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Diffstat (limited to 'JamHelper/Assets/TextMesh Pro/Shaders')
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader143
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader145
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader143
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader317
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader310
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader247
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader240
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader106
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader240
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader138
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader158
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF.shader317
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader116
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMPro.cginc84
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc157
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc85
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta9
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc101
-rw-r--r--JamHelper/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta9
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:
- assetBundleVariant: