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buildTarget: Android
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||||
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||||
textureFormat: -1
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||||
textureCompression: 1
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||||
compressionQuality: 50
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androidETC2FallbackOverride: 0
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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8
Assets/Scenes.meta
Normal file
8
Assets/Scenes.meta
Normal file
|
|
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fileFormatVersion: 2
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guid: d6b3ede2437706b48a37376cff4bb4b4
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userData:
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7086
Assets/Scenes/SampleScene.unity
Normal file
7086
Assets/Scenes/SampleScene.unity
Normal file
File diff suppressed because one or more lines are too long
7
Assets/Scenes/SampleScene.unity.meta
Normal file
7
Assets/Scenes/SampleScene.unity.meta
Normal file
|
|
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fileFormatVersion: 2
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8
Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
Normal file
|
|
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fileFormatVersion: 2
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guid: 8eb1343cf5874044c8e38dcd573fc222
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folderAsset: yes
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userData:
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41
Assets/Scripts/AudioSplitter.cs
Normal file
41
Assets/Scripts/AudioSplitter.cs
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AudioSplitter : MonoBehaviour
|
||||
{
|
||||
public AudioSource audioSource;
|
||||
public int sampleWindow = 256;
|
||||
|
||||
public float loudness;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
loudness = GetLoudnessFromAudioClip(audioSource, sampleWindow);
|
||||
//Debug.Log("Loudness: " + loudness);
|
||||
}
|
||||
|
||||
public float GetLoudnessFromAudioClip(AudioSource source, int sampleWindow)
|
||||
{
|
||||
if (source.clip == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
float[] clipData = new float[sampleWindow];
|
||||
int position = source.timeSamples;
|
||||
source.clip.GetData(clipData, position);
|
||||
|
||||
float sum = 0;
|
||||
for (int i = 0; i < sampleWindow; i++)
|
||||
{
|
||||
sum += clipData[i] * clipData[i];
|
||||
}
|
||||
|
||||
float rmsValue = Mathf.Sqrt(sum / sampleWindow);
|
||||
return rmsValue;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
11
Assets/Scripts/AudioSplitter.cs.meta
Normal file
11
Assets/Scripts/AudioSplitter.cs.meta
Normal file
|
|
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fileFormatVersion: 2
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externalObjects: {}
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icon: {instanceID: 0}
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userData:
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16
Assets/Scripts/AudioSync.cs
Normal file
16
Assets/Scripts/AudioSync.cs
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AudioSync : MonoBehaviour
|
||||
{
|
||||
//set these in the inspector!
|
||||
public AudioSource master;
|
||||
public AudioSource slave;
|
||||
public float curSample;
|
||||
void Update()
|
||||
{
|
||||
slave.time = Time.time;
|
||||
master.time = Time.time;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/AudioSync.cs.meta
Normal file
11
Assets/Scripts/AudioSync.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 7cecf6d33a56f90488b3e522a3d56215
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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24
Assets/Scripts/CamFollower.cs
Normal file
24
Assets/Scripts/CamFollower.cs
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CamFollower : MonoBehaviour
|
||||
{
|
||||
public Transform target;
|
||||
Vector3 offset;
|
||||
public float speed = 0.1f;
|
||||
private void Awake()
|
||||
{
|
||||
offset = transform.position - target.position;
|
||||
}
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
transform.position = Vector3.Lerp(transform.position, target.position + offset, speed);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/CamFollower.cs.meta
Normal file
11
Assets/Scripts/CamFollower.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: e953abc564320514b82c12176a7e79e7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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173
Assets/Scripts/DrawShape.cs
Normal file
173
Assets/Scripts/DrawShape.cs
Normal file
|
|
@ -0,0 +1,173 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DrawShape : MonoBehaviour
|
||||
{
|
||||
// List of Vector3 points that define the shape
|
||||
public List<Vector3> points;
|
||||
public Material material;
|
||||
|
||||
public void Draw(List<Vector3> list, Vector3 offset)
|
||||
{
|
||||
Vector3 startPoint = list[0];
|
||||
Vector3 endPoint = list[list.Count - 1];
|
||||
|
||||
List<Vector3> newPoints = new List<Vector3>();
|
||||
newPoints.Add(startPoint+ offset);
|
||||
newPoints.AddRange(list);
|
||||
newPoints.Add(endPoint+ offset);
|
||||
|
||||
points = newPoints;
|
||||
if (points == null || points.Count < 3)
|
||||
{
|
||||
Debug.LogError("You need at least 3 points to define a shape.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a new GameObject to hold the mesh
|
||||
GameObject shapeObject = new GameObject("Shape");
|
||||
shapeObject.transform.parent = transform;
|
||||
shapeObject.transform.localPosition = Vector3.zero;
|
||||
|
||||
// Add MeshFilter and MeshRenderer components
|
||||
MeshFilter meshFilter = shapeObject.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = shapeObject.AddComponent<MeshRenderer>();
|
||||
|
||||
// Create the mesh and assign it to the MeshFilter
|
||||
Mesh mesh = new Mesh();
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
// Set the vertices from the points list
|
||||
mesh.vertices = points.ToArray();
|
||||
|
||||
// Triangulate the points
|
||||
int[] triangles = Triangulate(points);
|
||||
|
||||
// Set the triangles
|
||||
mesh.triangles = triangles;
|
||||
|
||||
// Recalculate normals and bounds
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
|
||||
// Set a basic material
|
||||
meshRenderer.material = material;
|
||||
}
|
||||
|
||||
int[] Triangulate(List<Vector3> vertices)
|
||||
{
|
||||
// Simple ear clipping triangulation algorithm for concave/convex polygons
|
||||
// Note: This is a very basic implementation and may not handle all cases.
|
||||
|
||||
List<int> indices = new List<int>();
|
||||
int n = vertices.Count;
|
||||
|
||||
if (n < 3)
|
||||
return indices.ToArray();
|
||||
|
||||
int[] V = new int[n];
|
||||
if (Area(vertices) > 0)
|
||||
{
|
||||
for (int v = 0; v < n; v++)
|
||||
V[v] = v;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int v = 0; v < n; v++)
|
||||
V[v] = (n - 1) - v;
|
||||
}
|
||||
|
||||
int nv = n;
|
||||
int count = 2 * nv;
|
||||
for (int m = 0, v = nv - 1; nv > 2;)
|
||||
{
|
||||
if ((count--) <= 0)
|
||||
return indices.ToArray();
|
||||
|
||||
int u = v;
|
||||
if (nv <= u)
|
||||
u = 0;
|
||||
v = u + 1;
|
||||
if (nv <= v)
|
||||
v = 0;
|
||||
int w = v + 1;
|
||||
if (nv <= w)
|
||||
w = 0;
|
||||
|
||||
if (Snip(vertices, u, v, w, nv, V))
|
||||
{
|
||||
int a, b, c, s, t;
|
||||
a = V[u];
|
||||
b = V[v];
|
||||
c = V[w];
|
||||
indices.Add(a);
|
||||
indices.Add(b);
|
||||
indices.Add(c);
|
||||
m++;
|
||||
for (s = v, t = v + 1; t < nv; s++, t++)
|
||||
V[s] = V[t];
|
||||
nv--;
|
||||
count = 2 * nv;
|
||||
}
|
||||
}
|
||||
|
||||
return indices.ToArray();
|
||||
}
|
||||
|
||||
float Area(List<Vector3> vertices)
|
||||
{
|
||||
int n = vertices.Count;
|
||||
float A = 0.0f;
|
||||
for (int p = n - 1, q = 0; q < n; p = q++)
|
||||
{
|
||||
Vector3 v0 = vertices[p];
|
||||
Vector3 v1 = vertices[q];
|
||||
A += v0.x * v1.y - v1.x * v0.y;
|
||||
}
|
||||
return A * 0.5f;
|
||||
}
|
||||
|
||||
bool Snip(List<Vector3> vertices, int u, int v, int w, int n, int[] V)
|
||||
{
|
||||
int p;
|
||||
Vector3 A = vertices[V[u]];
|
||||
Vector3 B = vertices[V[v]];
|
||||
Vector3 C = vertices[V[w]];
|
||||
if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
|
||||
return false;
|
||||
for (p = 0; p < n; p++)
|
||||
{
|
||||
if ((p == u) || (p == v) || (p == w))
|
||||
continue;
|
||||
Vector3 P = vertices[V[p]];
|
||||
if (InsideTriangle(A, B, C, P))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InsideTriangle(Vector3 A, Vector3 B, Vector3 C, Vector3 P)
|
||||
{
|
||||
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
|
||||
float cCROSSap, bCROSScp, aCROSSbp;
|
||||
|
||||
ax = C.x - B.x;
|
||||
ay = C.y - B.y;
|
||||
bx = A.x - C.x;
|
||||
by = A.y - C.y;
|
||||
cx = B.x - A.x;
|
||||
cy = B.y - A.y;
|
||||
apx = P.x - A.x;
|
||||
apy = P.y - A.y;
|
||||
bpx = P.x - B.x;
|
||||
bpy = P.y - B.y;
|
||||
cpx = P.x - C.x;
|
||||
cpy = P.y - C.y;
|
||||
|
||||
aCROSSbp = ax * bpy - ay * bpx;
|
||||
cCROSSap = cx * apy - cy * apx;
|
||||
bCROSScp = bx * cpy - by * cpx;
|
||||
|
||||
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/DrawShape.cs.meta
Normal file
11
Assets/Scripts/DrawShape.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dc070493d8d9053408a63cf9612ea8a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
327
Assets/Scripts/Mover.cs
Normal file
327
Assets/Scripts/Mover.cs
Normal file
|
|
@ -0,0 +1,327 @@
|
|||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.U2D;
|
||||
|
||||
public class Mover : MonoBehaviour
|
||||
{
|
||||
public Vector3 movingSpeed;
|
||||
public float loudBoost = 1f;
|
||||
|
||||
public AudioSplitter splitter;
|
||||
|
||||
public GameObject prefab;
|
||||
|
||||
|
||||
float prev_loud = 0;
|
||||
|
||||
public float loudnessThreshold = 0.08f;
|
||||
public float yieldTime = 0.2f;
|
||||
float LastTime;
|
||||
public SpriteShapeController botShape;
|
||||
public SpriteShapeController topShape;
|
||||
public LineRenderer botLineRenderer, topLineRenderer;
|
||||
public DrawShape botDrawer;
|
||||
public DrawShape topDrawer;
|
||||
|
||||
public SpriteRenderer insideFill;
|
||||
public float glowReductionSpeed = 2f;
|
||||
|
||||
|
||||
[SerializeField]
|
||||
public List<RecorderStep> currentSteps = new List<RecorderStep>();
|
||||
[SerializeField]
|
||||
List<RecorderStep> recordedSteps = new List<RecorderStep>();
|
||||
|
||||
public string currentStepsJson = "";
|
||||
public string recordedStepsJson;
|
||||
public bool playReplay = false;
|
||||
|
||||
float defFOV;
|
||||
private void Awake()
|
||||
{
|
||||
defFOV = Camera.main.orthographicSize;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Application.targetFrameRate = 164;
|
||||
if(recordedStepsJson.Length > 1)
|
||||
{
|
||||
recordedSteps = JsonConvert.DeserializeObject<List<RecorderStep>>(recordedStepsJson);
|
||||
GenerateRecordedPlatform();
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 LastPos;
|
||||
|
||||
float movingSpeedMultiplier = 1;
|
||||
|
||||
public bool manualFlip = true;
|
||||
|
||||
public bool manualFlipX = false;
|
||||
void Update()
|
||||
{
|
||||
|
||||
if (insideFill.transform.localScale.x > 0)
|
||||
{
|
||||
insideFill.transform.localScale = Vector3.one * (insideFill.transform.localScale.x - (Time.deltaTime * glowReductionSpeed));
|
||||
}
|
||||
insideFill.color = new Color(1,1,1, insideFill.transform.localScale.y);
|
||||
|
||||
Camera.main.orthographicSize = Mathf.Lerp(Camera.main.orthographicSize, defFOV, 3 * Time.deltaTime);
|
||||
|
||||
if (!manualFlip) { return; }
|
||||
if(Input.GetKeyDown(KeyCode.LeftArrow))
|
||||
{
|
||||
manualFlipX = false;
|
||||
movingSpeed.x = -Mathf.Abs(movingSpeed.x);
|
||||
}else if (Input.GetKeyDown(KeyCode.RightArrow))
|
||||
{
|
||||
manualFlipX = false;
|
||||
movingSpeed.x = Mathf.Abs(movingSpeed.x);
|
||||
}else if (Input.GetKeyDown(KeyCode.UpArrow))
|
||||
{
|
||||
manualFlipX = true;
|
||||
movingSpeed.y = Mathf.Abs(movingSpeed.y);
|
||||
}else if (Input.GetKeyDown(KeyCode.DownArrow))
|
||||
{
|
||||
manualFlipX = true;
|
||||
movingSpeed.y = -Mathf.Abs(movingSpeed.y);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
void FixedUpdate()
|
||||
{
|
||||
movingSpeedMultiplier = Mathf.Lerp(movingSpeedMultiplier, 1, Time.deltaTime * 2);
|
||||
|
||||
transform.Translate(movingSpeed*Time.deltaTime * movingSpeedMultiplier);
|
||||
|
||||
if(recordedStepsJson.Length > 1 && playReplay)
|
||||
{
|
||||
PostWork();
|
||||
}
|
||||
else
|
||||
{
|
||||
PreWork();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void GenerateRecordedPlatform()
|
||||
{
|
||||
List<Vector3> botPoints = GetBottomPoints();
|
||||
botLineRenderer.positionCount = botPoints.Count;
|
||||
botLineRenderer.SetPositions(botPoints.ToArray());
|
||||
|
||||
List<Vector3> topPoints = GetTopPoints();
|
||||
topLineRenderer.positionCount = topPoints.Count;
|
||||
topLineRenderer.SetPositions(topPoints.ToArray());
|
||||
|
||||
botDrawer.Draw(botPoints, new Vector3(0, 30));
|
||||
topDrawer.Draw(topPoints, new Vector3(0,-30));
|
||||
}
|
||||
|
||||
void FixSpriteShape(SpriteShapeController ssc)
|
||||
{
|
||||
if (ssc.spriteShape != null && ssc.spriteShape.fillTexture != null)
|
||||
{
|
||||
// Bake the mesh after setting up the spline
|
||||
ssc.BakeMesh();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("SpriteShape or fillTexture is missing.");
|
||||
}
|
||||
ssc.BakeMesh();
|
||||
ssc.GetComponent<SpriteShapeRenderer>().enabled = true;
|
||||
}
|
||||
|
||||
|
||||
List<Vector3> bottomPoints = new List<Vector3>();
|
||||
List<Vector3> topPoints = new List<Vector3>();
|
||||
|
||||
public List<Vector3> GetBottomPoints()
|
||||
{
|
||||
List<Vector3> botPoints = new List<Vector3>();
|
||||
for (int i = 0; i < recordedSteps.Count; i++)
|
||||
{
|
||||
Vector3 point = recordedSteps[i].point;
|
||||
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
if (i > 2)
|
||||
{
|
||||
Vector3 prevPoint = recordedSteps[i-2].point;
|
||||
float xMid = prevPoint.x + ((point.x - prevPoint.x) / (2f *xFactorBot));
|
||||
xMid = recordedSteps[i - 1].point.x;
|
||||
float yMid = prevPoint.y + ((point.y - prevPoint.y) / 2f);
|
||||
Vector3 newP1 = new Vector3(xMid, prevPoint.y);
|
||||
Vector3 newP2 = new Vector3(xMid, point.y);
|
||||
botPoints.Add(newP1);
|
||||
botPoints.Add(newP2);
|
||||
}
|
||||
|
||||
botPoints.Add(point);
|
||||
}
|
||||
}
|
||||
|
||||
return botPoints;
|
||||
}
|
||||
|
||||
|
||||
public List<Vector3> GetTopPoints()
|
||||
{
|
||||
List<Vector3> botPoints = new List<Vector3>();
|
||||
for (int i = 0; i < recordedSteps.Count; i++)
|
||||
{
|
||||
Vector3 point = recordedSteps[i].point;
|
||||
|
||||
if (i % 2 != 0)
|
||||
{
|
||||
if (i > 2)
|
||||
{
|
||||
Vector3 prevPoint = recordedSteps[i - 2].point;
|
||||
float xMid = prevPoint.x + ((point.x - prevPoint.x) / (2f * xFactorTop));
|
||||
float yMid = prevPoint.y + ((point.y - prevPoint.y) / 2f);
|
||||
xMid = recordedSteps[i - 1].point.x; ;
|
||||
Vector3 newP1 = new Vector3(xMid, prevPoint.y);
|
||||
Vector3 newP2 = new Vector3(xMid, point.y);
|
||||
botPoints.Add(newP1);
|
||||
botPoints.Add(newP2);
|
||||
}
|
||||
|
||||
botPoints.Add(point);
|
||||
}
|
||||
}
|
||||
|
||||
return botPoints;
|
||||
}
|
||||
|
||||
void AddPointToShape(SpriteShapeController shapeController, Vector3 point)
|
||||
{
|
||||
Spline spline = shapeController.spline;
|
||||
spline.InsertPointAt(spline.GetPointCount(), point);
|
||||
spline.SetTangentMode(spline.GetPointCount() - 1, ShapeTangentMode.Continuous);
|
||||
}
|
||||
public float xFactorBot,xFactorTop = 1f;
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (playReplay && !Application.isPlaying)
|
||||
{
|
||||
recordedSteps = JsonConvert.DeserializeObject<List<RecorderStep>>(recordedStepsJson);
|
||||
List<Vector3> botPoints = GetBottomPoints();
|
||||
Gizmos.color = Color.yellow;
|
||||
//Bottom lines
|
||||
for(int i=1; i < botPoints.Count; i++)
|
||||
{
|
||||
Gizmos.DrawLine(botPoints[i - 1], botPoints[i]);
|
||||
}
|
||||
List<Vector3> topPoints = GetTopPoints();
|
||||
//top lines
|
||||
for (int i = 1; i < topPoints.Count; i++)
|
||||
{
|
||||
Gizmos.DrawLine(topPoints[i - 1], topPoints[i]);
|
||||
}
|
||||
Gizmos.color = Color.red;
|
||||
//moving path
|
||||
for(int i =1; i < recordedSteps.Count; i++)
|
||||
{
|
||||
Gizmos.DrawLine(recordedSteps[i-1].point, recordedSteps[i].point);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PreWork()
|
||||
{
|
||||
float loudness_delta = splitter.loudness - prev_loud;
|
||||
bool notTooShort = (Time.time - LastTime) > yieldTime;
|
||||
bool oldLoudLogic = splitter.loudness > loudnessThreshold && prev_loud < loudnessThreshold;
|
||||
|
||||
if ((loudness_delta > loudnessThreshold && notTooShort) || Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
Debug.Log(LastTime - Time.time);
|
||||
//Instantiate(prefab, transform.position, Quaternion.identity);
|
||||
int random = Random.Range(0, 3);
|
||||
bool flippedX = LastPos.x - transform.position.x > LastPos.y - transform.position.y;
|
||||
if (manualFlip) { flippedX = manualFlipX; }
|
||||
if (flippedX)
|
||||
{
|
||||
movingSpeed.x = -movingSpeed.x;
|
||||
Instantiate(prefab, transform.position + new Vector3(-1 / 5f, 0), Quaternion.Euler(new Vector3(0, 0, 0))).transform.GetComponentInChildren<TextMesh>().text = loudness_delta.ToString("n3");
|
||||
movingSpeedMultiplier += (loudness_delta * loudBoost) / loudnessThreshold;
|
||||
}
|
||||
else
|
||||
{
|
||||
movingSpeed.y = -movingSpeed.y;
|
||||
Instantiate(prefab, transform.position + new Vector3(0, -1 / 5f), Quaternion.Euler(new Vector3(0, 0, 90))).transform.GetComponentInChildren<TextMesh>().text = loudness_delta.ToString("n3"); ;
|
||||
movingSpeedMultiplier += (loudness_delta * loudBoost) / loudnessThreshold;
|
||||
}
|
||||
|
||||
LastTime = Time.time;
|
||||
currentSteps.Add(new RecorderStep(LastTime, movingSpeed, movingSpeedMultiplier, transform.position));
|
||||
currentStepsJson = JsonConvert.SerializeObject(currentSteps);
|
||||
LastPos = transform.position;
|
||||
}
|
||||
prev_loud = splitter.loudness;
|
||||
|
||||
}
|
||||
|
||||
void PostWork()
|
||||
{
|
||||
if(recordedSteps.Count <= 0) { return; }
|
||||
|
||||
if (Time.time >= recordedSteps[0].time)
|
||||
{
|
||||
//Time to act
|
||||
movingSpeed = recordedSteps[0].movingSpeed;
|
||||
movingSpeedMultiplier = recordedSteps[0].movingSpeedMultiplier;
|
||||
musicSourceToSync.time = (float)recordedSteps[0].time;
|
||||
|
||||
recordedSteps.RemoveAt(0);
|
||||
|
||||
HitFX();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public GameObject particleFxPrefab;
|
||||
public AudioSource musicSourceToSync;
|
||||
public float fovChangeOnHit = 0.9f;
|
||||
void HitFX()
|
||||
{
|
||||
StartCoroutine(CoroutineScaleupGlow());
|
||||
Vector3 movingSpeedY = movingSpeed;
|
||||
movingSpeedY.x = 0;
|
||||
Instantiate(particleFxPrefab, transform.position - (movingSpeedY/5f), Quaternion.LookRotation(-movingSpeedY));
|
||||
Camera.main.orthographicSize = defFOV * fovChangeOnHit;
|
||||
}
|
||||
|
||||
IEnumerator CoroutineScaleupGlow()
|
||||
{
|
||||
while(insideFill.transform.localScale.x < 0.6f)
|
||||
{
|
||||
insideFill.transform.localScale = Vector3.one * (insideFill.transform.localScale.x + (Time.deltaTime * glowReductionSpeed * 5));
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[System.Serializable]
|
||||
public class RecorderStep
|
||||
{
|
||||
public double time;
|
||||
public Vector3 movingSpeed;
|
||||
public float movingSpeedMultiplier;
|
||||
public Vector3 point;
|
||||
|
||||
public RecorderStep(double t, Vector3 s, float m, Vector3 p)
|
||||
{
|
||||
time = t; movingSpeed = s; movingSpeedMultiplier = m; point = p;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Mover.cs.meta
Normal file
11
Assets/Scripts/Mover.cs.meta
Normal file
|
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|||
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MonoImporter:
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userData:
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assetBundleVariant:
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2158
Assets/Scripts/map1.prefab
Normal file
2158
Assets/Scripts/map1.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scripts/map1.prefab.meta
Normal file
7
Assets/Scripts/map1.prefab.meta
Normal file
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: f9c9645b6b406c44f815c2c131ad8731
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assetBundleVariant:
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1818
Assets/Scripts/map2.prefab
Normal file
1818
Assets/Scripts/map2.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scripts/map2.prefab.meta
Normal file
7
Assets/Scripts/map2.prefab.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
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guid: 3c5017f7a87a2614395bef9463f8be1a
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/TextMesh Pro.meta
Normal file
8
Assets/TextMesh Pro.meta
Normal file
|
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: f54d1bd14bd3ca042bd867b519fee8cc
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
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8
Assets/TextMesh Pro/Documentation.meta
Normal file
8
Assets/TextMesh Pro/Documentation.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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assetBundleVariant:
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8
Assets/TextMesh Pro/Fonts.meta
Normal file
8
Assets/TextMesh Pro/Fonts.meta
Normal file
|
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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46
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
Normal file
46
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
Digitized data copyright (c) 2010 Google Corporation
|
||||
with Reserved Font Arimo, Tinos and Cousine.
|
||||
Copyright (c) 2012 Red Hat, Inc.
|
||||
with Reserved Font Name Liberation.
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
|
||||
|
||||
-----------------------------------------------------------
|
||||
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.
|
||||
8
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
Normal file
8
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
Normal file
|
|
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|
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|
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TextScriptImporter:
|
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|
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Assets/TextMesh Pro/Fonts/LiberationSans.ttf
Normal file
BIN
Assets/TextMesh Pro/Fonts/LiberationSans.ttf
Normal file
Binary file not shown.
19
Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta
Normal file
19
Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta
Normal file
|
|
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|
|||
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|
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|
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8
Assets/TextMesh Pro/Resources.meta
Normal file
8
Assets/TextMesh Pro/Resources.meta
Normal file
|
|
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|
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9
Assets/TextMesh Pro/Resources/Fonts & Materials.meta
Normal file
9
Assets/TextMesh Pro/Resources/Fonts & Materials.meta
Normal file
|
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|
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|
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m_EnableRaycastTarget: 1
|
||||
m_GetFontFeaturesAtRuntime: 1
|
||||
m_missingGlyphCharacter: 0
|
||||
m_warningsDisabled: 0
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||||
m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
||||
m_defaultFontAssetPath: Fonts & Materials/
|
||||
m_defaultFontSize: 36
|
||||
m_defaultAutoSizeMinRatio: 0.5
|
||||
m_defaultAutoSizeMaxRatio: 2
|
||||
m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
|
||||
m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
|
||||
m_autoSizeTextContainer: 0
|
||||
m_fallbackFontAssets: []
|
||||
m_matchMaterialPreset: 1
|
||||
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
|
||||
type: 2}
|
||||
m_defaultSpriteAssetPath: Sprite Assets/
|
||||
m_enableEmojiSupport: 1
|
||||
m_MissingCharacterSpriteUnicode: 0
|
||||
m_defaultColorGradientPresetsPath: Color Gradient Presets/
|
||||
m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e,
|
||||
type: 2}
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||||
m_StyleSheetsResourcePath:
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||||
m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3}
|
||||
m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b,
|
||||
type: 3}
|
||||
m_UseModernHangulLineBreakingRules: 0
|
||||
8
Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
Normal file
8
Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3f5b5dff67a942289a9defa416b206f3
|
||||
timeCreated: 1436653997
|
||||
licenseType: Pro
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/TextMesh Pro/Shaders.meta
Normal file
8
Assets/TextMesh Pro/Shaders.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e9f693669af91aa45ad615fc681ed29f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
143
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
Normal file
143
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
||||
|
||||
Properties {
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_Padding ("Padding", float) = 0
|
||||
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode("Cull Mode", Float) = 0
|
||||
_ColorMask("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader{
|
||||
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
|
||||
Lighting Off
|
||||
Cull [_CullMode]
|
||||
ZTest [unity_GUIZTestMode]
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float4 mask : TEXCOORD2;
|
||||
};
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform sampler2D _FaceTex;
|
||||
uniform float4 _FaceTex_ST;
|
||||
uniform fixed4 _FaceColor;
|
||||
|
||||
uniform float _VertexOffsetX;
|
||||
uniform float _VertexOffsetY;
|
||||
uniform float4 _ClipRect;
|
||||
uniform float _MaskSoftnessX;
|
||||
uniform float _MaskSoftnessY;
|
||||
|
||||
float2 UnpackUV(float uv)
|
||||
{
|
||||
float2 output;
|
||||
output.x = floor(uv / 4096);
|
||||
output.y = uv - 4096 * output.x;
|
||||
|
||||
return output * 0.001953125;
|
||||
}
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
float4 vert = v.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||
|
||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||
|
||||
fixed4 faceColor = v.color;
|
||||
faceColor *= _FaceColor;
|
||||
|
||||
v2f OUT;
|
||||
OUT.vertex = vPosition;
|
||||
OUT.color = faceColor;
|
||||
OUT.texcoord0 = v.texcoord0;
|
||||
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||
|
||||
// Clamp _ClipRect to 16bit.
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f IN) : SV_Target
|
||||
{
|
||||
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||
color *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 48bb5f55d8670e349b6e614913f9d910
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
145
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
Normal file
145
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
Normal file
|
|
@ -0,0 +1,145 @@
|
|||
Shader "TextMeshPro/Mobile/Bitmap" {
|
||||
|
||||
Properties {
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
|
||||
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
||||
|
||||
_VertexOffsetX("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY("Mask SoftnessY", float) = 0
|
||||
|
||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode("Cull Mode", Float) = 0
|
||||
_ColorMask("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
|
||||
Lighting Off
|
||||
Cull [_CullMode]
|
||||
ZTest [unity_GUIZTestMode]
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 mask : TEXCOORD2;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
float _DiffusePower;
|
||||
|
||||
uniform float _VertexOffsetX;
|
||||
uniform float _VertexOffsetY;
|
||||
uniform float4 _ClipRect;
|
||||
uniform float _MaskSoftnessX;
|
||||
uniform float _MaskSoftnessY;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f OUT;
|
||||
float4 vert = v.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||
|
||||
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||
OUT.color = v.color;
|
||||
OUT.color *= _Color;
|
||||
OUT.color.rgb *= _DiffusePower;
|
||||
OUT.texcoord0 = v.texcoord0;
|
||||
|
||||
float2 pixelSize = OUT.vertex.w;
|
||||
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||
|
||||
// Clamp _ClipRect to 16bit.
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f IN) : COLOR
|
||||
{
|
||||
fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||
color *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
BindChannels {
|
||||
Bind "Color", color
|
||||
Bind "Vertex", vertex
|
||||
Bind "TexCoord", texcoord0
|
||||
}
|
||||
Pass {
|
||||
SetTexture [_MainTex] {
|
||||
constantColor [_Color] combine constant * primary, constant * texture
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1e3b057af24249748ff873be7fafee47
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
143
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
Normal file
143
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
Shader "TextMeshPro/Bitmap" {
|
||||
|
||||
Properties {
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode("Cull Mode", Float) = 0
|
||||
_ColorMask("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader{
|
||||
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
|
||||
Lighting Off
|
||||
Cull [_CullMode]
|
||||
ZTest [unity_GUIZTestMode]
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
float4 mask : TEXCOORD2;
|
||||
};
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform sampler2D _FaceTex;
|
||||
uniform float4 _FaceTex_ST;
|
||||
uniform fixed4 _FaceColor;
|
||||
|
||||
uniform float _VertexOffsetX;
|
||||
uniform float _VertexOffsetY;
|
||||
uniform float4 _ClipRect;
|
||||
uniform float _MaskSoftnessX;
|
||||
uniform float _MaskSoftnessY;
|
||||
|
||||
float2 UnpackUV(float uv)
|
||||
{
|
||||
float2 output;
|
||||
output.x = floor(uv / 4096);
|
||||
output.y = uv - 4096 * output.x;
|
||||
|
||||
return output * 0.001953125;
|
||||
}
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
float4 vert = v.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||
|
||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||
|
||||
fixed4 faceColor = v.color;
|
||||
faceColor *= _FaceColor;
|
||||
|
||||
v2f OUT;
|
||||
OUT.vertex = vPosition;
|
||||
OUT.color = faceColor;
|
||||
OUT.texcoord0 = v.texcoord0;
|
||||
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||
|
||||
// Clamp _ClipRect to 16bit.
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f IN) : SV_Target
|
||||
{
|
||||
fixed4 color = tex2D(_MainTex, IN.texcoord0);
|
||||
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||
color *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
||||
}
|
||||
9
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
Normal file
9
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 128e987d567d4e2c824d754223b3f3b0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
317
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
Normal file
317
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
Normal file
|
|
@ -0,0 +1,317 @@
|
|||
Shader "TextMeshPro/Distance Field Overlay" {
|
||||
|
||||
Properties {
|
||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
_Bevel ("Bevel", Range(0,1)) = 0.5
|
||||
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
||||
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
||||
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||
|
||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||
_Ambient ("Ambient", Range(1,0)) = 0.5
|
||||
|
||||
_BumpMap ("Normal map", 2D) = "bump" {}
|
||||
_BumpOutline ("Bump Outline", Range(0,1)) = 0
|
||||
_BumpFace ("Bump Face", Range(0,1)) = 0
|
||||
|
||||
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
|
||||
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
||||
|
||||
_WeightNormal ("Weight Normal", float) = 0
|
||||
_WeightBold ("Weight Bold", float) = 0.5
|
||||
|
||||
_ShaderFlags ("Flags", float) = 0
|
||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_TextureWidth ("Texture Width", float) = 512
|
||||
_TextureHeight ("Texture Height", float) = 512
|
||||
_GradientScale ("Gradient Scale", float) = 5.0
|
||||
_ScaleX ("Scale X", float) = 1.0
|
||||
_ScaleY ("Scale Y", float) = 1.0
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue"="Overlay"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest Always
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ BEVEL_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
#pragma shader_feature __ GLOW_ON
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
#include "TMPro.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
struct pixel_t {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 position : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 atlas : TEXCOORD0; // Atlas
|
||||
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
|
||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||
fixed4 underlayColor : COLOR1;
|
||||
#endif
|
||||
float4 textures : TEXCOORD5;
|
||||
};
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
float4 _FaceTex_ST;
|
||||
float4 _OutlineTex_ST;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
pixel_t output;
|
||||
|
||||
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float bias =(.5 - weight) + (.5 / scale);
|
||||
|
||||
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
|
||||
|
||||
#if GLOW_ON
|
||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||
#endif
|
||||
|
||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 underlayColor = _UnderlayColor;
|
||||
underlayColor.rgb *= underlayColor.a;
|
||||
|
||||
float bScale = scale;
|
||||
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
|
||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 bOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Support for texture tiling and offset
|
||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
|
||||
output.position = vPosition;
|
||||
output.color = input.color;
|
||||
output.atlas = input.texcoord0;
|
||||
output.param = float4(alphaClip, scale, bias, weight);
|
||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||
output.underlayColor = underlayColor;
|
||||
#endif
|
||||
output.textures = float4(faceUV, outlineUV);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
#ifndef UNDERLAY_ON
|
||||
clip(c - input.param.x);
|
||||
#endif
|
||||
|
||||
float scale = input.param.y;
|
||||
float bias = input.param.z;
|
||||
float weight = input.param.w;
|
||||
float sd = (bias - c) * scale;
|
||||
|
||||
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||
|
||||
half4 faceColor = _FaceColor;
|
||||
half4 outlineColor = _OutlineColor;
|
||||
|
||||
faceColor.rgb *= input.color.rgb;
|
||||
|
||||
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||
n = normalize(n- bump);
|
||||
|
||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||
|
||||
float3 col = GetSpecular(n, light);
|
||||
faceColor.rgb += col*faceColor.a;
|
||||
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
||||
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(faceColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
return faceColor * input.color.a;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user