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+*.pidb
+*.booproj
+*.svd
+*.pdb
+*.mdb
+*.opendb
+*.VC.db
+
+# Unity3D generated meta files
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+*.pdb.meta
+*.mdb.meta
+
+# Unity3D generated file on crash reports
+sysinfo.txt
+
+# Builds
+*.apk
+*.aab
+*.unitypackage
+*.unitypackage.meta
+*.app
+
+# Crashlytics generated file
+crashlytics-build.properties
+
+# Packed Addressables
+/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
+
+# Temporary auto-generated Android Assets
+/[Aa]ssets/[Ss]treamingAssets/aa.meta
+/[Aa]ssets/[Ss]treamingAssets/aa/*
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+++ b/.vsconfig
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+п»ї{
+ "version": "1.0",
+ "components": [
+ "Microsoft.VisualStudio.Workload.ManagedGame"
+ ]
+}
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
new file mode 100644
index 0000000..0ad6de5
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
@@ -0,0 +1,93 @@
+Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
+with Reserved Font Name Anton.
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
new file mode 100644
index 0000000..13e7fbe
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
@@ -0,0 +1,93 @@
+Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
+with Reserved Font Name Bangers.
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
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+ - Electronic Highway Sign
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
new file mode 100644
index 0000000..22bdace
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
@@ -0,0 +1,92 @@
+Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
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+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs
new file mode 100644
index 0000000..b48ebbd
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs
@@ -0,0 +1,128 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class Benchmark01 : MonoBehaviour
+ {
+
+ public int BenchmarkType = 0;
+
+ public TMP_FontAsset TMProFont;
+ public Font TextMeshFont;
+
+ private TextMeshPro m_textMeshPro;
+ private TextContainer m_textContainer;
+ private TextMesh m_textMesh;
+
+ private const string label01 = "The <#0050FF>count is: {0}";
+ private const string label02 = "The count is: ";
+
+ //private string m_string;
+ //private int m_frame;
+
+ private Material m_material01;
+ private Material m_material02;
+
+
+
+ IEnumerator Start()
+ {
+
+
+
+ if (BenchmarkType == 0) // TextMesh Pro Component
+ {
+ m_textMeshPro = gameObject.AddComponent();
+ m_textMeshPro.autoSizeTextContainer = true;
+
+ //m_textMeshPro.anchorDampening = true;
+
+ if (TMProFont != null)
+ m_textMeshPro.font = TMProFont;
+
+ //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
+ //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
+
+ m_textMeshPro.fontSize = 48;
+ m_textMeshPro.alignment = TextAlignmentOptions.Center;
+ //m_textMeshPro.anchor = AnchorPositions.Center;
+ m_textMeshPro.extraPadding = true;
+ //m_textMeshPro.outlineWidth = 0.25f;
+ //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
+ //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
+ //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
+ m_textMeshPro.enableWordWrapping = false;
+ //m_textMeshPro.lineLength = 60;
+ //m_textMeshPro.characterSpacing = 0.2f;
+ //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
+
+ m_material01 = m_textMeshPro.font.material;
+ m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this...
+
+
+ }
+ else if (BenchmarkType == 1) // TextMesh
+ {
+ m_textMesh = gameObject.AddComponent();
+
+ if (TextMeshFont != null)
+ {
+ m_textMesh.font = TextMeshFont;
+ m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material;
+ }
+ else
+ {
+ m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
+ m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material;
+ }
+
+ m_textMesh.fontSize = 48;
+ m_textMesh.anchor = TextAnchor.MiddleCenter;
+
+ //m_textMesh.color = new Color32(255, 255, 0, 255);
+ }
+
+
+
+ for (int i = 0; i <= 1000000; i++)
+ {
+ if (BenchmarkType == 0)
+ {
+ m_textMeshPro.SetText(label01, i % 1000);
+ if (i % 1000 == 999)
+ m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
+
+
+
+ }
+ else if (BenchmarkType == 1)
+ m_textMesh.text = label02 + (i % 1000).ToString();
+
+ yield return null;
+ }
+
+
+ yield return null;
+ }
+
+
+ /*
+ void Update()
+ {
+ if (BenchmarkType == 0)
+ {
+ m_textMeshPro.text = (m_frame % 1000).ToString();
+ }
+ else if (BenchmarkType == 1)
+ {
+ m_textMesh.text = (m_frame % 1000).ToString();
+ }
+
+ m_frame += 1;
+ }
+ */
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta
new file mode 100644
index 0000000..9910676
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: f970ea55f9f84bf79b05dab180b8c125
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs
new file mode 100644
index 0000000..38f4a27
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs
@@ -0,0 +1,135 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+
+namespace TMPro.Examples
+{
+
+ public class Benchmark01_UGUI : MonoBehaviour
+ {
+
+ public int BenchmarkType = 0;
+
+ public Canvas canvas;
+ public TMP_FontAsset TMProFont;
+ public Font TextMeshFont;
+
+ private TextMeshProUGUI m_textMeshPro;
+ //private TextContainer m_textContainer;
+ private Text m_textMesh;
+
+ private const string label01 = "The <#0050FF>count is: ";
+ private const string label02 = "The count is: ";
+
+ //private const string label01 = "TextMesh <#0050FF>Pro! The count is: {0}";
+ //private const string label02 = "Text Mesh The count is: ";
+
+ //private string m_string;
+ //private int m_frame;
+
+ private Material m_material01;
+ private Material m_material02;
+
+
+
+ IEnumerator Start()
+ {
+
+
+
+ if (BenchmarkType == 0) // TextMesh Pro Component
+ {
+ m_textMeshPro = gameObject.AddComponent();
+ //m_textContainer = GetComponent();
+
+
+ //m_textMeshPro.anchorDampening = true;
+
+ if (TMProFont != null)
+ m_textMeshPro.font = TMProFont;
+
+ //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
+ //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
+
+ m_textMeshPro.fontSize = 48;
+ m_textMeshPro.alignment = TextAlignmentOptions.Center;
+ //m_textMeshPro.anchor = AnchorPositions.Center;
+ m_textMeshPro.extraPadding = true;
+ //m_textMeshPro.outlineWidth = 0.25f;
+ //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
+ //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
+ //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
+ //m_textMeshPro.enableWordWrapping = true;
+ //m_textMeshPro.lineLength = 60;
+ //m_textMeshPro.characterSpacing = 0.2f;
+ //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
+
+ m_material01 = m_textMeshPro.font.material;
+ m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - BEVEL"); // Make sure the LiberationSans SDF exists before calling this...
+
+
+ }
+ else if (BenchmarkType == 1) // TextMesh
+ {
+ m_textMesh = gameObject.AddComponent();
+
+ if (TextMeshFont != null)
+ {
+ m_textMesh.font = TextMeshFont;
+ //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
+ }
+ else
+ {
+ //m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
+ //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
+ }
+
+ m_textMesh.fontSize = 48;
+ m_textMesh.alignment = TextAnchor.MiddleCenter;
+
+ //m_textMesh.color = new Color32(255, 255, 0, 255);
+ }
+
+
+
+ for (int i = 0; i <= 1000000; i++)
+ {
+ if (BenchmarkType == 0)
+ {
+ m_textMeshPro.text = label01 + (i % 1000);
+ if (i % 1000 == 999)
+ m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
+
+
+
+ }
+ else if (BenchmarkType == 1)
+ m_textMesh.text = label02 + (i % 1000).ToString();
+
+ yield return null;
+ }
+
+
+ yield return null;
+ }
+
+
+ /*
+ void Update()
+ {
+ if (BenchmarkType == 0)
+ {
+ m_textMeshPro.text = (m_frame % 1000).ToString();
+ }
+ else if (BenchmarkType == 1)
+ {
+ m_textMesh.text = (m_frame % 1000).ToString();
+ }
+
+ m_frame += 1;
+ }
+ */
+ }
+
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta
new file mode 100644
index 0000000..5a26304
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 8ef7be1c625941f7ba8ed7cc71718c0d
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs
new file mode 100644
index 0000000..29d75b6
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs
@@ -0,0 +1,97 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class Benchmark02 : MonoBehaviour
+ {
+
+ public int SpawnType = 0;
+ public int NumberOfNPC = 12;
+
+ public bool IsTextObjectScaleStatic;
+ private TextMeshProFloatingText floatingText_Script;
+
+
+ void Start()
+ {
+
+ for (int i = 0; i < NumberOfNPC; i++)
+ {
+
+
+ if (SpawnType == 0)
+ {
+ // TextMesh Pro Implementation
+ GameObject go = new GameObject();
+ go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));
+
+ TextMeshPro textMeshPro = go.AddComponent();
+
+ textMeshPro.autoSizeTextContainer = true;
+ textMeshPro.rectTransform.pivot = new Vector2(0.5f, 0);
+
+ textMeshPro.alignment = TextAlignmentOptions.Bottom;
+ textMeshPro.fontSize = 96;
+ textMeshPro.enableKerning = false;
+
+ textMeshPro.color = new Color32(255, 255, 0, 255);
+ textMeshPro.text = "!";
+ textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
+
+ // Spawn Floating Text
+ floatingText_Script = go.AddComponent();
+ floatingText_Script.SpawnType = 0;
+ floatingText_Script.IsTextObjectScaleStatic = IsTextObjectScaleStatic;
+ }
+ else if (SpawnType == 1)
+ {
+ // TextMesh Implementation
+ GameObject go = new GameObject();
+ go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));
+
+ TextMesh textMesh = go.AddComponent();
+ textMesh.font = Resources.Load("Fonts/ARIAL");
+ textMesh.GetComponent().sharedMaterial = textMesh.font.material;
+
+ textMesh.anchor = TextAnchor.LowerCenter;
+ textMesh.fontSize = 96;
+
+ textMesh.color = new Color32(255, 255, 0, 255);
+ textMesh.text = "!";
+
+ // Spawn Floating Text
+ floatingText_Script = go.AddComponent();
+ floatingText_Script.SpawnType = 1;
+ }
+ else if (SpawnType == 2)
+ {
+ // Canvas WorldSpace Camera
+ GameObject go = new GameObject();
+ Canvas canvas = go.AddComponent and Unity";
+ private string label02 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity";
+
+
+ private TMP_Text m_textMeshPro;
+
+
+ void Awake()
+ {
+ // Get Reference to TextMeshPro Component
+ m_textMeshPro = GetComponent();
+ m_textMeshPro.text = label01;
+ m_textMeshPro.enableWordWrapping = true;
+ m_textMeshPro.alignment = TextAlignmentOptions.Top;
+
+
+
+ //if (GetComponentInParent(typeof(Canvas)) as Canvas == null)
+ //{
+ // GameObject canvas = new GameObject("Canvas", typeof(Canvas));
+ // gameObject.transform.SetParent(canvas.transform);
+ // canvas.GetComponent().renderMode = RenderMode.ScreenSpaceOverlay;
+
+ // // Set RectTransform Size
+ // gameObject.GetComponent().sizeDelta = new Vector2(500, 300);
+ // m_textMeshPro.fontSize = 48;
+ //}
+
+
+ }
+
+
+ IEnumerator Start()
+ {
+
+ // Force and update of the mesh to get valid information.
+ m_textMeshPro.ForceMeshUpdate();
+
+
+ int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object
+ int counter = 0;
+ int visibleCount = 0;
+
+ while (true)
+ {
+ visibleCount = counter % (totalVisibleCharacters + 1);
+
+ m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
+
+ // Once the last character has been revealed, wait 1.0 second and start over.
+ if (visibleCount >= totalVisibleCharacters)
+ {
+ yield return new WaitForSeconds(1.0f);
+ m_textMeshPro.text = label02;
+ yield return new WaitForSeconds(1.0f);
+ m_textMeshPro.text = label01;
+ yield return new WaitForSeconds(1.0f);
+ }
+
+ counter += 1;
+
+ yield return new WaitForSeconds(0.05f);
+ }
+
+ //Debug.Log("Done revealing the text.");
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta
new file mode 100644
index 0000000..562609b
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: e32c266ee6204b21a427753cb0694c81
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs
new file mode 100644
index 0000000..883990e
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs
@@ -0,0 +1,121 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+ public class TextConsoleSimulator : MonoBehaviour
+ {
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+ void Awake()
+ {
+ m_TextComponent = gameObject.GetComponent();
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(RevealCharacters(m_TextComponent));
+ //StartCoroutine(RevealWords(m_TextComponent));
+ }
+
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ // Event received when the text object has changed.
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ hasTextChanged = true;
+ }
+
+
+ ///
+ /// Method revealing the text one character at a time.
+ ///
+ ///
+ IEnumerator RevealCharacters(TMP_Text textComponent)
+ {
+ textComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = textComponent.textInfo;
+
+ int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object
+ int visibleCount = 0;
+
+ while (true)
+ {
+ if (hasTextChanged)
+ {
+ totalVisibleCharacters = textInfo.characterCount; // Update visible character count.
+ hasTextChanged = false;
+ }
+
+ if (visibleCount > totalVisibleCharacters)
+ {
+ yield return new WaitForSeconds(1.0f);
+ visibleCount = 0;
+ }
+
+ textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
+
+ visibleCount += 1;
+
+ yield return null;
+ }
+ }
+
+
+ ///
+ /// Method revealing the text one word at a time.
+ ///
+ ///
+ IEnumerator RevealWords(TMP_Text textComponent)
+ {
+ textComponent.ForceMeshUpdate();
+
+ int totalWordCount = textComponent.textInfo.wordCount;
+ int totalVisibleCharacters = textComponent.textInfo.characterCount; // Get # of Visible Character in text object
+ int counter = 0;
+ int currentWord = 0;
+ int visibleCount = 0;
+
+ while (true)
+ {
+ currentWord = counter % (totalWordCount + 1);
+
+ // Get last character index for the current word.
+ if (currentWord == 0) // Display no words.
+ visibleCount = 0;
+ else if (currentWord < totalWordCount) // Display all other words with the exception of the last one.
+ visibleCount = textComponent.textInfo.wordInfo[currentWord - 1].lastCharacterIndex + 1;
+ else if (currentWord == totalWordCount) // Display last word and all remaining characters.
+ visibleCount = totalVisibleCharacters;
+
+ textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
+
+ // Once the last character has been revealed, wait 1.0 second and start over.
+ if (visibleCount >= totalVisibleCharacters)
+ {
+ yield return new WaitForSeconds(1.0f);
+ }
+
+ counter += 1;
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta
new file mode 100644
index 0000000..3d83e76
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 43bcd35a1c0c40ccb6d472893fe2093f
+timeCreated: 1435298333
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs
new file mode 100644
index 0000000..f961113
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs
@@ -0,0 +1,223 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class TextMeshProFloatingText : MonoBehaviour
+ {
+ public Font TheFont;
+
+ private GameObject m_floatingText;
+ private TextMeshPro m_textMeshPro;
+ private TextMesh m_textMesh;
+
+ private Transform m_transform;
+ private Transform m_floatingText_Transform;
+ private Transform m_cameraTransform;
+
+ Vector3 lastPOS = Vector3.zero;
+ Quaternion lastRotation = Quaternion.identity;
+
+ public int SpawnType;
+ public bool IsTextObjectScaleStatic;
+
+ //private int m_frame = 0;
+
+ static WaitForEndOfFrame k_WaitForEndOfFrame = new WaitForEndOfFrame();
+ static WaitForSeconds[] k_WaitForSecondsRandom = new WaitForSeconds[]
+ {
+ new WaitForSeconds(0.05f), new WaitForSeconds(0.1f), new WaitForSeconds(0.15f), new WaitForSeconds(0.2f), new WaitForSeconds(0.25f),
+ new WaitForSeconds(0.3f), new WaitForSeconds(0.35f), new WaitForSeconds(0.4f), new WaitForSeconds(0.45f), new WaitForSeconds(0.5f),
+ new WaitForSeconds(0.55f), new WaitForSeconds(0.6f), new WaitForSeconds(0.65f), new WaitForSeconds(0.7f), new WaitForSeconds(0.75f),
+ new WaitForSeconds(0.8f), new WaitForSeconds(0.85f), new WaitForSeconds(0.9f), new WaitForSeconds(0.95f), new WaitForSeconds(1.0f),
+ };
+
+ void Awake()
+ {
+ m_transform = transform;
+ m_floatingText = new GameObject(this.name + " floating text");
+
+ // Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform.
+ //m_floatingText_Transform = m_floatingText.transform;
+ //m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
+
+ m_cameraTransform = Camera.main.transform;
+ }
+
+ void Start()
+ {
+ if (SpawnType == 0)
+ {
+ // TextMesh Pro Implementation
+ m_textMeshPro = m_floatingText.AddComponent();
+ m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3);
+
+ m_floatingText_Transform = m_floatingText.transform;
+ m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
+
+ //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
+ //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material;
+
+ m_textMeshPro.alignment = TextAlignmentOptions.Center;
+ m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
+ m_textMeshPro.fontSize = 24;
+ //m_textMeshPro.enableExtraPadding = true;
+ //m_textMeshPro.enableShadows = false;
+ m_textMeshPro.enableKerning = false;
+ m_textMeshPro.text = string.Empty;
+ m_textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
+
+ StartCoroutine(DisplayTextMeshProFloatingText());
+ }
+ else if (SpawnType == 1)
+ {
+ //Debug.Log("Spawning TextMesh Objects.");
+
+ m_floatingText_Transform = m_floatingText.transform;
+ m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
+
+ m_textMesh = m_floatingText.AddComponent();
+ m_textMesh.font = Resources.Load("Fonts/ARIAL");
+ m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material;
+ m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
+ m_textMesh.anchor = TextAnchor.LowerCenter;
+ m_textMesh.fontSize = 24;
+
+ StartCoroutine(DisplayTextMeshFloatingText());
+ }
+ else if (SpawnType == 2)
+ {
+
+ }
+
+ }
+
+
+ //void Update()
+ //{
+ // if (SpawnType == 0)
+ // {
+ // m_textMeshPro.SetText("{0}", m_frame);
+ // }
+ // else
+ // {
+ // m_textMesh.text = m_frame.ToString();
+ // }
+ // m_frame = (m_frame + 1) % 1000;
+
+ //}
+
+
+ public IEnumerator DisplayTextMeshProFloatingText()
+ {
+ float CountDuration = 2.0f; // How long is the countdown alive.
+ float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
+ float current_Count = starting_Count;
+
+ Vector3 start_pos = m_floatingText_Transform.position;
+ Color32 start_color = m_textMeshPro.color;
+ float alpha = 255;
+ int int_counter = 0;
+
+
+ float fadeDuration = 3 / starting_Count * CountDuration;
+
+ while (current_Count > 0)
+ {
+ current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
+
+ if (current_Count <= 3)
+ {
+ //Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
+ alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
+ }
+
+ int_counter = (int)current_Count;
+ m_textMeshPro.text = int_counter.ToString();
+ //m_textMeshPro.SetText("{0}", (int)current_Count);
+
+ m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
+
+ // Move the floating text upward each update
+ m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
+
+ // Align floating text perpendicular to Camera.
+ if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
+ {
+ lastPOS = m_cameraTransform.position;
+ lastRotation = m_cameraTransform.rotation;
+ m_floatingText_Transform.rotation = lastRotation;
+ Vector3 dir = m_transform.position - lastPOS;
+ m_transform.forward = new Vector3(dir.x, 0, dir.z);
+ }
+
+ yield return k_WaitForEndOfFrame;
+ }
+
+ //Debug.Log("Done Counting down.");
+
+ yield return k_WaitForSecondsRandom[Random.Range(0, 19)];
+
+ m_floatingText_Transform.position = start_pos;
+
+ StartCoroutine(DisplayTextMeshProFloatingText());
+ }
+
+
+ public IEnumerator DisplayTextMeshFloatingText()
+ {
+ float CountDuration = 2.0f; // How long is the countdown alive.
+ float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
+ float current_Count = starting_Count;
+
+ Vector3 start_pos = m_floatingText_Transform.position;
+ Color32 start_color = m_textMesh.color;
+ float alpha = 255;
+ int int_counter = 0;
+
+ float fadeDuration = 3 / starting_Count * CountDuration;
+
+ while (current_Count > 0)
+ {
+ current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
+
+ if (current_Count <= 3)
+ {
+ //Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
+ alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
+ }
+
+ int_counter = (int)current_Count;
+ m_textMesh.text = int_counter.ToString();
+ //Debug.Log("Current Count:" + current_Count.ToString("f2"));
+
+ m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
+
+ // Move the floating text upward each update
+ m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
+
+ // Align floating text perpendicular to Camera.
+ if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
+ {
+ lastPOS = m_cameraTransform.position;
+ lastRotation = m_cameraTransform.rotation;
+ m_floatingText_Transform.rotation = lastRotation;
+ Vector3 dir = m_transform.position - lastPOS;
+ m_transform.forward = new Vector3(dir.x, 0, dir.z);
+ }
+
+ yield return k_WaitForEndOfFrame;
+ }
+
+ //Debug.Log("Done Counting down.");
+
+ yield return k_WaitForSecondsRandom[Random.Range(0, 20)];
+
+ m_floatingText_Transform.position = start_pos;
+
+ StartCoroutine(DisplayTextMeshFloatingText());
+ }
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta
new file mode 100644
index 0000000..da60e2f
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a4d4c76e63944cba8c7d00f56334b98c
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences:
+ - TheFont: {instanceID: 0}
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs
new file mode 100644
index 0000000..0aa450d
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs
@@ -0,0 +1,79 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class TextMeshSpawner : MonoBehaviour
+ {
+
+ public int SpawnType = 0;
+ public int NumberOfNPC = 12;
+
+ public Font TheFont;
+
+ private TextMeshProFloatingText floatingText_Script;
+
+ void Awake()
+ {
+
+ }
+
+ void Start()
+ {
+
+ for (int i = 0; i < NumberOfNPC; i++)
+ {
+ if (SpawnType == 0)
+ {
+ // TextMesh Pro Implementation
+ //go.transform.localScale = new Vector3(2, 2, 2);
+ GameObject go = new GameObject(); //"NPC " + i);
+ go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
+
+ //go.transform.position = new Vector3(0, 1.01f, 0);
+ //go.renderer.castShadows = false;
+ //go.renderer.receiveShadows = false;
+ //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0);
+
+ TextMeshPro textMeshPro = go.AddComponent();
+ //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
+ //textMeshPro.anchor = AnchorPositions.Bottom;
+ textMeshPro.fontSize = 96;
+
+ textMeshPro.text = "!";
+ textMeshPro.color = new Color32(255, 255, 0, 255);
+ //textMeshPro.Text = "!";
+
+
+ // Spawn Floating Text
+ floatingText_Script = go.AddComponent();
+ floatingText_Script.SpawnType = 0;
+ }
+ else
+ {
+ // TextMesh Implementation
+ GameObject go = new GameObject(); //"NPC " + i);
+ go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
+
+ //go.transform.position = new Vector3(0, 1.01f, 0);
+
+ TextMesh textMesh = go.AddComponent();
+ textMesh.GetComponent().sharedMaterial = TheFont.material;
+ textMesh.font = TheFont;
+ textMesh.anchor = TextAnchor.LowerCenter;
+ textMesh.fontSize = 96;
+
+ textMesh.color = new Color32(255, 255, 0, 255);
+ textMesh.text = "!";
+
+ // Spawn Floating Text
+ floatingText_Script = go.AddComponent();
+ floatingText_Script.SpawnType = 1;
+ }
+ }
+ }
+
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta
new file mode 100644
index 0000000..dd5a8cb
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 76c11bbcfddf44e0ba17d6c2751c8d84
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences:
+ - TheFont: {instanceID: 0}
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs
new file mode 100644
index 0000000..ac66647
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs
@@ -0,0 +1,84 @@
+п»їusing UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexColorCycler : MonoBehaviour
+ {
+
+ private TMP_Text m_TextComponent;
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+ // Force the text object to update right away so we can have geometry to modify right from the start.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+ int currentCharacter = 0;
+
+ Color32[] newVertexColors;
+ Color32 c0 = m_TextComponent.color;
+
+ while (true)
+ {
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[currentCharacter].materialReferenceIndex;
+
+ // Get the vertex colors of the mesh used by this text element (character or sprite).
+ newVertexColors = textInfo.meshInfo[materialIndex].colors32;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[currentCharacter].vertexIndex;
+
+ // Only change the vertex color if the text element is visible.
+ if (textInfo.characterInfo[currentCharacter].isVisible)
+ {
+ c0 = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
+
+ newVertexColors[vertexIndex + 0] = c0;
+ newVertexColors[vertexIndex + 1] = c0;
+ newVertexColors[vertexIndex + 2] = c0;
+ newVertexColors[vertexIndex + 3] = c0;
+
+ // New function which pushes (all) updated vertex data to the appropriate meshes when using either the Mesh Renderer or CanvasRenderer.
+ m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
+
+ // This last process could be done to only update the vertex data that has changed as opposed to all of the vertex data but it would require extra steps and knowing what type of renderer is used.
+ // These extra steps would be a performance optimization but it is unlikely that such optimization will be necessary.
+ }
+
+ currentCharacter = (currentCharacter + 1) % characterCount;
+
+ yield return new WaitForSeconds(0.05f);
+ }
+ }
+
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta
new file mode 100644
index 0000000..7ba50b8
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 91b8ba3d52e041fab2d0e0f169855539
+timeCreated: 1457047157
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
new file mode 100644
index 0000000..7ed8230
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
@@ -0,0 +1,175 @@
+п»їusing UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexJitter : MonoBehaviour
+ {
+
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+ ///
+ /// Structure to hold pre-computed animation data.
+ ///
+ private struct VertexAnim
+ {
+ public float angleRange;
+ public float angle;
+ public float speed;
+ }
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj == m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+
+ int loopCount = 0;
+ hasTextChanged = true;
+
+ // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
+ VertexAnim[] vertexAnim = new VertexAnim[1024];
+ for (int i = 0; i < 1024; i++)
+ {
+ vertexAnim[i].angleRange = Random.Range(10f, 25f);
+ vertexAnim[i].speed = Random.Range(1f, 3f);
+ }
+
+ // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
+ TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
+
+ while (true)
+ {
+ // Get new copy of vertex data if the text has changed.
+ if (hasTextChanged)
+ {
+ // Update the copy of the vertex data for the text object.
+ cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+
+ for (int i = 0; i < characterCount; i++)
+ {
+ TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
+
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!charInfo.isVisible)
+ continue;
+
+ // Retrieve the pre-computed animation data for the given character.
+ VertexAnim vertAnim = vertexAnim[i];
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[i].vertexIndex;
+
+ // Get the cached vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
+
+ // Determine the center point of each character at the baseline.
+ //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
+ // Determine the center point of each character.
+ Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
+
+ // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ Vector3 offset = charMidBasline;
+
+ Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
+ destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
+ destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
+ destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
+
+ vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
+ Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
+
+ matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
+
+ destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
+ destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
+ destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
+ destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
+
+ destinationVertices[vertexIndex + 0] += offset;
+ destinationVertices[vertexIndex + 1] += offset;
+ destinationVertices[vertexIndex + 2] += offset;
+ destinationVertices[vertexIndex + 3] += offset;
+
+ vertexAnim[i] = vertAnim;
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ loopCount += 1;
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta
new file mode 100644
index 0000000..2ba768c
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 2ed57967c52645d390a89dcf8f61ba73
+timeCreated: 1461286718
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs
new file mode 100644
index 0000000..a4022a5
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs
@@ -0,0 +1,161 @@
+п»їusing UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexShakeA : MonoBehaviour
+ {
+
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float ScaleMultiplier = 1.0f;
+ public float RotationMultiplier = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj = m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+ Vector3[][] copyOfVertices = new Vector3[0][];
+
+ hasTextChanged = true;
+
+ while (true)
+ {
+ // Allocate new vertices
+ if (hasTextChanged)
+ {
+ if (copyOfVertices.Length < textInfo.meshInfo.Length)
+ copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
+
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ int length = textInfo.meshInfo[i].vertices.Length;
+ copyOfVertices[i] = new Vector3[length];
+ }
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+ int lineCount = textInfo.lineCount;
+
+ // Iterate through each line of the text.
+ for (int i = 0; i < lineCount; i++)
+ {
+
+ int first = textInfo.lineInfo[i].firstCharacterIndex;
+ int last = textInfo.lineInfo[i].lastCharacterIndex;
+
+ // Determine the center of each line
+ Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
+ Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier);
+
+ // Iterate through each character of the line.
+ for (int j = first; j <= last; j++)
+ {
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!textInfo.characterInfo[j].isVisible)
+ continue;
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[j].vertexIndex;
+
+ // Get the vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ // Need to translate all 4 vertices of each quad to aligned with center of character.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine;
+
+ // Determine the random scale change for each character.
+ float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier);
+
+ // Setup the matrix rotation.
+ matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale);
+
+ // Apply the matrix TRS to the individual characters relative to the center of the current line.
+ copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
+ copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
+ copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
+ copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
+
+ // Revert the translation change.
+ copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
+ }
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta
new file mode 100644
index 0000000..25aceb5
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f7cfa58e417a46ea8889989684c2522e
+timeCreated: 1462089320
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs
new file mode 100644
index 0000000..fd3b1c4
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs
@@ -0,0 +1,185 @@
+п»їusing UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexShakeB : MonoBehaviour
+ {
+
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj = m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+ Vector3[][] copyOfVertices = new Vector3[0][];
+
+ hasTextChanged = true;
+
+ while (true)
+ {
+ // Allocate new vertices
+ if (hasTextChanged)
+ {
+ if (copyOfVertices.Length < textInfo.meshInfo.Length)
+ copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
+
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ int length = textInfo.meshInfo[i].vertices.Length;
+ copyOfVertices[i] = new Vector3[length];
+ }
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+ int lineCount = textInfo.lineCount;
+
+ // Iterate through each line of the text.
+ for (int i = 0; i < lineCount; i++)
+ {
+
+ int first = textInfo.lineInfo[i].firstCharacterIndex;
+ int last = textInfo.lineInfo[i].lastCharacterIndex;
+
+ // Determine the center of each line
+ Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
+ Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f));
+
+ // Iterate through each character of the line.
+ for (int j = first; j <= last; j++)
+ {
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!textInfo.characterInfo[j].isVisible)
+ continue;
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[j].vertexIndex;
+
+ // Get the vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ // Determine the center point of each character at the baseline.
+ Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
+
+ // Need to translate all 4 vertices of each quad to aligned with center of character.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter;
+
+ // Determine the random scale change for each character.
+ float randomScale = Random.Range(0.95f, 1.05f);
+
+ // Setup the matrix for the scale change.
+ matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale);
+
+ // Apply the scale change relative to the center of each character.
+ copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
+ copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
+ copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
+ copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
+
+ // Revert the translation change.
+ copyOfVertices[materialIndex][vertexIndex + 0] += charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 1] += charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 2] += charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 3] += charCenter;
+
+ // Need to translate all 4 vertices of each quad to aligned with the center of the line.
+ // This is needed so the matrix TRS is applied from the center of the line.
+ copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine;
+
+ // Setup the matrix rotation.
+ matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one);
+
+ // Apply the matrix TRS to the individual characters relative to the center of the current line.
+ copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
+ copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
+ copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
+ copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
+
+ // Revert the translation change.
+ copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
+ }
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta
new file mode 100644
index 0000000..f1fcf32
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e4e0d9ccee5f4950be8979268c9014e0
+timeCreated: 1462093319
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs
new file mode 100644
index 0000000..c4973fb
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs
@@ -0,0 +1,192 @@
+п»їusing UnityEngine;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexZoom : MonoBehaviour
+ {
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ // UnSubscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj == m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+ TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
+
+ // Allocations for sorting of the modified scales
+ List modifiedCharScale = new List();
+ List scaleSortingOrder = new List();
+
+ hasTextChanged = true;
+
+ while (true)
+ {
+ // Allocate new vertices
+ if (hasTextChanged)
+ {
+ // Get updated vertex data
+ cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+ // Clear list of character scales
+ modifiedCharScale.Clear();
+ scaleSortingOrder.Clear();
+
+ for (int i = 0; i < characterCount; i++)
+ {
+ TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
+
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!charInfo.isVisible)
+ continue;
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[i].vertexIndex;
+
+ // Get the cached vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices;
+
+ // Determine the center point of each character at the baseline.
+ //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
+ // Determine the center point of each character.
+ Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
+
+ // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ Vector3 offset = charMidBasline;
+
+ Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
+ destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
+ destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
+ destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
+
+ //Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
+
+ // Determine the random scale change for each character.
+ float randomScale = Random.Range(1f, 1.5f);
+
+ // Add modified scale and index
+ modifiedCharScale.Add(randomScale);
+ scaleSortingOrder.Add(modifiedCharScale.Count - 1);
+
+ // Setup the matrix for the scale change.
+ //matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale);
+ matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale);
+
+ destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
+ destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
+ destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
+ destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
+
+ destinationVertices[vertexIndex + 0] += offset;
+ destinationVertices[vertexIndex + 1] += offset;
+ destinationVertices[vertexIndex + 2] += offset;
+ destinationVertices[vertexIndex + 3] += offset;
+
+ // Restore Source UVS which have been modified by the sorting
+ Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0;
+ Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0;
+
+ destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0];
+ destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1];
+ destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2];
+ destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3];
+
+ // Restore Source Vertex Colors
+ Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32;
+ Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32;
+
+ destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0];
+ destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1];
+ destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2];
+ destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3];
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ //// Sort Quads based modified scale
+ scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b]));
+
+ textInfo.meshInfo[i].SortGeometry(scaleSortingOrder);
+
+ // Updated modified vertex attributes
+ textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
+ textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0;
+ textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32;
+
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta
new file mode 100644
index 0000000..d9e3f96
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@@ -0,0 +1,12 @@
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+timeCreated: 1466280202
+licenseType: Pro
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs
new file mode 100644
index 0000000..18dba4c
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs
@@ -0,0 +1,144 @@
+п»їusing UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class WarpTextExample : MonoBehaviour
+ {
+
+ private TMP_Text m_TextComponent;
+
+ public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f));
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ void Awake()
+ {
+ m_TextComponent = gameObject.GetComponent();
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(WarpText());
+ }
+
+
+ private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
+ {
+ AnimationCurve newCurve = new AnimationCurve();
+
+ newCurve.keys = curve.keys;
+
+ return newCurve;
+ }
+
+
+ ///
+ /// Method to curve text along a Unity animation curve.
+ ///
+ ///
+ ///
+ IEnumerator WarpText()
+ {
+ VertexCurve.preWrapMode = WrapMode.Clamp;
+ VertexCurve.postWrapMode = WrapMode.Clamp;
+
+ //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
+
+ Vector3[] vertices;
+ Matrix4x4 matrix;
+
+ m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
+ CurveScale *= 10;
+ float old_CurveScale = CurveScale;
+ AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
+
+ while (true)
+ {
+ if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value)
+ {
+ yield return null;
+ continue;
+ }
+
+ old_CurveScale = CurveScale;
+ old_curve = CopyAnimationCurve(VertexCurve);
+
+ m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+ int characterCount = textInfo.characterCount;
+
+
+ if (characterCount == 0) continue;
+
+ //vertices = textInfo.meshInfo[0].vertices;
+ //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;
+
+ float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x;
+ float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x;
+
+
+
+ for (int i = 0; i < characterCount; i++)
+ {
+ if (!textInfo.characterInfo[i].isVisible)
+ continue;
+
+ int vertexIndex = textInfo.characterInfo[i].vertexIndex;
+
+ // Get the index of the mesh used by this character.
+ int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
+
+ vertices = textInfo.meshInfo[materialIndex].vertices;
+
+ // Compute the baseline mid point for each character
+ Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);
+ //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f);
+
+ // Apply offset to adjust our pivot point.
+ vertices[vertexIndex + 0] += -offsetToMidBaseline;
+ vertices[vertexIndex + 1] += -offsetToMidBaseline;
+ vertices[vertexIndex + 2] += -offsetToMidBaseline;
+ vertices[vertexIndex + 3] += -offsetToMidBaseline;
+
+ // Compute the angle of rotation for each character based on the animation curve
+ float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
+ float x1 = x0 + 0.0001f;
+ float y0 = VertexCurve.Evaluate(x0) * CurveScale;
+ float y1 = VertexCurve.Evaluate(x1) * CurveScale;
+
+ Vector3 horizontal = new Vector3(1, 0, 0);
+ //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0);
+ Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0);
+
+ float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f;
+ Vector3 cross = Vector3.Cross(horizontal, tangent);
+ float angle = cross.z > 0 ? dot : 360 - dot;
+
+ matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one);
+
+ vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
+ vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
+ vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
+ vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
+
+ vertices[vertexIndex + 0] += offsetToMidBaseline;
+ vertices[vertexIndex + 1] += offsetToMidBaseline;
+ vertices[vertexIndex + 2] += offsetToMidBaseline;
+ vertices[vertexIndex + 3] += offsetToMidBaseline;
+ }
+
+
+ // Upload the mesh with the revised information
+ m_TextComponent.UpdateVertexData();
+
+ yield return new WaitForSeconds(0.025f);
+ }
+ }
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs.meta
new file mode 100644
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new file mode 100644
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+Digitized data copyright (c) 2010 Google Corporation
+ with Reserved Font Arimo, Tinos and Cousine.
+Copyright (c) 2012 Red Hat, Inc.
+ with Reserved Font Name Liberation.
+
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
+
+"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
+
+5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
\ No newline at end of file
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+ m_Colors:
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+ - _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
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diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta
new file mode 100644
index 0000000..fbd2cdb
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diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
new file mode 100644
index 0000000..6b448ac
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:1e40cc64fccd3ef5fc904c478083383acc539eed6bead5338f3550536e6c148f
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diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta
new file mode 100644
index 0000000..42dd6ac
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+++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta
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diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
new file mode 100644
index 0000000..cca8ce8
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
@@ -0,0 +1,104 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 6
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: LiberationSans SDF - Outline
+ m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
+ m_ShaderKeywords: OUTLINE_ON
+ m_LightmapFlags: 5
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+ m_CustomRenderQueue: -1
+ stringTagMap: {}
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+ m_TexEnvs:
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+ m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee,
+ type: 2}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Floats:
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+ m_Colors:
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+ - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
+ - _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
+ - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta
new file mode 100644
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diff --git a/Assets/TextMesh Pro/Resources/Sprite Assets.meta b/Assets/TextMesh Pro/Resources/Sprite Assets.meta
new file mode 100644
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+licenseType: Pro
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diff --git a/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset b/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset
new file mode 100644
index 0000000..8fd3185
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset
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+version https://git-lfs.github.com/spec/v1
+oid sha256:155fff99f467baa93dd2d0886df466bd242cd5e3c8c60c9d43e9cdad269f7f54
+size 13441
diff --git a/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta b/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta
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diff --git a/Assets/TextMesh Pro/Resources/Style Sheets.meta b/Assets/TextMesh Pro/Resources/Style Sheets.meta
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+folderAsset: yes
+timeCreated: 1441876950
+licenseType: Pro
+DefaultImporter:
+ userData:
+ assetBundleName:
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diff --git a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
new file mode 100644
index 0000000..a0bbea6
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:01222ac025a1f5b90f3f129eee7bfac7fb05223a1edd84aecf2171ec34b10708
+size 4953
diff --git a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
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diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset b/Assets/TextMesh Pro/Resources/TMP Settings.asset
new file mode 100644
index 0000000..74311c0
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset
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+version https://git-lfs.github.com/spec/v1
+oid sha256:a699a043195b71622df343e8c353312cdfdc49c4b8c7043eb14584c34451991c
+size 1683
diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta b/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
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diff --git a/Assets/TextMesh Pro/Shaders.meta b/Assets/TextMesh Pro/Shaders.meta
new file mode 100644
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+fileFormatVersion: 2
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+DefaultImporter:
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diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
new file mode 100644
index 0000000..bab2b2c
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
@@ -0,0 +1,143 @@
+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/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
new file mode 100644
index 0000000..0a416c8
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 48bb5f55d8670e349b6e614913f9d910
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
new file mode 100644
index 0000000..006a271
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
@@ -0,0 +1,145 @@
+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/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
new file mode 100644
index 0000000..d5fb125
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1e3b057af24249748ff873be7fafee47
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
new file mode 100644
index 0000000..8ce4937
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
@@ -0,0 +1,143 @@
+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/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
new file mode 100644
index 0000000..7eb1870
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 128e987d567d4e2c824d754223b3f3b0
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
new file mode 100644
index 0000000..c50c593
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
@@ -0,0 +1,317 @@
+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/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
new file mode 100644
index 0000000..56284e9
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: dd89cf5b9246416f84610a006f916af7
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
new file mode 100644
index 0000000..ed48574
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
@@ -0,0 +1,310 @@
+п»їShader "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/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
new file mode 100644
index 0000000..08cd8ae
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 14eb328de4b8eb245bb7cea29e4ac00b
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
new file mode 100644
index 0000000..7019aaf
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
@@ -0,0 +1,247 @@
+п»ї// 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/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
new file mode 100644
index 0000000..3cbdbbb
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: bc1ede39bf3643ee8e493720e4259791
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
new file mode 100644
index 0000000..ce82bed
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
@@ -0,0 +1,240 @@
+// 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/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
new file mode 100644
index 0000000..e6b149e
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a02a7d8c237544f1962732b55a9aebf1
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
new file mode 100644
index 0000000..df4d5b0
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
@@ -0,0 +1,106 @@
+п»ї// 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/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
new file mode 100644
index 0000000..9b84c13
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c8d12adcee749c344b8117cf7c7eb912
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
new file mode 100644
index 0000000..d3f5866
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
@@ -0,0 +1,240 @@
+п»ї// 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/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
new file mode 100644
index 0000000..2ac6e76
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: fe393ace9b354375a9cb14cdbbc28be4
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
new file mode 100644
index 0000000..be764ae
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
@@ -0,0 +1,138 @@
+// 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/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
new file mode 100644
index 0000000..bff8b7a
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 85187c2149c549c5b33f0cdb02836b17
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
new file mode 100644
index 0000000..bcb2bb2
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
@@ -0,0 +1,158 @@
+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/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
new file mode 100644
index 0000000..26e814c
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f7ada0af4f174f0694ca6a487b8f543d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader
new file mode 100644
index 0000000..011ee19
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader
@@ -0,0 +1,317 @@
+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/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
new file mode 100644
index 0000000..e1cf3f3
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 68e6db2ebdc24f95958faec2be5558d6
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
new file mode 100644
index 0000000..e8283a7
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
@@ -0,0 +1,116 @@
+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/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
new file mode 100644
index 0000000..50ba195
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: cf81c85f95fe47e1a27f6ae460cf182c
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc
new file mode 100644
index 0000000..5898130
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc
@@ -0,0 +1,84 @@
+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/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
new file mode 100644
index 0000000..0d6eb56
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 407bc68d299748449bbf7f48ee690f8d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
new file mode 100644
index 0000000..5969fec
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
@@ -0,0 +1,157 @@
+п»їstruct 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/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta
new file mode 100644
index 0000000..4415e50
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c334973cef89a9840b0b0c507e0377ab
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
new file mode 100644
index 0000000..2e96258
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
@@ -0,0 +1,85 @@
+// 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/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
new file mode 100644
index 0000000..7b37f2f
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 3997e2241185407d80309a82f9148466
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
new file mode 100644
index 0000000..622ae87
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
@@ -0,0 +1,101 @@
+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/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta
new file mode 100644
index 0000000..41ef4b1
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: d930090c0cd643c7b55f19a38538c162
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites.meta b/Assets/TextMesh Pro/Sprites.meta
new file mode 100644
index 0000000..8b699e5
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d0603b6d5186471b96c778c3949c7ce2
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
new file mode 100644
index 0000000..384180a
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
@@ -0,0 +1,3 @@
+This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
+
+Please visit their website to view the complete set of their emojis and review their licensing terms.
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta
new file mode 100644
index 0000000..0d30e65
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 381dcb09d5029d14897e55f98031fca5
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne.json b/Assets/TextMesh Pro/Sprites/EmojiOne.json
new file mode 100644
index 0000000..6c4e50b
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.json
@@ -0,0 +1,156 @@
+{"frames": [
+
+{
+ "filename": "1f60a.png",
+ "frame": {"x":0,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60b.png",
+ "frame": {"x":128,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60d.png",
+ "frame": {"x":256,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60e.png",
+ "frame": {"x":384,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f600.png",
+ "frame": {"x":0,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f601.png",
+ "frame": {"x":128,"y":128,"w":128,"h":128},
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+ "trimmed": false,
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+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
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+ "rotated": false,
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+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f604.png",
+ "frame": {"x":0,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
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+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
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+ "trimmed": false,
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+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f606.png",
+ "frame": {"x":256,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f609.png",
+ "frame": {"x":384,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f618.png",
+ "frame": {"x":0,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f923.png",
+ "frame": {"x":128,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "263a.png",
+ "frame": {"x":256,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
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+ "filename": "2639.png",
+ "frame": {"x":384,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+}],
+"meta": {
+ "app": "http://www.codeandweb.com/texturepacker",
+ "version": "1.0",
+ "image": "EmojiOne.png",
+ "format": "RGBA8888",
+ "size": {"w":512,"h":512},
+ "scale": "1",
+ "smartupdate": "$TexturePacker:SmartUpdate:196a26a2e149d875b91ffc8fa3581e76:fc928c7e275404b7e0649307410475cb:424723c3774975ddb2053fd5c4b85f6e$"
+}
+}
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new file mode 100644
index 0000000..762cf15
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.json.meta
@@ -0,0 +1,8 @@
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+guid: 8f05276190cf498a8153f6cbe761d4e6
+timeCreated: 1480316860
+licenseType: Pro
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diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne.png b/Assets/TextMesh Pro/Sprites/EmojiOne.png
new file mode 100644
index 0000000..63e49d0
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.png
@@ -0,0 +1,3 @@
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+oid sha256:a87b965a701de3dc31d7401e542b1fc946587f912c51d7a26e46ade9f098bd1a
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new file mode 100644
index 0000000..c9fa1a7
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.png.meta
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+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/scripts.meta b/Assets/scripts.meta
new file mode 100644
index 0000000..6e7cb2c
--- /dev/null
+++ b/Assets/scripts.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: e1c5b5dafa8f92341ab89a8f966df374
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/scripts/cell.cs b/Assets/scripts/cell.cs
new file mode 100644
index 0000000..dd938c1
--- /dev/null
+++ b/Assets/scripts/cell.cs
@@ -0,0 +1,63 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+
+public class cell : MonoBehaviour
+{
+ public Vector2Int pos = new Vector2Int(0, 0);
+ public float noiseValue;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ /*
+ GetComponent().color = new Color(noiseValue, noiseValue, noiseValue, 1);
+ noiseValue = Random.Range(0f, 1f);
+ */
+ }
+
+ public void Init()
+ {
+ //Debug.Log(noiseValue);
+ noiseValue = Mathf.Pow(noiseValue, 1.7f);
+
+ float pow = 1.2f;
+
+ Color color;
+ if (noiseValue <= 0.35)
+ {
+ noiseValue = Mathf.Pow(noiseValue, pow);
+ color = new Color(noiseValue*0.2f, noiseValue * 0.2f, noiseValue + 0.1f);//вода
+ }
+ else if (noiseValue <= 0.5)
+ {
+ noiseValue = Mathf.Pow(noiseValue, pow);
+ color = new Color(noiseValue*0.4f, noiseValue+0.3f, noiseValue*0.4f);//низина
+ }
+ else if (noiseValue <= 0.8)
+ {
+ noiseValue = Mathf.Pow(noiseValue, pow);
+ color = new Color(noiseValue * 0.2f, noiseValue + 0.3f, noiseValue * 0.2f);//поле
+ }
+ else if (noiseValue <= 0.95)
+ {
+ noiseValue = Mathf.Pow(noiseValue, pow);
+ color = new Color(noiseValue*0.8f + 0.1f, noiseValue * 0.4f, noiseValue * 0.2f);//горы
+ }
+ else
+ {
+ noiseValue = Mathf.Pow(noiseValue, pow);
+ color = new Color(noiseValue*0.6f + 0.0f, noiseValue * 0.1f, noiseValue * 0.0f);//непроходимый пик
+ }
+ GetComponent().color = color;
+
+ }
+}
+
diff --git a/Assets/scripts/cell.cs.meta b/Assets/scripts/cell.cs.meta
new file mode 100644
index 0000000..d55a708
--- /dev/null
+++ b/Assets/scripts/cell.cs.meta
@@ -0,0 +1,11 @@
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+guid: 62970f09f26042b4c8cf4ca27a04b8f1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/scripts/gridGen.cs b/Assets/scripts/gridGen.cs
new file mode 100644
index 0000000..8a7fcff
--- /dev/null
+++ b/Assets/scripts/gridGen.cs
@@ -0,0 +1,69 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class gridGen : MonoBehaviour
+{
+ public perlinNoise noise;
+ public GameObject hexPrefab;
+ public Transform mapStart;
+ private float translationVert;
+
+ public int x = 32;
+ public int y = 32;
+
+ private float scaleY = Mathf.Sqrt(3) / 2;
+ private float scaleX = 1;
+
+ private int nowX;
+ private int nowY;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ /*
+ GameObject hex2 = Instantiate(hexPrefab);
+ hex2.transform.Translate(new Vector3(0, scaleY, 0));
+
+ GameObject hex3 = Instantiate(hexPrefab);
+ hex3.transform.Translate(new Vector3(0.75f*scaleX, 0.5f*scaleY, 0));
+ */
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if (nowX < x)
+ {
+
+ while (nowY < y)
+ {
+ float modX = 0.25f;
+ float modY = 0;
+
+ if (nowX % 2 == 1)
+ {
+ modY = 0.5f;
+ }
+
+
+ initHex(mapStart.position.x + (scaleX * nowX) - (modX*scaleX*nowX), mapStart.position.y + (scaleY * nowY) + (modY*scaleY));
+ nowY++;
+ }
+
+ {
+ nowX++;
+ nowY = 0;
+ }
+ }
+ }
+
+ private void initHex(float x, float y)
+ {
+ GameObject hex = Instantiate(hexPrefab);
+ hex.transform.Translate(new Vector3(x, y, 0));
+ hex.GetComponent().noiseValue = noise.getNoise((float) nowX/this.x, (float) nowY /this.x, Mathf.Max(this.x, this.y));
+ hex.GetComponent| ().Init();
+
+ }
+}
diff --git a/Assets/scripts/gridGen.cs.meta b/Assets/scripts/gridGen.cs.meta
new file mode 100644
index 0000000..19e04d7
--- /dev/null
+++ b/Assets/scripts/gridGen.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f33a479594a257f4ead9b08bcea0dd88
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/scripts/hexCulling.cs b/Assets/scripts/hexCulling.cs
new file mode 100644
index 0000000..5e93249
--- /dev/null
+++ b/Assets/scripts/hexCulling.cs
@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class hexCulling : MonoBehaviour
+{
+ public Camera camera;
+ public float baseX;
+ public float baseY;
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ transform.localScale = new Vector3(-1 * baseX * (10+camera.transform.position.z), -1 * baseX * (10+camera.transform.position.z), 3);
+ }
+}
diff --git a/Assets/scripts/hexCulling.cs.meta b/Assets/scripts/hexCulling.cs.meta
new file mode 100644
index 0000000..2deb8fb
--- /dev/null
+++ b/Assets/scripts/hexCulling.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f818c27fab882aa4ea5ad1e4f175462f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/scripts/perlinNoise.cs b/Assets/scripts/perlinNoise.cs
new file mode 100644
index 0000000..39df252
--- /dev/null
+++ b/Assets/scripts/perlinNoise.cs
@@ -0,0 +1,55 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class perlinNoise : MonoBehaviour
+{
+ public int seed = 0;
+ private float offsetX = 0;
+ private float offsetY = 0;
+
+ private float offsetX1 = 0;
+ private float offsetY1 = 0;
+
+ private float offsetX2 = 0;
+ private float offsetY2 = 0;
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ if(seed == -1) { seed = (int) (Random.value * 1000000000); }
+ Debug.Log(seed);
+
+ Random.InitState(seed);
+
+ offsetX = Random.value;
+ offsetY = Random.value;
+
+ offsetX1 = Random.value;
+ offsetY1 = Random.value;
+
+ offsetX2 = Random.value;
+ offsetY2 = Random.value;
+
+ }
+
+ public float getNoise(float x, float y, int size)
+ {
+ float density = size / 32;
+ //Debug.Log(size);
+ //Debug.Log(density);
+ //Debug.Log(x + " " + y);
+ x *= density;
+ y *= density;
+
+ float val1 = Mathf.PerlinNoise(x + offsetX, y + offsetY);
+ float val2 = Mathf.PerlinNoise(x*2 + offsetX1, y*2 + offsetY1);
+ float val3 = Mathf.PerlinNoise(x*8 + offsetX2, y*8 + offsetY2);
+
+
+ float res = val1*0.7f+val2*0.4f+val3*0.3f;
+
+ return res;
+ }
+
+}
diff --git a/Assets/scripts/perlinNoise.cs.meta b/Assets/scripts/perlinNoise.cs.meta
new file mode 100644
index 0000000..1ad3215
--- /dev/null
+++ b/Assets/scripts/perlinNoise.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: af97c7208f5e6ff4bb5aeeb01e63506c
+MonoImporter:
+ externalObjects: {}
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/scripts/randInitColor.cs b/Assets/scripts/randInitColor.cs
new file mode 100644
index 0000000..3fabe25
--- /dev/null
+++ b/Assets/scripts/randInitColor.cs
@@ -0,0 +1,30 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class randInitColor : MonoBehaviour
+{
+ // Start is called before the first frame update
+ public float minR = 0;
+ public float minG = 0;
+ public float minB = 0;
+
+ public float maxR = 1;
+ public float maxG = 1;
+ public float maxB = 1;
+ void Start()
+ {
+ float r = Random.RandomRange(minR, maxR);
+ float g = Random.RandomRange(minG, maxG);
+ float b = Random.RandomRange(minB, maxB);
+ gameObject.GetComponent().color = new Color(r, g, b, 1);
+ gameObject.GetComponent().enabled = false;
+ gameObject.GetComponent().enabled = true;
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/scripts/randInitColor.cs.meta b/Assets/scripts/randInitColor.cs.meta
new file mode 100644
index 0000000..224a475
--- /dev/null
+++ b/Assets/scripts/randInitColor.cs.meta
@@ -0,0 +1,11 @@
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+guid: 19c2bb1a243af884cb05abb2b4e03490
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diff --git a/Packages/manifest.json b/Packages/manifest.json
new file mode 100644
index 0000000..1dda17a
--- /dev/null
+++ b/Packages/manifest.json
@@ -0,0 +1,46 @@
+{
+ "dependencies": {
+ "com.unity.collab-proxy": "2.0.3",
+ "com.unity.feature.2d": "1.0.0",
+ "com.unity.feature.development": "1.0.1",
+ "com.unity.ide.rider": "3.0.18",
+ "com.unity.ide.visualstudio": "2.0.17",
+ "com.unity.ide.vscode": "1.2.5",
+ "com.unity.test-framework": "1.1.31",
+ "com.unity.textmeshpro": "3.0.6",
+ "com.unity.timeline": "1.6.4",
+ "com.unity.ugui": "1.0.0",
+ "com.unity.visualscripting": "1.8.0",
+ "com.unity.modules.ai": "1.0.0",
+ "com.unity.modules.androidjni": "1.0.0",
+ "com.unity.modules.animation": "1.0.0",
+ "com.unity.modules.assetbundle": "1.0.0",
+ "com.unity.modules.audio": "1.0.0",
+ "com.unity.modules.cloth": "1.0.0",
+ "com.unity.modules.director": "1.0.0",
+ "com.unity.modules.imageconversion": "1.0.0",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.modules.jsonserialize": "1.0.0",
+ "com.unity.modules.particlesystem": "1.0.0",
+ "com.unity.modules.physics": "1.0.0",
+ "com.unity.modules.physics2d": "1.0.0",
+ "com.unity.modules.screencapture": "1.0.0",
+ "com.unity.modules.terrain": "1.0.0",
+ "com.unity.modules.terrainphysics": "1.0.0",
+ "com.unity.modules.tilemap": "1.0.0",
+ "com.unity.modules.ui": "1.0.0",
+ "com.unity.modules.uielements": "1.0.0",
+ "com.unity.modules.umbra": "1.0.0",
+ "com.unity.modules.unityanalytics": "1.0.0",
+ "com.unity.modules.unitywebrequest": "1.0.0",
+ "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
+ "com.unity.modules.unitywebrequestaudio": "1.0.0",
+ "com.unity.modules.unitywebrequesttexture": "1.0.0",
+ "com.unity.modules.unitywebrequestwww": "1.0.0",
+ "com.unity.modules.vehicles": "1.0.0",
+ "com.unity.modules.video": "1.0.0",
+ "com.unity.modules.vr": "1.0.0",
+ "com.unity.modules.wind": "1.0.0",
+ "com.unity.modules.xr": "1.0.0"
+ }
+}
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
new file mode 100644
index 0000000..602b081
--- /dev/null
+++ b/Packages/packages-lock.json
@@ -0,0 +1,508 @@
+{
+ "dependencies": {
+ "com.unity.2d.animation": {
+ "version": "7.0.10",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.2d.common": "6.0.6",
+ "com.unity.2d.sprite": "1.0.0",
+ "com.unity.modules.animation": "1.0.0",
+ "com.unity.modules.uielements": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.2d.common": {
+ "version": "6.0.6",
+ "depth": 2,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.2d.sprite": "1.0.0",
+ "com.unity.mathematics": "1.1.0",
+ "com.unity.modules.uielements": "1.0.0",
+ "com.unity.burst": "1.5.1"
+ },
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.2d.path": {
+ "version": "5.0.2",
+ "depth": 2,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.2d.pixel-perfect": {
+ "version": "5.0.3",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
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+ "version": "6.0.7",
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+ "com.unity.2d.sprite": "1.0.0",
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+ },
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+ },
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+ },
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+ "com.unity.2d.tilemap": "1.0.0",
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+ "com.unity.modules.jsonserialize": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
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+ "version": "1.6.6",
+ "depth": 3,
+ "source": "registry",
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+ },
+ "url": "https://packages.unity.com"
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+ "url": "https://packages.unity.com"
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+ }
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+ }
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