app.hypergames.hypersdk 1.0.2 → 1.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (42) hide show
  1. package/.github/workflows/check-sync.yml +0 -2
  2. package/CHANGELOG.md +9 -0
  3. package/dev-hypersdk/Assets/Editor/HyperSDKSyncTool.cs +0 -1
  4. package/package.json +1 -1
  5. package/upm-hypersdk/app.hypergames.hypersdk/Resources/DOTweenSettings.asset +0 -54
  6. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Fonts/LiberationSans - OFL.txt +0 -46
  7. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Fonts/LiberationSans.ttf +0 -0
  8. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat +0 -106
  9. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +0 -348
  10. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat +0 -104
  11. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset +0 -7821
  12. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/LineBreaking Following Characters.txt +0 -1
  13. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/LineBreaking Leading Characters.txt +0 -1
  14. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset +0 -659
  15. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset +0 -81
  16. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/TMP Settings.asset +0 -52
  17. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/SDFFunctions.hlsl +0 -178
  18. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +0 -145
  19. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +0 -155
  20. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap.shader +0 -145
  21. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +0 -326
  22. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF SSD.shader +0 -321
  23. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph +0 -12074
  24. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph +0 -11759
  25. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +0 -258
  26. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +0 -252
  27. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +0 -106
  28. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader +0 -389
  29. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +0 -250
  30. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +0 -139
  31. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +0 -159
  32. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph +0 -11932
  33. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph +0 -11629
  34. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF.shader +0 -326
  35. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Sprite.shader +0 -131
  36. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro.cginc +0 -84
  37. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Mobile.cginc +0 -165
  38. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Properties.cginc +0 -80
  39. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Surface.cginc +0 -99
  40. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne Attribution.txt +0 -3
  41. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne.json +0 -156
  42. package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne.png +0 -0
@@ -1,80 +0,0 @@
1
- // UI Editable properties
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- uniform sampler2D _FaceTex; // Alpha : Signed Distance
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- uniform float _FaceUVSpeedX;
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- uniform float _FaceUVSpeedY;
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- uniform fixed4 _FaceColor; // RGBA : Color + Opacity
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- uniform float _FaceDilate; // v[ 0, 1]
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- uniform float _OutlineSoftness; // v[ 0, 1]
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-
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- uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
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- uniform float _OutlineUVSpeedX;
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- uniform float _OutlineUVSpeedY;
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- uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
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- uniform float _OutlineWidth; // v[ 0, 1]
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-
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- uniform float _Bevel; // v[ 0, 1]
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- uniform float _BevelOffset; // v[-1, 1]
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- uniform float _BevelWidth; // v[-1, 1]
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- uniform float _BevelClamp; // v[ 0, 1]
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- uniform float _BevelRoundness; // v[ 0, 1]
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-
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- uniform sampler2D _BumpMap; // Normal map
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- uniform float _BumpOutline; // v[ 0, 1]
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- uniform float _BumpFace; // v[ 0, 1]
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-
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- uniform samplerCUBE _Cube; // Cube / sphere map
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- uniform fixed4 _ReflectFaceColor; // RGB intensity
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- uniform fixed4 _ReflectOutlineColor;
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- //uniform float _EnvTiltX; // v[-1, 1]
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- //uniform float _EnvTiltY; // v[-1, 1]
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- uniform float3 _EnvMatrixRotation;
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- uniform float4x4 _EnvMatrix;
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-
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- uniform fixed4 _SpecularColor; // RGB intensity
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- uniform float _LightAngle; // v[ 0,Tau]
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- uniform float _SpecularPower; // v[ 0, 1]
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- uniform float _Reflectivity; // v[ 5, 15]
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- uniform float _Diffuse; // v[ 0, 1]
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- uniform float _Ambient; // v[ 0, 1]
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-
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- uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
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- uniform float _UnderlayOffsetX; // v[-1, 1]
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- uniform float _UnderlayOffsetY; // v[-1, 1]
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- uniform float _UnderlayDilate; // v[-1, 1]
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- uniform float _UnderlaySoftness; // v[ 0, 1]
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-
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- uniform fixed4 _GlowColor; // RGBA : Color + Intesity
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- uniform float _GlowOffset; // v[-1, 1]
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- uniform float _GlowOuter; // v[ 0, 1]
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- uniform float _GlowInner; // v[ 0, 1]
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- uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
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-
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- // API Editable properties
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- uniform float _ShaderFlags;
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- uniform float _WeightNormal;
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- uniform float _WeightBold;
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-
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- uniform float _ScaleRatioA;
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- uniform float _ScaleRatioB;
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- uniform float _ScaleRatioC;
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-
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- uniform float _VertexOffsetX;
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- uniform float _VertexOffsetY;
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-
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- //uniform float _UseClipRect;
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- uniform float _MaskID;
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- uniform sampler2D _MaskTex;
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- uniform float4 _MaskCoord;
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- uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
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- uniform float _MaskSoftnessX;
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- uniform float _MaskSoftnessY;
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-
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- // Font Atlas properties
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- uniform sampler2D _MainTex;
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- uniform float _TextureWidth;
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- uniform float _TextureHeight;
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- uniform float _GradientScale;
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- uniform float _ScaleX;
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- uniform float _ScaleY;
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- uniform float _PerspectiveFilter;
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- uniform float _Sharpness;
@@ -1,99 +0,0 @@
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- void VertShader(inout appdata_full v, out Input data)
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- {
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- v.vertex.x += _VertexOffsetX;
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- v.vertex.y += _VertexOffsetY;
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-
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- UNITY_INITIALIZE_OUTPUT(Input, data);
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-
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- float bold = step(v.texcoord.w, 0);
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-
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- // Generate normal for backface
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- float3 view = ObjSpaceViewDir(v.vertex);
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- v.normal *= sign(dot(v.normal, view));
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-
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- #if USE_DERIVATIVE
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- data.param.y = 1;
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- #else
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- float4 vert = v.vertex;
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- float4 vPosition = UnityObjectToClipPos(vert);
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- float2 pixelSize = vPosition.w;
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-
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- pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
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- float scale = rsqrt(dot(pixelSize, pixelSize));
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- scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
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- scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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- data.param.y = scale;
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- #endif
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-
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- data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
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- data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
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- }
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-
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- void PixShader(Input input, inout SurfaceOutput o)
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- {
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-
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- #if USE_DERIVATIVE
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- float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
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- pixelSize *= _TextureWidth * .75;
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- float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
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- #else
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- float scale = input.param.y;
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- #endif
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-
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- // Signed distance
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- float c = tex2D(_MainTex, input.uv_MainTex).a;
45
- float sd = (.5 - c - input.param.x) * scale + .5;
46
- float outline = _OutlineWidth*_ScaleRatioA * scale;
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- float softness = _OutlineSoftness*_ScaleRatioA * scale;
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-
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- // Color & Alpha
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- float4 faceColor = _FaceColor;
51
- float4 outlineColor = _OutlineColor;
52
- faceColor *= input.color;
53
- outlineColor.a *= input.color.a;
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- faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
55
- outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
56
- faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
57
- faceColor.rgb /= max(faceColor.a, 0.0001);
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-
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- #if BEVEL_ON
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- float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
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-
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- float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
63
- tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
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- tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
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- tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
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-
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- // Face Normal
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- float3 n = GetSurfaceNormal(smp4x, input.param.x);
69
-
70
- // Bumpmap
71
- float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
72
- bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
73
- bump = lerp(float3(0, 0, 1), bump, faceColor.a);
74
- n = normalize(n - bump);
75
-
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- // Cubemap reflection
77
- fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
78
- float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
79
- #else
80
- float3 n = float3(0, 0, -1);
81
- float3 emission = float3(0, 0, 0);
82
- #endif
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-
84
- #if GLOW_ON
85
- float4 glowColor = GetGlowColor(sd, scale);
86
- glowColor.a *= input.color.a;
87
- emission += glowColor.rgb*glowColor.a;
88
- faceColor = BlendARGB(glowColor, faceColor);
89
- faceColor.rgb /= max(faceColor.a, 0.0001);
90
- #endif
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-
92
- // Set Standard output structure
93
- o.Albedo = faceColor.rgb;
94
- o.Normal = -n;
95
- o.Emission = emission;
96
- o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
97
- o.Gloss = 1;
98
- o.Alpha = faceColor.a;
99
- }
@@ -1,3 +0,0 @@
1
- This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2
-
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- Please visit their website to view the complete set of their emojis and review their licensing terms.
@@ -1,156 +0,0 @@
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- "sourceSize": {"w":128,"h":128},
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- },
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- {
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- "filename": "263a.png",
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- },
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- "filename": "2639.png",
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- "frame": {"x":384,"y":384,"w":128,"h":128},
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- "sourceSize": {"w":128,"h":128},
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- "pivot": {"x":0.5,"y":0.5}
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- }],
147
- "meta": {
148
- "app": "http://www.codeandweb.com/texturepacker",
149
- "version": "1.0",
150
- "image": "EmojiOne.png",
151
- "format": "RGBA8888",
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- "size": {"w":512,"h":512},
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- "scale": "1",
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- "smartupdate": "$TexturePacker:SmartUpdate:196a26a2e149d875b91ffc8fa3581e76:fc928c7e275404b7e0649307410475cb:424723c3774975ddb2053fd5c4b85f6e$"
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- }
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- }