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.
- package/.github/workflows/check-sync.yml +0 -2
- package/CHANGELOG.md +9 -0
- package/dev-hypersdk/Assets/Editor/HyperSDKSyncTool.cs +0 -1
- package/package.json +1 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/DOTweenSettings.asset +0 -54
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Fonts/LiberationSans - OFL.txt +0 -46
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Fonts/LiberationSans.ttf +0 -0
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat +0 -106
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +0 -348
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat +0 -104
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset +0 -7821
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/LineBreaking Following Characters.txt +0 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/LineBreaking Leading Characters.txt +0 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset +0 -659
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset +0 -81
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/TMP Settings.asset +0 -52
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/SDFFunctions.hlsl +0 -178
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +0 -145
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +0 -155
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap.shader +0 -145
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +0 -326
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF SSD.shader +0 -321
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph +0 -12074
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph +0 -11759
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +0 -258
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +0 -252
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +0 -106
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader +0 -389
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +0 -250
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +0 -139
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +0 -159
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph +0 -11932
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph +0 -11629
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF.shader +0 -326
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Sprite.shader +0 -131
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro.cginc +0 -84
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Mobile.cginc +0 -165
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Properties.cginc +0 -80
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Surface.cginc +0 -99
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne Attribution.txt +0 -3
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne.json +0 -156
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne.png +0 -0
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package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/SDFFunctions.hlsl
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float2 UnpackUV(float uv)
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{
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float2 output;
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output.x = floor(uv / 4096.0);
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output.y = uv - 4096.0 * output.x;
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return output * 0.001953125;
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}
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float4 BlendARGB(float4 overlying, float4 underlying)
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{
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overlying.rgb *= overlying.a;
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underlying.rgb *= underlying.a;
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float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
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float alpha = underlying.a + (1 - underlying.a) * overlying.a;
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return float4(blended / alpha, alpha);
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}
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float3 GetSpecular(float3 n, float3 l)
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{
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float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
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return _SpecularColor.rgb * spec * _SpecularPower;
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}
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void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
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{
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float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
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// Read "height field"
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float4 h = float4(
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
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bool raisedBevel = _BevelType;
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h += _BevelOffset;
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float bevelWidth = max(.01, _BevelWidth);
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// Track outline
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h -= .5;
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h /= bevelWidth;
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h = saturate(h + .5);
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if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
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h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
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h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
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h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
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float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
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float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
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float3 f = float3(1, 1, 1);
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if (isFront) f = float3(1, 1, -1);
|
|
57
|
-
nornmal = cross(va, vb) * f;
|
|
58
|
-
}
|
|
59
|
-
|
|
60
|
-
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
|
|
61
|
-
{
|
|
62
|
-
n.z = abs(n.z);
|
|
63
|
-
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
|
|
64
|
-
|
|
65
|
-
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
|
|
66
|
-
//faceColor.rgb += col * faceColor.a;
|
|
67
|
-
col *= 1 - (dot(n, light) * _Diffuse);
|
|
68
|
-
col *= lerp(_Ambient, 1, n.z * n.z);
|
|
69
|
-
|
|
70
|
-
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
|
71
|
-
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
|
72
|
-
|
|
73
|
-
color = float4(col, faceColor.a);
|
|
74
|
-
}
|
|
75
|
-
|
|
76
|
-
// Add custom function to handle time in HDRP
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
//
|
|
80
|
-
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
|
|
81
|
-
{
|
|
82
|
-
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
|
|
83
|
-
}
|
|
84
|
-
|
|
85
|
-
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
|
86
|
-
{
|
|
87
|
-
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
|
88
|
-
}
|
|
89
|
-
|
|
90
|
-
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
|
91
|
-
{
|
|
92
|
-
float2 pixelSize = position.w;
|
|
93
|
-
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
|
94
|
-
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
|
95
|
-
}
|
|
96
|
-
|
|
97
|
-
// UV : Texture coordinate of the source distance field texture
|
|
98
|
-
// TextureSize : Size of the source distance field texture
|
|
99
|
-
// Filter : Enable perspective filter (soften)
|
|
100
|
-
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
|
101
|
-
{
|
|
102
|
-
if(Filter)
|
|
103
|
-
{
|
|
104
|
-
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
|
105
|
-
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
|
106
|
-
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
|
107
|
-
SSR = rsqrt(s) / TextureSize;
|
|
108
|
-
}
|
|
109
|
-
else
|
|
110
|
-
{
|
|
111
|
-
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
|
112
|
-
SSR = s / TextureSize;
|
|
113
|
-
}
|
|
114
|
-
}
|
|
115
|
-
|
|
116
|
-
// SSR : Screen Space Ratio
|
|
117
|
-
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
|
118
|
-
// SDR : Signed Distance Ratio
|
|
119
|
-
//
|
|
120
|
-
// IsoPerimeter : Dilate / Contract the shape
|
|
121
|
-
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
|
122
|
-
{
|
|
123
|
-
softness *= SSR * SDR;
|
|
124
|
-
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
|
125
|
-
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
|
126
|
-
}
|
|
127
|
-
|
|
128
|
-
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
|
129
|
-
{
|
|
130
|
-
softness *= SSR * SDR;
|
|
131
|
-
float d = (SD - 0.5f) * SDR;
|
|
132
|
-
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
133
|
-
}
|
|
134
|
-
|
|
135
|
-
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
|
136
|
-
{
|
|
137
|
-
softness *= SSR * SDR;
|
|
138
|
-
float d = (SD - 0.5f) * SDR;
|
|
139
|
-
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
140
|
-
}
|
|
141
|
-
|
|
142
|
-
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
|
143
|
-
{
|
|
144
|
-
softness *= SSR * SDR;
|
|
145
|
-
float4 d = (SD - 0.5f) * SDR;
|
|
146
|
-
if(outline) d.w = max(max(d.x, d.y), d.z);
|
|
147
|
-
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
148
|
-
}
|
|
149
|
-
|
|
150
|
-
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
|
151
|
-
{
|
|
152
|
-
outColor = BlendARGB(overlying, underlying);
|
|
153
|
-
}
|
|
154
|
-
|
|
155
|
-
// Face only
|
|
156
|
-
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
|
157
|
-
{
|
|
158
|
-
color0.a *= alpha;
|
|
159
|
-
outColor = color0;
|
|
160
|
-
}
|
|
161
|
-
|
|
162
|
-
// Face + 1 Outline
|
|
163
|
-
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
|
164
|
-
{
|
|
165
|
-
color1.a *= alpha.y;
|
|
166
|
-
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
|
167
|
-
outColor = lerp(color1, color0, alpha.x);
|
|
168
|
-
outColor.rgb /= outColor.a;
|
|
169
|
-
}
|
|
170
|
-
|
|
171
|
-
// Face + 3 Outline
|
|
172
|
-
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
|
173
|
-
{
|
|
174
|
-
color3.a *= alpha.w;
|
|
175
|
-
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
|
176
|
-
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
|
177
|
-
outColor.rgb /= outColor.a;
|
|
178
|
-
}
|
|
@@ -1,145 +0,0 @@
|
|
|
1
|
-
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
|
2
|
-
|
|
3
|
-
Properties {
|
|
4
|
-
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
5
|
-
_FaceTex ("Font Texture", 2D) = "white" {}
|
|
6
|
-
_FaceColor ("Text Color", Color) = (1,1,1,1)
|
|
7
|
-
|
|
8
|
-
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
9
|
-
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
10
|
-
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
11
|
-
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
12
|
-
|
|
13
|
-
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
14
|
-
_Padding ("Padding", float) = 0
|
|
15
|
-
|
|
16
|
-
_StencilComp ("Stencil Comparison", Float) = 8
|
|
17
|
-
_Stencil ("Stencil ID", Float) = 0
|
|
18
|
-
_StencilOp ("Stencil Operation", Float) = 0
|
|
19
|
-
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
20
|
-
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
21
|
-
|
|
22
|
-
_CullMode ("Cull Mode", Float) = 0
|
|
23
|
-
_ColorMask ("Color Mask", Float) = 15
|
|
24
|
-
}
|
|
25
|
-
|
|
26
|
-
SubShader{
|
|
27
|
-
|
|
28
|
-
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
|
29
|
-
|
|
30
|
-
Stencil
|
|
31
|
-
{
|
|
32
|
-
Ref[_Stencil]
|
|
33
|
-
Comp[_StencilComp]
|
|
34
|
-
Pass[_StencilOp]
|
|
35
|
-
ReadMask[_StencilReadMask]
|
|
36
|
-
WriteMask[_StencilWriteMask]
|
|
37
|
-
}
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
Lighting Off
|
|
41
|
-
Cull [_CullMode]
|
|
42
|
-
ZTest [unity_GUIZTestMode]
|
|
43
|
-
ZWrite Off
|
|
44
|
-
Fog { Mode Off }
|
|
45
|
-
Blend SrcAlpha OneMinusSrcAlpha
|
|
46
|
-
ColorMask[_ColorMask]
|
|
47
|
-
|
|
48
|
-
Pass {
|
|
49
|
-
CGPROGRAM
|
|
50
|
-
#pragma vertex vert
|
|
51
|
-
#pragma fragment frag
|
|
52
|
-
|
|
53
|
-
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
54
|
-
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
#include "UnityCG.cginc"
|
|
58
|
-
#include "UnityUI.cginc"
|
|
59
|
-
|
|
60
|
-
struct appdata_t
|
|
61
|
-
{
|
|
62
|
-
float4 vertex : POSITION;
|
|
63
|
-
fixed4 color : COLOR;
|
|
64
|
-
float4 texcoord0 : TEXCOORD0;
|
|
65
|
-
float2 texcoord1 : TEXCOORD1;
|
|
66
|
-
};
|
|
67
|
-
|
|
68
|
-
struct v2f
|
|
69
|
-
{
|
|
70
|
-
float4 vertex : SV_POSITION;
|
|
71
|
-
fixed4 color : COLOR;
|
|
72
|
-
float2 texcoord0 : TEXCOORD0;
|
|
73
|
-
float2 texcoord1 : TEXCOORD1;
|
|
74
|
-
float4 mask : TEXCOORD2;
|
|
75
|
-
};
|
|
76
|
-
|
|
77
|
-
uniform sampler2D _MainTex;
|
|
78
|
-
uniform sampler2D _FaceTex;
|
|
79
|
-
uniform float4 _FaceTex_ST;
|
|
80
|
-
uniform fixed4 _FaceColor;
|
|
81
|
-
|
|
82
|
-
uniform float _VertexOffsetX;
|
|
83
|
-
uniform float _VertexOffsetY;
|
|
84
|
-
uniform float4 _ClipRect;
|
|
85
|
-
uniform float _MaskSoftnessX;
|
|
86
|
-
uniform float _MaskSoftnessY;
|
|
87
|
-
uniform float _UIMaskSoftnessX;
|
|
88
|
-
uniform float _UIMaskSoftnessY;
|
|
89
|
-
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
90
|
-
|
|
91
|
-
v2f vert (appdata_t v)
|
|
92
|
-
{
|
|
93
|
-
float4 vert = v.vertex;
|
|
94
|
-
vert.x += _VertexOffsetX;
|
|
95
|
-
vert.y += _VertexOffsetY;
|
|
96
|
-
|
|
97
|
-
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
|
98
|
-
|
|
99
|
-
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
|
100
|
-
|
|
101
|
-
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
102
|
-
{
|
|
103
|
-
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
104
|
-
}
|
|
105
|
-
fixed4 faceColor = v.color;
|
|
106
|
-
faceColor *= _FaceColor;
|
|
107
|
-
|
|
108
|
-
v2f OUT;
|
|
109
|
-
OUT.vertex = vPosition;
|
|
110
|
-
OUT.color = faceColor;
|
|
111
|
-
OUT.texcoord0 = v.texcoord0;
|
|
112
|
-
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
|
113
|
-
float2 pixelSize = vPosition.w;
|
|
114
|
-
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
|
115
|
-
|
|
116
|
-
// Clamp _ClipRect to 16bit.
|
|
117
|
-
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
118
|
-
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
119
|
-
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
|
120
|
-
|
|
121
|
-
return OUT;
|
|
122
|
-
}
|
|
123
|
-
|
|
124
|
-
fixed4 frag (v2f IN) : SV_Target
|
|
125
|
-
{
|
|
126
|
-
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
|
|
127
|
-
|
|
128
|
-
// Alternative implementation to UnityGet2DClipping with support for softness.
|
|
129
|
-
#if UNITY_UI_CLIP_RECT
|
|
130
|
-
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
|
131
|
-
color *= m.x * m.y;
|
|
132
|
-
#endif
|
|
133
|
-
|
|
134
|
-
#if UNITY_UI_ALPHACLIP
|
|
135
|
-
clip(color.a - 0.001);
|
|
136
|
-
#endif
|
|
137
|
-
|
|
138
|
-
return color;
|
|
139
|
-
}
|
|
140
|
-
ENDCG
|
|
141
|
-
}
|
|
142
|
-
}
|
|
143
|
-
|
|
144
|
-
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
|
145
|
-
}
|
package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
DELETED
|
@@ -1,155 +0,0 @@
|
|
|
1
|
-
Shader "TextMeshPro/Mobile/Bitmap" {
|
|
2
|
-
|
|
3
|
-
Properties {
|
|
4
|
-
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
5
|
-
_Color ("Text Color", Color) = (1,1,1,1)
|
|
6
|
-
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
|
7
|
-
|
|
8
|
-
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
9
|
-
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
10
|
-
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
11
|
-
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
12
|
-
|
|
13
|
-
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
14
|
-
|
|
15
|
-
_StencilComp ("Stencil Comparison", Float) = 8
|
|
16
|
-
_Stencil ("Stencil ID", Float) = 0
|
|
17
|
-
_StencilOp ("Stencil Operation", Float) = 0
|
|
18
|
-
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
19
|
-
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
20
|
-
|
|
21
|
-
_CullMode ("Cull Mode", Float) = 0
|
|
22
|
-
_ColorMask ("Color Mask", Float) = 15
|
|
23
|
-
}
|
|
24
|
-
|
|
25
|
-
SubShader {
|
|
26
|
-
|
|
27
|
-
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
|
28
|
-
|
|
29
|
-
Stencil
|
|
30
|
-
{
|
|
31
|
-
Ref[_Stencil]
|
|
32
|
-
Comp[_StencilComp]
|
|
33
|
-
Pass[_StencilOp]
|
|
34
|
-
ReadMask[_StencilReadMask]
|
|
35
|
-
WriteMask[_StencilWriteMask]
|
|
36
|
-
}
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
Lighting Off
|
|
40
|
-
Cull [_CullMode]
|
|
41
|
-
ZTest [unity_GUIZTestMode]
|
|
42
|
-
ZWrite Off
|
|
43
|
-
Fog { Mode Off }
|
|
44
|
-
Blend SrcAlpha OneMinusSrcAlpha
|
|
45
|
-
ColorMask[_ColorMask]
|
|
46
|
-
|
|
47
|
-
Pass {
|
|
48
|
-
CGPROGRAM
|
|
49
|
-
#pragma vertex vert
|
|
50
|
-
#pragma fragment frag
|
|
51
|
-
#pragma fragmentoption ARB_precision_hint_fastest
|
|
52
|
-
|
|
53
|
-
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
54
|
-
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
#include "UnityCG.cginc"
|
|
58
|
-
#include "UnityUI.cginc"
|
|
59
|
-
|
|
60
|
-
struct appdata_t
|
|
61
|
-
{
|
|
62
|
-
float4 vertex : POSITION;
|
|
63
|
-
fixed4 color : COLOR;
|
|
64
|
-
float2 texcoord0 : TEXCOORD0;
|
|
65
|
-
float2 texcoord1 : TEXCOORD1;
|
|
66
|
-
};
|
|
67
|
-
|
|
68
|
-
struct v2f
|
|
69
|
-
{
|
|
70
|
-
float4 vertex : POSITION;
|
|
71
|
-
fixed4 color : COLOR;
|
|
72
|
-
float2 texcoord0 : TEXCOORD0;
|
|
73
|
-
float4 mask : TEXCOORD2;
|
|
74
|
-
};
|
|
75
|
-
|
|
76
|
-
sampler2D _MainTex;
|
|
77
|
-
fixed4 _Color;
|
|
78
|
-
float _DiffusePower;
|
|
79
|
-
|
|
80
|
-
uniform float _VertexOffsetX;
|
|
81
|
-
uniform float _VertexOffsetY;
|
|
82
|
-
uniform float4 _ClipRect;
|
|
83
|
-
uniform float _MaskSoftnessX;
|
|
84
|
-
uniform float _MaskSoftnessY;
|
|
85
|
-
uniform float _UIMaskSoftnessX;
|
|
86
|
-
uniform float _UIMaskSoftnessY;
|
|
87
|
-
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
88
|
-
|
|
89
|
-
v2f vert (appdata_t v)
|
|
90
|
-
{
|
|
91
|
-
v2f OUT;
|
|
92
|
-
float4 vert = v.vertex;
|
|
93
|
-
vert.x += _VertexOffsetX;
|
|
94
|
-
vert.y += _VertexOffsetY;
|
|
95
|
-
|
|
96
|
-
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
|
97
|
-
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
98
|
-
{
|
|
99
|
-
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
100
|
-
}
|
|
101
|
-
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
|
102
|
-
OUT.color = v.color;
|
|
103
|
-
OUT.color *= _Color;
|
|
104
|
-
OUT.color.rgb *= _DiffusePower;
|
|
105
|
-
OUT.texcoord0 = v.texcoord0;
|
|
106
|
-
|
|
107
|
-
float2 pixelSize = OUT.vertex.w;
|
|
108
|
-
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
|
109
|
-
|
|
110
|
-
// Clamp _ClipRect to 16bit.
|
|
111
|
-
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
112
|
-
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
113
|
-
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
|
114
|
-
|
|
115
|
-
return OUT;
|
|
116
|
-
}
|
|
117
|
-
|
|
118
|
-
fixed4 frag (v2f IN) : COLOR
|
|
119
|
-
{
|
|
120
|
-
fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
|
|
121
|
-
|
|
122
|
-
// Alternative implementation to UnityGet2DClipping with support for softness.
|
|
123
|
-
#if UNITY_UI_CLIP_RECT
|
|
124
|
-
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
|
125
|
-
color *= m.x * m.y;
|
|
126
|
-
#endif
|
|
127
|
-
|
|
128
|
-
#if UNITY_UI_ALPHACLIP
|
|
129
|
-
clip(color.a - 0.001);
|
|
130
|
-
#endif
|
|
131
|
-
|
|
132
|
-
return color;
|
|
133
|
-
}
|
|
134
|
-
ENDCG
|
|
135
|
-
}
|
|
136
|
-
}
|
|
137
|
-
|
|
138
|
-
SubShader {
|
|
139
|
-
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
|
140
|
-
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
|
|
141
|
-
Blend SrcAlpha OneMinusSrcAlpha
|
|
142
|
-
BindChannels {
|
|
143
|
-
Bind "Color", color
|
|
144
|
-
Bind "Vertex", vertex
|
|
145
|
-
Bind "TexCoord", texcoord0
|
|
146
|
-
}
|
|
147
|
-
Pass {
|
|
148
|
-
SetTexture [_MainTex] {
|
|
149
|
-
constantColor [_Color] combine constant * primary, constant * texture
|
|
150
|
-
}
|
|
151
|
-
}
|
|
152
|
-
}
|
|
153
|
-
|
|
154
|
-
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
|
155
|
-
}
|