8a1a7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR Runtime.asmdef b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR Runtime.asmdef new file mode 100644 index 0000000..e65664c --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR Runtime.asmdef @@ -0,0 +1,3 @@ +{ + "name": "CFXRRuntime" +} diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR Runtime.asmdef.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR Runtime.asmdef.meta new file mode 100644 index 0000000..24b549d --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR Runtime.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 785156d0baf9e564e92265c9169511bb +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs new file mode 100644 index 0000000..d0b6b87 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs @@ -0,0 +1,287 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace CartoonFX +{ + public partial class CFXR_Effect : MonoBehaviour + { + [System.Serializable] + public class CameraShake + { + public enum ShakeSpace + { + Screen, + World + } + + static public bool editorPreview = true; + + //-------------------------------------------------------------------------------------------------------------------------------- + + public bool enabled = false; + [Space] + public bool useMainCamera = true; + public List cameras = new List(); + [Space] + public float delay = 0.0f; + public float duration = 1.0f; + public ShakeSpace shakeSpace = ShakeSpace.Screen; + public Vector3 shakeStrength = new Vector3(0.1f, 0.1f, 0.1f); + public AnimationCurve shakeCurve = AnimationCurve.Linear(0, 1, 1, 0); + [Space] + [Range(0, 0.1f)] public float shakesDelay = 0; + + [System.NonSerialized] public bool isShaking; + Dictionary camerasPreRenderPosition = new Dictionary(); + Vector3 shakeVector; + float delaysTimer; + + //-------------------------------------------------------------------------------------------------------------------------------- + // STATIC + // Use static methods to dispatch the Camera callbacks, to ensure that ScreenShake components are called in an order in PreRender, + // and in the _reverse_ order for PostRender, so that the final Camera position is the same as it is originally (allowing concurrent + // screen shake to be active) + + static bool s_CallbackRegistered; + static List s_CameraShakes = new List(); + +#if UNITY_2019_1_OR_NEWER + static void OnPreRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam) + { + OnPreRenderCamera_Static(cam); + } + static void OnPostRenderCamera_Static_URP(ScriptableRenderContext context, Camera cam) + { + OnPostRenderCamera_Static(cam); + } +#endif + + static void OnPreRenderCamera_Static(Camera cam) + { + int count = s_CameraShakes.Count; + for (int i = 0; i < count; i++) + { + var ss = s_CameraShakes[i]; + ss.onPreRenderCamera(cam); + } + } + + static void OnPostRenderCamera_Static(Camera cam) + { + int count = s_CameraShakes.Count; + for (int i = count-1; i >= 0; i--) + { + var ss = s_CameraShakes[i]; + ss.onPostRenderCamera(cam); + } + } + + static void RegisterStaticCallback(CameraShake cameraShake) + { + s_CameraShakes.Add(cameraShake); + + if (!s_CallbackRegistered) + { +#if UNITY_2019_1_OR_NEWER + #if UNITY_2019_3_OR_NEWER + if (GraphicsSettings.currentRenderPipeline == null) + #else + if (GraphicsSettings.renderPipelineAsset == null) + #endif + { + // Built-in Render Pipeline + Camera.onPreRender += OnPreRenderCamera_Static; + Camera.onPostRender += OnPostRenderCamera_Static; + } + else + { + // URP + RenderPipelineManager.beginCameraRendering += OnPreRenderCamera_Static_URP; + RenderPipelineManager.endCameraRendering += OnPostRenderCamera_Static_URP; + } +#else + Camera.onPreRender += OnPreRenderCamera_Static; + Camera.onPostRender += OnPostRenderCamera_Static; +#endif + + s_CallbackRegistered = true; + } + } + + static void UnregisterStaticCallback(CameraShake cameraShake) + { + s_CameraShakes.Remove(cameraShake); + + if (s_CallbackRegistered && s_CameraShakes.Count == 0) + { +#if UNITY_2019_1_OR_NEWER + #if UNITY_2019_3_OR_NEWER + if (GraphicsSettings.currentRenderPipeline == null) + #else + if (GraphicsSettings.renderPipelineAsset == null) + #endif + { + // Built-in Render Pipeline + Camera.onPreRender -= OnPreRenderCamera_Static; + Camera.onPostRender -= OnPostRenderCamera_Static; + } + else + { + // URP + RenderPipelineManager.beginCameraRendering -= OnPreRenderCamera_Static_URP; + RenderPipelineManager.endCameraRendering -= OnPostRenderCamera_Static_URP; + } +#else + Camera.onPreRender -= OnPreRenderCamera_Static; + Camera.onPostRender -= OnPostRenderCamera_Static; +#endif + + s_CallbackRegistered = false; + } + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + void onPreRenderCamera(Camera cam) + { +#if UNITY_EDITOR + //add scene view camera if necessary + if (SceneView.currentDrawingSceneView != null && SceneView.currentDrawingSceneView.camera == cam && !camerasPreRenderPosition.ContainsKey(cam)) + { + camerasPreRenderPosition.Add(cam, cam.transform.localPosition); + } +#endif + + if (isShaking && camerasPreRenderPosition.ContainsKey(cam)) + { + camerasPreRenderPosition[cam] = cam.transform.localPosition; + + if (Time.timeScale <= 0) return; + + switch (shakeSpace) + { + case ShakeSpace.Screen: cam.transform.localPosition += cam.transform.rotation * shakeVector; break; + case ShakeSpace.World: cam.transform.localPosition += shakeVector; break; + } + } + } + + void onPostRenderCamera(Camera cam) + { + if (camerasPreRenderPosition.ContainsKey(cam)) + { + cam.transform.localPosition = camerasPreRenderPosition[cam]; + } + } + + public void fetchCameras() + { +#if UNITY_EDITOR + if (!EditorApplication.isPlayingOrWillChangePlaymode) + { + return; + } +#endif + + foreach (var cam in cameras) + { + if (cam == null) continue; + + camerasPreRenderPosition.Remove(cam); + } + + cameras.Clear(); + + if (useMainCamera && Camera.main != null) + { + cameras.Add(Camera.main); + } + + foreach (var cam in cameras) + { + if (cam == null) continue; + + if (!camerasPreRenderPosition.ContainsKey(cam)) + { + camerasPreRenderPosition.Add(cam, Vector3.zero); + } + } + } + + public void StartShake() + { + if (isShaking) + { + StopShake(); + } + + isShaking = true; + RegisterStaticCallback(this); + } + + public void StopShake() + { + isShaking = false; + shakeVector = Vector3.zero; + UnregisterStaticCallback(this); + } + + public void animate(float time) + { +#if UNITY_EDITOR + if (!editorPreview && !EditorApplication.isPlaying) + { + shakeVector = Vector3.zero; + return; + } +#endif + + float totalDuration = duration + delay; + if (time < totalDuration) + { + if (time < delay) + { + return; + } + + if (!isShaking) + { + this.StartShake(); + } + + // duration of the camera shake + float delta = Mathf.Clamp01(time/totalDuration); + + // delay between each camera move + if (shakesDelay > 0) + { + delaysTimer += Time.deltaTime; + if (delaysTimer < shakesDelay) + { + return; + } + else + { + while (delaysTimer >= shakesDelay) + { + delaysTimer -= shakesDelay; + } + } + } + + var randomVec = new Vector3(Random.value, Random.value, Random.value); + var shakeVec = Vector3.Scale(randomVec, shakeStrength) * (Random.value > 0.5f ? -1 : 1); + shakeVector = shakeVec * shakeCurve.Evaluate(delta) * GLOBAL_CAMERA_SHAKE_MULTIPLIER; + } + else if (isShaking) + { + StopShake(); + } + } + } + } +} diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs.meta new file mode 100644 index 0000000..08f6edc --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.CameraShake.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 04efd1cc0f5c31c4da57d931c6665976 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs new file mode 100644 index 0000000..901316d --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs @@ -0,0 +1,878 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + + +//-------------------------------------------------------------------------------------------------------------------------------- + +// Use the defines below to globally disable features: + +//#define DISABLE_CAMERA_SHAKE +//#define DISABLE_LIGHTS +//#define DISABLE_CLEAR_BEHAVIOR + +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace CartoonFX +{ + [RequireComponent(typeof(ParticleSystem))] + [DisallowMultipleComponent] + public partial class CFXR_Effect : MonoBehaviour + { + // Change this value to easily tune the camera shake strength for all effects + const float GLOBAL_CAMERA_SHAKE_MULTIPLIER = 1.0f; + +#if UNITY_EDITOR + [InitializeOnLoadMethod] + static void InitGlobalOptions() + { + AnimatedLight.editorPreview = EditorPrefs.GetBool("CFXR Light EditorPreview", true); + #if !DISABLE_CAMERA_SHAKE + CameraShake.editorPreview = EditorPrefs.GetBool("CFXR CameraShake EditorPreview", true); + #endif + } +#endif + + public enum ClearBehavior + { + None, + Disable, + Destroy + } + + [System.Serializable] + public class AnimatedLight + { + static public bool editorPreview = true; + + public Light light; + + public bool loop; + + public bool animateIntensity; + public float intensityStart = 8f; + public float intensityEnd = 0f; + public float intensityDuration = 0.5f; + public AnimationCurve intensityCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); + public bool perlinIntensity; + public float perlinIntensitySpeed = 1f; + public bool fadeIn; + public float fadeInDuration = 0.5f; + public bool fadeOut; + public float fadeOutDuration = 0.5f; + + public bool animateRange; + public float rangeStart = 8f; + public float rangeEnd = 0f; + public float rangeDuration = 0.5f; + public AnimationCurve rangeCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); + public bool perlinRange; + public float perlinRangeSpeed = 1f; + + public bool animateColor; + public Gradient colorGradient; + public float colorDuration = 0.5f; + public AnimationCurve colorCurve = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); + public bool perlinColor; + public float perlinColorSpeed = 1f; + + public void animate(float time) + { +#if UNITY_EDITOR + if (!editorPreview && !EditorApplication.isPlaying) + { + return; + } +#endif + + if (light != null) + { + if (animateIntensity) + { + float delta = loop ? Mathf.Clamp01((time % intensityDuration)/intensityDuration) : Mathf.Clamp01(time/intensityDuration); + delta = perlinIntensity ? Mathf.PerlinNoise(Time.time * perlinIntensitySpeed, 0f) : intensityCurve.Evaluate(delta); + light.intensity = Mathf.LerpUnclamped(intensityEnd, intensityStart, delta); + + if (fadeIn && time < fadeInDuration) + { + light.intensity *= Mathf.Clamp01(time / fadeInDuration); + } + } + + if (animateRange) + { + float delta = loop ? Mathf.Clamp01((time % rangeDuration)/rangeDuration) : Mathf.Clamp01(time/rangeDuration); + delta = perlinRange ? Mathf.PerlinNoise(Time.time * perlinRangeSpeed, 10f) : rangeCurve.Evaluate(delta); + light.range = Mathf.LerpUnclamped(rangeEnd, rangeStart, delta); + } + + if (animateColor) + { + float delta = loop ? Mathf.Clamp01((time % colorDuration)/colorDuration) : Mathf.Clamp01(time/colorDuration); + delta = perlinColor ? Mathf.PerlinNoise(Time.time * perlinColorSpeed, 0f) : colorCurve.Evaluate(delta); + light.color = colorGradient.Evaluate(delta); + } + } + } + + public void animateFadeOut(float time) + { + if (fadeOut && light != null) + { + light.intensity *= 1.0f - Mathf.Clamp01(time / fadeOutDuration); + } + } + + public void reset() + { + if (light != null) + { + if (animateIntensity) + { + light.intensity = (fadeIn || fadeOut) ? 0 : intensityEnd; + } + + if (animateRange) + { + light.range = rangeEnd; + } + + if (animateColor) + { + light.color = colorGradient.Evaluate(1f); + } + } + } + + #region Animated Light Property Drawer +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof(AnimatedLight))] + public class AnimatedLightDrawer : PropertyDrawer + { + SerializedProperty light; + + SerializedProperty loop; + + SerializedProperty animateIntensity; + SerializedProperty intensityStart; + SerializedProperty intensityEnd; + SerializedProperty intensityDuration; + SerializedProperty intensityCurve; + SerializedProperty perlinIntensity; + SerializedProperty perlinIntensitySpeed; + SerializedProperty fadeIn; + SerializedProperty fadeInDuration; + SerializedProperty fadeOut; + SerializedProperty fadeOutDuration; + + SerializedProperty animateRange; + SerializedProperty rangeStart; + SerializedProperty rangeEnd; + SerializedProperty rangeDuration; + SerializedProperty rangeCurve; + SerializedProperty perlinRange; + SerializedProperty perlinRangeSpeed; + + SerializedProperty animateColor; + SerializedProperty colorGradient; + SerializedProperty colorDuration; + SerializedProperty colorCurve; + SerializedProperty perlinColor; + SerializedProperty perlinColorSpeed; + + void fetchProperties(SerializedProperty property) + { + light = property.FindPropertyRelative("light"); + + loop = property.FindPropertyRelative("loop"); + + animateIntensity = property.FindPropertyRelative("animateIntensity"); + intensityStart = property.FindPropertyRelative("intensityStart"); + intensityEnd = property.FindPropertyRelative("intensityEnd"); + intensityDuration = property.FindPropertyRelative("intensityDuration"); + intensityCurve = property.FindPropertyRelative("intensityCurve"); + perlinIntensity = property.FindPropertyRelative("perlinIntensity"); + perlinIntensitySpeed = property.FindPropertyRelative("perlinIntensitySpeed"); + fadeIn = property.FindPropertyRelative("fadeIn"); + fadeInDuration = property.FindPropertyRelative("fadeInDuration"); + fadeOut = property.FindPropertyRelative("fadeOut"); + fadeOutDuration = property.FindPropertyRelative("fadeOutDuration"); + + animateRange = property.FindPropertyRelative("animateRange"); + rangeStart = property.FindPropertyRelative("rangeStart"); + rangeEnd = property.FindPropertyRelative("rangeEnd"); + rangeDuration = property.FindPropertyRelative("rangeDuration"); + rangeCurve = property.FindPropertyRelative("rangeCurve"); + perlinRange = property.FindPropertyRelative("perlinRange"); + perlinRangeSpeed = property.FindPropertyRelative("perlinRangeSpeed"); + + animateColor = property.FindPropertyRelative("animateColor"); + colorGradient = property.FindPropertyRelative("colorGradient"); + colorDuration = property.FindPropertyRelative("colorDuration"); + colorCurve = property.FindPropertyRelative("colorCurve"); + perlinColor = property.FindPropertyRelative("perlinColor"); + perlinColorSpeed = property.FindPropertyRelative("perlinColorSpeed"); + } + + static GUIContent[] ModePopupLabels = new GUIContent[] { new GUIContent("Curve"), new GUIContent("Perlin Noise") }; + static GUIContent IntensityModeLabel = new GUIContent("Intensity Mode"); + static GUIContent RangeModeLabel = new GUIContent("Range Mode"); + static GUIContent ColorModeLabel = new GUIContent("Color Mode"); + + const float INDENT_WIDTH = 15f; + const float PADDING = 4f; + + void startIndent(ref Rect rect) + { + EditorGUIUtility.labelWidth -= INDENT_WIDTH; + rect.xMin += INDENT_WIDTH; + } + + void endIndent(ref Rect rect) + { + EditorGUIUtility.labelWidth += INDENT_WIDTH; + rect.xMin -= INDENT_WIDTH; + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + fetchProperties(property); + + Rect rect = EditorGUI.IndentedRect(position); + + //Rect lineRect = rect; + //lineRect.height = 1; + //lineRect.y -= 2; + //EditorGUI.DrawRect(lineRect, Color.gray); + + if (Event.current.type == EventType.Repaint) + { + EditorStyles.helpBox.Draw(rect, GUIContent.none, 0); + } + + EditorGUIUtility.labelWidth -= INDENT_WIDTH; + + rect.height = EditorGUIUtility.singleLineHeight; + rect.xMax -= PADDING; + rect.y += PADDING; + float propSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + + EditorGUI.PropertyField(rect, light); rect.y += propSpace; + EditorGUI.PropertyField(rect, loop); rect.y += propSpace; + + EditorGUI.PropertyField(rect, animateIntensity); rect.y += propSpace; + if (animateIntensity.boolValue) + { + startIndent(ref rect); + { + + EditorGUI.PropertyField(rect, intensityStart); rect.y += propSpace; + EditorGUI.PropertyField(rect, intensityEnd); rect.y += propSpace; + + int val = EditorGUI.Popup(rect, IntensityModeLabel, perlinIntensity.boolValue ? 1 : 0, ModePopupLabels); rect.y += propSpace; + if (val == 1 && !perlinIntensity.boolValue) + { + perlinIntensity.boolValue = true; + } + else if (val == 0 && perlinIntensity.boolValue) + { + perlinIntensity.boolValue = false; + } + + startIndent(ref rect); + { + if (perlinIntensity.boolValue) + { + EditorGUI.PropertyField(rect, perlinIntensitySpeed); rect.y += propSpace; + } + else + { + EditorGUI.PropertyField(rect, intensityDuration); rect.y += propSpace; + EditorGUI.PropertyField(rect, intensityCurve); rect.y += propSpace; + } + } + endIndent(ref rect); + + EditorGUI.PropertyField(rect, fadeIn); rect.y += propSpace; + if (fadeIn.boolValue) + { + startIndent(ref rect); + EditorGUI.PropertyField(rect, fadeInDuration); rect.y += propSpace; + endIndent(ref rect); + } + + EditorGUI.PropertyField(rect, fadeOut); rect.y += propSpace; + if (fadeOut.boolValue) + { + startIndent(ref rect); + EditorGUI.PropertyField(rect, fadeOutDuration); rect.y += propSpace; + endIndent(ref rect); + } + + } + endIndent(ref rect); + } + + EditorGUI.PropertyField(rect, animateRange); rect.y += propSpace; + if (animateRange.boolValue) + { + startIndent(ref rect); + { + EditorGUI.PropertyField(rect, rangeStart); rect.y += propSpace; + EditorGUI.PropertyField(rect, rangeEnd); rect.y += propSpace; + + int val = EditorGUI.Popup(rect, RangeModeLabel, perlinRange.boolValue ? 1 : 0, ModePopupLabels); rect.y += propSpace; + if (val == 1 && !perlinRange.boolValue) + { + perlinRange.boolValue = true; + } + else if (val == 0 && perlinRange.boolValue) + { + perlinRange.boolValue = false; + } + + startIndent(ref rect); + { + if (perlinRange.boolValue) + { + EditorGUI.PropertyField(rect, perlinRangeSpeed); rect.y += propSpace; + } + else + { + EditorGUI.PropertyField(rect, rangeDuration); rect.y += propSpace; + EditorGUI.PropertyField(rect, rangeCurve); rect.y += propSpace; + } + } + endIndent(ref rect); + } + endIndent(ref rect); + } + + EditorGUI.PropertyField(rect, animateColor); rect.y += propSpace; + if (animateColor.boolValue) + { + startIndent(ref rect); + { + + EditorGUI.PropertyField(rect, colorGradient); rect.y += propSpace; + + int val = EditorGUI.Popup(rect, ColorModeLabel, perlinColor.boolValue ? 1 : 0, ModePopupLabels); rect.y += propSpace; + if (val == 1 && !perlinColor.boolValue) + { + perlinColor.boolValue = true; + } + else if (val == 0 && perlinColor.boolValue) + { + perlinColor.boolValue = false; + } + + startIndent(ref rect); + { + + if (perlinColor.boolValue) + { + EditorGUI.PropertyField(rect, perlinColorSpeed); rect.y += propSpace; + } + else + { + EditorGUI.PropertyField(rect, colorDuration); rect.y += propSpace; + EditorGUI.PropertyField(rect, colorCurve); rect.y += propSpace; + } + } + endIndent(ref rect); + } + endIndent(ref rect); + } + + EditorGUIUtility.labelWidth += INDENT_WIDTH; + + if (GUI.changed) + { + property.serializedObject.ApplyModifiedProperties(); + } + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + fetchProperties(property); + + float propSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + int count = 5; + + if (animateIntensity.boolValue) + { + count += 3; + count += perlinIntensity.boolValue ? 1 : 2; + count += 1; + count += fadeIn.boolValue ? 1 : 0; + count += 1; + count += fadeOut.boolValue ? 1 : 0; + } + + if (animateRange.boolValue) + { + count += 3; + count += perlinRange.boolValue ? 1 : 2; + } + + if (animateColor.boolValue) + { + count += 2; + count += perlinColor.boolValue ? 1 : 2; + } + + return count * propSpace + PADDING * 2; + } + } +#endif + #endregion + + } + + // ================================================================================================================================ + + // Globally disable features + public static bool GlobalDisableCameraShake; + public static bool GlobalDisableLights; + + // ================================================================================================================================ + + [Tooltip("Defines an action to execute when the Particle System has completely finished playing and emitting particles.")] + public ClearBehavior clearBehavior = ClearBehavior.Destroy; + [Space] + public CameraShake cameraShake; + [Space] + public AnimatedLight[] animatedLights; + [Tooltip("Defines which Particle System to track to trigger light fading out.\nLeave empty if not using fading out.")] + public ParticleSystem fadeOutReference; + + float time; + ParticleSystem rootParticleSystem; + [System.NonSerialized] MaterialPropertyBlock materialPropertyBlock; + [System.NonSerialized] Renderer particleRenderer; + + // ================================================================================================================================ + + public void ResetState() + { + time = 0f; + fadingOutStartTime = 0f; + isFadingOut = false; + +#if !DISABLE_LIGHTS + if (animatedLights != null) + { + foreach (var animLight in animatedLights) + { + animLight.reset(); + } + } +#endif + +#if !DISABLE_CAMERA_SHAKE + if (cameraShake != null && cameraShake.enabled) + { + cameraShake.StopShake(); + } +#endif + } + +#if !DISABLE_CAMERA_SHAKE || !DISABLE_CLEAR_BEHAVIOR + void Awake() + { + #if !DISABLE_CAMERA_SHAKE + if (cameraShake != null && cameraShake.enabled) + { + cameraShake.fetchCameras(); + } + #endif + #if !DISABLE_CLEAR_BEHAVIOR + startFrameOffset = GlobalStartFrameOffset++; +#endif + // Detect if world position needs to be passed to the shader + particleRenderer = this.GetComponent(); + if (particleRenderer.sharedMaterial != null && particleRenderer.sharedMaterial.IsKeywordEnabled("_CFXR_LIGHTING_WPOS_OFFSET")) + { + materialPropertyBlock = new MaterialPropertyBlock(); + } + } +#endif + + void OnEnable() + { + foreach (var animLight in animatedLights) + { + if (animLight.light != null) + { +#if !DISABLE_LIGHTS + animLight.light.enabled = !GlobalDisableLights; +#else + animLight.light.enabled = false; +#endif + } + } + } + + void OnDisable() + { + ResetState(); + } + +#if !DISABLE_LIGHTS || !DISABLE_CAMERA_SHAKE || !DISABLE_CLEAR_BEHAVIOR + const int CHECK_EVERY_N_FRAME = 20; + static int GlobalStartFrameOffset = 0; + int startFrameOffset; + void Update() + { +#if !DISABLE_LIGHTS || !DISABLE_CAMERA_SHAKE + time += Time.deltaTime; + + Animate(time); + + if (fadeOutReference != null && !fadeOutReference.isEmitting && (fadeOutReference.isPlaying || isFadingOut)) + { + FadeOut(time); + } +#endif +#if !DISABLE_CLEAR_BEHAVIOR + if (clearBehavior != ClearBehavior.None) + { + if (rootParticleSystem == null) + { + rootParticleSystem = this.GetComponent(); + } + + // Check isAlive every N frame, with an offset so that all active effects aren't checked at once + if ((Time.renderedFrameCount + startFrameOffset) % CHECK_EVERY_N_FRAME == 0) + { + if (!rootParticleSystem.IsAlive(true)) + { + if (clearBehavior == ClearBehavior.Destroy) + { + GameObject.Destroy(this.gameObject); + } + else + { + this.gameObject.SetActive(false); + } + } + } + } +#endif + if (materialPropertyBlock != null) + { + particleRenderer.GetPropertyBlock(materialPropertyBlock); + materialPropertyBlock.SetVector("_GameObjectWorldPosition", this.transform.position); + particleRenderer.SetPropertyBlock(materialPropertyBlock); + } + } +#endif + +#if !DISABLE_LIGHTS || !DISABLE_CAMERA_SHAKE + public void Animate(float time) + { +#if !DISABLE_LIGHTS + if (animatedLights != null && !GlobalDisableLights) + { + foreach (var animLight in animatedLights) + { + animLight.animate(time); + } + } +#endif + +#if !DISABLE_CAMERA_SHAKE + if (cameraShake != null && cameraShake.enabled && !GlobalDisableCameraShake) + { +#if UNITY_EDITOR + if (!cameraShake.isShaking) + { + cameraShake.fetchCameras(); + } +#endif + cameraShake.animate(time); + } +#endif + } +#endif + +#if !DISABLE_LIGHTS + bool isFadingOut; + float fadingOutStartTime; + public void FadeOut(float time) + { + if (animatedLights == null) + { + return; + } + + if (!isFadingOut) + { + isFadingOut = true; + fadingOutStartTime = time; + } + + foreach (var animLight in animatedLights) + { + animLight.animateFadeOut(time - fadingOutStartTime); + } + } +#endif + +#if UNITY_EDITOR + // Editor preview + // Detect when the Particle System is previewing and trigger this animation too + + [System.NonSerialized] ParticleSystem _parentParticle; + ParticleSystem parentParticle + { + get + { + if (_parentParticle == null) + { + _parentParticle = this.GetComponent(); + } + return _parentParticle; + } + } + [System.NonSerialized] public bool editorUpdateRegistered; + + [System.NonSerialized] bool particleWasStopped; + [System.NonSerialized] float particleTime; + [System.NonSerialized] float particleTimeUnwrapped; + + void OnDestroy() + { + UnregisterEditorUpdate(); + } + + public void RegisterEditorUpdate() + { + var type = PrefabUtility.GetPrefabAssetType(this.gameObject); + var status = PrefabUtility.GetPrefabInstanceStatus(this.gameObject); + + // Prefab in Project window + if ((type == PrefabAssetType.Regular || type == PrefabAssetType.Variant) && status == PrefabInstanceStatus.NotAPrefab) + { + return; + } + + if (!editorUpdateRegistered) + { + EditorApplication.update += onEditorUpdate; + editorUpdateRegistered = true; + } + } + + public void UnregisterEditorUpdate() + { + if (editorUpdateRegistered) + { + editorUpdateRegistered = false; + EditorApplication.update -= onEditorUpdate; + } + ResetState(); + } + + void onEditorUpdate() + { + if (EditorApplication.isPlayingOrWillChangePlaymode) + { + return; + } + + if (this == null) + { + return; + } + + var renderer = this.GetComponent(); + if (renderer.sharedMaterial != null && renderer.sharedMaterial.IsKeywordEnabled("_CFXR_LIGHTING_WPOS_OFFSET")) + { + if (materialPropertyBlock == null) + { + materialPropertyBlock = new MaterialPropertyBlock(); + } + + renderer.GetPropertyBlock(materialPropertyBlock); + materialPropertyBlock.SetVector("_GameObjectWorldPosition", this.transform.position); + renderer.SetPropertyBlock(materialPropertyBlock); + } + + // Need to track unwrapped time when playing back from Editor + // because the parentParticle.time will be reset at each loop + float delta = parentParticle.time - particleTime; + + if (delta < 0 && parentParticle.isPlaying) + { + delta = parentParticle.main.duration + delta; + if (delta > 0.1 || delta < 0) + { + // try to detect when "Restart" is pressed + ResetState(); + particleTimeUnwrapped = 0; + delta = 0; + } + } + particleTimeUnwrapped += delta; + + if (particleTime != parentParticle.time) + { +#if !DISABLE_CAMERA_SHAKE + if (cameraShake != null && cameraShake.enabled && parentParticle.time < particleTime && parentParticle.time < 0.05f) + { + cameraShake.StartShake(); + } +#endif +#if !DISABLE_LIGHTS || !DISABLE_CAMERA_SHAKES + Animate(particleTimeUnwrapped); + + if (!parentParticle.isEmitting) + { + FadeOut(particleTimeUnwrapped); + } +#endif + } + + if (particleWasStopped != parentParticle.isStopped) + { + if (parentParticle.isStopped) + { + ResetState(); + } + particleTimeUnwrapped = 0; + } + + particleWasStopped = parentParticle.isStopped; + particleTime = parentParticle.time; + } +#endif + } + +#if UNITY_EDITOR + [CustomEditor(typeof(CFXR_Effect))] + [CanEditMultipleObjects] + public class CFXR_Effect_Editor : Editor + { + bool? lightEditorPreview; + bool? shakeEditorPreview; + + GUIStyle _PaddedRoundedRect; + GUIStyle PaddedRoundedRect + { + get + { + if (_PaddedRoundedRect == null) + { + _PaddedRoundedRect = new GUIStyle(EditorStyles.helpBox); + _PaddedRoundedRect.padding = new RectOffset(4, 4, 4, 4); + } + return _PaddedRoundedRect; + } + } + + public override void OnInspectorGUI() + { + GlobalOptionsGUI(); + +#if DISABLE_CAMERA_SHAKE + EditorGUILayout.HelpBox("Camera Shake has been globally disabled in the code.\nThe properties remain to avoid data loss but the shaking won't be applied for any effect.", MessageType.Info); +#endif + + base.OnInspectorGUI(); + } + + void GlobalOptionsGUI() + { + EditorGUILayout.BeginVertical(PaddedRoundedRect); + { + GUILayout.Label("Editor Preview:", EditorStyles.boldLabel); + + if (lightEditorPreview == null) + { + lightEditorPreview = EditorPrefs.GetBool("CFXR Light EditorPreview", true); + } + bool lightPreview = EditorGUILayout.Toggle("Light Animations", lightEditorPreview.Value); + if (lightPreview != lightEditorPreview.Value) + { + lightEditorPreview = lightPreview; + EditorPrefs.SetBool("CFXR Light EditorPreview", lightPreview); + CFXR_Effect.AnimatedLight.editorPreview = lightPreview; + } + +#if !DISABLE_CAMERA_SHAKE + if (shakeEditorPreview == null) + { + shakeEditorPreview = EditorPrefs.GetBool("CFXR CameraShake EditorPreview", true); + } + bool shakePreview = EditorGUILayout.Toggle("Camera Shake", shakeEditorPreview.Value); + if (shakePreview != shakeEditorPreview.Value) + { + shakeEditorPreview = shakePreview; + EditorPrefs.SetBool("CFXR CameraShake EditorPreview", shakePreview); + CFXR_Effect.CameraShake.editorPreview = shakePreview; + } +#endif + } + EditorGUILayout.EndVertical(); + } + + void OnEnable() + { + if (this.targets == null) + { + return; + } + + foreach (var t in this.targets) + { + var cfxr_effect = t as CFXR_Effect; + if (cfxr_effect != null) + { + if (isPrefabSource(cfxr_effect.gameObject)) + { + return; + } + cfxr_effect.RegisterEditorUpdate(); + } + } + } + + void OnDisable() + { + if (this.targets == null) + { + return; + } + + foreach (var t in this.targets) + { + // Can be null if GameObject has been destroyed + var cfxr_effect = t as CFXR_Effect; + if (cfxr_effect != null) + { + if (isPrefabSource(cfxr_effect.gameObject)) + { + return; + } + cfxr_effect.UnregisterEditorUpdate(); + } + } + } + + static bool isPrefabSource(GameObject gameObject) + { + var assetType = PrefabUtility.GetPrefabAssetType(gameObject); + var prefabType = PrefabUtility.GetPrefabInstanceStatus(gameObject); + return ((assetType == PrefabAssetType.Regular || assetType == PrefabAssetType.Variant) && prefabType == PrefabInstanceStatus.NotAPrefab); + } + } +#endif +} +; \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs.meta new file mode 100644 index 0000000..f41ceb2 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_Effect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9205bc1bbacc90040a998067b5643d16 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_EmissionBySurface.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_EmissionBySurface.cs new file mode 100644 index 0000000..a5828fa --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_EmissionBySurface.cs @@ -0,0 +1,195 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace CartoonFX +{ + [RequireComponent(typeof(ParticleSystem))] + public class CFXR_EmissionBySurface : MonoBehaviour + { + public bool active = true; + public float particlesPerUnit = 10; + [Tooltip("This is to avoid slowdowns in the Editor if the value gets too high")] public float maxEmissionRate = 5000; + [HideInInspector] public float density = 0; + + bool attachedToEditor; + ParticleSystem ps; + +#if UNITY_EDITOR + void OnValidate() + { + this.hideFlags = HideFlags.DontSaveInBuild; + CalculateAndUpdateEmission(); + } + + internal void AttachToEditor() + { + if (attachedToEditor) return; + + EditorApplication.update += OnEditorUpdate; + attachedToEditor = true; + } + + internal void DetachFromEditor() + { + if (!attachedToEditor) return; + + EditorApplication.update -= OnEditorUpdate; + attachedToEditor = false; + } + + void OnEditorUpdate() + { + CalculateAndUpdateEmission(); + + if (!System.Array.Exists(Selection.gameObjects, item => item == this.gameObject)) + { + DetachFromEditor(); + } + } + + void CalculateAndUpdateEmission() + { + if (!active) return; + if (this == null) return; + if (ps == null) ps = this.GetComponent(); + density = CalculateShapeDensity(ps.shape, ps.main.scalingMode == ParticleSystemScalingMode.Shape, this.transform); + if (density == 0) return; + float emissionOverTime = density * particlesPerUnit; + ParticleSystem.EmissionModule emission = ps.emission; + if (Math.Abs(emission.rateOverTime.constant - emissionOverTime) > 0.1f) + { + emission.rateOverTime = Mathf.Min(maxEmissionRate, emissionOverTime); + } + } + + float CalculateShapeDensity(ParticleSystem.ShapeModule shapeModule, bool isShapeScaling, Transform transform) + { + float arcPercentage = Mathf.Max(0.01f, shapeModule.arc / 360f); + float thicknessPercentage = Mathf.Max(0.01f, 1.0f - shapeModule.radiusThickness); + + float scaleX = shapeModule.scale.x; + float scaleY = shapeModule.scale.y; + float scaleZ = shapeModule.scale.z; + if (isShapeScaling) + { + Vector3 localScale = Quaternion.Euler(shapeModule.rotation) * transform.localScale; + scaleX = scaleX * localScale.x; + scaleY = scaleY * localScale.y; + scaleZ = scaleZ * localScale.z; + } + scaleX = Mathf.Abs(scaleX); + scaleY = Mathf.Abs(scaleY); + scaleZ = Mathf.Abs(scaleZ); + + switch (shapeModule.shapeType) + { + case ParticleSystemShapeType.Hemisphere: + case ParticleSystemShapeType.Sphere: + { + float rX = shapeModule.radius * scaleX; + float rY = shapeModule.radius * scaleY; + float rZ = shapeModule.radius * scaleZ; + float rmX = rX * thicknessPercentage; + float rmY = rY * thicknessPercentage; + float rmZ = rZ * thicknessPercentage; + float volume = (rX * rY * rZ - rmX * rmY * rmZ) * Mathf.PI; + if (shapeModule.shapeType == ParticleSystemShapeType.Hemisphere) + { + volume /= 2.0f; + } + return volume * arcPercentage; + } + case ParticleSystemShapeType.Cone: + { + float innerDisk = shapeModule.radius * scaleX * thicknessPercentage * shapeModule.radius * scaleY * thicknessPercentage * Mathf.PI; + float outerDisk = shapeModule.radius *scaleX * shapeModule.radius * scaleY * Mathf.PI; + return outerDisk - innerDisk; + } + case ParticleSystemShapeType.ConeVolume: + { + // cylinder volume, changing the angle doesn't actually extend the area from where the particles are emitted + float innerCylinder = shapeModule.radius * scaleX * thicknessPercentage * shapeModule.radius * scaleY * thicknessPercentage * Mathf.PI * shapeModule.length * scaleZ; + float outerCylinder = shapeModule.radius * scaleX * shapeModule.radius * scaleY * Mathf.PI * shapeModule.length * scaleZ; + return outerCylinder - innerCylinder; + } + case ParticleSystemShapeType.BoxEdge: + case ParticleSystemShapeType.BoxShell: + case ParticleSystemShapeType.Box: + { + return scaleX * scaleY * scaleZ; + } + case ParticleSystemShapeType.Circle: + { + float radiusX = shapeModule.radius * scaleX; + float radiusY = shapeModule.radius * scaleY; + + float radiusMinX = radiusX * thicknessPercentage; + float radiusMinY = radiusY * thicknessPercentage; + float area = (radiusX * radiusY - radiusMinX * radiusMinY) * Mathf.PI; + return area * arcPercentage; + } + case ParticleSystemShapeType.SingleSidedEdge: + { + return shapeModule.radius * scaleX; + } + case ParticleSystemShapeType.Donut: + { + float outerDonutVolume = 2 * Mathf.PI * Mathf.PI * shapeModule.donutRadius * shapeModule.donutRadius * shapeModule.radius * arcPercentage; + float innerDonutVolume = 2 * Mathf.PI * Mathf.PI * shapeModule.donutRadius * thicknessPercentage * thicknessPercentage * shapeModule.donutRadius * shapeModule.radius * arcPercentage; + return (outerDonutVolume - innerDonutVolume) * scaleX * scaleY * scaleZ; + } + case ParticleSystemShapeType.Rectangle: + { + return scaleX * scaleY; + } + case ParticleSystemShapeType.Mesh: + case ParticleSystemShapeType.SkinnedMeshRenderer: + case ParticleSystemShapeType.MeshRenderer: + { + Debug.LogWarning( string.Format("[{0}] Calculating volume for a mesh is unsupported.", nameof(CFXR_EmissionBySurface))); + this.active = false; + return 0; + } + case ParticleSystemShapeType.Sprite: + case ParticleSystemShapeType.SpriteRenderer: + { + Debug.LogWarning( string.Format("[{0}] Calculating volume for a sprite is unsupported.", nameof(CFXR_EmissionBySurface))); + this.active = false; + return 0; + } + } + + return 0; + } +#endif + } + +#if UNITY_EDITOR + [CustomEditor(typeof(CFXR_EmissionBySurface))] + class CFXR_EmissionBySurface_Editor : Editor + { + CFXR_EmissionBySurface Target { get { return target as CFXR_EmissionBySurface; } } + + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + GUILayout.Space(10); + EditorGUILayout.HelpBox("This Editor script will adapt the particle emission based on its shape density, so that you can resize it to fit a specific situation and the overall number of particles won't change.\n\nYou can scale the object to change the emission area, and you can open the 'Shape' module in the Particle System to visualize the emission area.", MessageType.Info); + EditorGUILayout.HelpBox("Calculated Density: " + Target.density, MessageType.None); + } + + void OnEnable() + { + Target.AttachToEditor(); + } + + void OnDisable() + { + Target.DetachFromEditor(); + } + } +#endif +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_EmissionBySurface.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_EmissionBySurface.cs.meta new file mode 100644 index 0000000..977faea --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_EmissionBySurface.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 403cb51292a8b3c4c870cccfc0e68659 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleText.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleText.cs new file mode 100644 index 0000000..4004559 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleText.cs @@ -0,0 +1,419 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2022 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace CartoonFX +{ + [RequireComponent(typeof(ParticleSystem))] + public class CFXR_ParticleText : MonoBehaviour + { + [Header("Dynamic")] + [Tooltip("Allow changing the text at runtime with the 'UpdateText' method. If disabled, this script will be excluded from the build.")] + public bool isDynamic; + + [Header("Text")] + [SerializeField] string text; + [SerializeField] float size = 1f; + [SerializeField] float letterSpacing = 0.44f; + + [Header("Colors")] + [SerializeField] Color backgroundColor = new Color(0, 0, 0, 1); + [SerializeField] Color color1 = new Color(1, 1, 1, 1); + [SerializeField] Color color2 = new Color(0, 0, 1, 1); + + [Header("Delay")] + [SerializeField] float delay = 0.05f; + [SerializeField] bool cumulativeDelay = false; + [Range(0f, 2f)] [SerializeField] float compensateLifetime = 0; + + [Header("Misc")] + [SerializeField] float lifetimeMultiplier = 1f; + [Range(-90f, 90f)] [SerializeField] float rotation = -5f; + [SerializeField] float sortingFudgeOffset = 0.1f; +#pragma warning disable 0649 + [SerializeField] CFXR_ParticleTextFontAsset font; +#pragma warning restore 0649 + +#if UNITY_EDITOR + [HideInInspector] [SerializeField] bool autoUpdateEditor = true; + + void OnValidate() + { + if (text == null || font == null) + { + return; + } + + // parse text to only allow valid characters + List allowed = new List(font.CharSequence.ToCharArray()); + allowed.Add(' '); + + char[] chars; + switch (font.letterCase) + { + case CFXR_ParticleTextFontAsset.LetterCase.Lower: chars = text.ToLowerInvariant().ToCharArray(); break; + case CFXR_ParticleTextFontAsset.LetterCase.Upper: chars = text.ToUpperInvariant().ToCharArray(); break; + default: + case CFXR_ParticleTextFontAsset.LetterCase.Both: chars = text.ToCharArray(); break; + } + + string newText = ""; + foreach (var c in chars) + { + if (allowed.Contains(c)) + { + newText += c; + } + } + + text = newText; + + // prevent negative or 0 size + size = Mathf.Max(0.001f, size); + + // delay so that we are allowed to destroy GameObjects + if (autoUpdateEditor && !EditorApplication.isPlayingOrWillChangePlaymode) + { + EditorApplication.delayCall += () => { UpdateText(null); }; + } + } +#endif + + void Awake() + { + if (!isDynamic) + { + Destroy(this); + return; + } + + InitializeFirstParticle(); + } + + float baseLifetime; + float baseScaleX; + float baseScaleY; + float baseScaleZ; + Vector3 basePivot; + + void InitializeFirstParticle() + { + if (isDynamic && this.transform.childCount == 0) + { + throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters."); + } + + var ps = isDynamic ? this.transform.GetChild(0).GetComponent() : this.GetComponent(); + var main = ps.main; + baseLifetime = main.startLifetime.constant; + baseScaleX = main.startSizeXMultiplier; + baseScaleY = main.startSizeYMultiplier; + baseScaleZ = main.startSizeZMultiplier; + basePivot = ps.GetComponent().pivot; + if (isDynamic) + { + basePivot.x = 0; // make sure to not offset the text horizontally + ps.gameObject.SetActive(false); // ensure first child is inactive + ps.gameObject.name = "MODEL"; + } + } + + public void UpdateText( + string newText = null, + float? newSize = null, + Color? newColor1 = null, Color? newColor2 = null, Color? newBackgroundColor = null, + float? newLifetimeMultiplier = null + ) + { +#if UNITY_EDITOR + // Only allow updating text for GameObjects that aren't prefabs, since we are possibly destroying/adding GameObjects + if (this == null) + { + return; + } + + var prefabInstanceStatus = PrefabUtility.GetPrefabInstanceStatus(this); + var prefabAssetType = PrefabUtility.GetPrefabAssetType(this); + if (!(prefabInstanceStatus == PrefabInstanceStatus.NotAPrefab && prefabAssetType == PrefabAssetType.NotAPrefab)) + { + return; + } + + if (!Application.isPlaying) + { + InitializeFirstParticle(); + } +#endif + + if (Application.isPlaying && !isDynamic) + { + throw new System.Exception("[CFXR_ParticleText] You cannot update the text at runtime if it's not marked as dynamic."); + } + + if (newText != null) + { + switch (font.letterCase) + { + case CFXR_ParticleTextFontAsset.LetterCase.Lower: + newText = newText.ToLowerInvariant(); + break; + case CFXR_ParticleTextFontAsset.LetterCase.Upper: + newText = newText.ToUpperInvariant(); + break; + } + + // Verify that new text doesn't contain invalid characters + foreach (char c in newText) + { + if (char.IsWhiteSpace(c)) continue; + if (font.CharSequence.IndexOf(c) < 0) + { + throw new System.Exception("[CFXR_ParticleText] Invalid character supplied for the dynamic text: '" + c + "'\nThe allowed characters from the selected font are: " + font.CharSequence); + } + } + + this.text = newText; + } + + if (newSize != null) this.size = newSize.Value; + if (newColor1 != null) this.color1 = newColor1.Value; + if (newColor2 != null) this.color2 = newColor2.Value; + if (newBackgroundColor != null) this.backgroundColor = newBackgroundColor.Value; + if (newLifetimeMultiplier != null) this.lifetimeMultiplier = newLifetimeMultiplier.Value; + + if (text == null || font == null || !font.IsValid()) + { + return; + } + + if (this.transform.childCount == 0) + { + throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters."); + } + + // process text and calculate total width offset + float totalWidth = 0f; + int charCount = 0; + for (int i = 0; i < text.Length; i++) + { + if (char.IsWhiteSpace(text[i])) + { + if (i > 0) + { + totalWidth += letterSpacing * size; + } + } + else + { + charCount++; + + if (i > 0) + { + int index = font.CharSequence.IndexOf(text[i]); + var sprite = font.CharSprites[index]; + float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre; + totalWidth += (charWidth * 0.01f + letterSpacing) * size; + } + } + } + +#if UNITY_EDITOR + // delete all children in editor, to make sure we refresh the particle systems based on the first one + if (!Application.isPlaying) + { + int length = this.transform.childCount; + int overflow = 0; + while (this.transform.childCount > 1) + { + Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject); + overflow++; + if (overflow > 1000) + { + // just in case... + Debug.LogError("Overflow!"); + break; + } + } + } +#endif + + if (charCount > 0) + { + // calculate needed instances + int childCount = this.transform.childCount - (isDynamic ? 1 : 0); // first one is the particle source and always deactivated + if (childCount < charCount) + { + // instantiate new letter GameObjects if needed + GameObject model = isDynamic ? this.transform.GetChild(0).gameObject : null; + for (int i = childCount; i < charCount; i++) + { + var newLetter = isDynamic ? Instantiate(model, this.transform) : new GameObject(); + if (!isDynamic) + { + newLetter.transform.SetParent(this.transform); + newLetter.AddComponent(); + } + + newLetter.transform.localPosition = Vector3.zero; + newLetter.transform.localRotation = Quaternion.identity; + } + } + + // update each letter + float offset = totalWidth / 2f; + totalWidth = 0f; + int currentChild = isDynamic ? 0 : -1; + + // when not dynamic, we use CopySerialized to propagate the settings to the instances + var sourceParticle = isDynamic ? null : this.GetComponent(); + var sourceParticleRenderer = this.GetComponent(); + + for (int i = 0; i < text.Length; i++) + { + var letter = text[i]; + if (char.IsWhiteSpace(letter)) + { + totalWidth += letterSpacing * size; + } + else + { + currentChild++; + int index = font.CharSequence.IndexOf(text[i]); + var sprite = font.CharSprites[index]; + + // calculate char particle size ratio + var ratio = size * sprite.rect.width / 50f; + + // calculate char position + totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size; + var position = (totalWidth - offset) / ratio; + float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post; + totalWidth += (charWidth * 0.01f + letterSpacing) * size; + + // update particle system for this letter + var letterObj = this.transform.GetChild(currentChild).gameObject; + letterObj.name = letter.ToString(); + var ps = letterObj.GetComponent(); +#if UNITY_EDITOR + if (!isDynamic) + { + EditorUtility.CopySerialized(sourceParticle, ps); + ps.gameObject.SetActive(true); + } +#endif + + var mainModule = ps.main; + mainModule.startSizeXMultiplier = baseScaleX * ratio; + mainModule.startSizeYMultiplier = baseScaleY * ratio; + mainModule.startSizeZMultiplier = baseScaleZ * ratio; + + ps.textureSheetAnimation.SetSprite(0, sprite); + + mainModule.startRotation = Mathf.Deg2Rad * rotation; + mainModule.startColor = backgroundColor; + + var customData = ps.customData; + customData.enabled = true; + customData.SetColor(ParticleSystemCustomData.Custom1, color1); + customData.SetColor(ParticleSystemCustomData.Custom2, color2); + + if (cumulativeDelay) + { + mainModule.startDelay = delay * i; + mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length - i)), compensateLifetime / lifetimeMultiplier); + } + else + { + mainModule.startDelay = delay; + } + + mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier; + + // particle system renderer parameters + var particleRenderer = ps.GetComponent(); +#if UNITY_EDITOR + if (!isDynamic) + { + EditorUtility.CopySerialized(sourceParticleRenderer, particleRenderer); + } +#endif + + particleRenderer.enabled = true; + particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z); + particleRenderer.sortingFudge += i * sortingFudgeOffset; + } + } + } + + // set active state for needed letters only + for (int i = 1, l = this.transform.childCount; i < l; i++) + { + this.transform.GetChild(i).gameObject.SetActive(i <= charCount); + } + +#if UNITY_EDITOR + // automatically play the effect in Editor + if (!Application.isPlaying) + { + this.GetComponent().Clear(true); + this.GetComponent().Play(true); + } +#endif + } + } + +#if UNITY_EDITOR + [CustomEditor(typeof(CFXR_ParticleText))] + public class ParticleTextEditor : Editor + { + CFXR_ParticleText CastTarget + { + get { return (CFXR_ParticleText) this.target; } + } + + GUIContent GUIContent_AutoUpdateToggle = new GUIContent("Auto-update", "Automatically regenerate the text when a property is changed."); + GUIContent GUIContent_UpdateTextButton = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed."); + + public override void OnInspectorGUI() + { + var prefab = PrefabUtility.GetPrefabInstanceStatus(target); + if (prefab != PrefabInstanceStatus.NotAPrefab) + { + EditorGUILayout.HelpBox("Cartoon FX Particle Text doesn't work on Prefab Instances, as it needs to destroy/create children GameObjects.\nYou can right-click on the object, and select \"Unpack Prefab\" to make it an independent Game Object.", + MessageType.Warning); + return; + } + + base.OnInspectorGUI(); + + serializedObject.Update(); + SerializedProperty autoUpdateBool = serializedObject.FindProperty("autoUpdateEditor"); + + GUILayout.Space(8); + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + autoUpdateBool.boolValue = GUILayout.Toggle(autoUpdateBool.boolValue, GUIContent_AutoUpdateToggle, GUILayout.Height(30)); + if (GUILayout.Button(GUIContent_UpdateTextButton, GUILayout.Height(30))) + { + CastTarget.UpdateText(null); + } + } + GUILayout.EndHorizontal(); + + if (GUI.changed) + { + serializedObject.ApplyModifiedProperties(); + } + } + } +#endif +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleText.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleText.cs.meta new file mode 100644 index 0000000..3c2276c --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleText.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 03c8102322ad0d04fa6ae3f17887e967 +timeCreated: 1535104615 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleTextFontAsset.cs b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleTextFontAsset.cs new file mode 100644 index 0000000..745eddd --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleTextFontAsset.cs @@ -0,0 +1,128 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace CartoonFX +{ + public class CFXR_ParticleTextFontAsset : ScriptableObject + { + public enum LetterCase + { + Both, + Upper, + Lower + } + + public string CharSequence = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!?-.#@$ "; + public LetterCase letterCase = LetterCase.Upper; + public Sprite[] CharSprites; + public Kerning[] CharKerningOffsets; + + [System.Serializable] + public class Kerning + { + public string name = "A"; + public float pre = 0f; + public float post = 0f; + } + + void OnValidate() + { + this.hideFlags = HideFlags.None; + + if (CharKerningOffsets == null || CharKerningOffsets.Length != CharSequence.Length) + { + CharKerningOffsets = new Kerning[CharSequence.Length]; + for (int i = 0; i < CharKerningOffsets.Length; i++) + { + CharKerningOffsets[i] = new Kerning() { name = CharSequence[i].ToString() }; + } + } + } + + public bool IsValid() + { + bool valid = !string.IsNullOrEmpty(CharSequence) && CharSprites != null && CharSprites.Length == CharSequence.Length && CharKerningOffsets != null && CharKerningOffsets.Length == CharSprites.Length; + + if (!valid) + { + Debug.LogError(string.Format("Invalid ParticleTextFontAsset: '{0}'\n", this.name), this); + } + + return valid; + } + +#if UNITY_EDITOR + // [MenuItem("Tools/Create font asset")] + static void CreateFontAsset() + { + var instance = CreateInstance(); + AssetDatabase.CreateAsset(instance, "Assets/Font.asset"); + } +#endif + } + +#if UNITY_EDITOR + [CustomEditor(typeof(CFXR_ParticleTextFontAsset))] + public class ParticleTextFontAssetEditor : Editor + { + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + GUILayout.BeginHorizontal(); + if (GUILayout.Button("Export Kerning")) + { + var ptfa = this.target as CFXR_ParticleTextFontAsset; + var path = EditorUtility.SaveFilePanel("Export Kerning Settings", Application.dataPath, ptfa.name + " kerning", ".txt"); + if (!string.IsNullOrEmpty(path)) + { + string output = ""; + foreach (var k in ptfa.CharKerningOffsets) + { + output += k.name + "\t" + k.pre + "\t" + k.post + "\n"; + } + System.IO.File.WriteAllText(path, output); + } + } + + if (GUILayout.Button("Import Kerning")) + { + var path = EditorUtility.OpenFilePanel("Import Kerning Settings", Application.dataPath, "txt"); + if (!string.IsNullOrEmpty(path)) + { + var text = System.IO.File.ReadAllText(path); + var split = text.Split(new string[] { "\n" }, System.StringSplitOptions.RemoveEmptyEntries); + var ptfa = this.target as CFXR_ParticleTextFontAsset; + Undo.RecordObject(ptfa, "Import Kerning Settings"); + List kerningList = new List(ptfa.CharKerningOffsets); + for (int i = 0; i < split.Length; i++) + { + var data = split[i].Split('\t'); + + foreach (var cko in kerningList) + { + if (cko.name == data[0]) + { + cko.pre = float.Parse(data[1]); + cko.post = float.Parse(data[2]); + break; + } + } + } + ptfa.CharKerningOffsets = kerningList.ToArray(); + } + } + GUILayout.EndHorizontal(); + } + } +#endif +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleTextFontAsset.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleTextFontAsset.cs.meta new file mode 100644 index 0000000..5c99e67 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleTextFontAsset.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: ffbf5f8b3f8ff3e49bbbf5495becc6b3 +timeCreated: 1535104615 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders.meta new file mode 100644 index 0000000..cd4d321 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e1c685d607534374fb2c655f005e9aef +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Distortion.shader b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Distortion.shader new file mode 100644 index 0000000..88c6fd1 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Distortion.shader @@ -0,0 +1,176 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +Shader "Cartoon FX/Remaster/Particle Screen Distortion" +{ + Properties + { + [Toggle(_ALPHATEST_ON)] _UseAlphaClip ("Alpha Clipping (Cutout)", Float) = 0 + //# IF_KEYWORD _ALPHATEST_ON + _Cutoff ("Cutoff Threshold", Range(0.001,1)) = 0.1 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0 + //# IF_KEYWORD _FADING_ON + _SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0 + _SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1 + //# END_IF + + //# + + [Toggle(_CFXR_EDGE_FADING)] _UseEF ("Edge Fade", Float) = 0 + //# IF_KEYWORD _CFXR_EDGE_FADING + _EdgeFadePow ("Edge Fade Power", Float) = 1 + //# END_IF + + //# ======================================================== + //# Texture + //# + [NoScaleOffset] _ScreenDistortionTex ("Distortion Texture", 2D) = "bump" {} + _ScreenDistortionScale ("Distortion Scale", Range(-0.5, 0.5)) = 0.1 + + //# ======================================================== + //# Debug + //# + + [Toggle(_DEBUG_VISUALIZE_DISTORTION)] _DebugVisualize ("Visualize Distortion Particles", Float) = 0 + } + + Category + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + } + + Blend SrcAlpha OneMinusSrcAlpha, One One + ZWrite Off + Cull Off + + //==================================================================================================================================== + // Universal Rendering Pipeline + + Subshader + { + Pass + { + Name "BASE_URP" + Tags { "LightMode"="UniversalForward" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:ParticleInstancingSetup + + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION + + #define CFXR_URP + #define CFXR_SCREEN_DISTORTION_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + // Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword + Pass + { + Name "BASE_URP" + Tags { "LightMode"="Universal2D" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:ParticleInstancingSetup + + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION + + #define CFXR_URP + #define DISABLE_SOFT_PARTICLES + #define CFXR_SCREEN_DISTORTION_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + } + + //==================================================================================================================================== + // Built-in Rendering Pipeline + + SubShader + { + GrabPass + { + Tags { "LightMode" = "Always" } + "_GrabTexture" + } + + Pass + { + Name "BASE" + Tags { "LightMode"="ForwardBase" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + //vertInstancingSetup writes to global, not allowed with DXC + // #pragma never_use_dxc + // #pragma target 2.5 + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:vertInstancingSetup + + #pragma multi_compile_particles + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _DEBUG_VISUALIZE_DISTORTION + + #include "UnityStandardParticleInstancing.cginc" + + #define CFXR_SCREEN_DISTORTION_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + } + } + + CustomEditor "CartoonFX.MaterialInspector" +} + diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Distortion.shader.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Distortion.shader.meta new file mode 100644 index 0000000..a6ebaca --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Distortion.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9f1e1c035a8fc0b4cab1d282789b282b +timeCreated: 1487089074 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: USER,FTC1_RO_VCR,FTC2_RO_VCR,FTC0_RO,FTC_RSS,FGLOBAL_MASK,FTC1_RO,FTC2_RO,FTC2,FTC3,FTC1,FTEX0,FTC0_RO_TEXCOORD,FTC0,FTC1_RO_TEXCOORD,FTC2_RO_TEXCOORD,FTC0_SCROLL,FTC1_SCROLL,FTC2_SCROLL,KTC0_RO_SOURCE:v.color.r,KTC0_RSS_SOURCE:v.color.r,KTC_RSS_SOURCE:v.color.r,KTC1_RO_SOURCE:v.color.g,KTC2_RO_SOURCE:v.color.b,KTC3_RO_SOURCE:v.color.r,KTC0_RO_VC_CHANNEL:r,KTC0_RO_TEXCOORD_CHANNEL:x,KTC0_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_CHANNEL:y,KTC2_RO_TEXCOORD_NB:3,ch8844A936,cSM:30,cCF:UnifiedParticleShaderTemplate + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader new file mode 100644 index 0000000..3dddd96 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader @@ -0,0 +1,274 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +Shader "Cartoon FX/Remaster/Particle Procedural Glow" +{ + Properties + { + //# Blending + //# + + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0 + //# IF_KEYWORD _CFXR_DISSOLVE + [NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {} + _DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1 + [ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0 + //# END_IF + + //# -------------------------------------------------------- + + //# Procedural Circle + //# + + [KeywordEnum(P0, P2, P4, P8)] _CFXR_GLOW_POW ("Apply Power of", Float) = 0 + _GlowMin ("Circle Min", Float) = 0 + _GlowMax ("Circle Max", Float) = 1 + //# + _MaxValue ("Max Value", Float) = 10 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0 + //# IF_KEYWORD _CFXR_HDR_BOOST + _HdrMultiply ("HDR Multiplier", Float) = 2 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0 + //# IF_KEYWORD _FADING_ON + _SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0 + _SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1 + //# END_IF + + //# ======================================================== + //# Shadows + //# + + [KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _DitherCustom ("Dithering 3D Texture", 3D) = "black" {} + //# END_IF + //# END_IF + } + + Category + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + } + Blend [_SrcBlend] [_DstBlend], One One + Cull Off + ZWrite Off + + //==================================================================================================================================== + // Universal Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="UniversalForward" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:ParticleInstancingSetup + #pragma multi_compile_fog + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #define CFXR_URP + #define CFXR_GLOW_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + // Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword + Pass + { + Name "BASE" + Tags { "LightMode"="Universal2D" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:ParticleInstancingSetup + #pragma multi_compile_fog + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #define CFXR_URP + #define DISABLE_SOFT_PARTICLES + #define CFXR_GLOW_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES) + #pragma target 3.0 //needed for VPOS + #endif + + #define CFXR_URP + #define PASS_SHADOW_CASTER + #define CFXR_GLOW_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + } + + //==================================================================================================================================== + // Built-in Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="ForwardBase" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + //vertInstancingSetup writes to global, not allowed with DXC + // #pragma never_use_dxc + // #pragma target 2.5 + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:vertInstancingSetup + + #pragma multi_compile_particles + #pragma multi_compile_fog + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #include "UnityStandardParticleInstancing.cginc" + + #define CFXR_GLOW_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + //vertInstancingSetup writes to global, not allowed with DXC + // #pragma never_use_dxc + // #pragma target 2.5 + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:vertInstancingSetup + + #pragma shader_feature_local _ _CFXR_GLOW_POW_P2 _CFXR_GLOW_POW_P4 _CFXR_GLOW_POW_P8 + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES) + #pragma target 3.0 //needed for VPOS + #endif + + #include "UnityStandardParticleInstancing.cginc" + + #define PASS_SHADOW_CASTER + #define CFXR_GLOW_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + } + } + + CustomEditor "CartoonFX.MaterialInspector" +} + diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader.meta new file mode 100644 index 0000000..ba1ffc3 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Glow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 714e760b98304b44292e04841e05f258 +timeCreated: 1487089074 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: USER,FTC1_RO_VCR,FTC2_RO_VCR,FTC0_RO,FTC_RSS,FGLOBAL_MASK,FTC1_RO,FTC2_RO,FTC2,FTC3,FTC1,FTEX0,FTC0_RO_TEXCOORD,FTC0,FTC1_RO_TEXCOORD,FTC2_RO_TEXCOORD,FTC0_SCROLL,FTC1_SCROLL,FTC2_SCROLL,KTC0_RO_SOURCE:v.color.r,KTC0_RSS_SOURCE:v.color.r,KTC_RSS_SOURCE:v.color.r,KTC1_RO_SOURCE:v.color.g,KTC2_RO_SOURCE:v.color.b,KTC3_RO_SOURCE:v.color.r,KTC0_RO_VC_CHANNEL:r,KTC0_RO_TEXCOORD_CHANNEL:x,KTC0_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_CHANNEL:y,KTC2_RO_TEXCOORD_NB:3,ch8844A936,cSM:30,cCF:UnifiedParticleShaderTemplate + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader new file mode 100644 index 0000000..7e5e939 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader @@ -0,0 +1,276 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +Shader "Cartoon FX/Remaster/Particle Procedural Ring" +{ + Properties + { + //# Blending + //# + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0 + //# IF_KEYWORD _CFXR_DISSOLVE + [NoScaleOffset] _DissolveTex ("Dissolve Texture", 2D) = "gray" {} + _DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1 + [ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0 + //# END_IF + + //# -------------------------------------------------------- + + //# Textures + //# + + _MainTex ("Texture", 2D) = "white" {} + [Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0 + + //# -------------------------------------------------------- + + //# Ring + //# + + [Toggle(_CFXR_RADIAL_UV)] _UseRadialUV ("Enable Radial UVs", Float) = 0 + _RingTopOffset ("Ring Offset", float) = 0.05 + [Toggle(_CFXR_WORLD_SPACE_RING)] _WorldSpaceRing ("World Space", Float) = 0 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0 + //# IF_KEYWORD _CFXR_HDR_BOOST + _HdrMultiply ("HDR Multiplier", Float) = 2 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0 + //# IF_KEYWORD _FADING_ON + _SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0 + _SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1 + //# END_IF + + //# ======================================================== + //# Shadows + //# + + [KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _DitherCustom ("Dithering 3D Texture", 3D) = "black" {} + //# END_IF + //# END_IF + } + + Category + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + Blend [_SrcBlend] [_DstBlend] + Cull Off + ZWrite Off + + //==================================================================================================================================== + // Universal Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="UniversalForward" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + // #pragma multi_compile_instancing + #pragma multi_compile_fog + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_HDR_BOOST + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #define CFXR_URP + #define CFXR_PROCEDURAL_RING_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + // Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword + Pass + { + Name "BASE" + Tags { "LightMode"="Universal2D" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + // #pragma multi_compile_instancing + #pragma multi_compile_fog + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_HDR_BOOST + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #define CFXR_URP + #define DISABLE_SOFT_PARTICLES + #define CFXR_PROCEDURAL_RING_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES) + #pragma target 3.0 //needed for VPOS + #endif + + #define CFXR_URP + #define PASS_SHADOW_CASTER + #define CFXR_PROCEDURAL_RING_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + } + + //==================================================================================================================================== + // Built-in Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="ForwardBase" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + #pragma multi_compile_particles + // #pragma multi_compile_instancing + #pragma multi_compile_fog + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_HDR_BOOST + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #define CFXR_PROCEDURAL_RING_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_RADIAL_UV + #pragma shader_feature_local _ _CFXR_WORLD_SPACE_RING + #pragma shader_feature_local _ _CFXR_DISSOLVE + + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES) + #pragma target 3.0 //needed for VPOS + #endif + + #define PASS_SHADOW_CASTER + #define CFXR_PROCEDURAL_RING_SHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + } + } + + CustomEditor "CartoonFX.MaterialInspector" +} + diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader.meta new file mode 100644 index 0000000..f1d11ee --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Procedural Ring.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3dda44a7d9cec71439b5b8e20fcbccfb +timeCreated: 1487089074 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: USER,FTC1_RO_VCR,FTC2_RO_VCR,FTC0_RO,FTC_RSS,FGLOBAL_MASK,FTC1_RO,FTC2_RO,FTC2,FTC3,FTC1,FTEX0,FTC0_RO_TEXCOORD,FTC0,FTC1_RO_TEXCOORD,FTC2_RO_TEXCOORD,FTC0_SCROLL,FTC1_SCROLL,FTC2_SCROLL,KTC0_RO_SOURCE:v.color.r,KTC0_RSS_SOURCE:v.color.r,KTC_RSS_SOURCE:v.color.r,KTC1_RO_SOURCE:v.color.g,KTC2_RO_SOURCE:v.color.b,KTC3_RO_SOURCE:v.color.r,KTC0_RO_VC_CHANNEL:r,KTC0_RO_TEXCOORD_CHANNEL:x,KTC0_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_CHANNEL:y,KTC2_RO_TEXCOORD_NB:3,ch8844A936,cSM:30,cCF:UnifiedParticleShaderTemplate + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader new file mode 100644 index 0000000..8892571 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader @@ -0,0 +1,449 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +Shader "Cartoon FX/Remaster/Particle Ubershader" +{ + Properties + { + //# Blending + //# + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Blend Source", Float) = 5 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Blend Destination", Float) = 10 + [KeywordEnumNoPrefix(Alpha Blending, _ALPHABLEND_ON, Alpha Blending Premultiplied, _ALPHAPREMULTIPLY_ON, Multiplicative, _ALPHAMODULATE_ON, Additive, _CFXR_ADDITIVE)] _BlendingType ("Blending Type", Float) = 0 + + //# + [ToggleNoKeyword] _ZWrite ("Depth Write", Float) = 0 + [Toggle(_ALPHATEST_ON)] _UseAlphaClip ("Alpha Clipping (Cutout)", Float) = 0 + //# IF_KEYWORD _ALPHATEST_ON + _Cutoff ("Cutoff Threshold", Range(0.001,1)) = 0.1 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FADING_ON)] _UseSP ("Soft Particles", Float) = 0 + //# IF_KEYWORD _FADING_ON + _SoftParticlesFadeDistanceNear ("Near Fade", Float) = 0 + _SoftParticlesFadeDistanceFar ("Far Fade", Float) = 1 + //# END_IF + + //# + + [Toggle(_CFXR_EDGE_FADING)] _UseEF ("Edge Fade", Float) = 0 + //# IF_KEYWORD _CFXR_EDGE_FADING + _EdgeFadePow ("Edge Fade Power", Float) = 1 + //# END_IF + + //# + + //# ======================================================== + + //# Effects + //# + + [Toggle(_CFXR_DISSOLVE)] _UseDissolve ("Enable Dissolve", Float) = 0 + //# IF_KEYWORD _CFXR_DISSOLVE + _DissolveTex ("Dissolve Texture", 2D) = "gray" {} + _DissolveSmooth ("Dissolve Smoothing", Range(0.0001,0.5)) = 0.1 + [ToggleNoKeyword] _InvertDissolveTex ("Invert Dissolve Texture", Float) = 0 + [ToggleNoKeyword] _DoubleDissolve ("Double Dissolve", Float) = 0 + [Toggle(_CFXR_DISSOLVE_ALONG_UV_X)] _UseDissolveOffsetUV ("Dissolve offset along X", Float) = 0 + //# IF_KEYWORD _CFXR_DISSOLVE_ALONG_UV_X + _DissolveScroll ("UV Scrolling", Vector) = (0,0,0,0) + //# END_IF + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_CFXR_UV_DISTORTION)] _UseUVDistortion ("Enable UV Distortion", Float) = 0 + //# IF_KEYWORD _CFXR_UV_DISTORTION + + [NoScaleOffset] _DistortTex ("Distortion Texture", 2D) = "gray" {} + _DistortScrolling ("Scroll (XY) Tile (ZW)", Vector) = (0,0,1,1) + [Toggle(_CFXR_UV2_DISTORTION)] _UseUV2Distortion ("Use UV2", Float) = 0 + _Distort ("Distortion Strength", Range(0,2.0)) = 0.1 + [ToggleNoKeyword] _FadeAlongU ("Fade along Y", Float) = 0 + [Toggle(_CFXR_UV_DISTORTION_ADD)] _UVDistortionAdd ("Add to base UV", Float) = 0 + //# END_IF + + //# ======================================================== + + //# Colors + //# + + [NoScaleOffset] _MainTex ("Texture", 2D) = "white" {} + [Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel ("Single Channel Texture", Float) = 0 + + //# -------------------------------------------------------- + + [KeywordEnum(Off,1x,2x)] _CFXR_OVERLAYTEX ("Enable Overlay Texture", Float) = 0 + //# IF_KEYWORD _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X + [KeywordEnum(RGBA,RGB,A)] _CFXR_OVERLAYBLEND ("Overlay Blend Channels", Float) = 0 + [NoScaleOffset] _OverlayTex ("Overlay Texture", 2D) = "white" {} + _OverlayTex_Scroll ("Overlay Scrolling / Scale", Vector) = (0.1,0.1,1,1) + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_FLIPBOOK_BLENDING)] _UseFB ("Flipbook Blending", Float) = 0 + + //# -------------------------------------------------------- + + [Toggle(_CFXR_SECONDCOLOR_LERP)] _UseSecondColor ("Secondary Vertex Color (TEXCOORD2)", Float) = 0 + //# IF_KEYWORD _CFXR_SECONDCOLOR_LERP + [NoScaleOffset] _SecondColorTex ("Second Color Map", 2D) = "black" {} + _SecondColorSmooth ("Second Color Smoothing", Range(0.0001,0.5)) = 0.2 + //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_CFXR_FONT_COLORS)] _UseFontColor ("Use Font Colors", Float) = 0 + +// //# -------------------------------------------------------- +// +// [Toggle(_CFXR_GRADIENTMAP)] _UseGradientMap ("Gradient Map", Float) = 0 +// //# IF_KEYWORD _CFXR_GRADIENTMAP +// [NoScaleOffset] _GradientMap ("Gradient Map", 2D) = "black" {} +// //# END_IF + + //# -------------------------------------------------------- + + [Toggle(_CFXR_HDR_BOOST)] _HdrBoost ("Enable HDR Multiplier", Float) = 0 + //# IF_KEYWORD _CFXR_HDR_BOOST + _HdrMultiply ("HDR Multiplier", Float) = 2 + //# END_IF + + //# -------------------------------------------------------- + + //# Lighting + //# + + [KeywordEnumNoPrefix(Off, _, Direct, _CFXR_LIGHTING_DIRECT, Indirect, _CFXR_LIGHTING_INDIRECT, Both, _CFXR_LIGHTING_ALL)] _UseLighting ("Mode", Float) = 0 + //# IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_ALL + _DirectLightingRamp ("Direct Lighting Ramp", Range(0,1)) = 1.0 + //# END_IF + //# + //# IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL + [Toggle(_NORMALMAP)] _UseNormalMap ("Enable Normal Map", Float) = 0 + //# IF_KEYWORD _NORMALMAP + [NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {} + _BumpScale ("Normal Scale", Range(-1, 1)) = 1.0 + //# END_IF + //# + [Toggle(_EMISSION)] _UseEmission ("Enable Emission (TEXCOORD2)", Float) = 0 + //# + [Toggle(_CFXR_LIGHTING_WPOS_OFFSET)] _UseLightingWorldPosOffset ("Enable World Pos. Offset", Float) = 0 + //# IF_KEYWORD _CFXR_LIGHTING_WPOS_OFFSET + _LightingWorldPosStrength ("Offset Strength", Range(0,1)) = 0.2 + //# END_IF + //# + [Toggle(_CFXR_LIGHTING_BACK)] _UseBackLighting ("Enable Backlighting", Float) = 0 + //# IF_KEYWORD _CFXR_LIGHTING_BACK + _DirLightScreenAtten ("Dir. Light Screen Attenuation", Range(0, 5)) = 1.0 + _BacklightTransmittance ("Backlight Transmittance", Range(0, 2)) = 1.0 + //# END_IF + //# + //# IF_KEYWORD _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL + _IndirectLightingMix ("Indirect Lighting Mix", Range(0,1)) = 0.5 + //# END_IF + _ShadowColor ("Shadow Color", Color) = (0,0,0,1) + //# + //# END_IF + + //# ======================================================== + //# Shadows + //# + + [KeywordEnum(Off,On,CustomTexture)] _CFXR_DITHERED_SHADOWS ("Dithered Shadows", Float) = 0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _ShadowStrength ("Shadows Strength Max", Range(0,1)) = 1.0 + //# IF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + _DitherCustom ("Dithering 3D Texture", 3D) = "black" {} + //# END_IF + //# END_IF + +// _ReceivedShadowsStrength ("Received Shadows Strength", Range(0,1)) = 0.5 + } + + Category + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + } + + Blend [_SrcBlend] [_DstBlend], One One + ZWrite [_ZWrite] + Cull Off + + //==================================================================================================================================== + // Universal Rendering Pipeline + + Subshader + { + Pass + { + Name "BASE_URP" + Tags { "LightMode"="UniversalForward" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:ParticleInstancingSetup + + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + // #pragma shader_feature_local _ _CFXR_GRADIENTMAP + #pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_EDGE_FADING + #pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL + #pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET + #pragma shader_feature_local _ _CFXR_LIGHTING_BACK + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _NORMALMAP + #pragma shader_feature_local _ _EMISSION + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #define CFXR_URP + #define CFXR_UBERSHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + // Same as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword + Pass + { + Name "BASE_URP" + Tags { "LightMode"="Universal2D" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma target 2.0 + + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:ParticleInstancingSetup + + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + // #pragma shader_feature_local _ _CFXR_GRADIENTMAP + #pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_EDGE_FADING + #pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL + #pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET + #pragma shader_feature_local _ _CFXR_LIGHTING_BACK + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _NORMALMAP + #pragma shader_feature_local _ _EMISSION + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #define CFXR_UPR + #define DISABLE_SOFT_PARTICLES + #define CFXR_UBERSHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES) + #pragma target 3.0 //needed for VPOS + #endif + + #define CFXR_UPR + #define PASS_SHADOW_CASTER + #define CFXR_UBERSHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + } + + //==================================================================================================================================== + // Built-in Rendering Pipeline + + SubShader + { + Pass + { + Name "BASE" + Tags { "LightMode"="ForwardBase" } + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + //vertInstancingSetup writes to global, not allowed with DXC + // #pragma never_use_dxc + // #pragma target 2.5 + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:vertInstancingSetup + + #pragma multi_compile_particles + #pragma multi_compile_fog + //#pragma multi_compile_fwdbase + //#pragma multi_compile SHADOWS_SCREEN + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + // #pragma shader_feature_local _ _CFXR_GRADIENTMAP + #pragma shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _CFXR_HDR_BOOST + #pragma shader_feature_local _ _CFXR_EDGE_FADING + #pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL + #pragma shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET + #pragma shader_feature_local _ _CFXR_LIGHTING_BACK + + // Using the same keywords as Unity's Standard Particle shader to minimize project-wide keyword usage + #pragma shader_feature_local _ _NORMALMAP + #pragma shader_feature_local _ _EMISSION + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + #pragma shader_feature_local _ _FADING_ON + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #include "UnityStandardParticleInstancing.cginc" + #define CFXR_UBERSHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + + //-------------------------------------------------------------------------------------------------------------------------------- + + Pass + { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + + BlendOp Add + Blend One Zero + ZWrite On + Cull Off + + CGPROGRAM + + #pragma vertex vertex_program + #pragma fragment fragment_program + + //vertInstancingSetup writes to global, not allowed with DXC + // #pragma never_use_dxc + // #pragma target 2.5 + // #pragma multi_compile_instancing + // #pragma instancing_options procedural:vertInstancingSetup + + #pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL + #pragma shader_feature_local _ _CFXR_DISSOLVE + #pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X + #pragma shader_feature_local _ _CFXR_UV_DISTORTION + #pragma shader_feature_local _ _CFXR_UV2_DISTORTION + #pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD + #pragma shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X + #pragma shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB + #pragma shader_feature_local _ _FLIPBOOK_BLENDING + + #pragma shader_feature_local _ _ALPHATEST_ON + #pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON _CFXR_ADDITIVE + + #pragma multi_compile_shadowcaster + #pragma shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + + #if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES) + #pragma target 3.0 //needed for VPOS + #endif + + #include "UnityStandardParticleInstancing.cginc" + + #define PASS_SHADOW_CASTER + #define CFXR_UBERSHADER + #include "CFXR_PASSES.cginc" + + ENDCG + } + } + } + + CustomEditor "CartoonFX.MaterialInspector" +} + diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader.meta new file mode 100644 index 0000000..a57bbe4 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR Particle Ubershader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e198026df304af84a85675be636192ea +timeCreated: 1487089074 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: USER,FTC1_RO_VCR,FTC2_RO_VCR,FTC0_RO,FTC_RSS,FGLOBAL_MASK,FTC1_RO,FTC2_RO,FTC2,FTC3,FTC1,FTEX0,FTC0_RO_TEXCOORD,FTC0,FTC1_RO_TEXCOORD,FTC2_RO_TEXCOORD,FTC0_SCROLL,FTC1_SCROLL,FTC2_SCROLL,KTC0_RO_SOURCE:v.color.r,KTC0_RSS_SOURCE:v.color.r,KTC_RSS_SOURCE:v.color.r,KTC1_RO_SOURCE:v.color.g,KTC2_RO_SOURCE:v.color.b,KTC3_RO_SOURCE:v.color.r,KTC0_RO_VC_CHANNEL:r,KTC0_RO_TEXCOORD_CHANNEL:x,KTC0_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_NB:1,KTC1_RO_TEXCOORD_CHANNEL:y,KTC2_RO_TEXCOORD_NB:3,ch8844A936,cSM:30,cCF:UnifiedParticleShaderTemplate + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR.cginc b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR.cginc new file mode 100644 index 0000000..24ae4c5 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR.cginc @@ -0,0 +1,360 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +#if defined(UNITY_PARTICLE_INSTANCING_ENABLED) + #pragma exclude_renderers gles +#endif + +#if defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) + #define DISABLE_SOFT_PARTICLES +#endif + +#if defined(CFXR_URP) + float LinearEyeDepthURP(float depth, float4 zBufferParam) + { + return 1.0 / (zBufferParam.z * depth + zBufferParam.w); + } + + float SoftParticles(float near, float far, float4 projection) + { + float sceneZ = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection)).r; + + #if defined(SOFT_PARTICLES_ORTHOGRAPHIC) + // orthographic camera + #if defined(UNITY_REVERSED_Z) + sceneZ = 1.0f - sceneZ; + #endif + sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y; + #else + // perspective camera + sceneZ = LinearEyeDepthURP(sceneZ, _ZBufferParams); + #endif + + float fade = saturate (far * ((sceneZ - near) - projection.z)); + return fade; + } +#else + float SoftParticles(float near, float far, float4 projection) + { + float sceneZ = (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(projection))); + #if defined(SOFT_PARTICLES_ORTHOGRAPHIC) + // orthographic camera + #if defined(UNITY_REVERSED_Z) + sceneZ = 1.0f - sceneZ; + #endif + sceneZ = (sceneZ * _ProjectionParams.z) + _ProjectionParams.y; + #else + // perspective camera + sceneZ = LinearEyeDepth(sceneZ); + #endif + + float fade = saturate (far * ((sceneZ - near) - projection.z)); + return fade; + } +#endif + + float LinearToGammaSpaceApprox(float value) + { + return max(1.055h * pow(value, 0.416666667h) - 0.055h, 0.h); + } + + // Same as UnityStandardUtils.cginc, but without the SHADER_TARGET limitation + half3 UnpackScaleNormal_CFXR(half4 packednormal, half bumpScale) + { + #if defined(UNITY_NO_DXT5nm) + half3 normal = packednormal.xyz * 2 - 1; + // #if (SHADER_TARGET >= 30) + // SM2.0: instruction count limitation + // SM2.0: normal scaler is not supported + normal.xy *= bumpScale; + // #endif + return normal; + #else + // This do the trick + packednormal.x *= packednormal.w; + + half3 normal; + normal.xy = (packednormal.xy * 2 - 1); + // #if (SHADER_TARGET >= 30) + // SM2.0: instruction count limitation + // SM2.0: normal scaler is not supported + normal.xy *= bumpScale; + // #endif + normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); + return normal; + #endif + } + + //Macros + + // Project Position + #if !defined(PASS_SHADOW_CASTER) && !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) && ( (defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON) ) + #define vertProjPos(o, clipPos) \ + o.projPos = ComputeScreenPos(clipPos); \ + COMPUTE_EYEDEPTH(o.projPos.z); + #else + #define vertProjPos(o, clipPos) + #endif + + // Soft Particles + #if !defined(PASS_SHADOW_CASTER) && !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && !defined(DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON)) + #define fragSoftParticlesFade(i, color) \ + color *= SoftParticles(_SoftParticlesFadeDistanceNear, _SoftParticlesFadeDistanceFar, i.projPos); + #else + #define fragSoftParticlesFade(i, color) + #endif + + // Edge fade (note: particle meshes are already in world space) + #if !defined(PASS_SHADOW_CASTER) && defined(_CFXR_EDGE_FADING) + #define vertEdgeFade(v, color) \ + float3 viewDir = UnityWorldSpaceViewDir(v.vertex); \ + float ndv = abs(dot(normalize(viewDir), v.normal.xyz)); \ + color *= saturate(pow(ndv, _EdgeFadePow)); + #else + #define vertEdgeFade(v, color) + #endif + + // Fog + #if _ALPHABLEND_ON + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor); + #elif _ALPHAPREMULTIPLY_ON + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, alpha * unity_FogColor); + #elif _CFXR_ADDITIVE + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(0, 0, 0, 0)); + #elif _ALPHAMODULATE_ON + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, half4(1, 1, 1, 1)); + #else + #define applyFog(i, color, alpha) UNITY_APPLY_FOG_COLOR(i.fogCoord, color, unity_FogColor); + #endif + + // Vertex program + #if defined(PASS_SHADOW_CASTER) + void vert(appdata v, v2f_shadowCaster o, out float4 opos) + #else + v2f vert(appdata v, v2f o) + #endif + { + UNITY_TRANSFER_FOG(o, o.pos); + vertProjPos(o, o.pos); + vertEdgeFade(v, o.color.a); + + #if defined(PASS_SHADOW_CASTER) + TRANSFER_SHADOW_CASTER_NOPOS(o, opos); + #else + return o; + #endif + } + + // Fragment program + #if defined(PASS_SHADOW_CASTER) + float4 frag(v2f_shadowCaster i, UNITY_VPOS_TYPE vpos, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime, half doubleDissolveWidth) : SV_Target + #else + half4 frag(v2f i, half3 particleColor, half particleAlpha, half dissolve, half dissolveTime, half doubleDissolveWidth) : SV_Target + #endif + { + #if _CFXR_DISSOLVE + // Dissolve + half time = lerp(-_DissolveSmooth, 1+_DissolveSmooth, dissolveTime); + particleAlpha *= smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time); + if (doubleDissolveWidth > 0) + { + half dissolveSubtract = smoothstep(dissolve - _DissolveSmooth, dissolve + _DissolveSmooth, time - doubleDissolveWidth); + particleAlpha = saturate(particleAlpha - dissolveSubtract); + } + #endif + + //Blending + #if _ALPHAPREMULTIPLY_ON + particleColor *= particleAlpha; + #endif + #if _ALPHAMODULATE_ON + particleColor.rgb = lerp(float3(1,1,1), particleColor.rgb, particleAlpha); + #endif + + #if _ALPHATEST_ON + clip(particleAlpha - _Cutoff); + #endif + + #if !defined(PASS_SHADOW_CASTER) + // Fog & Soft Particles + applyFog(i, particleColor, particleAlpha); + fragSoftParticlesFade(i, particleAlpha); + #endif + + // Prevent alpha from exceeding 1 + particleAlpha = min(particleAlpha, 1.0); + + #if !defined(PASS_SHADOW_CASTER) + return float4(particleColor, particleAlpha); + #else + + //-------------------------------------------------------------------------------------------------------------------------------- + // Shadow Caster Pass + + #if _CFXR_ADDITIVE + half alpha = max(particleColor.r, max(particleColor.g, particleColor.b)) * particleAlpha; + #else + half alpha = particleAlpha; + #endif + + #if (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES) + alpha = min(alpha, _ShadowStrength); + // Use dither mask for alpha blended shadows, based on pixel position xy + // and alpha level. Our dither texture is 4x4x16. + #if _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE + half texSize = _DitherCustom_TexelSize.z; + alpha = tex3D(_DitherCustom, float3(vpos.xy*(1 / texSize), alpha*(1 - (1 / (texSize*texSize))))).a; + #else + alpha = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25, alpha*0.9375)).a; + #endif + #endif + clip(alpha - 0.01); + SHADOW_CASTER_FRAGMENT(i) + #endif + } + + // ================================================================================================================================ + // ParticlesInstancing.hlsl + // ================================================================================================================================ + +#if defined(CFXR_URP) + #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) && !defined(SHADER_TARGET_SURFACE_ANALYSIS) + #define UNITY_PARTICLE_INSTANCING_ENABLED + #endif + + #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) + + #ifndef UNITY_PARTICLE_INSTANCE_DATA + #define UNITY_PARTICLE_INSTANCE_DATA DefaultParticleInstanceData + #endif + + struct DefaultParticleInstanceData + { + float3x4 transform; + uint color; + float animFrame; + }; + + StructuredBuffer unity_ParticleInstanceData; + float4 unity_ParticleUVShiftData; + float unity_ParticleUseMeshColors; + + void ParticleInstancingMatrices(out float4x4 objectToWorld, out float4x4 worldToObject) + { + UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID]; + + // transform matrix + objectToWorld._11_21_31_41 = float4(data.transform._11_21_31, 0.0f); + objectToWorld._12_22_32_42 = float4(data.transform._12_22_32, 0.0f); + objectToWorld._13_23_33_43 = float4(data.transform._13_23_33, 0.0f); + objectToWorld._14_24_34_44 = float4(data.transform._14_24_34, 1.0f); + + // inverse transform matrix (TODO: replace with a library implementation if/when available) + float3x3 worldToObject3x3; + worldToObject3x3[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx; + worldToObject3x3[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy; + worldToObject3x3[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx; + + float det = dot(objectToWorld[0].xyz, worldToObject3x3[0]); + + worldToObject3x3 = transpose(worldToObject3x3); + + worldToObject3x3 *= rcp(det); + + float3 worldToObjectPosition = mul(worldToObject3x3, -objectToWorld._14_24_34); + + worldToObject._11_21_31_41 = float4(worldToObject3x3._11_21_31, 0.0f); + worldToObject._12_22_32_42 = float4(worldToObject3x3._12_22_32, 0.0f); + worldToObject._13_23_33_43 = float4(worldToObject3x3._13_23_33, 0.0f); + worldToObject._14_24_34_44 = float4(worldToObjectPosition, 1.0f); + } + + void ParticleInstancingSetup() + { + ParticleInstancingMatrices(unity_ObjectToWorld, unity_WorldToObject); + } + + #else + + void ParticleInstancingSetup() {} + + #endif +#endif + + // ================================================================================================================================ + // Instancing functions + // ================================================================================================================================ + + float4 UnpackFromR8G8B8A8(uint rgba) + { + return float4(rgba & 255, (rgba >> 8) & 255, (rgba >> 16) & 255, (rgba >> 24) & 255) * (1.0 / 255); + } + + half4 GetParticleColor(half4 color) + { + #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) + #if !defined(UNITY_PARTICLE_INSTANCE_DATA_NO_COLOR) + UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID]; + color = lerp(half4(1.0, 1.0, 1.0, 1.0), color, unity_ParticleUseMeshColors); + color *= UnpackFromR8G8B8A8(data.color); + #endif + #endif + return color; + } + + void GetParticleTexcoords(out float2 outputTexcoord, out float2 outputTexcoord2, out float outputBlend, in float4 inputTexcoords, in float inputBlend) + { + #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) + if (unity_ParticleUVShiftData.x != 0.0) + { + UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID]; + + float numTilesX = unity_ParticleUVShiftData.y; + float2 animScale = unity_ParticleUVShiftData.zw; + #ifdef UNITY_PARTICLE_INSTANCE_DATA_NO_ANIM_FRAME + float sheetIndex = 0.0; + #else + float sheetIndex = data.animFrame; + #endif + + float index0 = floor(sheetIndex); + float vIdx0 = floor(index0 / numTilesX); + float uIdx0 = floor(index0 - vIdx0 * numTilesX); + float2 offset0 = float2(uIdx0 * animScale.x, (1.0 - animScale.y) - vIdx0 * animScale.y); // Copied from built-in as is and it looks like upside-down flip + + outputTexcoord = inputTexcoords.xy * animScale.xy + offset0.xy; + + #ifdef _FLIPBOOKBLENDING_ON + float index1 = floor(sheetIndex + 1.0); + float vIdx1 = floor(index1 / numTilesX); + float uIdx1 = floor(index1 - vIdx1 * numTilesX); + float2 offset1 = float2(uIdx1 * animScale.x, (1.0 - animScale.y) - vIdx1 * animScale.y); + + outputTexcoord2.xy = inputTexcoords.xy * animScale.xy + offset1.xy; + outputBlend = frac(sheetIndex); + #endif + } + else + #endif + { + outputTexcoord = inputTexcoords.xy; + #ifdef _FLIPBOOKBLENDING_ON + outputTexcoord2.xy = inputTexcoords.zw; + outputBlend = inputBlend; + #endif + } + + #ifndef _FLIPBOOKBLENDING_ON + outputTexcoord2.xy = inputTexcoords.xy; + outputBlend = 0.5; + #endif + } + + void GetParticleTexcoords(out float2 outputTexcoord, in float2 inputTexcoord) + { + float2 dummyTexcoord2 = 0.0; + float dummyBlend = 0.0; + GetParticleTexcoords(outputTexcoord, dummyTexcoord2, dummyBlend, inputTexcoord.xyxy, 0.0); + } diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR.cginc.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR.cginc.meta new file mode 100644 index 0000000..24b4b0d --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b3dab2eb6bcf5df42a6c45d4638e0f46 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_PASSES.cginc b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_PASSES.cginc new file mode 100644 index 0000000..4e9d9f0 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_PASSES.cginc @@ -0,0 +1,1154 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + + +//-------------------------------------------------------------------------------------------------------------------------------- +// UBERSHADER +//-------------------------------------------------------------------------------------------------------------------------------- + +#if defined(CFXR_UBERSHADER) + + #if defined(UNITY_SAMPLE_FULL_SH_PER_PIXEL) + #undef UNITY_SAMPLE_FULL_SH_PER_PIXEL + #endif + #define UNITY_SAMPLE_FULL_SH_PER_PIXEL defined(_NORMALMAP) + + #include "UnityCG.cginc" + #include "UnityStandardUtils.cginc" + #include "AutoLight.cginc" + + #if defined(CFXR_URP) + #include "CFXR_URP.cginc" + #else + #include "UnityLightingCommon.cginc" + #endif + + #if defined(_CFXR_LIGHTING_INDIRECT) || defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL) + #define LIGHTING + #endif + #if defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL) + #define LIGHTING_DIRECT + #endif + #if defined(_CFXR_LIGHTING_INDIRECT) || defined(_CFXR_LIGHTING_ALL) + #define LIGHTING_INDIRECT + #endif + #if (defined(_CFXR_LIGHTING_DIRECT) || defined(_CFXR_LIGHTING_ALL)) && defined(_CFXR_LIGHTING_BACK) + #define LIGHTING_BACK + #endif + + #include "CFXR_SETTINGS.cginc" + + // -------------------------------- + + CBUFFER_START(UnityPerMaterial) + + float4 _OverlayTex_Scroll; + + half _BumpScale; + + float4 _GameObjectWorldPosition; + half _LightingWorldPosStrength; + half _IndirectLightingMix; + half4 _ShadowColor; + half _DirectLightingRamp; + half _DirLightScreenAtten; + half _BacklightTransmittance; + + half _InvertDissolveTex; + half _DoubleDissolve; + half2 _DissolveScroll; + half _DissolveSmooth; + + half4 _DistortScrolling; + half _Distort; + half _FadeAlongU; + + half _SecondColorSmooth; + + half _HdrMultiply; + + half _ReceivedShadowsStrength; + + half _Cutoff; + + half _SoftParticlesFadeDistanceNear; + half _SoftParticlesFadeDistanceFar; + half _EdgeFadePow; + + half4 _DissolveTex_ST; + + #if !defined(SHADER_API_GLES) + float _ShadowStrength; + float4 _DitherCustom_TexelSize; + #endif + + CBUFFER_END + + sampler2D _MainTex; + sampler2D _OverlayTex; + sampler2D _BumpMap; + sampler2D _DissolveTex; + sampler2D _DistortTex; + sampler2D _SecondColorTex; + // sampler2D _GradientMap; + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + #if !defined(SHADER_API_GLES) + sampler3D _DitherMaskLOD; + sampler3D _DitherCustom; + #endif + + // -------------------------------- + // Input/output + + struct appdata + { + float4 vertex : POSITION; + half4 color : COLOR; + float4 texcoord : TEXCOORD0; //xy = uv, zw = random + float4 texcoord1 : TEXCOORD1; //additional particle data: x = dissolve, y = animFrame + float4 texcoord2 : TEXCOORD2; //additional particle data: second color + #if defined(PASS_SHADOW_CASTER) || _CFXR_EDGE_FADING || defined(LIGHTING) + float3 normal : NORMAL; + #endif + #if defined(LIGHTING) && _NORMALMAP + float4 tangent : TANGENT; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + // vertex to fragment + struct v2f + { + float4 pos : SV_POSITION; + half4 color : COLOR; + float4 uv_random : TEXCOORD0; //uv + particle data + float4 custom1 : TEXCOORD1; //additional particle data + #if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS || (defined(LIGHTING) && _EMISSION) + float4 secondColor : TEXCOORD2; + #endif + #if !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON)) + float4 projPos : TEXCOORD3; + #endif + #if defined(LIGHTING_DIRECT) || (defined(LIGHTING_INDIRECT) && _NORMALMAP) + float3 worldPos : TEXCOORD4; + #endif + #if defined(LIGHTING_INDIRECT) && !_NORMALMAP + float3 shColor : TEXCOORD5; + #endif + #if defined(LIGHTING_DIRECT) && defined(LIGHTING_BACK) + float3 viewDirWS : TEXCOORD6; + #endif + #if defined(_CFXR_LIGHTING_WPOS_OFFSET) && (defined(LIGHTING_DIRECT) || defined(LIGHTING_INDIRECT)) + float3 worldPosDiff : TEXCOORD7; + #endif + #if !defined(PASS_SHADOW_CASTER) + UNITY_FOG_COORDS(8) //note: does nothing if fog is not enabled + // SHADOW_COORDS(8) + #endif + #if defined(LIGHTING) + float3 normalWS : NORMAL; + #if _NORMALMAP + float4 tangentWS : TANGENT; + #endif + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + // vertex to fragment (shadow caster) + struct v2f_shadowCaster + { + V2F_SHADOW_CASTER_NOPOS + half4 color : COLOR; + float4 uv_random : TEXCOORD1; //uv + particle data + float4 custom1 : TEXCOORD2; //additional particle data + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + // -------------------------------- + + #include "CFXR.cginc" + + // -------------------------------- + // Vertex + + #if defined(PASS_SHADOW_CASTER) + void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION) + #else + v2f vertex_program (appdata v) + #endif + { + #if !defined(PASS_SHADOW_CASTER) + v2f o = (v2f)0; + #if defined(CFXR_URP) + o = (v2f)0; + #else + UNITY_INITIALIZE_OUTPUT(v2f, o); + #endif + #else + o = (v2f_shadowCaster)0; + #endif + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + #if !defined(PASS_SHADOW_CASTER) + o.pos = UnityObjectToClipPos(v.vertex); + + #if defined(LIGHTING_DIRECT) || (defined(LIGHTING_INDIRECT) && _NORMALMAP) + // Particle Systems already output their vertex position in world space + o.worldPos = v.vertex.xyz; + + #if defined(LIGHTING_BACK) + o.viewDirWS = normalize(_WorldSpaceCameraPos.xyz - o.worldPos); + //o.viewDirWS = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz)); + #endif + #endif + + #if defined(LIGHTING) && defined(_CFXR_LIGHTING_WPOS_OFFSET) + o.worldPosDiff = _GameObjectWorldPosition.xyz - v.vertex.xyz; + #endif + #endif + + o.color = GetParticleColor(v.color); + o.custom1 = v.texcoord1; + GetParticleTexcoords(o.uv_random.xy, o.uv_random.zw, o.custom1.y, v.texcoord, v.texcoord1.y); + //o.uv_random = v.texcoord; + + #if _CFXR_SECONDCOLOR_LERP || _CFXR_FONT_COLORS || (defined(LIGHTING) && _EMISSION) + o.secondColor = v.texcoord2; + #endif + #if defined(LIGHTING) + o.normalWS = v.normal.xyz; + #if _NORMALMAP + o.tangentWS = v.tangent; + #endif + #endif + + // Ambient Lighting / Light Probes, per-vertex if no normal map + #if defined(LIGHTING_INDIRECT) && !_NORMALMAP + half3 shColor = ShadeSHPerVertex(v.normal.xyz, half3(0,0,0)); + o.shColor = shColor; + #endif + + /* + #if !defined(PASS_SHADOW_CASTER) + // Shadows Receiving + TRANSFER_SHADOW(o); + #endif + */ + + #if defined(PASS_SHADOW_CASTER) + vert(v, o, opos); + #else + return vert(v, o); + #endif + } + + // -------------------------------- + // Shade4PointLights Custom + + float3 CFXR_Shade4PointLights ( + float4 lightPosX, float4 lightPosY, float4 lightPosZ, + float3 lightColor0, float3 lightColor1, float3 lightColor2, float3 lightColor3, + float4 lightAttenSq, + float3 pos, float3 normal) + { + // to light vectors + float4 toLightX = lightPosX - pos.x; + float4 toLightY = lightPosY - pos.y; + float4 toLightZ = lightPosZ - pos.z; + // squared lengths + float4 lengthSq = 0; + lengthSq += toLightX * toLightX; + lengthSq += toLightY * toLightY; + lengthSq += toLightZ * toLightZ; + // don't produce NaNs if some vertex position overlaps with the light + lengthSq = max(lengthSq, 0.000001); + + // NdotL + float4 ndotl = 0; + ndotl += toLightX * normal.x; + ndotl += toLightY * normal.y; + ndotl += toLightZ * normal.z; + ndotl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndotl * 0.5 + 0.5); + + // correct NdotL + float4 corr = rsqrt(lengthSq); + ndotl = max (float4(0,0,0,0), ndotl * corr); + + // attenuation + float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq); + float4 diff = ndotl * atten; + // final color + float3 col = 0; + col += lightColor0 * diff.x; + col += lightColor1 * diff.y; + col += lightColor2 * diff.z; + col += lightColor3 * diff.w; + return col; + } + + // -------------------------------- + // Fragment + + #if defined(PASS_SHADOW_CASTER) + float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target + #else + half4 fragment_program (v2f i) : SV_Target + #endif + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + // ================================================================ + // UV Distortion + + #if _CFXR_UV_DISTORTION + #if _CFXR_UV2_DISTORTION + float2 uvDistortion = tex2D(_DistortTex, i.custom1.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy)).rg; + #else + float2 uvDistortion = tex2D(_DistortTex, i.uv_random.xy * _DistortScrolling.zw + i.uv_random.zw + frac(_DistortScrolling.xy * _Time.yy)).rg; + #endif + + #if _CFXR_UV_DISTORTION_ADD + uvDistortion = i.uv_random.xy + (uvDistortion * 2.0 - 1.0) * _Distort; + #else + uvDistortion = lerp(i.uv_random.xy, uvDistortion, _Distort); + #endif + + if (_FadeAlongU > 0) + { + uvDistortion = lerp(i.uv_random.xy, uvDistortion, i.uv_random.y * 0.5); + } + + #define main_uv uvDistortion + #else + #define main_uv i.uv_random + #endif + + // ================================================================ + // Color & Alpha + + #if _CFXR_SINGLE_CHANNEL + half4 mainTex = half4(1, 1, 1, tex2D(_MainTex, main_uv.xy).r); + #else + half4 mainTex = tex2D(_MainTex, main_uv.xy); + #endif + + #ifdef _FLIPBOOK_BLENDING + #if _CFXR_SINGLE_CHANNEL + half4 mainTex2 = tex2D(_MainTex, i.uv_random.zw).r; + #else + half4 mainTex2 = tex2D(_MainTex, i.uv_random.zw); + #endif + mainTex = lerp(mainTex, mainTex2, i.custom1.y); + #endif + + #if _CFXR_OVERLAYTEX_1X + float2 timeOffset = frac(_Time.yy * _OverlayTex_Scroll.xy); + float2 overlayUv = ((i.uv_random.xy + i.uv_random.zw) * _OverlayTex_Scroll.zz) + timeOffset; + half4 overlay = tex2D(_OverlayTex, overlayUv).r; + #elif _CFXR_OVERLAYTEX_2X + float2 timeOffset = frac(_Time.yy * _OverlayTex_Scroll.xy); + float2 overlayUv = ((i.uv_random.xy + i.uv_random.zw) * _OverlayTex_Scroll.zz) + timeOffset; + half4 overlay = tex2D(_OverlayTex, overlayUv).r; + + overlayUv = ((i.uv_random.xy + i.uv_random.wz) * _OverlayTex_Scroll.ww) + timeOffset; + half4 overlay2 = tex2D(_OverlayTex, overlayUv).r; + mainTex.a *= (overlay.r + overlay2.r) / 2.0; + #endif + + #if _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X + #if _CFXR_OVERLAYBLEND_A + mainTex.a *= overlay.r; + #elif _CFXR_OVERLAYBLEND_RGB + mainTex.rgb *= overlay.rgb; + #else + mainTex.rgba *= overlay.rgba; + #endif + #endif + + /* + #if _CFXR_GRADIENTMAP + mainTex.rgb = tex2D(_GradientMap, mainTex.a).rgb; + #endif + */ + + #if _CFXR_FONT_COLORS + half3 particleColor = mainTex.b * i.color.rgb + mainTex.g * i.custom1.rgb + mainTex.r * i.secondColor.rgb; + half particleAlpha = mainTex.a * i.color.a; + #else + half3 particleColor = mainTex.rgb * i.color.rgb; + half particleAlpha = mainTex.a * i.color.a; + #endif + + #if _CFXR_SECONDCOLOR_LERP + half secondColorMap = tex2D(_SecondColorTex, i.uv_random.xy).r; + float time = lerp(-_SecondColorSmooth, 1+_SecondColorSmooth, i.secondColor.a); + secondColorMap = smoothstep(secondColorMap - _SecondColorSmooth, secondColorMap + _SecondColorSmooth, time); + particleColor.rgb += i.secondColor.rgb * secondColorMap; + #endif + + #if _CFXR_HDR_BOOST + #ifdef UNITY_COLORSPACE_GAMMA + _HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply); + #endif + particleColor.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER; + #endif + + /* + #if !defined(PASS_SHADOW_CASTER) + // Shadows Receiving + half shadows = SHADOW_ATTENUATION(i); + particleColor.rgb *= saturate(shadows + (1.0 - _ReceivedShadowsStrength)); + #endif + */ + + // ================================================================ + // Lighting + + #if !defined(PASS_SHADOW_CASTER) + + #if defined(LIGHTING) + half3 particleLighting = half3(0, 0, 0); + + #if defined(CFXR_URP) + #define UNPACK_SCALE_NORMAL UnpackNormalScale + float3 mainLightDir = _MainLightPosition.xyz; + float3 mainLightColor = _MainLightColor.rgb; + #else + #define UNPACK_SCALE_NORMAL UnpackScaleNormal + float3 mainLightDir = _WorldSpaceLightPos0.xyz; + float3 mainLightColor = _LightColor0.rgb; + #endif + + #if _NORMALMAP + half3 normalTS = UnpackScaleNormal_CFXR(tex2D(_BumpMap, main_uv.xy), _BumpScale); + // tangent space to world space: + float sgn = i.tangentWS.w; // should be either +1 or -1 + float3 bitangent = sgn * cross(i.normalWS.xyz, i.tangentWS.xyz); + float3 normalWS = mul(normalTS, half3x3(i.tangentWS.xyz, bitangent.xyz, i.normalWS.xyz)); + #else + half3 normalWS = i.normalWS; + #endif + #if defined(_CFXR_LIGHTING_WPOS_OFFSET) + normalWS = normalize(normalWS.xyz - i.worldPosDiff.xyz * _LightingWorldPosStrength); + #endif + #endif + + // - Direct + #if defined(LIGHTING_DIRECT) + // Main Directional + half ndl = dot(normalWS, mainLightDir); + ndl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndl * 0.5 + 0.5); + half mainDirectLighting = max(0, ndl); + + #if defined(LIGHTING_BACK) + half viewAtten = length(mainLightDir + i.viewDirWS); + viewAtten = 1 - smoothstep(0, _DirLightScreenAtten, viewAtten); + mainDirectLighting += (viewAtten * viewAtten) * _BacklightTransmittance; + #endif + + // particleColor.rgb = lerp(_ShadowColor.rgb, particleColor.rgb * mainLightColor.rgb, mainDirectLighting); + particleColor.rgb *= lerp(_ShadowColor.rgb, mainLightColor.rgb, mainDirectLighting); + + // Point Lights + #if defined(ENABLE_POINT_LIGHTS) + #if defined(CFXR_URP) + uint additionalLightsCount = GetAdditionalLightsCount(); + for (uint lightIndex = 0u; lightIndex < additionalLightsCount; ++lightIndex) + { + Light light = GetAdditionalLight(lightIndex, i.worldPos); + half ndl = dot(normalWS, light.direction); + ndl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, ndl * 0.5 + 0.5); + ndl = max(0, ndl); + + #if defined(LIGHTING_BACK) + half backNdl = dot(-normalWS, light.direction); + backNdl = smoothstep(0.5 - _DirectLightingRamp * 0.5, 0.5 + _DirectLightingRamp * 0.5, backNdl * 0.5 + 0.5); + ndl += max(0, backNdl) * _BacklightTransmittance; + #endif + + particleColor.rgb += ndl * light.color.rgb * light.distanceAttenuation; + } + #else + half3 pointLights = CFXR_Shade4PointLights( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, i.worldPos, normalWS); + + #if defined(LIGHTING_BACK) + // TODO Tweak CFXR_Shade4PointLights to handle both front & back lights more efficiently? + pointLights += CFXR_Shade4PointLights( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, i.worldPos, -normalWS) * _BacklightTransmittance; + #endif + + particleColor.rgb += pointLights; + #endif + #endif + #endif + + // - Indirect + #if defined(LIGHTING_INDIRECT) + #if _NORMALMAP + half3 shColor = ShadeSHPerPixel(normalWS, half3(0,0,0), float3(0,0,0)); + particleColor.rgb += shColor.rgb * _IndirectLightingMix; + #else + particleColor.rgb += i.shColor.rgb * _IndirectLightingMix; + #endif + #endif + + #if defined(LIGHTING) && _EMISSION + particleColor.rgb += i.secondColor.rgb; + #endif + + #endif + + // ================================================================ + // Dissolve + + #if _CFXR_DISSOLVE + #if _CFXR_DISSOLVE_ALONG_UV_X + half dissolveOffset = tex2D(_DissolveTex, i.uv_random.xy * _DissolveTex_ST.xy + _DissolveTex_ST.zw + frac(_Time.yy * _DissolveScroll.xy)).r * 2.0 - 1.0; + half dissolveTex = i.uv_random.x + dissolveOffset * i.custom1.z; + #else + half dissolveTex = tex2D(_DissolveTex, i.uv_random.xy).r; + #endif + dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex; + half dissolveTime = i.custom1.x; + half doubleDissolveWidth = 0; + if (_DoubleDissolve > 0) doubleDissolveWidth = i.custom1.y; + #else + half dissolveTex = 0; + half dissolveTime = 0; + half doubleDissolveWidth = 0; + #endif + + // ================================================================ + // + + #if defined(PASS_SHADOW_CASTER) + return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime, doubleDissolveWidth); + #else + return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime, doubleDissolveWidth); + #endif + } + +#endif + +//-------------------------------------------------------------------------------------------------------------------------------- +// PROCEDURAL GLOW +//-------------------------------------------------------------------------------------------------------------------------------- + +#if defined(CFXR_GLOW_SHADER) + + #include "UnityCG.cginc" + #include "UnityStandardUtils.cginc" + + // -------------------------------- + + #include "CFXR_SETTINGS.cginc" + + // -------------------------------- + + CBUFFER_START(UnityPerMaterial) + + half _GlowMin; + half _GlowMax; + half _MaxValue; + + half _InvertDissolveTex; + half _DissolveSmooth; + + half _HdrMultiply; + + half _Cutoff; + + half _SoftParticlesFadeDistanceNear; + half _SoftParticlesFadeDistanceFar; + half _EdgeFadePow; + + #if !defined(SHADER_API_GLES) + float _ShadowStrength; + float4 _DitherCustom_TexelSize; + #endif + + CBUFFER_END + + sampler2D _DissolveTex; + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + #if !defined(SHADER_API_GLES) + sampler3D _DitherMaskLOD; + sampler3D _DitherCustom; + #endif + + // -------------------------------- + // Input/Output + + struct appdata + { + float4 vertex : POSITION; + half4 color : COLOR; + float4 texcoord : TEXCOORD0; //xy = uv, zw = random + float4 texcoord1 : TEXCOORD1; //additional particle data: x = dissolve + #if defined(PASS_SHADOW_CASTER) + float3 normal : NORMAL; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + // vertex to fragment + struct v2f + { + float4 pos : SV_POSITION; + half4 color : COLOR; + float4 uv_random : TEXCOORD0; //uv + particle data + float4 custom1 : TEXCOORD1; //additional particle data + #if !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON)) + float4 projPos : TEXCOORD2; + #endif + UNITY_FOG_COORDS(3) //note: does nothing if fog is not enabled + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + // vertex to fragment (shadow caster) + struct v2f_shadowCaster + { + V2F_SHADOW_CASTER_NOPOS + half4 color : COLOR; + float4 uv_random : TEXCOORD1; //uv + particle data + float4 custom1 : TEXCOORD2; //additional particle data + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + // -------------------------------- + + #include "CFXR.cginc" + + // -------------------------------- + // Vertex + + #if defined(PASS_SHADOW_CASTER) + void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION) + #else + v2f vertex_program (appdata v) + #endif + { + #if !defined(PASS_SHADOW_CASTER) + v2f o = (v2f)0; + #if defined(CFXR_URP) + o = (v2f)0; + #else + UNITY_INITIALIZE_OUTPUT(v2f, o); + #endif + #else + o = (v2f_shadowCaster)0; + #endif + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + #if !defined(PASS_SHADOW_CASTER) + o.pos = UnityObjectToClipPos(v.vertex); + #endif + + o.color = GetParticleColor(v.color); + o.custom1 = v.texcoord1; + GetParticleTexcoords(o.uv_random.xy, o.uv_random.zw, o.custom1.y, v.texcoord, v.texcoord1.y); + //o.uv_random = v.texcoord; + + #if defined(PASS_SHADOW_CASTER) + vert(v, o, opos); + #else + return vert(v, o); + #endif + } + + // -------------------------------- + // Fragment + + #if defined(PASS_SHADOW_CASTER) + float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target + #else + half4 fragment_program (v2f i) : SV_Target + #endif + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + // ================================================================ + // Color & Alpha + + //-------------------------------- + // procedural glow + float2 uvm = i.uv_random.xy - 0.5; + half glow = saturate(1 - ((dot(uvm, uvm) * 4))); + #if _CFXR_GLOW_POW_P2 + glow = pow(glow, 2); + #elif _CFXR_GLOW_POW_P4 + glow = pow(glow, 4); + #elif _CFXR_GLOW_POW_P8 + glow = pow(glow, 8); + #endif + glow = clamp(lerp(_GlowMin, _GlowMax, glow), 0, _MaxValue) * saturate(glow * 30); + half4 mainTex = half4(1, 1, 1, glow); + //-------------------------------- + + #if _CFXR_HDR_BOOST + #ifdef UNITY_COLORSPACE_GAMMA + _HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply); + #endif + mainTex.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER; + #endif + + half3 particleColor = mainTex.rgb * i.color.rgb; + half particleAlpha = mainTex.a * i.color.a; + + // ================================================================ + // Dissolve + + #if _CFXR_DISSOLVE + half dissolveTex = tex2D(_DissolveTex, i.uv_random.xy).r; + dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex; + half dissolveTime = i.custom1.x; + #else + half dissolveTex = 0; + half dissolveTime = 0; + #endif + + // ================================================================ + // + + #if defined(PASS_SHADOW_CASTER) + return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0); + #else + return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0); + #endif + } + +#endif + +//-------------------------------------------------------------------------------------------------------------------------------- +// SCREEN DISTORTION SHADER +//-------------------------------------------------------------------------------------------------------------------------------- + +#if defined(CFXR_SCREEN_DISTORTION_SHADER) + + #include "UnityCG.cginc" + + #if defined(CFXR_URP) + #include "CFXR_URP.cginc" + #endif + + #include "CFXR_SETTINGS.cginc" + + // -------------------------------- + + CBUFFER_START(UnityPerMaterial) + + half _ScreenDistortionScale; + + half _Cutoff; + + half _SoftParticlesFadeDistanceNear; + half _SoftParticlesFadeDistanceFar; + half _EdgeFadePow; + + CBUFFER_END + + sampler2D _ScreenDistortionTex; + #if defined(CFXR_URP) + sampler2D _CameraOpaqueTexture; + #define SampleScreenTexture(uv) tex2Dproj(_CameraOpaqueTexture, uv) + #else + sampler2D _GrabTexture; + #define SampleScreenTexture(uv) tex2Dproj(_GrabTexture, uv) + #endif + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + + // -------------------------------- + // Input/output + + struct appdata + { + float4 vertex : POSITION; + half4 color : COLOR; + float4 texcoord : TEXCOORD0; //xy = uv, zw = random + float4 texcoord1 : TEXCOORD1; //additional particle data: x = dissolve, y = animFrame + float4 texcoord2 : TEXCOORD2; //additional particle data: second color + #if _CFXR_EDGE_FADING + float3 normal : NORMAL; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + // vertex to fragment + struct v2f + { + float4 pos : SV_POSITION; + half4 color : COLOR; + float4 uv_random : TEXCOORD0; //uv + particle data + float4 custom1 : TEXCOORD1; //additional particle data + float4 grabPassPosition : TEXCOORD2; + #if !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON)) + float4 projPos : TEXCOORD3; + #endif + #if !defined(PASS_SHADOW_CASTER) + UNITY_FOG_COORDS(4) //note: does nothing if fog is not enabled + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + // -------------------------------- + + #include "CFXR.cginc" + + // -------------------------------- + // Vertex + + v2f vertex_program (appdata v) + { + #if !defined(PASS_SHADOW_CASTER) + v2f o = (v2f)0; + #if defined(CFXR_URP) + o = (v2f)0; + #else + UNITY_INITIALIZE_OUTPUT(v2f, o); + #endif + #else + o = (v2f_shadowCaster)0; + #endif + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + #if !defined(PASS_SHADOW_CASTER) + o.pos = UnityObjectToClipPos(v.vertex); + o.grabPassPosition = ComputeGrabScreenPos(o.pos); + #endif + + o.color = GetParticleColor(v.color); + o.custom1 = v.texcoord1; + GetParticleTexcoords(o.uv_random.xy, o.uv_random.zw, o.custom1.y, v.texcoord, v.texcoord1.y); + //o.uv_random = v.texcoord; + + return vert(v, o); + } + + // -------------------------------- + // Fragment + + half4 fragment_program (v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + + // ================================================================ + // Screen Distortion + + half4 distortionTex = tex2D(_ScreenDistortionTex, i.uv_random.xy); + half particleAlpha = i.color.a * distortionTex.b; + half2 screenDistortion = (distortionTex.rg * 2.0 - 1.0) * _ScreenDistortionScale * particleAlpha; + float4 grabPosUV = i.grabPassPosition; + grabPosUV.xy += screenDistortion; + half3 particleColor = SampleScreenTexture(grabPosUV).rgb; + + #if defined(_DEBUG_VISUALIZE_DISTORTION) + return half4(distortionTex.rg, 0, particleAlpha); + #endif + + #if defined(PASS_SHADOW_CASTER) + return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0); + #else + return frag(i, particleColor, particleAlpha, 0, 0, 0.0); + #endif + } + +#endif + +//-------------------------------------------------------------------------------------------------------------------------------- +// PROCEDURAL RING SHADER +//-------------------------------------------------------------------------------------------------------------------------------- + +#if defined(CFXR_PROCEDURAL_RING_SHADER) + + #include "UnityCG.cginc" + #include "UnityStandardUtils.cginc" + + // -------------------------------- + + #include "CFXR_SETTINGS.cginc" + + // -------------------------------- + + CBUFFER_START(UnityPerMaterial) + + float4 _MainTex_ST; + + half _InvertDissolveTex; + half _DissolveSmooth; + + half _HdrMultiply; + + float _RingTopOffset; + + half _Cutoff; + + half _SoftParticlesFadeDistanceNear; + half _SoftParticlesFadeDistanceFar; + half _EdgeFadePow; + + #if !defined(SHADER_API_GLES) + float _ShadowStrength; + float4 _DitherCustom_TexelSize; + #endif + + CBUFFER_END + + sampler2D _MainTex; + sampler2D _DissolveTex; + UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); + #if !defined(SHADER_API_GLES) + sampler3D _DitherMaskLOD; + sampler3D _DitherCustom; + #endif + + // -------------------------------- + // Input/Output + + struct appdata + { + float4 vertex : POSITION; + half4 color : COLOR; + float4 texcoord : TEXCOORD0; //uv + particle data + float4 texcoord1 : TEXCOORD1; //additional particle data + float4 texcoord2 : TEXCOORD2; //procedural ring data: x = width, y = smooth, z = rotation, w = particle size + #if defined(PASS_SHADOW_CASTER) || _CFXR_WORLD_SPACE_RING + float3 normal : NORMAL; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + // vertex to fragment + struct v2f + { + float4 pos : SV_POSITION; + half4 color : COLOR; + float4 uv_uv2 : TEXCOORD0; //uv + particle data + float4 ringData : TEXCOORD1; //procedural ring data + float4 uvRing_uvCartesian : TEXCOORD2; + #if !defined(GLOBAL_DISABLE_SOFT_PARTICLES) && ((defined(SOFTPARTICLES_ON) || defined(CFXR_URP) || defined(SOFT_PARTICLES_ORTHOGRAPHIC)) && defined(_FADING_ON)) + float4 projPos : TEXCOORD3; + #endif + UNITY_FOG_COORDS(4) //note: does nothing if fog is not enabled + #if _CFXR_DISSOLVE + float4 custom1 : TEXCOORD5; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + // vertex to fragment (shadow caster) + struct v2f_shadowCaster + { + V2F_SHADOW_CASTER_NOPOS + half4 color : COLOR; + float4 uv_uv2 : TEXCOORD1; //uv + particle data + float4 ringData : TEXCOORD2; //procedural ring data + float4 uvRing_uvCartesian : TEXCOORD3; + #if _CFXR_DISSOLVE + float4 custom1 : TEXCOORD4; + #endif + }; + + // -------------------------------- + + #include "CFXR.cginc" + + // -------------------------------- + // Vertex + + #if defined(PASS_SHADOW_CASTER) + void vertex_program (appdata v, out v2f_shadowCaster o, out float4 opos : SV_POSITION) + #else + v2f vertex_program (appdata v) + #endif + { + #if !defined(PASS_SHADOW_CASTER) + v2f o = (v2f)0; + #if defined(CFXR_URP) + o = (v2f)0; + #else + UNITY_INITIALIZE_OUTPUT(v2f, o); + #endif + #else + o = (v2f_shadowCaster)0; + #endif + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + //-------------------------------- + // procedural ring + + float ringWidth = v.texcoord2.x; + float ringSmooth = v.texcoord2.y; + float ringRotation = v.texcoord2.z; + float particleSize = v.texcoord2.w; + + // avoid artifacts when vertex are pushed too much + ringWidth = min(particleSize, ringWidth); + + // constants calculated per vertex + o.ringData.x = pow(1 - ringWidth / particleSize, 2); + o.ringData.y = 1 - _RingTopOffset; + o.ringData.z = ringSmooth / particleSize; // smoothing depends on particle size + o.ringData.w = ringRotation; + + // regular ring UVs + float2 uv = v.texcoord.xy + float2(ringRotation, 0); + o.uvRing_uvCartesian.xy = 1 - TRANSFORM_TEX(uv, _MainTex); + + + #if _CFXR_WORLD_SPACE_RING + // to clip space with width offset + v.vertex.xyz = v.vertex.xyz - v.normal.xyz * v.texcoord.y * ringWidth; + #if !defined(PASS_SHADOW_CASTER) + o.pos = UnityObjectToClipPos(v.vertex); + #endif + #else + // to clip space with width offset + float4 m = mul(UNITY_MATRIX_V, v.vertex); + m.xy += -v.texcoord.zw * v.texcoord.y * ringWidth; + #if !defined(PASS_SHADOW_CASTER) + o.pos = mul(UNITY_MATRIX_P, m); + #endif + #endif + + //------------------------------------------ + /* + //v.vertex.xy += -v.texcoord.zw * v.texcoord.y * ringWidth; + v.vertex.xy += v.texcoord.zw * v.texcoord.y * 0.5; + #if !defined(PASS_SHADOW_CASTER) + o.pos = UnityObjectToClipPos(v.vertex); + #endif + */ + //------------------------------------------ + + // calculate cartesian UVs to accurately calculate ring in fragment shader + o.uvRing_uvCartesian.zw = v.texcoord.zw - v.texcoord.zw * v.texcoord.y * ringWidth / particleSize; + + //-------------------------------- + + o.color = v.color; + o.uv_uv2 = v.texcoord; + + //-------------------------------- + + #if _CFXR_DISSOLVE + o.custom1 = v.texcoord1; + #endif + + #if defined(PASS_SHADOW_CASTER) + vert(v, o, opos); + #else + return vert(v, o); + #endif + } + + // -------------------------------- + // Fragment + + #if defined(PASS_SHADOW_CASTER) + float4 fragment_program (v2f_shadowCaster i, UNITY_VPOS_TYPE vpos : VPOS) : SV_Target + #else + half4 fragment_program (v2f i) : SV_Target + #endif + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + // ================================================================ + // Color & Alpha + + //-------------------------------- + // procedural ring + + float b = i.ringData.x; // bottom + float t = i.ringData.y; // top + float smooth = i.ringData.z; // smoothing + float gradient = dot(i.uvRing_uvCartesian.zw, i.uvRing_uvCartesian.zw); + float ring = saturate( smoothstep(b, b + smooth, gradient) - smoothstep(t - smooth, t, gradient) ); + + #if _CFXR_RADIAL_UV + // approximate polar coordinates + float2 radialUv = float2 + ( + (atan2(i.uvRing_uvCartesian.z, i.uvRing_uvCartesian.w) / UNITY_PI) * 0.5 + 0.5 + 0.23 - i.ringData.w, + (gradient * (1.0 / (t - b)) - (b / (t - b))) * 0.9 - 0.92 + 1 + ); + radialUv.xy = radialUv.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float dx = ddx(i.uvRing_uvCartesian.x); + //float dy = ddx(i.uvRing_uvCartesian.x); + #define TEX2D_MAIN_TEXCOORD(sampler) tex2Dgrad(sampler, radialUv, dx, dx) + #else + #define TEX2D_MAIN_TEXCOORD(sampler) tex2D(sampler, i.uvRing_uvCartesian.xy) + #endif + + #if _CFXR_SINGLE_CHANNEL + half4 mainTex = half4(1, 1, 1, TEX2D_MAIN_TEXCOORD(_MainTex).r); + #else + half4 mainTex = TEX2D_MAIN_TEXCOORD(_MainTex); + #endif + + mainTex *= ring; + + //-------------------------------- + + half3 particleColor = mainTex.rgb * i.color.rgb; + half particleAlpha = mainTex.a * i.color.a; + + #if _CFXR_HDR_BOOST + #ifdef UNITY_COLORSPACE_GAMMA + _HdrMultiply = LinearToGammaSpaceApprox(_HdrMultiply); + #endif + particleColor.rgb *= _HdrMultiply * GLOBAL_HDR_MULTIPLIER; + #endif + + // ================================================================ + // Dissolve + + #if _CFXR_DISSOLVE + half dissolveTex = TEX2D_MAIN_TEXCOORD(_DissolveTex).r; + dissolveTex = _InvertDissolveTex <= 0 ? 1 - dissolveTex : dissolveTex; + half dissolveTime = i.custom1.x; + #else + half dissolveTex = 0; + half dissolveTime = 0; + #endif + + // ================================================================ + // + + #if defined(PASS_SHADOW_CASTER) + return frag(i, vpos, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0); + #else + return frag(i, particleColor, particleAlpha, dissolveTex, dissolveTime, 0.0); + #endif + } + +#endif \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_PASSES.cginc.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_PASSES.cginc.meta new file mode 100644 index 0000000..a66947c --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_PASSES.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0abf89ecb90eb024cbbc2a2dee76edf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_SETTINGS.cginc b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_SETTINGS.cginc new file mode 100644 index 0000000..ae5f4fc --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_SETTINGS.cginc @@ -0,0 +1,24 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +// Global settings for the Cartoon FX Remaster shaders + +//-------------------------------------------------------------------------------------------------------------------------------- + + +/* Uncomment this line if you want to globally disable soft particles */ +// #define GLOBAL_DISABLE_SOFT_PARTICLES + +/* Uncomment this line to do Soft Particles depth calculation in Orthographic mode */ +// #define SOFT_PARTICLES_ORTHOGRAPHIC + +/* Change this value if you want to globally scale the HDR effects */ +#define GLOBAL_HDR_MULTIPLIER 1 + +/* Comment this line if you want to disable point lights for lit particles */ +#define ENABLE_POINT_LIGHTS + + +//-------------------------------------------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_SETTINGS.cginc.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_SETTINGS.cginc.meta new file mode 100644 index 0000000..8ff5509 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_SETTINGS.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 12c0fc6ff46c9b64a99fb4b921970883 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_URP.cginc b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_URP.cginc new file mode 100644 index 0000000..6e96577 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_URP.cginc @@ -0,0 +1,232 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +// Copy of URP specific variables needed for lighting + +// ================================================================================================================================ +// Input.hlsl: +// ================================================================================================================================ + +#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined + #define MAX_VISIBLE_LIGHTS 32 +#else + #define MAX_VISIBLE_LIGHTS 256 +#endif + +// -------------------------------- + +float4 _MainLightPosition; +half4 _MainLightColor; + +// -------------------------------- + +half4 _AdditionalLightsCount; +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA +StructuredBuffer _AdditionalLightsBuffer; +StructuredBuffer _AdditionalLightsIndices; +#else +// GLES3 causes a performance regression in some devices when using CBUFFER. +#ifndef SHADER_API_GLES3 +CBUFFER_START(AdditionalLights) +#endif +float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS]; +half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS]; +half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS]; +half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS]; +half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS]; +#ifndef SHADER_API_GLES3 +CBUFFER_END +#endif +#endif + +// ================================================================================================================================ +// UnityInput.hlsl: +// ================================================================================================================================ + +half4 unity_LightData; +half4 unity_LightIndices[2]; + +// -------------------------------- + +// ================================================================================================================================ +// Macros.hlsl +// ================================================================================================================================ + +#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats + +// ================================================================================================================================ +// Lighting.hlsl +// ================================================================================================================================ + +// Abstraction over Light shading data. +struct Light +{ + half3 direction; + half3 color; + half distanceAttenuation; + half shadowAttenuation; +}; + +// Matches Unity Vanila attenuation +// Attenuation smoothly decreases to light range. +float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation) +{ + // We use a shared distance attenuation for additional directional and puctual lights + // for directional lights attenuation will be 1 + float lightAtten = rcp(distanceSqr); + +#if SHADER_HINT_NICE_QUALITY + // Use the smoothing factor also used in the Unity lightmapper. + half factor = distanceSqr * distanceAttenuation.x; + half smoothFactor = saturate(1.0h - factor * factor); + smoothFactor = smoothFactor * smoothFactor; +#else + // We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range + // Therefore: + // fadeDistance = (0.8 * 0.8 * lightRangeSq) + // smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance) + // We can rewrite that to fit a MAD by doing + // distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr) + // distanceSqr * distanceAttenuation.y + distanceAttenuation.z + half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y); +#endif + + return lightAtten * smoothFactor; +} + +half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation) +{ + // Spot Attenuation with a linear falloff can be defined as + // (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle) + // This can be rewritten as + // invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle) + // SdotL * invAngleRange + (-cosOuterAngle * invAngleRange) + // SdotL * spotAttenuation.x + spotAttenuation.y + + // If we precompute the terms in a MAD instruction + half SdotL = dot(spotDirection, lightDirection); + half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y); + return atten * atten; +} + +// Fills a light struct given a perObjectLightIndex +Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS) +{ + // Abstraction over Light input constants +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position; + half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb; + half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation; + half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection; + half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels; +#else + float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex]; + half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb; + half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex]; + half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex]; + half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[perObjectLightIndex]; +#endif + + // Directional lights store direction in lightPosition.xyz and have .w set to 0.0. + // This way the following code will work for both directional and punctual lights. + float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w; + float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN); + + half3 lightDirection = half3(lightVector * rsqrt(distanceSqr)); + half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw); + + Light light; + light.direction = lightDirection; + light.distanceAttenuation = attenuation; + /// light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, positionWS); + light.shadowAttenuation = 1; + light.color = color; + + // In case we're using light probes, we can sample the attenuation from the `unity_ProbesOcclusion` +#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE) + // First find the probe channel from the light. + // Then sample `unity_ProbesOcclusion` for the baked occlusion. + // If the light is not baked, the channel is -1, and we need to apply no occlusion. + + // probeChannel is the index in 'unity_ProbesOcclusion' that holds the proper occlusion value. + int probeChannel = lightOcclusionProbeInfo.x; + + // lightProbeContribution is set to 0 if we are indeed using a probe, otherwise set to 1. + half lightProbeContribution = lightOcclusionProbeInfo.y; + + half probeOcclusionValue = unity_ProbesOcclusion[probeChannel]; + light.distanceAttenuation *= max(probeOcclusionValue, lightProbeContribution); +#endif + + return light; +} + +uint GetPerObjectLightIndexOffset() +{ +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + return unity_LightData.x; +#else + return 0; +#endif +} + +// Returns a per-object index given a loop index. +// This abstract the underlying data implementation for storing lights/light indices +int GetPerObjectLightIndex(uint index) +{ +///////////////////////////////////////////////////////////////////////////////////////////// +// Structured Buffer Path / +// / +// Lights and light indices are stored in StructuredBuffer. We can just index them. / +// Currently all non-mobile platforms take this path :( / +// There are limitation in mobile GPUs to use SSBO (performance / no vertex shader support) / +///////////////////////////////////////////////////////////////////////////////////////////// +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + uint offset = unity_LightData.x; + return _AdditionalLightsIndices[offset + index]; + +///////////////////////////////////////////////////////////////////////////////////////////// +// UBO path / +// / +// We store 8 light indices in float4 unity_LightIndices[2]; / +// Due to memory alignment unity doesn't support int[] or float[] / +// Even trying to reinterpret cast the unity_LightIndices to float[] won't work / +// it will cast to float4[] and create extra register pressure. :( / +///////////////////////////////////////////////////////////////////////////////////////////// +#elif !defined(SHADER_API_GLES) + // since index is uint shader compiler will implement + // div & mod as bitfield ops (shift and mask). + + // TODO: Can we index a float4? Currently compiler is + // replacing unity_LightIndicesX[i] with a dp4 with identity matrix. + // u_xlat16_40 = dot(unity_LightIndices[int(u_xlatu13)], ImmCB_0_0_0[u_xlati1]); + // This increases both arithmetic and register pressure. + return unity_LightIndices[index / 4][index % 4]; +#else + // Fallback to GLES2. No bitfield magic here :(. + // We limit to 4 indices per object and only sample unity_4LightIndices0. + // Conditional moves are branch free even on mali-400 + // small arithmetic cost but no extra register pressure from ImmCB_0_0_0 matrix. + half2 lightIndex2 = (index < 2.0h) ? unity_LightIndices[0].xy : unity_LightIndices[0].zw; + half i_rem = (index < 2.0h) ? index : index - 2.0h; + return (i_rem < 1.0h) ? lightIndex2.x : lightIndex2.y; +#endif +} + +// Fills a light struct given a loop i index. 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This way we could do the loop branch with an uniform + // This would be helpful to support baking exceeding lights in SH as well + return min(_AdditionalLightsCount.x, unity_LightData.y); +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_URP.cginc.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_URP.cginc.meta new file mode 100644 index 0000000..560d480 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Shaders/CFXR_URP.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3eab241579cd5514388d88f452714385 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/CFXR Prefabs.meta b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Prefabs.meta new file mode 100644 index 0000000..1fe8b4f --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/CFXR Prefabs.meta 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Assets/CFXR_Demo.cs b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo.cs new file mode 100644 index 0000000..310f4d1 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo.cs @@ -0,0 +1,263 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace CartoonFX +{ + public class CFXR_Demo : MonoBehaviour + { + //---------------------------------------------------------------------------------------------------------------------------- + // UI + + public void NextEffect() + { + index++; + WrapIndex(); + PlayAtIndex(); + } + + public void PreviousEffect() + { + index--; + WrapIndex(); + PlayAtIndex(); + } + + public void ToggleSlowMo() + { + slowMotion = !slowMotion; + + Time.timeScale = slowMotion ? 0.33f : 1.0f; + + var color = Color.white; + color.a = slowMotion ? 1f : 0.33f; + btnSlowMotion.color = color; + lblSlowMotion.color = color; + } + + public void ToggleCamera() + { + rotateCamera = !rotateCamera; + + var color = Color.white; + color.a = rotateCamera ? 1f : 0.33f; + btnCameraRotation.color = color; + lblCameraRotation.color = color; + } + + public void ToggleGround() + { + showGround = !showGround; + + ground.SetActive(showGround); + + var color = Color.white; + color.a = showGround ? 1f : 0.33f; + btnShowGround.color = color; + lblShowGround.color = color; + } + + public void ToggleCameraShake() + { + CFXR_Effect.GlobalDisableCameraShake = !CFXR_Effect.GlobalDisableCameraShake; + + var color = Color.white; + color.a = CFXR_Effect.GlobalDisableCameraShake ? 0.33f : 1.0f; + btnCamShake.color = color; + lblCamShake.color = color; + } + + public void ToggleEffectsLights() + { + CFXR_Effect.GlobalDisableLights = !CFXR_Effect.GlobalDisableLights; + + var color = Color.white; + color.a = CFXR_Effect.GlobalDisableLights ? 0.33f : 1.0f; + btnLights.color = color; + lblLights.color = color; + } + + public void ToggleBloom() + { + bloom.enabled = !bloom.enabled; + + var color = Color.white; + color.a = !bloom.enabled ? 0.33f : 1.0f; + btnBloom.color = color; + lblBloom.color = color; + } + + public void ResetCam() + { + Camera.main.transform.position = camInitialPosition; + Camera.main.transform.rotation = camInitialRotation; + } + + //---------------------------------------------------------------------------------------------------------------------------- + + public Image btnSlowMotion; + public Text lblSlowMotion; + public Image btnCameraRotation; + public Text lblCameraRotation; + public Image btnShowGround; + public Text lblShowGround; + public Image btnCamShake; + public Text lblCamShake; + public Image btnLights; + public Text lblLights; + public Image btnBloom; + public Text lblBloom; + [Space] + public Text labelEffect; + public Text labelIndex; + [Space] + public GameObject ground; + public Collider groundCollider; + public Transform demoCamera; + public MonoBehaviour bloom; + public float rotationSpeed = 10f; + public float zoomFactor = 1f; + + bool slowMotion = false; + bool rotateCamera = false; + bool showGround = true; + + //---------------------------------------------------------------------------------------------------------------------------- + + [System.NonSerialized] public GameObject currentEffect; + GameObject[] effectsList; + int index = 0; + + Vector3 camInitialPosition; + Quaternion camInitialRotation; + + void Awake() + { + camInitialPosition = Camera.main.transform.position; + camInitialRotation = Camera.main.transform.rotation; + + var list = new List(); + for (int i = 0; i < this.transform.childCount; i++) + { + var effect = this.transform.GetChild(i).gameObject; + list.Add(effect); + + var cfxrEffect= effect.GetComponent(); + if (cfxrEffect != null) cfxrEffect.clearBehavior = CFXR_Effect.ClearBehavior.Disable; + } + effectsList = list.ToArray(); + + PlayAtIndex(); + UpdateLabels(); + } + + void Update() + { + if (rotateCamera) + { + demoCamera.RotateAround(Vector3.zero, Vector3.up, rotationSpeed * Time.deltaTime); + } + + if (Input.GetKeyDown(KeyCode.Space)) + { + if (currentEffect != null) + { + var ps = currentEffect.GetComponent(); + if (ps.isEmitting) + { + ps.Stop(true); + } + else + { + if (!currentEffect.gameObject.activeSelf) + { + currentEffect.SetActive(true); + } + else + { + ps.Play(true); + var cfxrEffects = currentEffect.GetComponentsInChildren(); + foreach (var cfxr in cfxrEffects) + { + cfxr.ResetState(); + } + } + } + } + } + + if (Input.GetKeyDown(KeyCode.Delete) || Input.GetKeyDown(KeyCode.Backspace)) + { + if (currentEffect != null) + { + currentEffect.SetActive(false); + currentEffect.SetActive(true); + } + } + + if (Input.GetKeyDown(KeyCode.LeftArrow)) + { + PreviousEffect(); + } + + if (Input.GetKeyDown(KeyCode.RightArrow)) + { + NextEffect(); + } + + if (Input.GetMouseButtonDown(0)) + { + var ray = demoCamera.GetComponent().ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray)) + { + if (currentEffect != null) + { + currentEffect.SetActive(false); + currentEffect.SetActive(true); + } + } + } + + if (Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2)) + { + ResetCam(); + } + + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll != 0f) + { + Camera.main.transform.Translate(Vector3.forward * (scroll < 0f ? -1f : 1f) * zoomFactor, Space.Self); + } + } + + public void PlayAtIndex() + { + if (currentEffect != null) + { + currentEffect.SetActive(false); + } + + currentEffect = effectsList[index]; + currentEffect.SetActive(true); + + UpdateLabels(); + } + + void WrapIndex() + { + if (index < 0) index = effectsList.Length - 1; + if (index >= effectsList.Length) index = 0; + } + + void UpdateLabels() + { + labelEffect.text = currentEffect.name; + labelIndex.text = string.Format("{0}/{1}", (index+1), effectsList.Length); + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo.cs.meta new file mode 100644 index 0000000..737113a --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 35e9f6a6071b4f44fa2cf94b59d33251 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Rotate.cs b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Rotate.cs new file mode 100644 index 0000000..27a4cad --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Rotate.cs @@ -0,0 +1,21 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine; + +namespace CartoonFX +{ + public class CFXR_Demo_Rotate : MonoBehaviour + { + public Vector3 axis = new Vector3(0,1,0); + public Vector3 center; + public float speed = 1.0f; + + void Update() + { + this.transform.RotateAround(center, axis, speed * Time.deltaTime); + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Rotate.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Rotate.cs.meta new file mode 100644 index 0000000..583199a --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Rotate.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1529372f6ddbfb0429260b50bc9d1aa8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Translate.cs b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Translate.cs new file mode 100644 index 0000000..c3d6caf --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Translate.cs @@ -0,0 +1,42 @@ +//-------------------------------------------------------------------------------------------------------------------------------- +// Cartoon FX +// (c) 2012-2020 Jean Moreno +//-------------------------------------------------------------------------------------------------------------------------------- + +using UnityEngine; + +namespace CartoonFX +{ + public class CFXR_Demo_Translate : MonoBehaviour + { + public Vector3 direction = new Vector3(0,1,0); + public bool randomRotation; + + + bool initialized; + Vector3 initialPosition; + + void Awake() + { + if (!initialized) + { + initialized = true; + initialPosition = this.transform.position; + } + } + + void OnEnable() + { + this.transform.position = initialPosition; + if (randomRotation) + { + this.transform.eulerAngles = Vector3.Lerp(Vector3.zero, Vector3.up * 360, Random.value); + } + } + + void Update() + { + this.transform.Translate(direction * Time.deltaTime); + } + } +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Translate.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Translate.cs.meta new file mode 100644 index 0000000..012f9ad --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/CFXR_Demo_Translate.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fd81627723031224baf6eef1b52a3f50 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom.meta new file mode 100644 index 0000000..c30f204 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ecdb90abc15fe42bca3b67047f7fd9df +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Bloom.cs b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Bloom.cs new file mode 100644 index 0000000..23fad68 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Bloom.cs @@ -0,0 +1,272 @@ +// +// Kino/Bloom v2 - Bloom filter for Unity +// +// Copyright (C) 2015, 2016 Keijiro Takahashi +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. +// + +// Modified by Jean Moreno for Cartoon FX Remaster Demo +// - effect previews in SceneView +// - disabled a code warning + +using UnityEngine; + +namespace Kino +{ + [ExecuteInEditMode] + [RequireComponent(typeof(Camera))] + [ImageEffectAllowedInSceneView] + public class Bloom : MonoBehaviour + { + #region Public Properties + + /// Prefilter threshold (gamma-encoded) + /// Filters out pixels under this level of brightness. + public float thresholdGamma + { + get { return Mathf.Max(_threshold, 0); } + set { _threshold = value; } + } + + /// Prefilter threshold (linearly-encoded) + /// Filters out pixels under this level of brightness. + public float thresholdLinear + { + get { return GammaToLinear(thresholdGamma); } + set { _threshold = LinearToGamma(value); } + } + + [SerializeField] + [Tooltip("Filters out pixels under this level of brightness.")] + float _threshold = 0.8f; + + /// Soft-knee coefficient + /// Makes transition between under/over-threshold gradual. + public float softKnee + { + get { return _softKnee; } + set { _softKnee = value; } + } + + [SerializeField, Range(0, 1)] + [Tooltip("Makes transition between under/over-threshold gradual.")] + float _softKnee = 0.5f; + + /// Bloom radius + /// Changes extent of veiling effects in a screen + /// resolution-independent fashion. + public float radius + { + get { return _radius; } + set { _radius = value; } + } + + [SerializeField, Range(1, 7)] + [Tooltip("Changes extent of veiling effects\n" + + "in a screen resolution-independent fashion.")] + float _radius = 2.5f; + + /// Bloom intensity + /// Blend factor of the result image. + public float intensity + { + get { return Mathf.Max(_intensity, 0); } + set { _intensity = value; } + } + + [SerializeField] + [Tooltip("Blend factor of the result image.")] + float _intensity = 0.8f; + + /// High quality mode + /// Controls filter quality and buffer resolution. + public bool highQuality + { + get { return _highQuality; } + set { _highQuality = value; } + } + + [SerializeField] + [Tooltip("Controls filter quality and buffer resolution.")] + bool _highQuality = true; + + /// Anti-flicker filter + /// Reduces flashing noise with an additional filter. + [SerializeField] + [Tooltip("Reduces flashing noise with an additional filter.")] + bool _antiFlicker = true; + + public bool antiFlicker + { + get { return _antiFlicker; } + set { _antiFlicker = value; } + } + + #endregion + + #region Private Members + +#pragma warning disable 0649 + [SerializeField, HideInInspector] + Shader _shader; +#pragma warning restore 0649 + + Material _material; + + const int kMaxIterations = 16; + RenderTexture[] _blurBuffer1 = new RenderTexture[kMaxIterations]; + RenderTexture[] _blurBuffer2 = new RenderTexture[kMaxIterations]; + + float LinearToGamma(float x) + { +#if UNITY_5_3_OR_NEWER + return Mathf.LinearToGammaSpace(x); +#else + if (x <= 0.0031308f) + return 12.92f * x; + else + return 1.055f * Mathf.Pow(x, 1 / 2.4f) - 0.055f; +#endif + } + + float GammaToLinear(float x) + { +#if UNITY_5_3_OR_NEWER + return Mathf.GammaToLinearSpace(x); +#else + if (x <= 0.04045f) + return x / 12.92f; + else + return Mathf.Pow((x + 0.055f) / 1.055f, 2.4f); +#endif + } + + #endregion + + #region MonoBehaviour Functions + + void OnEnable() + { + var shader = _shader ? _shader : Shader.Find("Hidden/Kino/Bloom"); + _material = new Material(shader); + _material.hideFlags = HideFlags.DontSave; + } + + void OnDisable() + { + DestroyImmediate(_material); + } + + void OnRenderImage(RenderTexture source, RenderTexture destination) + { + var useRGBM = Application.isMobilePlatform; + + // source texture size + var tw = source.width; + var th = source.height; + + // halve the texture size for the low quality mode + if (!_highQuality) + { + tw /= 2; + th /= 2; + } + + // blur buffer format + var rtFormat = useRGBM ? + RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR; + + // determine the iteration count + var logh = Mathf.Log(th, 2) + _radius - 8; + var logh_i = (int)logh; + var iterations = Mathf.Clamp(logh_i, 1, kMaxIterations); + + // update the shader properties + var lthresh = thresholdLinear; + _material.SetFloat("_Threshold", lthresh); + + var knee = lthresh * _softKnee + 1e-5f; + var curve = new Vector3(lthresh - knee, knee * 2, 0.25f / knee); + _material.SetVector("_Curve", curve); + + var pfo = !_highQuality && _antiFlicker; + _material.SetFloat("_PrefilterOffs", pfo ? -0.5f : 0.0f); + + _material.SetFloat("_SampleScale", 0.5f + logh - logh_i); + _material.SetFloat("_Intensity", intensity); + + // prefilter pass + var prefiltered = RenderTexture.GetTemporary(tw, th, 0, rtFormat); + var pass = _antiFlicker ? 1 : 0; + Graphics.Blit(source, prefiltered, _material, pass); + + // construct a mip pyramid + var last = prefiltered; + for (var level = 0; level < iterations; level++) + { + _blurBuffer1[level] = RenderTexture.GetTemporary( + last.width / 2, last.height / 2, 0, rtFormat + ); + + pass = (level == 0) ? (_antiFlicker ? 3 : 2) : 4; + Graphics.Blit(last, _blurBuffer1[level], _material, pass); + + last = _blurBuffer1[level]; + } + + // upsample and combine loop + for (var level = iterations - 2; level >= 0; level--) + { + var basetex = _blurBuffer1[level]; + _material.SetTexture("_BaseTex", basetex); + + _blurBuffer2[level] = RenderTexture.GetTemporary( + basetex.width, basetex.height, 0, rtFormat + ); + + pass = _highQuality ? 6 : 5; + Graphics.Blit(last, _blurBuffer2[level], _material, pass); + last = _blurBuffer2[level]; + } + + // finish process + _material.SetTexture("_BaseTex", source); + pass = _highQuality ? 8 : 7; + Graphics.Blit(last, destination, _material, pass); + + // release the temporary buffers + for (var i = 0; i < kMaxIterations; i++) + { + if (_blurBuffer1[i] != null) + RenderTexture.ReleaseTemporary(_blurBuffer1[i]); + + if (_blurBuffer2[i] != null) + RenderTexture.ReleaseTemporary(_blurBuffer2[i]); + + _blurBuffer1[i] = null; + _blurBuffer2[i] = null; + } + + RenderTexture.ReleaseTemporary(prefiltered); + } + + #endregion + } +} diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Bloom.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Bloom.cs.meta new file mode 100644 index 0000000..a65d48b --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Bloom.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6363bba448bf64e60a763433f9ddf81b +timeCreated: 1445671165 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - _shader: {fileID: 4800000, guid: 5a711a01011934ebcb58ef5ad52159d6, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor.meta new file mode 100644 index 0000000..8fc86af --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0e7e3e77db40c4cba83bb3a6ab440084 +folderAsset: yes +timeCreated: 1445666764 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomEditor.cs b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomEditor.cs new file mode 100644 index 0000000..85edfc9 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomEditor.cs @@ -0,0 +1,76 @@ +// +// Kino/Bloom v2 - Bloom filter for Unity +// +// Copyright (C) 2015, 2016 Keijiro Takahashi +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. +// +using UnityEngine; +using UnityEditor; + +namespace Kino +{ + [CanEditMultipleObjects] + [CustomEditor(typeof(Bloom))] + public class BloomEditor : Editor + { + BloomGraphDrawer _graph; + + SerializedProperty _threshold; + SerializedProperty _softKnee; + SerializedProperty _radius; + SerializedProperty _intensity; + SerializedProperty _highQuality; + SerializedProperty _antiFlicker; + + static GUIContent _textThreshold = new GUIContent("Threshold (gamma)"); + + void OnEnable() + { + _graph = new BloomGraphDrawer(); + _threshold = serializedObject.FindProperty("_threshold"); + _softKnee = serializedObject.FindProperty("_softKnee"); + _radius = serializedObject.FindProperty("_radius"); + _intensity = serializedObject.FindProperty("_intensity"); + _highQuality = serializedObject.FindProperty("_highQuality"); + _antiFlicker = serializedObject.FindProperty("_antiFlicker"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + + if (!serializedObject.isEditingMultipleObjects) { + EditorGUILayout.Space(); + _graph.Prepare((Bloom)target); + _graph.DrawGraph(); + EditorGUILayout.Space(); + } + + EditorGUILayout.PropertyField(_threshold, _textThreshold); + EditorGUILayout.PropertyField(_softKnee); + EditorGUILayout.PropertyField(_intensity); + EditorGUILayout.PropertyField(_radius); + EditorGUILayout.PropertyField(_highQuality); + EditorGUILayout.PropertyField(_antiFlicker); + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomEditor.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomEditor.cs.meta new file mode 100644 index 0000000..354710a --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 036bc30d96c3349ce86bfc8d95667da7 +timeCreated: 1435816745 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomGraphDrawer.cs b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomGraphDrawer.cs new file mode 100644 index 0000000..7a45915 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomGraphDrawer.cs @@ -0,0 +1,183 @@ +// +// Kino/Bloom v2 - Bloom filter for Unity +// +// Copyright (C) 2015, 2016 Keijiro Takahashi +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. +// +using UnityEngine; +using UnityEditor; + +namespace Kino +{ + // Class used for drawing the brightness response curve + public class BloomGraphDrawer + { + #region Public Methods + + // Update internal state with a given bloom instance. + public void Prepare(Bloom bloom) + { + #if UNITY_5_6_OR_NEWER + if (bloom.GetComponent().allowHDR) + #else + if (bloom.GetComponent().hdr) + #endif + { + _rangeX = 6; + _rangeY = 1.5f; + } + else + { + _rangeX = 1; + _rangeY = 1; + } + + _threshold = bloom.thresholdLinear; + _knee = bloom.softKnee * _threshold + 1e-5f; + + // Intensity is capped to prevent sampling errors. + _intensity = Mathf.Min(bloom.intensity, 10); + } + + // Draw the graph at the current position. + public void DrawGraph() + { + _rectGraph = GUILayoutUtility.GetRect(128, 80); + + // Background + DrawRect(0, 0, _rangeX, _rangeY, 0.1f, 0.4f); + + // Soft-knee range + DrawRect(_threshold - _knee, 0, _threshold + _knee, _rangeY, 0.25f, -1); + + // Horizontal lines + for (var i = 1; i < _rangeY; i++) + DrawLine(0, i, _rangeX, i, 0.4f); + + // Vertical lines + for (var i = 1; i < _rangeX; i++) + DrawLine(i, 0, i, _rangeY, 0.4f); + + // Label + Handles.Label( + PointInRect(0, _rangeY) + Vector3.right, + "Brightness Response (linear)", EditorStyles.miniLabel + ); + + // Threshold line + DrawLine(_threshold, 0, _threshold, _rangeY, 0.6f); + + // Response curve + var vcount = 0; + while (vcount < _curveResolution) + { + var x = _rangeX * vcount / (_curveResolution - 1); + var y = ResponseFunction(x); + if (y < _rangeY) + { + _curveVertices[vcount++] = PointInRect(x, y); + } + else + { + if (vcount > 1) + { + // Extend the last segment to the top edge of the rect. + var v1 = _curveVertices[vcount - 2]; + var v2 = _curveVertices[vcount - 1]; + var clip = (_rectGraph.y - v1.y) / (v2.y - v1.y); + _curveVertices[vcount - 1] = v1 + (v2 - v1) * clip; + } + break; + } + } + + if (vcount > 1) + { + Handles.color = Color.white * 0.9f; + Handles.DrawAAPolyLine(2.0f, vcount, _curveVertices); + } + } + + #endregion + + #region Response Function + + float _threshold; + float _knee; + float _intensity; + + float ResponseFunction(float x) + { + var rq = Mathf.Clamp(x - _threshold + _knee, 0, _knee * 2); + rq = rq * rq * 0.25f / _knee; + return Mathf.Max(rq, x - _threshold) * _intensity; + } + + #endregion + + #region Graph Functions + + // Number of vertices in curve + const int _curveResolution = 96; + + // Vertex buffers + Vector3[] _rectVertices = new Vector3[4]; + Vector3[] _lineVertices = new Vector3[2]; + Vector3[] _curveVertices = new Vector3[_curveResolution]; + + Rect _rectGraph; + float _rangeX; + float _rangeY; + + // Transform a point into the graph rect. + Vector3 PointInRect(float x, float y) + { + x = Mathf.Lerp(_rectGraph.x, _rectGraph.xMax, x / _rangeX); + y = Mathf.Lerp(_rectGraph.yMax, _rectGraph.y, y / _rangeY); + return new Vector3(x, y, 0); + } + + // Draw a line in the graph rect. + void DrawLine(float x1, float y1, float x2, float y2, float grayscale) + { + _lineVertices[0] = PointInRect(x1, y1); + _lineVertices[1] = PointInRect(x2, y2); + Handles.color = Color.white * grayscale; + Handles.DrawAAPolyLine(2.0f, _lineVertices); + } + + // Draw a rect in the graph rect. + void DrawRect(float x1, float y1, float x2, float y2, float fill, float line) + { + _rectVertices[0] = PointInRect(x1, y1); + _rectVertices[1] = PointInRect(x2, y1); + _rectVertices[2] = PointInRect(x2, y2); + _rectVertices[3] = PointInRect(x1, y2); + + Handles.DrawSolidRectangleWithOutline( + _rectVertices, + fill < 0 ? Color.clear : Color.white * fill, + line < 0 ? Color.clear : Color.white * line + ); + } + + #endregion + } +} diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomGraphDrawer.cs.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomGraphDrawer.cs.meta new file mode 100644 index 0000000..21c8d8a --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/BloomGraphDrawer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4afcb2949e7fb42679b587b8848b7e02 +timeCreated: 1457674915 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/KinoBloom.Editor.asmdef b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/KinoBloom.Editor.asmdef new file mode 100644 index 0000000..4764b2b --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/KinoBloom.Editor.asmdef @@ -0,0 +1,16 @@ +{ + "name": "ToonyColorsPro.Demo.Editor", + "references": [ + "KinoBloom.Runtime" + ], + "optionalUnityReferences": [], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [] +} \ No newline at end of file diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/KinoBloom.Editor.asmdef.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/KinoBloom.Editor.asmdef.meta new file mode 100644 index 0000000..f270135 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Editor/KinoBloom.Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cd0a5c04eb538be45bab7f699da24bec +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Kino Bloom License.txt b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Kino Bloom License.txt new file mode 100644 index 0000000..6b6f501 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Kino Bloom License.txt @@ -0,0 +1,13 @@ +Bloom Post Effect by Keijiro Takahashi +https://github.com/keijiro/KinoBloom +--------------------------------------- + +MIT License + +Copyright (c) 2015-2017 Keijiro Takahashi + +Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Kino Bloom License.txt.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Kino Bloom License.txt.meta new file mode 100644 index 0000000..a1a3507 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Kino Bloom License.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fd252a094a85ae0499ad570e08e4652f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/KinoBloom.Runtime.asmdef b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/KinoBloom.Runtime.asmdef new file mode 100644 index 0000000..eae41c9 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/KinoBloom.Runtime.asmdef @@ -0,0 +1,3 @@ +{ + "name": "KinoBloom.Runtime" +} diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/KinoBloom.Runtime.asmdef.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/KinoBloom.Runtime.asmdef.meta new file mode 100644 index 0000000..70fbccd --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/KinoBloom.Runtime.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fb9ff7b799c73af479a69874581439d3 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader.meta new file mode 100644 index 0000000..8f00277 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f44dd1607e93a4131a4003b39c363e93 +folderAsset: yes +timeCreated: 1445666764 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.cginc b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.cginc new file mode 100644 index 0000000..a50c1e3 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.cginc @@ -0,0 +1,251 @@ +// +// Kino/Bloom v2 - Bloom filter for Unity +// +// Copyright (C) 2015, 2016 Keijiro Takahashi +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. +// + +#include "UnityCG.cginc" + +// Mobile: use RGBM instead of float/half RGB +#define USE_RGBM defined(SHADER_API_MOBILE) + +sampler2D _MainTex; +sampler2D _BaseTex; +float2 _MainTex_TexelSize; +float2 _BaseTex_TexelSize; +half4 _MainTex_ST; +half4 _BaseTex_ST; + +float _PrefilterOffs; +half _Threshold; +half3 _Curve; +float _SampleScale; +half _Intensity; + +// Brightness function +half Brightness(half3 c) +{ + return max(max(c.r, c.g), c.b); +} + +// 3-tap median filter +half3 Median(half3 a, half3 b, half3 c) +{ + return a + b + c - min(min(a, b), c) - max(max(a, b), c); +} + +// Clamp HDR value within a safe range +half3 SafeHDR(half3 c) { return min(c, 65000); } +half4 SafeHDR(half4 c) { return min(c, 65000); } + +// RGBM encoding/decoding +half4 EncodeHDR(float3 rgb) +{ +#if USE_RGBM + rgb *= 1.0 / 8; + float m = max(max(rgb.r, rgb.g), max(rgb.b, 1e-6)); + m = ceil(m * 255) / 255; + return half4(rgb / m, m); +#else + return half4(rgb, 0); +#endif +} + +float3 DecodeHDR(half4 rgba) +{ +#if USE_RGBM + return rgba.rgb * rgba.a * 8; +#else + return rgba.rgb; +#endif +} + +// Downsample with a 4x4 box filter +half3 DownsampleFilter(float2 uv) +{ + float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1); + + half3 s; + s = DecodeHDR(tex2D(_MainTex, uv + d.xy)); + s += DecodeHDR(tex2D(_MainTex, uv + d.zy)); + s += DecodeHDR(tex2D(_MainTex, uv + d.xw)); + s += DecodeHDR(tex2D(_MainTex, uv + d.zw)); + + return s * (1.0 / 4); +} + +// Downsample with a 4x4 box filter + anti-flicker filter +half3 DownsampleAntiFlickerFilter(float2 uv) +{ + float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1); + + half3 s1 = DecodeHDR(tex2D(_MainTex, uv + d.xy)); + half3 s2 = DecodeHDR(tex2D(_MainTex, uv + d.zy)); + half3 s3 = DecodeHDR(tex2D(_MainTex, uv + d.xw)); + half3 s4 = DecodeHDR(tex2D(_MainTex, uv + d.zw)); + + // Karis's luma weighted average (using brightness instead of luma) + half s1w = 1 / (Brightness(s1) + 1); + half s2w = 1 / (Brightness(s2) + 1); + half s3w = 1 / (Brightness(s3) + 1); + half s4w = 1 / (Brightness(s4) + 1); + half one_div_wsum = 1 / (s1w + s2w + s3w + s4w); + + return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum; +} + +half3 UpsampleFilter(float2 uv) +{ +#if HIGH_QUALITY + // 9-tap bilinear upsampler (tent filter) + float4 d = _MainTex_TexelSize.xyxy * float4(1, 1, -1, 0) * _SampleScale; + + half3 s; + s = DecodeHDR(tex2D(_MainTex, uv - d.xy)); + s += DecodeHDR(tex2D(_MainTex, uv - d.wy)) * 2; + s += DecodeHDR(tex2D(_MainTex, uv - d.zy)); + + s += DecodeHDR(tex2D(_MainTex, uv + d.zw)) * 2; + s += DecodeHDR(tex2D(_MainTex, uv )) * 4; + s += DecodeHDR(tex2D(_MainTex, uv + d.xw)) * 2; + + s += DecodeHDR(tex2D(_MainTex, uv + d.zy)); + s += DecodeHDR(tex2D(_MainTex, uv + d.wy)) * 2; + s += DecodeHDR(tex2D(_MainTex, uv + d.xy)); + + return s * (1.0 / 16); +#else + // 4-tap bilinear upsampler + float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1) * (_SampleScale * 0.5); + + half3 s; + s = DecodeHDR(tex2D(_MainTex, uv + d.xy)); + s += DecodeHDR(tex2D(_MainTex, uv + d.zy)); + s += DecodeHDR(tex2D(_MainTex, uv + d.xw)); + s += DecodeHDR(tex2D(_MainTex, uv + d.zw)); + + return s * (1.0 / 4); +#endif +} + +// +// Vertex shader +// + +v2f_img vert(appdata_img v) +{ + v2f_img o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); + return o; +} + +struct v2f_multitex +{ + float4 pos : SV_POSITION; + float2 uvMain : TEXCOORD0; + float2 uvBase : TEXCOORD1; +}; + +v2f_multitex vert_multitex(appdata_img v) +{ + v2f_multitex o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); + o.uvBase = UnityStereoScreenSpaceUVAdjust(v.texcoord, _BaseTex_ST); +#if UNITY_UV_STARTS_AT_TOP + if (_BaseTex_TexelSize.y < 0.0) + o.uvBase.y = 1.0 - v.texcoord.y; +#endif + return o; +} + +// +// fragment shader +// + +half4 frag_prefilter(v2f_img i) : SV_Target +{ + float2 uv = i.uv + _MainTex_TexelSize.xy * _PrefilterOffs; + +#if ANTI_FLICKER + float3 d = _MainTex_TexelSize.xyx * float3(1, 1, 0); + half4 s0 = SafeHDR(tex2D(_MainTex, uv)); + half3 s1 = SafeHDR(tex2D(_MainTex, uv - d.xz).rgb); + half3 s2 = SafeHDR(tex2D(_MainTex, uv + d.xz).rgb); + half3 s3 = SafeHDR(tex2D(_MainTex, uv - d.zy).rgb); + half3 s4 = SafeHDR(tex2D(_MainTex, uv + d.zy).rgb); + half3 m = Median(Median(s0.rgb, s1, s2), s3, s4); +#else + half4 s0 = SafeHDR(tex2D(_MainTex, uv)); + half3 m = s0.rgb; +#endif + +#if UNITY_COLORSPACE_GAMMA + m = GammaToLinearSpace(m); +#endif + // Pixel brightness + half br = Brightness(m); + + // Under-threshold part: quadratic curve + half rq = clamp(br - _Curve.x, 0, _Curve.y); + rq = _Curve.z * rq * rq; + + // Combine and apply the brightness response curve. + m *= max(rq, br - _Threshold) / max(br, 1e-5); + + return EncodeHDR(m); +} + +half4 frag_downsample1(v2f_img i) : SV_Target +{ +#if ANTI_FLICKER + return EncodeHDR(DownsampleAntiFlickerFilter(i.uv)); +#else + return EncodeHDR(DownsampleFilter(i.uv)); +#endif +} + +half4 frag_downsample2(v2f_img i) : SV_Target +{ + return EncodeHDR(DownsampleFilter(i.uv)); +} + +half4 frag_upsample(v2f_multitex i) : SV_Target +{ + half3 base = DecodeHDR(tex2D(_BaseTex, i.uvBase)); + half3 blur = UpsampleFilter(i.uvMain); + return EncodeHDR(base + blur); +} + +half4 frag_upsample_final(v2f_multitex i) : SV_Target +{ + half4 base = tex2D(_BaseTex, i.uvBase); + half3 blur = UpsampleFilter(i.uvMain); +#if UNITY_COLORSPACE_GAMMA + base.rgb = GammaToLinearSpace(base.rgb); +#endif + half3 cout = base.rgb + blur * _Intensity; +#if UNITY_COLORSPACE_GAMMA + cout = LinearToGammaSpace(cout); +#endif + return half4(cout, base.a); +} diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.cginc.meta b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.cginc.meta new file mode 100644 index 0000000..58e2a8e --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1b8325918052c4c5492831d116e3ed27 +timeCreated: 1463470294 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.shader b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.shader new file mode 100644 index 0000000..92841e3 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Demo Assets/Kino Bloom/Shader/Bloom.shader @@ -0,0 +1,141 @@ +// +// Kino/Bloom v2 - Bloom filter for Unity +// +// Copyright (C) 2015, 2016 Keijiro Takahashi +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. +// +Shader "Hidden/Kino/Bloom" +{ + Properties + { + _MainTex("", 2D) = "" {} + _BaseTex("", 2D) = "" {} + } + SubShader + { + // 0: Prefilter + Pass + { + ZTest Always Cull Off ZWrite Off + CGPROGRAM + #pragma multi_compile _ UNITY_COLORSPACE_GAMMA + #include "Bloom.cginc" + #pragma vertex vert + #pragma fragment frag_prefilter + #pragma target 3.0 + ENDCG + } + // 1: Prefilter with anti-flicker + Pass + { + ZTest Always Cull Off ZWrite Off + CGPROGRAM + #define ANTI_FLICKER 1 + #pragma multi_compile _ UNITY_COLORSPACE_GAMMA + #include "Bloom.cginc" + #pragma vertex vert + #pragma fragment frag_prefilter + #pragma target 3.0 + ENDCG + } + // 2: First level downsampler + Pass + { + ZTest Always Cull Off ZWrite Off + CGPROGRAM + #include "Bloom.cginc" + #pragma vertex vert + #pragma fragment frag_downsample1 + #pragma target 3.0 + ENDCG + } + // 3: First level downsampler with anti-flicker + Pass + { + ZTest Always Cull Off ZWrite Off + CGPROGRAM + #define ANTI_FLICKER 1 + #include "Bloom.cginc" + #pragma vertex vert + #pragma fragment frag_downsample1 + #pragma target 3.0 + ENDCG + } + // 4: Second level downsampler + Pass + { + ZTest Always Cull Off ZWrite Off + CGPROGRAM + #include "Bloom.cginc" + #pragma vertex vert + #pragma fragment frag_downsample2 + #pragma target 3.0 + ENDCG + } + // 5: Upsampler + Pass + { + ZTest Always Cull Off ZWrite Off + CGPROGRAM + #include "Bloom.cginc" + #pragma vertex vert_multitex + #pragma fragment frag_upsample + #pragma target 3.0 + ENDCG + } + // 6: High quality upsampler + Pass + { + ZTest Always Cull Off ZWrite Off + CGPROGRAM + #define HIGH_QUALITY 1 + #include "Bloom.cginc" + #pragma vertex vert_multitex + #pragma fragment frag_upsample + #pragma 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NOTE ABOUT URP ! +------------------ +If almost all effects don't show in URP, it probably is because the Depth Texture is disabled. +This texture is needed for soft particles to work, and they are enabled by default. +You can either: +- enable the Depth Texture in the URP asset +- disable soft particles globally by uncommenting the relevant line in the CFXR_Settings.cginc file + + +ABOUT +----- +"Cartoon FX Remaster" is an update to the old "Cartoon FX Pack" assets. +All effects have been remade from scratch using: +- new shaders with special effects such as dissolve animation, UV distortion, edge fading, HDR colors, single channel textures for reduced memory usage, shadow casting and dithering +- optimized meshes where relevant to reduce overdraw/fill-rate issues +- high-resolution hand-drawn textures +- specialized shader to draw perfect circles and rings while reducing overdraw (using a ring mesh instead of a quad) + +This is the free version containing a sample of effects taken from the four commercial packs. +The license is the same as the commercial packs, including commercial use of the effects in games and apps. +The full license can be found here: https://unity.com/legal/as-terms (Appendix 1, EULA) + +"Cartoon FX Remaster" supports the built-in render pipeline and URP. + + +PREFABS +------- +Particle Systems prefabs are located in "Cartoon FX Remaster/CFXR Prefabs" folder. +All prefabs and their assets have a CFXR_ prefix to easily recognize them. + + +LEGACY EFFECTS +-------------- +All the old effects from "Cartoon FX Free" are still available in the "Cartoon FX (legacy)" folder. + + +MOBILE OPTIMIZED PREFABS? +------------------------- +Unlike the Legacy effects, "Cartoon FX Remaster" doesn't include mobile-specific prefabs. +This is because: +- mobile devices are much more powerful compared to Cartoon FX Pack 1's initial release in 2012 +- prefabs are all already optimized and use a relatively small number of particles each + + +TROUBLESHOOTING +--------------- + +* Almost all prefabs have the CFXR_Effect script attached: it handles auto-destruction or deactivation of the GameObject once an effect has finished playing, as well as camera shake and light animation where relevant +* If you don't want the camera shake and/or the lights, you can globally disable them in the CFXR_Effect.cs script: look for the global defines at the top of the file and uncomment them. +* Effects were authored using Linear Color Space; use that for the best results (in Player settings). +* If you have problems with z-sorting (transparent objects appearing in front of other when their position is actually behind), try changing the values in the Particle System -> Renderer -> Sorting Fudge; as long as the relative order is respected between the different particle systems of a same prefab, it should work ok. +* You can change the global HDR scale in the "CFXR_SETTINGS.cginc" file, if you need to adjust the effects for your bloom parameters for example. +* You can entirely disable Soft Particles in "CFXR_SETTINGS.cginc" too by uncommenting the '#define GLOBAL_DISABLE_SOFT_PARTICLES' line at the top. +* URP: If your particles don't render in the Game View or in a build, it could be because "Depth Texture" is disabled: either enable it in the URP asset for Soft Particles to work, or disable Soft Particles entirely (see above). + + +PLEASE LEAVE A REVIEW OR RATE THE PACKAGE IF YOU FIND IT USEFUL! +It helps a lot! :) + + +Enjoy! :) + + +CONTACT +------- +Questions, suggestions, help needed? +Contact me at: + +jean.moreno.public+unity@gmail.com + +I'd be happy to see any effects used in your project, so feel free to drop me a line about that! :) + + +RELEASE NOTES +------------- + +R 1.0.5 +- Removed mentions of the "Cartoon FX Easy Editor" in the readme files as it is not included with the free version of Cartoon FX Remaster + +R 1.0.4 +- Reorganized the shader code in a separate file to avoid a 'multi_compile' hack, which will hopefully fix issues with Asset Bundles/Addressables + +R 1.0.3 +- Improved CFXR_ParticleText usability when toggling the "is Dynamic" flag on an existing text effect +- Disabled mesh GPU instancing in the shaders because it was causing too many issues (even when using Unity's default particle shader) + +R 1.0.2 +- Removed GPU instancing support on the "CFXR Procedural Ring" shader, because it visually breaks it +- Fixed compilation error related to 'projPos' in the "CFXR Particle Glow" shader + +R 1.0.1 +- Added support for GPU instancing in the shaders +- Fixed possible build error when adding a text effect in a prefab due to HideFlags + +R 1.0.0 +- First release of "Cartoon FX Remaster FREE" with new free effects taken from all four Remaster packs diff --git a/Assets/JMO Assets/Cartoon FX Remaster/Readme Cartoon FX Remaster FREE.txt.meta b/Assets/JMO Assets/Cartoon FX Remaster/Readme Cartoon FX Remaster FREE.txt.meta new file mode 100644 index 0000000..d0988b3 --- /dev/null +++ b/Assets/JMO Assets/Cartoon FX Remaster/Readme Cartoon FX Remaster FREE.txt.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 58a129f72de5f4f4f8e6ff3389689144 diff --git a/Assets/JMO Assets/Welcome Screen.meta b/Assets/JMO Assets/Welcome Screen.meta new file mode 100644 index 0000000..9b25b38 --- /dev/null +++ b/Assets/JMO Assets/Welcome Screen.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 94eaf9ef97eca14439317d17d25a0a34 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Welcome Screen/CFXR.WelcomeScreen.asmdef b/Assets/JMO Assets/Welcome Screen/CFXR.WelcomeScreen.asmdef new file mode 100644 index 0000000..b726bb1 --- /dev/null +++ b/Assets/JMO Assets/Welcome Screen/CFXR.WelcomeScreen.asmdef @@ -0,0 +1,16 @@ +{ + "name": "CFXR.WelcomeScreen", + "rootNamespace": "", + "references": [], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/JMO Assets/Welcome Screen/CFXR.WelcomeScreen.asmdef.meta b/Assets/JMO Assets/Welcome Screen/CFXR.WelcomeScreen.asmdef.meta new file mode 100644 index 0000000..44f7b62 --- /dev/null +++ b/Assets/JMO Assets/Welcome Screen/CFXR.WelcomeScreen.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 224eabc8f2d7cc54a8648d26f1a1b5f2 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/JMO Assets/Welcome Screen/CFXR_WelcomeScreen.cs b/Assets/JMO Assets/Welcome Screen/CFXR_WelcomeScreen.cs new file mode 100644 index 0000000..040e478 --- /dev/null +++ b/Assets/JMO Assets/Welcome Screen/CFXR_WelcomeScreen.cs @@ -0,0 +1,75 @@ +using UnityEditor; +using UnityEngine; +using UnityEngine.UIElements; + +namespace CartoonFX +{ + [InitializeOnLoad] + public class CFXR_WelcomeScreen : EditorWindow + { + static CFXR_WelcomeScreen() + { + EditorApplication.delayCall += () => + { + if (SessionState.GetBool("CFXR_WelcomeScreen_Shown", false)) + { + return; + } + SessionState.SetBool("CFXR_WelcomeScreen_Shown", true); + + var importer = AssetImporter.GetAtPath(AssetDatabase.GUIDToAssetPath("bfd03f272fe010b4ba558a3bc456ffeb")); + if (importer != null && importer.userData == "dontshow") + { + return; + } + + Open(); + }; + } + + [MenuItem("Tools/Cartoon FX Remaster FREE - Welcome Screen")] + static void Open() + { + var window = GetWindow(true, "Cartoon FX Remaster FREE", true); + window.minSize = new Vector2(516, 370); + window.maxSize = new Vector2(516, 370); + } + + private void CreateGUI() + { + VisualElement root = rootVisualElement; + root.style.height = new StyleLength(new Length(100, LengthUnit.Percent)); + + // UXML + var uxmlDocument = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("bfd03f272fe010b4ba558a3bc456ffeb")); + root.Add(uxmlDocument.Instantiate()); + // USS + var styleSheet = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("f8b971f10a610844f968f582415df874")); + root.styleSheets.Add(styleSheet); + + // Background image + root.style.backgroundImage = new StyleBackground(AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("fed1b64fd853f994c8d504720a0a6d44"))); + root.style.unityBackgroundScaleMode = ScaleMode.ScaleAndCrop; + + // Logo image + var titleImage = root.Q("img_title"); + titleImage.image = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("a665b2e53088caa4c89dd09f9c889f62")); + + // Buttons + root.Q