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
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-
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-
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- float bevelWidth = max(.01, _BevelWidth);
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-
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- // Track outline
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- h -= .5;
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-
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-
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- {
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- n.z = abs(n.z);
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- float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
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-
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- float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
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- //faceColor.rgb += col * faceColor.a;
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- col *= 1 - (dot(n, light) * _Diffuse);
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- col *= lerp(_Ambient, 1, n.z * n.z);
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-
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-
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- color = float4(col, faceColor.a);
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- }
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-
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- // Add custom function to handle time in HDRP
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-
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-
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- //
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- void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
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- {
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-
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- }
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-
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- {
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- float2 pixelSize = position.w;
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- pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
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- SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
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- }
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-
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- // UV : Texture coordinate of the source distance field texture
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- // TextureSize : Size of the source distance field texture
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- // Filter : Enable perspective filter (soften)
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- void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
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- {
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- if(Filter)
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- {
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- float2 a = float2(ddx(UV.x), ddy(UV.x));
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- float2 b = float2(ddx(UV.y), ddy(UV.y));
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- float s = lerp(dot(a,a), dot(b,b), 0.5);
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- SSR = rsqrt(s) / TextureSize;
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- }
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- else
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- {
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- float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
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- SSR = s / TextureSize;
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- }
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- }
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-
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- // SSR : Screen Space Ratio
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- // SD : Signed Distance (encoded : Distance / SDR + .5)
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- // SDR : Signed Distance Ratio
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- //
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- // IsoPerimeter : Dilate / Contract the shape
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- 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
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- outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
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- }
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-
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- void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
129
- {
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- softness *= SSR * SDR;
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- 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
-
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- 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
- }
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-
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- 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);
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- outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
148
- }
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-
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- void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
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- {
152
- outColor = BlendARGB(overlying, underlying);
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- }
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-
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- // Face only
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- void Layer1_float(float alpha, float4 color0, out float4 outColor)
157
- {
158
- color0.a *= alpha;
159
- outColor = color0;
160
- }
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-
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
-
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- // 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
- }
@@ -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
- }