diff options
author | chai <chaifix@163.com> | 2022-07-02 18:23:46 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2022-07-02 18:23:46 +0800 |
commit | f0f1d830651f3737030e258dc86b42a37baa1bca (patch) | |
tree | 386946c608ec02094c81253872e890615e0c3807 /JamHelper/Assets/TextMesh Pro/Shaders | |
parent | e7e9156b0e4d180f8f9e291eb5ccfb08847e6269 (diff) |
* change directory
Diffstat (limited to 'JamHelper/Assets/TextMesh Pro/Shaders')
34 files changed, 0 insertions, 3200 deletions
diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader deleted file mode 100644 index bab2b2c..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +++ /dev/null @@ -1,143 +0,0 @@ -Shader "TextMeshPro/Bitmap Custom Atlas" { - -Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _Padding ("Padding", float) = 0 - - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 - - _CullMode("Cull Mode", Float) = 0 - _ColorMask("Color Mask", Float) = 15 -} - -SubShader{ - - Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } - - Stencil - { - Ref[_Stencil] - Comp[_StencilComp] - Pass[_StencilOp] - ReadMask[_StencilReadMask] - WriteMask[_StencilWriteMask] - } - - - Lighting Off - Cull [_CullMode] - ZTest [unity_GUIZTestMode] - ZWrite Off - Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - float4 mask : TEXCOORD2; - }; - - uniform sampler2D _MainTex; - uniform sampler2D _FaceTex; - uniform float4 _FaceTex_ST; - uniform fixed4 _FaceColor; - - uniform float _VertexOffsetX; - uniform float _VertexOffsetY; - uniform float4 _ClipRect; - uniform float _MaskSoftnessX; - uniform float _MaskSoftnessY; - - float2 UnpackUV(float uv) - { - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; - } - - v2f vert (appdata_t v) - { - float4 vert = v.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); - - fixed4 faceColor = v.color; - faceColor *= _FaceColor; - - v2f OUT; - OUT.vertex = vPosition; - OUT.color = faceColor; - OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); - float2 pixelSize = vPosition.w; - pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); - - // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - - return OUT; - } - - fixed4 frag (v2f IN) : SV_Target - { - fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(color.a - 0.001); - #endif - - return color; - } - ENDCG - } -} - - CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta deleted file mode 100644 index 0a416c8..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 48bb5f55d8670e349b6e614913f9d910 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader deleted file mode 100644 index 006a271..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +++ /dev/null @@ -1,145 +0,0 @@ -Shader "TextMeshPro/Mobile/Bitmap" { - -Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - [HDR]_Color ("Text Color", Color) = (1,1,1,1) - _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 - - _VertexOffsetX("Vertex OffsetX", float) = 0 - _VertexOffsetY("Vertex OffsetY", float) = 0 - _MaskSoftnessX("Mask SoftnessX", float) = 0 - _MaskSoftnessY("Mask SoftnessY", float) = 0 - - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 - - _CullMode("Cull Mode", Float) = 0 - _ColorMask("Color Mask", Float) = 15 -} - -SubShader { - - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - - Stencil - { - Ref[_Stencil] - Comp[_StencilComp] - Pass[_StencilOp] - ReadMask[_StencilReadMask] - WriteMask[_StencilWriteMask] - } - - - Lighting Off - Cull [_CullMode] - ZTest [unity_GUIZTestMode] - ZWrite Off - Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct v2f { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float4 mask : TEXCOORD2; - }; - - sampler2D _MainTex; - fixed4 _Color; - float _DiffusePower; - - uniform float _VertexOffsetX; - uniform float _VertexOffsetY; - uniform float4 _ClipRect; - uniform float _MaskSoftnessX; - uniform float _MaskSoftnessY; - - v2f vert (appdata_t v) - { - v2f OUT; - float4 vert = v.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); - OUT.color = v.color; - OUT.color *= _Color; - OUT.color.rgb *= _DiffusePower; - OUT.texcoord0 = v.texcoord0; - - float2 pixelSize = OUT.vertex.w; - //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); - - // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - - return OUT; - } - - fixed4 frag (v2f IN) : COLOR - { - fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(color.a - 0.001); - #endif - - return color; - } - ENDCG - } -} - -SubShader { - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - BindChannels { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord0 - } - Pass { - SetTexture [_MainTex] { - constantColor [_Color] combine constant * primary, constant * texture - } - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta deleted file mode 100644 index d5fb125..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1e3b057af24249748ff873be7fafee47 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader deleted file mode 100644 index 8ce4937..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader +++ /dev/null @@ -1,143 +0,0 @@ -Shader "TextMeshPro/Bitmap" { - -Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 - - _CullMode("Cull Mode", Float) = 0 - _ColorMask("Color Mask", Float) = 15 -} - -SubShader{ - - Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } - - Stencil - { - Ref[_Stencil] - Comp[_StencilComp] - Pass[_StencilOp] - ReadMask[_StencilReadMask] - WriteMask[_StencilWriteMask] - } - - - Lighting Off - Cull [_CullMode] - ZTest [unity_GUIZTestMode] - ZWrite Off - Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - float4 mask : TEXCOORD2; - }; - - uniform sampler2D _MainTex; - uniform sampler2D _FaceTex; - uniform float4 _FaceTex_ST; - uniform fixed4 _FaceColor; - - uniform float _VertexOffsetX; - uniform float _VertexOffsetY; - uniform float4 _ClipRect; - uniform float _MaskSoftnessX; - uniform float _MaskSoftnessY; - - float2 UnpackUV(float uv) - { - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; - } - - v2f vert (appdata_t v) - { - float4 vert = v.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); - - fixed4 faceColor = v.color; - faceColor *= _FaceColor; - - v2f OUT; - OUT.vertex = vPosition; - OUT.color = faceColor; - OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); - float2 pixelSize = vPosition.w; - pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); - - // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - - return OUT; - } - - fixed4 frag (v2f IN) : SV_Target - { - fixed4 color = tex2D(_MainTex, IN.texcoord0); - color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(color.a - 0.001); - #endif - - return color; - } - ENDCG - } -} - - CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta deleted file mode 100644 index 7eb1870..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 128e987d567d4e2c824d754223b3f3b0 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader deleted file mode 100644 index c50c593..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +++ /dev/null @@ -1,317 +0,0 @@ -Shader "TextMeshPro/Distance Field Overlay" { - -Properties { - _FaceTex ("Face Texture", 2D) = "white" {} - _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 - _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 - _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _Bevel ("Bevel", Range(0,1)) = 0.5 - _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 - _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 - _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 - _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 - - _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) - _SpecularPower ("Specular", Range(0,4)) = 2.0 - _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 - _Diffuse ("Diffuse", Range(0,1)) = 0.5 - _Ambient ("Ambient", Range(1,0)) = 0.5 - - _BumpMap ("Normal map", 2D) = "bump" {} - _BumpOutline ("Bump Outline", Range(0,1)) = 0 - _BumpFace ("Bump Face", Range(0,1)) = 0 - - _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) - _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) - _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } - _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - - - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - - Tags - { - "Queue"="Overlay" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest Always - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma target 3.0 - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ BEVEL_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - #pragma shader_feature __ GLOW_ON - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 position : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 position : SV_POSITION; - fixed4 color : COLOR; - float2 atlas : TEXCOORD0; // Atlas - float4 param : TEXCOORD1; // alphaClip, scale, bias, weight - float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) - float3 viewDir : TEXCOORD3; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 texcoord2 : TEXCOORD4; // u,v, scale, bias - fixed4 underlayColor : COLOR1; - #endif - float4 textures : TEXCOORD5; - }; - - // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input,output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.position; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float bias =(.5 - weight) + (.5 / scale); - - float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); - - #if GLOW_ON - alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif - - alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 underlayColor = _UnderlayColor; - underlayColor.rgb *= underlayColor.a; - - float bScale = scale; - bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); - float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 bOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Support for texture tiling and offset - float2 textureUV = UnpackUV(input.texcoord1.x); - float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); - float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - - - output.position = vPosition; - output.color = input.color; - output.atlas = input.texcoord0; - output.param = float4(alphaClip, scale, bias, weight); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); - output.underlayColor = underlayColor; - #endif - output.textures = float4(faceUV, outlineUV); - - return output; - } - - - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - float c = tex2D(_MainTex, input.atlas).a; - - #ifndef UNDERLAY_ON - clip(c - input.param.x); - #endif - - float scale = input.param.y; - float bias = input.param.z; - float weight = input.param.w; - float sd = (bias - c) * scale; - - float outline = (_OutlineWidth * _ScaleRatioA) * scale; - float softness = (_OutlineSoftness * _ScaleRatioA) * scale; - - half4 faceColor = _FaceColor; - half4 outlineColor = _OutlineColor; - - faceColor.rgb *= input.color.rgb; - - faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); - outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); - - faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - - #if BEVEL_ON - float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); - float3 n = GetSurfaceNormal(input.atlas, weight, dxy); - - float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; - bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); - n = normalize(n- bump); - - float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); - - float3 col = GetSpecular(n, light); - faceColor.rgb += col*faceColor.a; - faceColor.rgb *= 1-(dot(n, light)*_Diffuse); - faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); - - fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); - faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - #endif - - #if UNDERLAY_ON - float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; - faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); - #endif - - #if UNDERLAY_INNER - float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; - faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); - #endif - - #if GLOW_ON - float4 glowColor = GetGlowColor(sd, scale); - faceColor.rgb += glowColor.rgb * glowColor.a; - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - faceColor *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(faceColor.a - 0.001); - #endif - - return faceColor * input.color.a; - } - - ENDCG - } -} - -Fallback "TextMeshPro/Mobile/Distance Field" -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta deleted file mode 100644 index 56284e9..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: dd89cf5b9246416f84610a006f916af7 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader deleted file mode 100644 index ed48574..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader +++ /dev/null @@ -1,310 +0,0 @@ -Shader "TextMeshPro/Distance Field SSD" { - -Properties { - _FaceTex ("Face Texture", 2D) = "white" {} - _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 - _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 - _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _Bevel ("Bevel", Range(0,1)) = 0.5 - _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 - _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 - _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 - _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 - - _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) - _SpecularPower ("Specular", Range(0,4)) = 2.0 - _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 - _Diffuse ("Diffuse", Range(0,1)) = 0.5 - _Ambient ("Ambient", Range(1,0)) = 0.5 - - _BumpMap ("Normal map", 2D) = "bump" {} - _BumpOutline ("Bump Outline", Range(0,1)) = 0 - _BumpFace ("Bump Face", Range(0,1)) = 0 - - _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) - _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) - _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } - _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - - - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - Tags - { - "Queue" = "Transparent" - "IgnoreProjector" = "True" - "RenderType" = "Transparent" - } - - Stencil - { - Ref[_Stencil] - Comp[_StencilComp] - Pass[_StencilOp] - ReadMask[_StencilReadMask] - WriteMask[_StencilWriteMask] - } - - Cull[_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest[unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma target 3.0 - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ BEVEL_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - #pragma shader_feature __ GLOW_ON - #pragma shader_feature __ FORCE_LINEAR - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 position : POSITION; - float3 normal : NORMAL; - float4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 position : SV_POSITION; - float4 color : COLOR; - float2 atlas : TEXCOORD0; - float weight : TEXCOORD1; - float2 mask : TEXCOORD2; // Position in object space(xy) - float3 viewDir : TEXCOORD3; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float2 texcoord2 : TEXCOORD4; - float4 underlayColor : COLOR1; - #endif - float4 textures : TEXCOORD5; - }; - - // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; - - float4 SRGBToLinear(float4 rgba) { - return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); - } - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input,output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.position; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - float4 vPosition = UnityObjectToClipPos(vert); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 underlayColor = _UnderlayColor; - underlayColor.rgb *= underlayColor.a; - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 bOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - - // Support for texture tiling and offset - float2 textureUV = UnpackUV(input.texcoord1.x); - float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); - float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - - float4 color = input.color; - #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) - color = SRGBToLinear(input.color); - #endif - - output.position = vPosition; - output.color = color; - output.atlas = input.texcoord0; - output.weight = weight; - output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); - output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord2 = input.texcoord0 + bOffset; - output.underlayColor = underlayColor; - #endif - output.textures = float4(faceUV, outlineUV); - - return output; - } - - - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - float c = tex2D(_MainTex, input.atlas).a; - - float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); - pixelSize *= _TextureWidth * .75; - float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); - - float weight = input.weight; - float bias = (.5 - weight) + (.5 / scale); - float sd = (bias - c) * scale; - - float outline = (_OutlineWidth * _ScaleRatioA) * scale; - float softness = (_OutlineSoftness * _ScaleRatioA) * scale; - - half4 faceColor = _FaceColor; - half4 outlineColor = _OutlineColor; - - faceColor.rgb *= input.color.rgb; - - faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); - outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); - - faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - - #if BEVEL_ON - float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); - float3 n = GetSurfaceNormal(input.atlas, weight, dxy); - - float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; - bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); - n = normalize(n - bump); - - float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); - - float3 col = GetSpecular(n, light); - faceColor.rgb += col * faceColor.a; - faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); - faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); - - fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); - faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - #endif - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float bScale = scale; - bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); - float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); - #endif - - #if UNDERLAY_ON - float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; - faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); - #endif - - #if UNDERLAY_INNER - float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; - faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); - #endif - - #if GLOW_ON - float4 glowColor = GetGlowColor(sd, scale); - faceColor.rgb += glowColor.rgb * glowColor.a; - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); - faceColor *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(faceColor.a - 0.001); - #endif - - return faceColor * input.color.a; - } - - ENDCG - } -} - -Fallback "TextMeshPro/Mobile/Distance Field" -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta deleted file mode 100644 index 08cd8ae..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 14eb328de4b8eb245bb7cea29e4ac00b -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader deleted file mode 100644 index 7019aaf..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +++ /dev/null @@ -1,247 +0,0 @@ -// Simplified SDF shader: -// - No Shading Option (bevel / bump / env map) -// - No Glow Option -// - Softness is applied on both side of the outline - -Shader "TextMeshPro/Mobile/Distance Field - Masking" { - -Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = .5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5 - _ScaleX ("Scale X", float) = 1 - _ScaleY ("Scale Y", float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - _MaskTex ("Mask Texture", 2D) = "white" {} - _MaskInverse ("Inverse", float) = 0 - _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) - _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 - _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - fixed4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved - half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif - }; - - float _MaskWipeControl; - float _MaskEdgeSoftness; - fixed4 _MaskEdgeColor; - bool _MaskInverse; - - pixel_t VertShader(vertex_t input) - { - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float layerScale = scale; - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - float bias = (0.5 - weight) * scale - 0.5; - float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - - float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - fixed4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - - #if (UNDERLAY_ON | UNDERLAY_INNER) - - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 layerOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Structure for pixel shader - pixel_t output = { - vPosition, - faceColor, - outlineColor, - float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), - half4(scale, bias - outline, bias + outline, bias), - half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4(input.texcoord0 + layerOffset, input.color.a, 0), - half2(layerScale, layerBias), - #endif - }; - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = input.faceColor * saturate(d - input.param.w); - - #ifdef OUTLINE_ON - c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); - c *= saturate(d - input.param.y); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif - - #if UNDERLAY_INNER - half sd = saturate(d - input.param.z); - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - //#if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - c *= m.x * m.y; - //#endif - - float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); - float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; - a = saturate(t / _MaskEdgeSoftness); - c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); - c *= a; - - #if (UNDERLAY_ON | UNDERLAY_INNER) - c *= input.texcoord1.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(c.a - 0.001); - #endif - - return c; - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta deleted file mode 100644 index 3cbdbbb..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bc1ede39bf3643ee8e493720e4259791 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader deleted file mode 100644 index ce82bed..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +++ /dev/null @@ -1,240 +0,0 @@ -// Simplified SDF shader: -// - No Shading Option (bevel / bump / env map) -// - No Glow Option -// - Softness is applied on both side of the outline - -Shader "TextMeshPro/Mobile/Distance Field Overlay" { - -Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = .5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5 - _ScaleX ("Scale X", float) = 1 - _ScaleY ("Scale Y", float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - Tags - { - "Queue"="Overlay" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest Always - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - fixed4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved - half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif - }; - - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float layerScale = scale; - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - float bias = (0.5 - weight) * scale - 0.5; - float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - - float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - fixed4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - - #if (UNDERLAY_ON | UNDERLAY_INNER) - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 layerOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Populate structure for pixel shader - output.vertex = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); - output.param = half4(scale, bias - outline, bias + outline, bias); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); - output.underlayParam = half2(layerScale, layerBias); - #endif - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = input.faceColor * saturate(d - input.param.w); - - #ifdef OUTLINE_ON - c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); - c *= saturate(d - input.param.y); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif - - #if UNDERLAY_INNER - half sd = saturate(d - input.param.z); - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - c *= m.x * m.y; - #endif - - #if (UNDERLAY_ON | UNDERLAY_INNER) - c *= input.texcoord1.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(c.a - 0.001); - #endif - - return c; - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta deleted file mode 100644 index e6b149e..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a02a7d8c237544f1962732b55a9aebf1 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader deleted file mode 100644 index df4d5b0..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +++ /dev/null @@ -1,106 +0,0 @@ -// Simplified SDF shader: -// - No Shading Option (bevel / bump / env map) -// - No Glow Option -// - Softness is applied on both side of the outline - -Shader "TextMeshPro/Mobile/Distance Field SSD" { - -Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = .5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5 - _ScaleX ("Scale X", float) = 1 - _ScaleY ("Scale Y", float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - _MaskTex ("Mask Texture", 2D) = "white" {} - _MaskInverse ("Inverse", float) = 0 - _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) - _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 - _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - Tags { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - #include "TMPro_Mobile.cginc" - - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta deleted file mode 100644 index 9b84c13..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c8d12adcee749c344b8117cf7c7eb912 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader deleted file mode 100644 index d3f5866..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +++ /dev/null @@ -1,240 +0,0 @@ -// Simplified SDF shader: -// - No Shading Option (bevel / bump / env map) -// - No Glow Option -// - Softness is applied on both side of the outline - -Shader "TextMeshPro/Mobile/Distance Field" { - -Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = .5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5 - _ScaleX ("Scale X", float) = 1 - _ScaleY ("Scale Y", float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - fixed4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved - half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif - }; - - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float layerScale = scale; - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - float bias = (0.5 - weight) * scale - 0.5; - float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - - float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - fixed4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - - #if (UNDERLAY_ON | UNDERLAY_INNER) - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 layerOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Populate structure for pixel shader - output.vertex = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); - output.param = half4(scale, bias - outline, bias + outline, bias); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); - output.underlayParam = half2(layerScale, layerBias); - #endif - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = input.faceColor * saturate(d - input.param.w); - - #ifdef OUTLINE_ON - c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); - c *= saturate(d - input.param.y); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif - - #if UNDERLAY_INNER - half sd = saturate(d - input.param.z); - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - c *= m.x * m.y; - #endif - - #if (UNDERLAY_ON | UNDERLAY_INNER) - c *= input.texcoord1.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(c.a - 0.001); - #endif - - return c; - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta deleted file mode 100644 index 2ac6e76..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fe393ace9b354375a9cb14cdbbc28be4 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader deleted file mode 100644 index be764ae..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +++ /dev/null @@ -1,138 +0,0 @@ -// Simplified version of the SDF Surface shader : -// - No support for Bevel, Bump or envmap -// - Diffuse only lighting -// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. - -Shader "TextMeshPro/Mobile/Distance Field (Surface)" { - -Properties { - _FaceTex ("Fill Texture", 2D) = "white" {} - [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - // Should not be directly exposed to the user - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _CullMode ("Cull Mode", Float) = 0 - //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) - //_MaskSoftness ("Mask Softness", float) = 0 -} - -SubShader { - - Tags { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - LOD 300 - Cull [_CullMode] - - CGPROGRAM - #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap - #pragma target 3.0 - #pragma shader_feature __ GLOW_ON - - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - half _FaceShininess; - half _OutlineShininess; - - struct Input - { - fixed4 color : COLOR; - float2 uv_MainTex; - float2 uv2_FaceTex; - float2 uv2_OutlineTex; - float2 param; // Weight, Scale - float3 viewDirEnv; - }; - - #include "TMPro_Surface.cginc" - - ENDCG - - // Pass to render object as a shadow caster - Pass - { - Name "Caster" - Tags { "LightMode" = "ShadowCaster" } - Offset 1, 1 - - Fog {Mode Off} - ZWrite On ZTest LEqual Cull Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_shadowcaster - #include "UnityCG.cginc" - - struct v2f { - V2F_SHADOW_CASTER; - float2 uv : TEXCOORD1; - float2 uv2 : TEXCOORD3; - float alphaClip : TEXCOORD2; - }; - - uniform float4 _MainTex_ST; - uniform float4 _OutlineTex_ST; - float _OutlineWidth; - float _FaceDilate; - float _ScaleRatioA; - - v2f vert( appdata_base v ) - { - v2f o; - TRANSFER_SHADOW_CASTER(o) - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); - o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; - return o; - } - - uniform sampler2D _MainTex; - - float4 frag(v2f i) : COLOR - { - fixed4 texcol = tex2D(_MainTex, i.uv).a; - clip(texcol.a - i.alphaClip); - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta deleted file mode 100644 index bff8b7a..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 85187c2149c549c5b33f0cdb02836b17 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader deleted file mode 100644 index bcb2bb2..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +++ /dev/null @@ -1,158 +0,0 @@ -Shader "TextMeshPro/Distance Field (Surface)" { - -Properties { - _FaceTex ("Fill Texture", 2D) = "white" {} - _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 - _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 - _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _Bevel ("Bevel", Range(0,1)) = 0.5 - _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 - _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 - _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 - _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 - - _BumpMap ("Normalmap", 2D) = "bump" {} - _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 - _BumpFace ("Bump Face", Range(0,1)) = 0.5 - - _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) - _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) - _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } - _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) - - _FaceShininess ("Face Shininess", Range(0,1)) = 0 - _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 - - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - // Should not be directly exposed to the user - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _CullMode ("Cull Mode", Float) = 0 - //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) - //_MaskSoftness ("Mask Softness", float) = 0 -} - -SubShader { - - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - - LOD 300 - Cull [_CullMode] - - CGPROGRAM - #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap - #pragma target 3.0 - #pragma shader_feature __ GLOW_ON - #pragma glsl - - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - half _FaceShininess; - half _OutlineShininess; - - struct Input - { - fixed4 color : COLOR; - float2 uv_MainTex; - float2 uv2_FaceTex; - float2 uv2_OutlineTex; - float2 param; // Weight, Scale - float3 viewDirEnv; - }; - - - #define BEVEL_ON 1 - #include "TMPro_Surface.cginc" - - ENDCG - - // Pass to render object as a shadow caster - Pass - { - Name "Caster" - Tags { "LightMode" = "ShadowCaster" } - Offset 1, 1 - - Fog {Mode Off} - ZWrite On - ZTest LEqual - Cull Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_shadowcaster - #include "UnityCG.cginc" - - struct v2f { - V2F_SHADOW_CASTER; - float2 uv : TEXCOORD1; - float2 uv2 : TEXCOORD3; - float alphaClip : TEXCOORD2; - }; - - uniform float4 _MainTex_ST; - uniform float4 _OutlineTex_ST; - float _OutlineWidth; - float _FaceDilate; - float _ScaleRatioA; - - v2f vert( appdata_base v ) - { - v2f o; - TRANSFER_SHADOW_CASTER(o) - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); - o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; - return o; - } - - uniform sampler2D _MainTex; - - float4 frag(v2f i) : COLOR - { - fixed4 texcol = tex2D(_MainTex, i.uv).a; - clip(texcol.a - i.alphaClip); - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} - diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta deleted file mode 100644 index 26e814c..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f7ada0af4f174f0694ca6a487b8f543d -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF.shader deleted file mode 100644 index 011ee19..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF.shader +++ /dev/null @@ -1,317 +0,0 @@ -Shader "TextMeshPro/Distance Field" { - -Properties { - _FaceTex ("Face Texture", 2D) = "white" {} - _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 - _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 - _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _Bevel ("Bevel", Range(0,1)) = 0.5 - _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 - _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 - _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 - _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 - - _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) - _SpecularPower ("Specular", Range(0,4)) = 2.0 - _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 - _Diffuse ("Diffuse", Range(0,1)) = 0.5 - _Ambient ("Ambient", Range(1,0)) = 0.5 - - _BumpMap ("Normal map", 2D) = "bump" {} - _BumpOutline ("Bump Outline", Range(0,1)) = 0 - _BumpFace ("Bump Face", Range(0,1)) = 0 - - _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) - _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) - _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } - _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - - - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma target 3.0 - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ BEVEL_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - #pragma shader_feature __ GLOW_ON - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 position : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 position : SV_POSITION; - fixed4 color : COLOR; - float2 atlas : TEXCOORD0; // Atlas - float4 param : TEXCOORD1; // alphaClip, scale, bias, weight - float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) - float3 viewDir : TEXCOORD3; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 texcoord2 : TEXCOORD4; // u,v, scale, bias - fixed4 underlayColor : COLOR1; - #endif - float4 textures : TEXCOORD5; - }; - - // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input,output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.position; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float bias =(.5 - weight) + (.5 / scale); - - float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); - - #if GLOW_ON - alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif - - alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 underlayColor = _UnderlayColor; - underlayColor.rgb *= underlayColor.a; - - float bScale = scale; - bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); - float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 bOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Support for texture tiling and offset - float2 textureUV = UnpackUV(input.texcoord1.x); - float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); - float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - - - output.position = vPosition; - output.color = input.color; - output.atlas = input.texcoord0; - output.param = float4(alphaClip, scale, bias, weight); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); - output.underlayColor = underlayColor; - #endif - output.textures = float4(faceUV, outlineUV); - - return output; - } - - - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - float c = tex2D(_MainTex, input.atlas).a; - - #ifndef UNDERLAY_ON - clip(c - input.param.x); - #endif - - float scale = input.param.y; - float bias = input.param.z; - float weight = input.param.w; - float sd = (bias - c) * scale; - - float outline = (_OutlineWidth * _ScaleRatioA) * scale; - float softness = (_OutlineSoftness * _ScaleRatioA) * scale; - - half4 faceColor = _FaceColor; - half4 outlineColor = _OutlineColor; - - faceColor.rgb *= input.color.rgb; - - faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); - outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); - - faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - - #if BEVEL_ON - float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); - float3 n = GetSurfaceNormal(input.atlas, weight, dxy); - - float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; - bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); - n = normalize(n- bump); - - float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); - - float3 col = GetSpecular(n, light); - faceColor.rgb += col*faceColor.a; - faceColor.rgb *= 1-(dot(n, light)*_Diffuse); - faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); - - fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); - faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - #endif - - #if UNDERLAY_ON - float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; - faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); - #endif - - #if UNDERLAY_INNER - float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; - faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); - #endif - - #if GLOW_ON - float4 glowColor = GetGlowColor(sd, scale); - faceColor.rgb += glowColor.rgb * glowColor.a; - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - faceColor *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(faceColor.a - 0.001); - #endif - - return faceColor * input.color.a; - } - - ENDCG - } -} - -Fallback "TextMeshPro/Mobile/Distance Field" -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta deleted file mode 100644 index e1cf3f3..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 68e6db2ebdc24f95958faec2be5558d6 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader deleted file mode 100644 index e8283a7..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader +++ /dev/null @@ -1,116 +0,0 @@ -Shader "TextMeshPro/Sprite" -{ - Properties - { - [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} - _Color ("Tint", Color) = (1,1,1,1) - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - - [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 - } - - SubShader - { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - "PreviewType"="Plane" - "CanUseSpriteAtlas"="True" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - Lighting Off - ZWrite Off - ZTest [unity_GUIZTestMode] - Blend SrcAlpha OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass - { - Name "Default" - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 2.0 - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - struct appdata_t - { - float4 vertex : POSITION; - float4 color : COLOR; - float2 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f - { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - float4 worldPosition : TEXCOORD1; - UNITY_VERTEX_OUTPUT_STEREO - }; - - sampler2D _MainTex; - fixed4 _Color; - fixed4 _TextureSampleAdd; - float4 _ClipRect; - float4 _MainTex_ST; - - v2f vert(appdata_t v) - { - v2f OUT; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); - OUT.worldPosition = v.vertex; - OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); - - OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - - OUT.color = v.color * _Color; - return OUT; - } - - fixed4 frag(v2f IN) : SV_Target - { - half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; - - #ifdef UNITY_UI_CLIP_RECT - color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); - #endif - - #ifdef UNITY_UI_ALPHACLIP - clip (color.a - 0.001); - #endif - - return color; - } - ENDCG - } - } -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta deleted file mode 100644 index 50ba195..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: cf81c85f95fe47e1a27f6ae460cf182c -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro.cginc b/JamHelper/Assets/TextMesh Pro/Shaders/TMPro.cginc deleted file mode 100644 index 5898130..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro.cginc +++ /dev/null @@ -1,84 +0,0 @@ -float2 UnpackUV(float uv) -{ - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; -} - -fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) -{ - half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); - half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); - - faceColor.rgb *= faceColor.a; - outlineColor.rgb *= outlineColor.a; - - faceColor = lerp(faceColor, outlineColor, outlineAlpha); - - faceColor *= faceAlpha; - - return faceColor; -} - -float3 GetSurfaceNormal(float4 h, float bias) -{ - bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); - - h += bias+_BevelOffset; - - float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); - - // Track outline - h -= .5; - h /= bevelWidth; - h = saturate(h+.5); - - if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); - h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); - h = min(h, 1.0-_BevelClamp); - h *= _Bevel * bevelWidth * _GradientScale * -2.0; - - float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); - float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); - - return cross(va, vb); -} - -float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) -{ - // Read "height field" - float4 h = {tex2D(_MainTex, uv - delta.xz).a, - tex2D(_MainTex, uv + delta.xz).a, - tex2D(_MainTex, uv - delta.zy).a, - tex2D(_MainTex, uv + delta.zy).a}; - - return GetSurfaceNormal(h, bias); -} - -float3 GetSpecular(float3 n, float3 l) -{ - float spec = pow(max(0.0, dot(n, l)), _Reflectivity); - return _SpecularColor.rgb * spec * _SpecularPower; -} - -float4 GetGlowColor(float d, float scale) -{ - float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; - float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; - glow = saturate(abs(glow/(1.0 + t))); - glow = 1.0-pow(glow, _GlowPower); - glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel - return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); -} - -float4 BlendARGB(float4 overlying, float4 underlying) -{ - overlying.rgb *= overlying.a; - underlying.rgb *= underlying.a; - float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); - float alpha = underlying.a + (1-underlying.a)*overlying.a; - return float4(blended, alpha); -} - diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta deleted file mode 100644 index 0d6eb56..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 407bc68d299748449bbf7f48ee690f8d -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc deleted file mode 100644 index 5969fec..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc +++ /dev/null @@ -1,157 +0,0 @@ -struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 position : POSITION; - float3 normal : NORMAL; - float4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; -}; - -struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 position : SV_POSITION; - float4 faceColor : COLOR; - float4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; - float4 param : TEXCOORD1; // weight, scaleRatio - float2 mask : TEXCOORD2; - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 texcoord2 : TEXCOORD3; - float4 underlayColor : COLOR2; - #endif -}; - -float4 SRGBToLinear(float4 rgba) { - return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); -} - -pixel_t VertShader(vertex_t input) -{ - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.position; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - float4 vPosition = UnityObjectToClipPos(vert); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - float4 color = input.color; - #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) - color = SRGBToLinear(input.color); - #endif - - float opacity = color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - float4 faceColor = float4(color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - float4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - - output.position = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); - output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); - - float2 mask = float2(0, 0); - #if UNITY_UI_CLIP_RECT - mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; - #endif - output.mask = mask; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 underlayColor = _UnderlayColor; - underlayColor.rgb *= underlayColor.a; - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - - output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); - output.underlayColor = underlayColor; - #endif - - return output; -} - -float4 PixShader(pixel_t input) : SV_Target -{ - UNITY_SETUP_INSTANCE_ID(input); - - float d = tex2D(_MainTex, input.texcoord0.xy).a; - - float2 UV = input.texcoord0.xy; - float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; - - #if (UNDERLAY_ON | UNDERLAY_INNER) - float layerScale = scale; - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - #endif - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - - float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); - - #ifdef OUTLINE_ON - float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); - faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); - faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; - faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); - #endif - - #if UNDERLAY_INNER - float bias = input.param.x * scale - 0.5; - float sd = saturate(d * scale - bias - input.param.z); - d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; - faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); - #endif - - #ifdef MASKING - float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); - float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; - a = saturate(t / _MaskEdgeSoftness); - faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); - faceColor *= a; - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness - #if UNITY_UI_CLIP_RECT - float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); - float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); - faceColor *= m.x * m.y; - #endif - - #if (UNDERLAY_ON | UNDERLAY_INNER) - faceColor *= input.texcoord2.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(faceColor.a - 0.001); - #endif - - return faceColor; -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta deleted file mode 100644 index 4415e50..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c334973cef89a9840b0b0c507e0377ab -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc deleted file mode 100644 index 2e96258..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc +++ /dev/null @@ -1,85 +0,0 @@ -// UI Editable properties -uniform sampler2D _FaceTex; // Alpha : Signed Distance -uniform float _FaceUVSpeedX; -uniform float _FaceUVSpeedY; -uniform fixed4 _FaceColor; // RGBA : Color + Opacity -uniform float _FaceDilate; // v[ 0, 1] -uniform float _OutlineSoftness; // v[ 0, 1] - -uniform sampler2D _OutlineTex; // RGBA : Color + Opacity -uniform float _OutlineUVSpeedX; -uniform float _OutlineUVSpeedY; -uniform fixed4 _OutlineColor; // RGBA : Color + Opacity -uniform float _OutlineWidth; // v[ 0, 1] - -uniform float _Bevel; // v[ 0, 1] -uniform float _BevelOffset; // v[-1, 1] -uniform float _BevelWidth; // v[-1, 1] -uniform float _BevelClamp; // v[ 0, 1] -uniform float _BevelRoundness; // v[ 0, 1] - -uniform sampler2D _BumpMap; // Normal map -uniform float _BumpOutline; // v[ 0, 1] -uniform float _BumpFace; // v[ 0, 1] - -uniform samplerCUBE _Cube; // Cube / sphere map -uniform fixed4 _ReflectFaceColor; // RGB intensity -uniform fixed4 _ReflectOutlineColor; -//uniform float _EnvTiltX; // v[-1, 1] -//uniform float _EnvTiltY; // v[-1, 1] -uniform float3 _EnvMatrixRotation; -uniform float4x4 _EnvMatrix; - -uniform fixed4 _SpecularColor; // RGB intensity -uniform float _LightAngle; // v[ 0,Tau] -uniform float _SpecularPower; // v[ 0, 1] -uniform float _Reflectivity; // v[ 5, 15] -uniform float _Diffuse; // v[ 0, 1] -uniform float _Ambient; // v[ 0, 1] - -uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity -uniform float _UnderlayOffsetX; // v[-1, 1] -uniform float _UnderlayOffsetY; // v[-1, 1] -uniform float _UnderlayDilate; // v[-1, 1] -uniform float _UnderlaySoftness; // v[ 0, 1] - -uniform fixed4 _GlowColor; // RGBA : Color + Intesity -uniform float _GlowOffset; // v[-1, 1] -uniform float _GlowOuter; // v[ 0, 1] -uniform float _GlowInner; // v[ 0, 1] -uniform float _GlowPower; // v[ 1, 1/(1+4*4)] - -// API Editable properties -uniform float _ShaderFlags; -uniform float _WeightNormal; -uniform float _WeightBold; - -uniform float _ScaleRatioA; -uniform float _ScaleRatioB; -uniform float _ScaleRatioC; - -uniform float _VertexOffsetX; -uniform float _VertexOffsetY; - -//uniform float _UseClipRect; -uniform float _MaskID; -uniform sampler2D _MaskTex; -uniform float4 _MaskCoord; -uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) -//uniform float _MaskWipeControl; -//uniform float _MaskEdgeSoftness; -//uniform fixed4 _MaskEdgeColor; -//uniform bool _MaskInverse; - -uniform float _MaskSoftnessX; -uniform float _MaskSoftnessY; - -// Font Atlas properties -uniform sampler2D _MainTex; -uniform float _TextureWidth; -uniform float _TextureHeight; -uniform float _GradientScale; -uniform float _ScaleX; -uniform float _ScaleY; -uniform float _PerspectiveFilter; -uniform float _Sharpness; diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta deleted file mode 100644 index 7b37f2f..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3997e2241185407d80309a82f9148466 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc deleted file mode 100644 index 622ae87..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc +++ /dev/null @@ -1,101 +0,0 @@ -void VertShader(inout appdata_full v, out Input data) -{ - v.vertex.x += _VertexOffsetX; - v.vertex.y += _VertexOffsetY; - - UNITY_INITIALIZE_OUTPUT(Input, data); - - float bold = step(v.texcoord1.y, 0); - - // Generate normal for backface - float3 view = ObjSpaceViewDir(v.vertex); - v.normal *= sign(dot(v.normal, view)); - -#if USE_DERIVATIVE - data.param.y = 1; -#else - float4 vert = v.vertex; - float4 vPosition = UnityObjectToClipPos(vert); - float2 pixelSize = vPosition.w; - - pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); - scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - data.param.y = scale; -#endif - - data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // - - v.texcoord1.xy = UnpackUV(v.texcoord1.x); - data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); -} - -void PixShader(Input input, inout SurfaceOutput o) -{ - -#if USE_DERIVATIVE - float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); - pixelSize *= _TextureWidth * .75; - float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); -#else - float scale = input.param.y; -#endif - - // Signed distance - float c = tex2D(_MainTex, input.uv_MainTex).a; - float sd = (.5 - c - input.param.x) * scale + .5; - float outline = _OutlineWidth*_ScaleRatioA * scale; - float softness = _OutlineSoftness*_ScaleRatioA * scale; - - // Color & Alpha - float4 faceColor = _FaceColor; - float4 outlineColor = _OutlineColor; - faceColor *= input.color; - outlineColor.a *= input.color.a; - faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); - outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); - faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - faceColor.rgb /= max(faceColor.a, 0.0001); - -#if BEVEL_ON - float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); - - float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, - tex2D(_MainTex, input.uv_MainTex + delta.xz).a, - tex2D(_MainTex, input.uv_MainTex - delta.zy).a, - tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; - - // Face Normal - float3 n = GetSurfaceNormal(smp4x, input.param.x); - - // Bumpmap - float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; - bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); - bump = lerp(float3(0, 0, 1), bump, faceColor.a); - n = normalize(n - bump); - - // Cubemap reflection - fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); - float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; -#else - float3 n = float3(0, 0, -1); - float3 emission = float3(0, 0, 0); -#endif - -#if GLOW_ON - float4 glowColor = GetGlowColor(sd, scale); - glowColor.a *= input.color.a; - emission += glowColor.rgb*glowColor.a; - faceColor = BlendARGB(glowColor, faceColor); - faceColor.rgb /= max(faceColor.a, 0.0001); -#endif - - // Set Standard output structure - o.Albedo = faceColor.rgb; - o.Normal = -n; - o.Emission = emission; - o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); - o.Gloss = 1; - o.Alpha = faceColor.a; -} diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta deleted file mode 100644 index 41ef4b1..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d930090c0cd643c7b55f19a38538c162 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - 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