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-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc76
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc.meta9
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc107
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc.meta10
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc21
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc.meta10
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc107
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc.meta7
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_droid_sans_mono.mat71
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_droid_sans_mono.mat.meta8
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_fallback_font.pngbin0 -> 30818 bytes
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_fallback_font.png.meta134
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_font.pngbin0 -> 36393 bytes
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_font.png.meta106
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_font.ttfbin0 -> 117072 bytes
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_font.ttf.meta23
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.mat58
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.mat.meta8
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.shader165
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.shader.meta9
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat52
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat.meta2
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader174
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader.meta2
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader88
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader.meta9
26 files changed, 1256 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc
new file mode 100644
index 0000000..0064240
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc
@@ -0,0 +1,76 @@
+
+#ifdef UNITY_HDRP
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+
+// Unity does not define the UNITY_DECLARE_TEX2D macro when using HDRP, at least at the time of writing this.
+// But luckily HDRP is only supported on platforms where separate sampler states are supported, so we can define it like this.
+#if !defined(UNITY_DECLARE_TEX2D)
+// This is copied from com.unity.shadergraph@14.0.6/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/HLSLSupportShim.hlsl
+#define UNITY_DECLARE_TEX2D(tex) TEXTURE2D(tex); SAMPLER(sampler##tex)
+#endif
+
+#if !defined(UNITY_SAMPLE_TEX2D)
+#define UNITY_SAMPLE_TEX2D(tex,coord) SAMPLE_TEXTURE2D(tex, sampler##tex, coord)
+#endif
+
+// This is not defined in HDRP either, but we do know that HDRP only supports these platforms (at least I think so...)
+#define UNITY_SEPARATE_TEXTURE_SAMPLER
+
+#else
+#include "UnityCG.cginc"
+
+// These exist in the render pipelines, but not in UnityCG
+float4 TransformObjectToHClip(float3 x) {
+ return UnityObjectToClipPos(float4(x, 1.0));
+}
+
+half3 FastSRGBToLinear(half3 sRGB) {
+ return GammaToLinearSpace(sRGB);
+}
+#endif
+
+// Tranforms a direction from object to homogenous space
+inline float4 UnityObjectToClipDirection(in float3 pos) {
+ // More efficient than computing M*VP matrix product
+ return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos, 0)));
+}
+
+float lengthsq(float3 v) {
+ return dot(v,v);
+}
+
+float4 ComputeScreenPos (float4 pos, float projectionSign)
+{
+ float4 o = pos * 0.5f;
+ o.xy = float2(o.x, o.y * projectionSign) + o.w;
+ o.zw = pos.zw;
+ return o;
+}
+
+
+// Converts to linear space from sRGB if linear is the current color space
+inline float3 ConvertSRGBToDestinationColorSpace(float3 sRGB) {
+#ifdef UNITY_COLORSPACE_GAMMA
+ return sRGB;
+#else
+ return FastSRGBToLinear(sRGB);
+#endif
+}
+
+struct appdata_color {
+ float4 vertex : POSITION;
+ half4 color : COLOR;
+ float3 normal : NORMAL;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+};
+
+// Unity sadly does not include a bias macro for texture sampling.
+#if defined(UNITY_SEPARATE_TEXTURE_SAMPLER)
+#define UNITY_SAMPLE_TEX2D_BIAS(tex, uv, bias) tex.SampleBias(sampler##tex, uv, bias)
+#else
+#define UNITY_SAMPLE_TEX2D_BIAS(tex, uv, bias) tex2Dbias(float4(uv, 0, bias))
+#endif
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc.meta
new file mode 100644
index 0000000..51714ad
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1b135520270114849b121a628fe61ba8
+timeCreated: 1472987846
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc
new file mode 100644
index 0000000..064f311
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc
@@ -0,0 +1,107 @@
+#include "aline_common.cginc"
+
+struct LineData {
+ float3 start;
+ uint joinHintInstanceIndex;
+ float3 end;
+ float width;
+ float4 color;
+};
+
+static float2 vertexToSide[6] = {
+ float2(-1, -1),
+ float2(1, -1),
+ float2(1, 1),
+
+ float2(-1, -1),
+ float2(1, 1),
+ float2(-1, 1),
+};
+
+struct line_v2f {
+ half4 col : COLOR;
+ noperspective float lineWidth: TEXCOORD3;
+ noperspective float uv : TEXCOORD4;
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+// d = normalized distance to line
+float lineAA(float d) {
+ d = max(min(d, 1.0), 0) * 1.116;
+ float v = 0.93124*d*d*d - 1.42215*d*d - 0.42715*d + 0.95316;
+ v /= 0.95316;
+ return max(v, 0);
+}
+
+
+float calculateLineAlpha(line_v2f i, float pixelWidth, float falloffTextureScreenPixels) {
+ float dist = abs((i.uv - 0.5)*2);
+ float falloffFractionOfWidth = falloffTextureScreenPixels/(pixelWidth*0.5);
+ float a = lineAA((abs(dist) - (1 - falloffFractionOfWidth))/falloffFractionOfWidth);
+ return a;
+}
+
+line_v2f line_vert (appdata_color v, float pixelWidth, float lengthPadding, out float4 outpos : SV_POSITION) {
+ UNITY_SETUP_INSTANCE_ID(v);
+ line_v2f o;
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ float4 Mv = TransformObjectToHClip(v.vertex.xyz);
+ // float4 Mv = UnityObjectToClipPos(v.vertex);
+ float3 n = normalize(v.normal);
+ float4 Mn = UnityObjectToClipDirection(n);
+
+ // delta is the limit value of doing the calculation
+ // x1 = M*v
+ // x2 = M*(v + e*n)
+ // lim e->0 (x2/x2.w - x1/x1.w)/e
+ // Where M = UNITY_MATRIX_MVP, v = v.vertex, n = v.normal, e = a very small value
+ // We can calculate this limit as follows
+ // lim e->0 (M*(v + e*n))/(M*(v + e*n)).w - M*v/(M*v).w / e
+ // lim e->0 ((M*v).w*M*(v + e*n))/((M*v).w * (M*(v + e*n)).w) - M*v*(M*(v + e*n)).w/((M*(v + e*n)).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*(v + e*n) - M*v*(M*(v + e*n)).w)/((M*v).w * (M*(v + e*n)).w) / e
+ // lim e->0 ((M*v).w*M*(v + e*n) - M*v*(M*(v + e*n)).w)/((M*v).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*v + (M*v).w*e*n - M*v*(M*(v + e*n)).w)/((M*v).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*v + (M*v).w*e*n - M*v*(M*v).w - M*v*(M*e*n).w)/((M*v).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*e*n - M*v*(M*e*n).w)/((M*v).w * (M*v).w) / e
+ // lim e->0 ((M*v).w*M*n - M*v*(M*n).w)/((M*v).w * (M*v).w)
+ // lim e->0 M*n/(M*v).w - (M*v*(M*n).w)/((M*v).w * (M*v).w)
+
+ // Previously the above calculation was done with just e = 0.001, however this could yield graphical artifacts
+ // at large coordinate values as the floating point coordinates would start to run out of precision.
+ // Essentially we calculate the normal of the line in screen space.
+ float4 delta = (Mn - Mv*Mn.w/Mv.w) / Mv.w;
+
+ // The delta (direction of the line in screen space) needs to be normalized in pixel space.
+ // Otherwise it would look weird when stretched to a non-square viewport
+ delta.xy *= _ScreenParams.xy;
+ delta.xy = normalize(delta.xy);
+ // Handle DirectX properly. See https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
+ float2 normalizedScreenSpaceNormal = float2(-delta.y, delta.x) * _ProjectionParams.x;
+ float2 screenSpaceNormal = normalizedScreenSpaceNormal / _ScreenParams.xy;
+ float4 sn = float4(screenSpaceNormal.x, screenSpaceNormal.y, 0, 0);
+
+ // Left (-1) or Right (1) of the line
+ float side = (v.uv.x - 0.5)*2;
+ // Make the line wide
+ outpos = (Mv / Mv.w) + side*sn*pixelWidth*0.5;
+
+ // -1 or +1 if this vertex is at the start or end of the line respectively.
+ float forwards = (v.uv.y - 0.5)*2;
+ // Add some additional length to the line (usually on the order of 0.5 px)
+ // to avoid occational 1 pixel holes in sequences of contiguous lines.
+ outpos.xy += forwards*(delta.xy / _ScreenParams.xy)*0.5*lengthPadding;
+
+ // Multiply by w because homogeneous coordinates (it still needs to be clipped)
+ outpos *= Mv.w;
+ o.lineWidth = pixelWidth;
+ o.uv = v.uv.x;
+ return o;
+}
+
+line_v2f line_vert_raw (appdata_color v, float4 tint, float pixelWidth, float lengthPadding, out float4 outpos) {
+ pixelWidth *= length(v.normal);
+ line_v2f o = line_vert(v, pixelWidth, lengthPadding, outpos);
+ o.col = v.color * tint;
+ o.col.rgb = ConvertSRGBToDestinationColorSpace(o.col.rgb);
+ return o;
+} \ No newline at end of file
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc.meta
new file mode 100644
index 0000000..3d3f3ea
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_line.cginc.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 605d8a659194d1a2695d7c0ecd7f1c36
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ preprocessorOverride: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc
new file mode 100644
index 0000000..8d44d01
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc
@@ -0,0 +1,21 @@
+#include "aline_common.cginc"
+
+struct v2f {
+ float4 pos : SV_POSITION;
+ float4 col : COLOR;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+v2f vert_base (appdata_color v, float4 tint, float scale) {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.pos = TransformObjectToHClip(v.vertex.xyz);
+
+ float4 worldSpace = mul(UNITY_MATRIX_M, v.vertex);
+ o.uv = float2 (worldSpace.x*scale,worldSpace.z*scale);
+ o.col = v.color * tint;
+ o.col.rgb = ConvertSRGBToDestinationColorSpace(o.col.rgb);
+ return o;
+}
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc.meta
new file mode 100644
index 0000000..ee2358d
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_surface.cginc.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 74e11d375a4c443bebed3fd6b0bb0e10
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ preprocessorOverride: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc
new file mode 100644
index 0000000..026d4f1
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc
@@ -0,0 +1,107 @@
+#include "aline_common.cginc"
+
+float4 _Color;
+float4 _FadeColor;
+UNITY_DECLARE_TEX2D(_MainTex);
+UNITY_DECLARE_TEX2D(_FallbackTex);
+float _FallbackAmount;
+float _TransitionPoint;
+float _MipBias;
+float _GammaCorrection;
+
+struct vertex {
+ float4 pos : POSITION;
+ float4 color : COLOR;
+ float2 uv : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+};
+
+struct v2f {
+ float4 col : COLOR;
+ float2 uv: TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+v2f vert_base (vertex v, float4 tint, out float4 outpos : SV_POSITION) {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ o.uv = v.uv;
+ o.col = v.color * tint;
+ o.col.rgb = ConvertSRGBToDestinationColorSpace(o.col.rgb);
+ outpos = TransformObjectToHClip(v.pos.xyz);
+ return o;
+}
+
+// float getAlpha2(float2 uv) {
+// const float textureWidth = 1024;
+// float pixelSize = 0.5 * length(float2(ddx(uv.x), ddy(uv.x))) * textureWidth;
+
+// // Depends on texture generation settings
+// const float falloffPixels = 5;
+
+// float sample = UNITY_SAMPLE_TEX2D(_MainTex, uv).a;
+// // float scale = 1.0 / fwidth(sample);
+// float signedDistance1 = (0.5 - sample) * falloffPixels;
+// float signedDistance2 = signedDistance1 / pixelSize;
+
+// return lineAA(signedDistance2 + 0.5);
+// // float signedDistance = (sample - 0.5) * scale;
+// // return fwidth(sample) * 10;
+// // Use two different distance thresholds to get dynamically stroked text
+// // float color = clamp(signedDistance + 0.5, 0.0, 1.0);
+// // return color;
+// }
+
+float getAlpha(float2 uv) {
+ float rawSignedDistance = UNITY_SAMPLE_TEX2D(_MainTex, uv).a;
+ float scale = 1.0 / fwidth(rawSignedDistance);
+ float thresholdedDistance = (rawSignedDistance - 0.5) * scale;
+ float color = clamp(thresholdedDistance + 0.5, 0.0, 1.0);
+ return color;
+}
+
+// Shader modified from https://evanw.github.io/font-texture-generator/example-webgl/
+float4 frag (v2f i, float4 screenPos : VPOS) : SV_Target {
+ // float halfpixelSize = 0.5 * 0.5 * length(float2(ddx(i.uv.x), ddy(i.uv.x)));
+ // float fcolor0 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv).a;
+ // float fcolor1 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv + float2(halfpixelSize * 0.6, halfpixelSize * 0.3)).a;
+ // float fcolor2 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv + float2(-halfpixelSize * 0.3, halfpixelSize * 0.6)).a;
+ // float fcolor3 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv + float2(-halfpixelSize * 0.6, -halfpixelSize * 0.3)).a;
+ // float fcolor4 = UNITY_SAMPLE_TEX2D(_FallbackTex, i.uv + float2(halfpixelSize * 0.3, -halfpixelSize * 0.6)).a;
+ // float fallbackAlpha = (fcolor0 + fcolor1 + fcolor2 + fcolor3 + fcolor4) * 0.2;
+ // Bias the texture sampling to use a lower mipmap level. This makes the text much sharper and clearer.
+ float fallbackAlpha = UNITY_SAMPLE_TEX2D_BIAS(_FallbackTex, i.uv, _MipBias).a;
+
+ // The fallback is used for small font sizes.
+ // Boost the alpha to make it more legible
+ fallbackAlpha *= 1.2;
+
+ // Approximate size of one screen pixel in UV-space
+ float pixelSize = length(float2(ddx(i.uv.x), ddy(i.uv.x)));
+ // float pixelSize2 = length(float2(ddx(i.uv.y), ddy(i.uv.y)));
+
+ // float color0 = getAlpha(i.uv);
+ // float color1 = getAlpha(i.uv + float2(halfpixelSize * 0.6, halfpixelSize * 0.3));
+ // float color2 = getAlpha(i.uv + float2(-halfpixelSize * 0.3, halfpixelSize * 0.6));
+ // float color3 = getAlpha(i.uv + float2(-halfpixelSize * 0.6, -halfpixelSize * 0.3));
+ // float color4 = getAlpha(i.uv + float2(halfpixelSize * 0.3, -halfpixelSize * 0.6));
+ // float color = (color0 + color1 + color2 + color3 + color4) * 0.2;
+
+ float sdfAlpha = getAlpha(i.uv);
+
+ // Transition from the SDF font to the fallback when the font's size on the screen
+ // starts getting smaller than the size in the texture.
+ float sdfTextureWidth = 1024;
+ // How sharp the transition from sdf to fallback is.
+ // A smaller value will make the transition cover a larger range of font sizes
+ float transitionSharpness = 10;
+ float blend = clamp(transitionSharpness*(_TransitionPoint*pixelSize*sdfTextureWidth - 1.0), 0, 1);
+
+ float alpha = lerp(sdfAlpha, fallbackAlpha, blend * _FallbackAmount);
+
+ float4 blendcolor = float4(1,1,1,1);
+ // blendcolor = lerp(float4(0, 1, 0, 1), float4(1, 0, 0, 1), blend);
+
+ return blendcolor * i.col * float4(1, 1, 1, alpha);
+} \ No newline at end of file
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc.meta
new file mode 100644
index 0000000..699e27b
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_common_text.cginc.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: a4bc56dd8cf7ec1bebb90e3a60d73472
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_droid_sans_mono.mat b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_droid_sans_mono.mat
new file mode 100644
index 0000000..4b6d156
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_droid_sans_mono.mat
@@ -0,0 +1,71 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 8
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: aline_droid_sans_mono
+ m_Shader: {fileID: 4800000, guid: 537f9312ab33ad434a5484e558bbbca2, type: 3}
+ m_Parent: {fileID: 0}
+ m_ModifiedSerializedProperties: 0
+ m_ValidKeywords: []
+ m_InvalidKeywords: []
+ m_LightmapFlags: 5
+ m_EnableInstancingVariants: 0
+ m_DoubleSidedGI: 0
+ m_CustomRenderQueue: -1
+ stringTagMap: {}
+ disabledShaderPasses: []
+ m_LockedProperties:
+ m_SavedProperties:
+ serializedVersion: 3
+ m_TexEnvs:
+ - _BumpMap:
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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.mat b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.mat
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+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.mat
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+%YAML 1.1
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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.mat.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.mat.meta
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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.shader b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.shader
new file mode 100644
index 0000000..b95a6f8
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.shader
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+Shader "Hidden/ALINE/Outline" {
+ Properties {
+ _Color ("Main Color", Color) = (1,1,1,0.5)
+ _FadeColor ("Fade Color", Color) = (1,1,1,0.3)
+ _PixelWidth ("Width (px)", Float) = 4
+ _LengthPadding ("Length Padding (px)", Float) = 0
+ }
+
+ HLSLINCLUDE
+ float4 _Color;
+ float4 _FadeColor;
+ float _PixelWidth;
+ float _LengthPadding;
+
+ // Number of screen pixels that the _Falloff texture corresponds to
+ static const float FalloffTextureScreenPixels = 2;
+
+ #pragma vertex vert
+ #pragma fragment frag
+ ENDHLSL
+
+ // First subshader is for the HighDefinitionRenderPipeline.
+ // The shader contents are identical except that it defines UNTIY_HDRP.
+ SubShader {
+ PackageRequirements {
+ "com.unity.render-pipelines.high-definition": "0.1"
+ }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ Offset -3, -50
+ Tags { "IgnoreProjector"="True" "RenderType"="Overlay" "RenderPipeline"="HighDefinitionRenderPipeline" }
+ // With line joins some triangles can actually end up backwards, so disable culling
+ Cull Off
+
+ // Render behind objects
+ Pass {
+ ZTest Greater
+
+ HLSLPROGRAM
+ #define UNITY_HDRP
+ #include "aline_common_line.cginc"
+
+ line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
+ return line_vert_raw(v, _Color * _FadeColor, _PixelWidth, _LengthPadding, outpos);
+ }
+
+ half4 frag (line_v2f i, float4 screenPos : VPOS) : COLOR {
+ return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels));
+ }
+ ENDHLSL
+ }
+
+ // First pass writes to the Z buffer where the lines have a pretty high opacity
+ Pass {
+ ZTest LEqual
+ ZWrite On
+ ColorMask 0
+
+ HLSLPROGRAM
+ #define UNITY_HDRP
+ #include "aline_common_line.cginc"
+
+ line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
+ line_v2f o = line_vert_raw(v, float4(1,1,1,1), _PixelWidth, _LengthPadding, outpos);
+ o.col = float4(1,1,1,1);
+ return o;
+ }
+
+ half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
+ float a = calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels);
+ if (a < 0.7) discard;
+ return float4(1,1,1,a);
+ }
+ ENDHLSL
+ }
+
+ // Render in front of objects
+ Pass {
+ ZTest LEqual
+
+ HLSLPROGRAM
+ #define UNITY_HDRP
+ #include "aline_common_line.cginc"
+
+ line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
+ return line_vert_raw(v, _Color, _PixelWidth, _LengthPadding, outpos);
+ }
+
+ half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels));
+ }
+ ENDHLSL
+ }
+ }
+
+
+ SubShader {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ Offset -3, -50
+ Tags { "IgnoreProjector"="True" "RenderType"="Overlay" }
+ // With line joins some triangles can actually end up backwards, so disable culling
+ Cull Off
+
+ // Render behind objects
+ Pass {
+ ZTest Greater
+
+ HLSLPROGRAM
+ #include "aline_common_line.cginc"
+
+ line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
+ return line_vert_raw(v, _Color * _FadeColor, _PixelWidth, _LengthPadding, outpos);
+ }
+
+ half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
+ return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels));
+ }
+ ENDHLSL
+ }
+
+ // First pass writes to the Z buffer where the lines have a pretty high opacity
+ Pass {
+ ZTest LEqual
+ ZWrite On
+ ColorMask 0
+
+ HLSLPROGRAM
+ #include "aline_common_line.cginc"
+
+ line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
+ line_v2f o = line_vert_raw(v, float4(1,1,1,1), _PixelWidth, _LengthPadding, outpos);
+ o.col = float4(1,1,1,1);
+ return o;
+ }
+
+ half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
+ float a = calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels);
+ if (a < 0.7) discard;
+ return float4(1,1,1,a);
+ }
+ ENDHLSL
+ }
+
+ // Render in front of objects
+ Pass {
+ ZTest LEqual
+
+ HLSLPROGRAM
+ #include "aline_common_line.cginc"
+
+ line_v2f vert (appdata_color v, out float4 outpos : SV_POSITION) {
+ return line_vert_raw(v, _Color, _PixelWidth, _LengthPadding, outpos);
+ }
+
+ half4 frag (line_v2f i, float4 screenPos : VPOS) : SV_Target {
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
+ return i.col * float4(1,1,1, calculateLineAlpha(i, i.lineWidth, FalloffTextureScreenPixels));
+ }
+ ENDHLSL
+ }
+ }
+ Fallback Off
+}
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.shader.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_outline.shader.meta
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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat
new file mode 100644
index 0000000..a879e27
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 2, y: 2}
+ m_Offset: {x: 0, y: 0}
+ m_Floats:
+ - _InvFade: 1
+ - _Scale: -2.68
+ - _Shininess: 0.7
+ m_Colors:
+ - _Amb: {r: 0, g: 1, b: 0.33381772, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 0.551}
+ - _EmisColor: {r: 0.2, g: 0.2, b: 0.2, a: 0}
+ - _Emission: {r: 0, g: 0, b: 0, a: 1}
+ - _Emmission: {r: 0.4744898, g: 0.4744898, b: 0.4744898, a: 1}
+ - _FadeColor: {r: 0.6568808, g: 0.6568808, b: 0.6568808, a: 0.448}
+ - _Low: {r: 1, g: 1, b: 1, a: 0.7}
+ - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Tint: {r: 1, g: 1, b: 1, a: 1}
+ - _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
+ m_BuildTextureStacks: []
+--- !u!1002 &2100001
+EditorExtensionImpl:
+ serializedVersion: 6
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat.meta
new file mode 100644
index 0000000..c96943f
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.mat.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 5ce51318bbfb1466188b929a68a6bd3a
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader
new file mode 100644
index 0000000..37eec81
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader
@@ -0,0 +1,174 @@
+Shader "Hidden/ALINE/Surface" {
+ Properties {
+ _Color ("Main Color", Color) = (1,1,1,0.5)
+ _MainTex ("Texture", 2D) = "white" { }
+ _Scale ("Scale", float) = 1
+ _FadeColor ("Fade Color", Color) = (1,1,1,0.3)
+ }
+
+ HLSLINCLUDE
+ float4 _MainTex_ST;
+ float4 _Color;
+ float4 _FadeColor;
+ float _Scale;
+
+ #pragma vertex vert
+ #pragma fragment frag
+ ENDHLSL
+
+ // First subshader is for the HighDefinitionRenderPipeline.
+ // The shader contents are identical except that it defines UNTIY_HDRP.
+ SubShader {
+ PackageRequirements {
+ "com.unity.render-pipelines.high-definition": "0.1"
+ }
+ Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" "RenderPipeline"="HighDefinitionRenderPipeline"}
+ LOD 200
+ Offset -2, -20
+ Cull Off
+
+ Pass {
+ // Z-write further back to avoid lines drawn at the same z-depth to partially clip the surface
+ Offset 0, 0
+ ZWrite On
+ ColorMask 0
+
+ HLSLPROGRAM
+ #define UNITY_HDRP
+ #include "aline_common_surface.cginc"
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+
+ v2f vert (appdata_color v) {
+ return vert_base(v, _Color, _Scale);
+ }
+
+ float4 frag (v2f i) : SV_Target {
+ if (i.col.a < 0.3) discard;
+ return float4(1,1,1,1);
+ }
+ ENDHLSL
+ }
+
+
+ // Render behind
+ Pass {
+ ZWrite Off
+ ZTest Greater
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ HLSLPROGRAM
+ #define UNITY_HDRP
+ #include "aline_common_surface.cginc"
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+
+ v2f vert (appdata_color v) {
+ return vert_base(v, _Color * _FadeColor, _Scale);
+ }
+
+ float4 frag (v2f i) : SV_Target {
+ return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col;
+ }
+ ENDHLSL
+
+ }
+
+ // Render in front
+ Pass {
+ ZWrite Off
+ ZTest LEqual
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ HLSLPROGRAM
+ #define UNITY_HDRP
+ #include "aline_common_surface.cginc"
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+
+ v2f vert (appdata_color v) {
+ return vert_base(v, _Color, _Scale);
+ }
+
+ float4 frag (v2f i) : SV_Target {
+ return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col;
+ }
+ ENDHLSL
+ }
+ }
+
+ SubShader {
+ Tags {"Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent"}
+ LOD 200
+ Offset -2, -20
+ Cull Off
+
+ Pass {
+ // Z-write further back to avoid lines drawn at the same z-depth to partially clip the surface
+ Offset 0, 0
+ ZWrite On
+ ColorMask 0
+
+ HLSLPROGRAM
+ #include "aline_common_surface.cginc"
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+
+ v2f vert (appdata_color v) {
+ return vert_base(v, _Color, _Scale);
+ }
+
+ float4 frag (v2f i) : SV_Target {
+ if (i.col.a < 0.3) discard;
+ return float4(1,1,1,1);
+ }
+ ENDHLSL
+ }
+
+
+ // Render behind
+ Pass {
+ ZWrite Off
+ ZTest Greater
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ HLSLPROGRAM
+ #include "aline_common_surface.cginc"
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+
+ v2f vert (appdata_color v) {
+ return vert_base(v, _Color * _FadeColor, _Scale);
+ }
+
+ float4 frag (v2f i) : SV_Target {
+ return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col;
+ }
+ ENDHLSL
+
+ }
+
+ // Render in front
+ Pass {
+ ZWrite Off
+ ZTest LEqual
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ HLSLPROGRAM
+ #include "aline_common_surface.cginc"
+
+ UNITY_DECLARE_TEX2D(_MainTex);
+
+ v2f vert (appdata_color v) {
+ return vert_base(v, _Color, _Scale);
+ }
+
+ float4 frag (v2f i) : SV_Target {
+ return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * i.col;
+ }
+ ENDHLSL
+ }
+ }
+
+ Fallback Off
+}
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader.meta
new file mode 100644
index 0000000..52f87d2
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_surface.shader.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6dad35c0b62e44c26ab244ad80deee1a
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader
new file mode 100644
index 0000000..d308e80
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader
@@ -0,0 +1,88 @@
+Shader "Hidden/ALINE/Font" {
+ Properties {
+ _Color ("Main Color", Color) = (1,1,1,0.5)
+ _FadeColor ("Fade Color", Color) = (1,1,1,0.3)
+ _MainTex ("Texture", 2D) = "white" {}
+ _FallbackTex ("Fallback Texture", 2D) = "white" {}
+ _FallbackAmount ("Fallback Amount", Range(0,1)) = 1.0
+ _TransitionPoint ("Transition Point", Range(0,5)) = 0.6
+ _MipBias ("Mip Bias", Range(-2,0)) = -1
+ _GammaCorrection ("Gamma Correction", Range(0,2)) = 1
+ }
+
+ // First subshader is for the HighDefinitionRenderPipeline.
+ // The shader contents are identical except that it defines UNTIY_HDRP.
+ SubShader {
+ PackageRequirements {
+ "com.unity.render-pipelines.high-definition": "0.1"
+ }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ Offset -3, -50
+ Cull Off
+ Tags { "IgnoreProjector"="True" "RenderType"="Overlay" "RenderPipeline"="HighDefinitionRenderPipeline"}
+
+ Pass {
+ ZTest Greater
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #define UNITY_HDRP
+ #include "aline_common_text.cginc"
+ v2f vert (vertex v, out float4 outpos : SV_POSITION) {
+ return vert_base(v, _Color * _FadeColor, outpos);
+ }
+ ENDHLSL
+ }
+
+ Pass {
+ ZTest LEqual
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #define UNITY_HDRP
+ #include "aline_common_text.cginc"
+ v2f vert (vertex v, out float4 outpos : SV_POSITION) {
+ return vert_base(v, _Color, outpos);
+ }
+ ENDHLSL
+ }
+ }
+
+ SubShader {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZWrite Off
+ Offset -3, -50
+ Cull Off
+ Tags { "IgnoreProjector"="True" "RenderType"="Overlay" }
+
+ Pass {
+ ZTest Greater
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "aline_common_text.cginc"
+ v2f vert (vertex v, out float4 outpos : SV_POSITION) {
+ return vert_base(v, _Color * _FadeColor, outpos);
+ }
+ ENDHLSL
+ }
+
+ Pass {
+ ZTest LEqual
+
+ HLSLPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "aline_common_text.cginc"
+ v2f vert (vertex v, out float4 outpos : SV_POSITION) {
+ return vert_base(v, _Color, outpos);
+ }
+ ENDHLSL
+ }
+ }
+ Fallback Off
+}
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader.meta b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader.meta
new file mode 100644
index 0000000..28b9a8c
--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Drawing/Resources/aline_text.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 537f9312ab33ad434a5484e558bbbca2
+timeCreated: 1442945130
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant: