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/dev/null +++ b/Assets/MyAssets/Title/Scripts/BlueTitleSlime.cs @@ -0,0 +1,20 @@ +using UnityEngine; +using DG.Tweening; +using System.Collections; +using System.Collections.Generic; + +public class BlueTitleSlime : MonoBehaviour +{ + + void Start() + { + var sequence = DOTween.Sequence(); + sequence.Append(this.transform.DOLocalMove(new Vector3(121f, 30f, 0f),1f).SetLoops(-1, LoopType.Yoyo)); + sequence.Join(this.transform.DOPunchScale(new Vector3(0.15f, 0.15f),2f).SetLoops(-1, LoopType.Restart)); + } + + void Update() + { + + } +} diff --git a/Assets/MyAssets/Title/Scripts/BlueTitleSlime.cs.meta b/Assets/MyAssets/Title/Scripts/BlueTitleSlime.cs.meta new file mode 100644 index 0000000..3c04d63 --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/BlueTitleSlime.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 869c9f3c98e49844ba68275eccefa328 \ No newline at end of file diff --git a/Assets/MyAssets/Title/Scripts/Button.cs b/Assets/MyAssets/Title/Scripts/Button.cs new file mode 100644 index 0000000..79596e6 --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/Button.cs @@ -0,0 +1,101 @@ + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening; +using UnityEngine.SceneManagement; +using UnityEngine.EventSystems; + +/// +/// タイトル画面におけるボタンの動きを管理するクラス +/// +public class Button : MonoBehaviour +{ + float ExpandingScale = 1.1f; + float ShrinkScale = 1f; + float ScaleChangeTime = 0.5f; + [SerializeField] private SCENES scene; + [SerializeField] private Button StartButton; + [SerializeField] private Button MaterialButton; + [SerializeField] private Image SceneImage; + [SerializeField] EventSystem eventSystem; + GameObject selectedObject; + GameObject currentSelectedGameObject = null; + + + + + void Start() + { + Color color = SceneImage.color; + color.a = 0f; + SceneImage.color = color; + } + + public enum SCENES + { + InGame, + GameOver, + Result, + Title, + } + + void Update() + { + GameObject currentObject = EventSystem.current.currentSelectedGameObject; + if (currentObject) + { + currentSelectedGameObject = currentObject; + } + else + { + if(currentSelectedGameObject != null) + { + EventSystem.current.SetSelectedGameObject(currentSelectedGameObject); + } + } + + if (Input.GetKeyDown(KeyCode.Space)) + { + selectedObject = eventSystem.currentSelectedGameObject.gameObject; + if(selectedObject == StartButton.gameObject) + { + StartButton.StartOnClicked(); + } + else if(selectedObject == MaterialButton.gameObject) + { + MaterialButton.MaterialOnClicked(); + } + } + } + /// + /// + /// + public void StartOnClicked() + { + transform.DOScale(ExpandingScale,ScaleChangeTime) + .SetEase(Ease.OutElastic) + .OnComplete(() => + { + transform.DOScale(ShrinkScale,ScaleChangeTime) + .OnComplete(() => + { + SceneImage.DOFade(1f,1f) + .OnComplete(()=> + { + SceneManager.LoadScene($"{scene}"); + }); + }); + }); + } + + public void MaterialOnClicked() + { + transform.DOScale(ExpandingScale,ScaleChangeTime) + .SetEase(Ease.OutElastic) + .OnComplete(() => transform.DOScale(ShrinkScale,ScaleChangeTime)) + .OnComplete(() => SceneManager.LoadScene($"{scene}")); + } +} \ No newline at end of file diff --git a/Assets/MyAssets/Title/Scripts/Button.cs.meta b/Assets/MyAssets/Title/Scripts/Button.cs.meta new file mode 100644 index 0000000..77a2bfd --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/Button.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4dfabd9b2f506b347b1f3f09cf6ddcd3 \ No newline at end of file diff --git a/Assets/MyAssets/Title/Scripts/GreenTitleSlime.cs b/Assets/MyAssets/Title/Scripts/GreenTitleSlime.cs new file mode 100644 index 0000000..7845eb0 --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/GreenTitleSlime.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using DG.Tweening; +using System.Collections; +using System.Collections.Generic; + +public class GreenTitleSlime : MonoBehaviour +{ + + void Start() + { + var sequence = DOTween.Sequence(); + sequence.Append(this.transform.DOLocalMove(new Vector3(260f, 50f, 0f),0.7f).SetLoops(-1, LoopType.Yoyo)); + sequence.Join(this.transform.DOPunchScale(new Vector3(0.15f, 0.15f),1.4f).SetLoops(-1, LoopType.Restart)); + } + + void Update() + { + + } +} + diff --git a/Assets/MyAssets/Title/Scripts/GreenTitleSlime.cs.meta b/Assets/MyAssets/Title/Scripts/GreenTitleSlime.cs.meta new file mode 100644 index 0000000..6059582 --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/GreenTitleSlime.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bd7b15b68f715f04d9bf7c7ae337731e \ No newline at end of file diff --git a/Assets/MyAssets/Title/Scripts/StartButton.cs b/Assets/MyAssets/Title/Scripts/StartButton.cs new file mode 100644 index 0000000..e69de29 diff --git a/Assets/MyAssets/Title/Scripts/StartButton.cs.meta b/Assets/MyAssets/Title/Scripts/StartButton.cs.meta new file mode 100644 index 0000000..91b5cee --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/StartButton.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 609d5edd41cb8694ebd1d4808191de49 \ No newline at end of file diff --git a/Assets/MyAssets/Title/Scripts/TitleBackGroundImage.cs b/Assets/MyAssets/Title/Scripts/TitleBackGroundImage.cs new file mode 100644 index 0000000..4891207 --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/TitleBackGroundImage.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using DG.Tweening; + +public class TitleBackGroundImage : MonoBehaviour +{ + public Image[] images; + public float fadeDuration = 5; + public float displayDuration = 5f; + + private void Start() + { + foreach (Image image in images) + { + Color color = image.color; + color.a = 0f; + image.color = color; + } + + StartCoroutine(FadeImages()); + } + + private IEnumerator FadeImages() + { + int currentImageIndex = 0; + + while (true) + { + Image currentImage = images[currentImageIndex]; + + yield return currentImage.DOFade(1f, fadeDuration).WaitForCompletion(); + + // 一定時間表示 + yield return new WaitForSeconds(displayDuration); + + // フェードアウト + yield return currentImage.DOFade(0f, fadeDuration).WaitForCompletion(); + + // 次の画像へ + currentImageIndex = (currentImageIndex + 1) % images.Length; + } + } +} diff --git a/Assets/MyAssets/Title/Scripts/TitleBackGroundImage.cs.meta b/Assets/MyAssets/Title/Scripts/TitleBackGroundImage.cs.meta new file mode 100644 index 0000000..cbead3f --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/TitleBackGroundImage.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fbb2715b7ea85054989b438bf9151a36 \ No newline at end of file diff --git a/Assets/MyAssets/Title/Scripts/YellowTitleSlime.cs b/Assets/MyAssets/Title/Scripts/YellowTitleSlime.cs new file mode 100644 index 0000000..4c57b47 --- /dev/null +++ b/Assets/MyAssets/Title/Scripts/YellowTitleSlime.cs @@ -0,0 +1,20 @@ +using UnityEngine; +using DG.Tweening; +using System.Collections; +using System.Collections.Generic; + +public class YellowTitleSlime : MonoBehaviour 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dragging; + bool zoomed; + float lastClick; + + void LateUpdate () { + if (Input.GetMouseButtonDown(0)) { + float time = Time.time; + if (time - lastClick < 0.3f) { + zoomed = !zoomed; + if (zoomed) + Camera.main.orthographicSize = 1; + else + Camera.main.orthographicSize = 7.35f; + } + lastClick = time; + dragging = true; + anchor = Input.mousePosition; + origin = Camera.main.transform.position; + } + if (Input.GetMouseButtonUp(0)) { + dragging = false; + } + if (dragging) { + Vector3 delta = Camera.main.ScreenToWorldPoint(Input.mousePosition - anchor + - new Vector3(-Screen.width / 2, -Screen.height / 2, Camera.main.transform.position.z)) + - new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, 0); + Camera.main.transform.position = origin - delta; + } + } + } + +} \ No newline at end of file diff --git a/Assets/Shapes2D/Demos/DragCamera.cs.meta b/Assets/Shapes2D/Demos/DragCamera.cs.meta new file mode 100644 index 0000000..8c58295 --- /dev/null +++ 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b/Assets/Shapes2D/Demos/Flappy Shapes/Bird.cs @@ -0,0 +1,93 @@ +namespace Shapes2D { + + using UnityEngine; + using System.Collections; + using UnityEngine.EventSystems; + + public class Bird : MonoBehaviour { + + Rigidbody2D rb; + public float force = 8; + bool dead, playing; + Vector3 startPosition; + int score = 0; + + // Use this for initialization + void Start () { + rb = GetComponent(); + startPosition = transform.position; + Reset(); + } + + void OnTriggerEnter2D(Collider2D other) { + if (other.name == "Pass Trigger") { + score ++; + return; + } + Die(); + } + + public int GetScore() { + return score; + } + + void OnCollisionEnter2D(Collision2D coll) { + Die(); + } + + public bool IsDead() { + return dead; + } + + public void Reset() { + transform.position = startPosition; + GetComponent().enabled = false; + rb.isKinematic = true; + dead = false; + playing = false; + transform.rotation = Quaternion.Euler(0, 0, 0); + score = 0; + } + + public bool IsPlaying() { + return playing; 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b/Assets/Shapes2D/Demos/Flappy Shapes/Game.cs @@ -0,0 +1,110 @@ +namespace Shapes2D { + + using UnityEngine; + using System.Collections; + using UnityEngine.UI; + + public class Game : MonoBehaviour { + + public Bird bird; + public GameObject pipeSetPrefab; + public float pipeDistance = 8; // distance between pipes in world units + public float scrollSpeed = 2; // world units per second + public Transform pipeSpawnLocation, pipeKillLocation; + public float pipeVariation = 5; // world units up a pipe can go from its starting position + float pipeTimer; + public Button startButton, resetButton; + public Text score; + Transform pipes; + public Shapes2D.Shape ground; + + // Use this for initialization + void Start () { + AdjustWidths(); + + pipes = new GameObject().transform; + pipes.name = "Pipes"; + pipes.SetParent(transform); + pipeTimer = pipeDistance / scrollSpeed; + } + + void AdjustWidths() { + // adjust the width of the sky & ground to the camera size + Vector3 scale = 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using System.Collections; + + public class InputUtils { + + public static Vector3 InputToWorldPosition(Vector2 inputPos) { + Vector3 pos = new Vector3(inputPos.x, inputPos.y, + -Camera.main.transform.position.z); + return Camera.main.ScreenToWorldPoint(pos); + } + + static bool WasMouseDown(int button) { + return Input.GetMouseButtonDown(button); + } + + static bool WasFingerDown() { + foreach (Touch t in Input.touches) { + if (t.phase == TouchPhase.Began) + return true; + } + return false; + } + + static Vector2 FirstTouchPosition() { + foreach (Touch t in Input.touches) { + if (t.phase == TouchPhase.Began || t.phase == TouchPhase.Moved + || t.phase == TouchPhase.Stationary) + return t.position; + } + throw new System.InvalidOperationException("No touch exists."); + } + + public static bool MouseDownOrTap() { + #pragma warning disable 0162 + #if UNITY_EDITOR + return WasMouseDown(0); + #endif + #if UNITY_IPHONE || UNITY_ANDROID + return WasFingerDown(); + #endif + return 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Screen.width, h = Screen.height; + GUIStyle style = new GUIStyle(); + Rect rect = new Rect(10, h - h * 2 / 100 - 10, w, h * 2 / 100); + style.alignment = TextAnchor.UpperLeft; + style.fontSize = h * 2 / 100; + style.normal.textColor = Color.white; + float msec = deltaTime * 1000.0f; + float fps = 1.0f / deltaTime; + string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps); + GUI.Label(rect, text, style); + + GUI.Box(new Rect(0, 0, 300, 400), "Shapes2D Stress Test"); + Vector2 offset = new Vector2(10, 30); + GUI.Label(new Rect(offset.x, offset.y, 200, 20), "# of shapes to spawn (" + count + "):"); + offset.y += 30; + count = (int) GUI.HorizontalSlider(new Rect(offset.x, offset.y, 100, 20), count, 1, 5000); + offset.y += 30; + dynamic = GUI.Toggle(new Rect(offset.x, offset.y, 100, 20), dynamic, "Dynamic"); + offset.y += 30; + optimizePolygons = GUI.Toggle(new Rect(offset.x, offset.y, 200, 20), optimizePolygons, "Optimize Polygons"); + offset.y += 30; + GUI.Label(new Rect(offset.x, offset.y, 275, 20), "Shape Type (0 = Test Shape, 1 = random) (" + shapeType + ")"); + offset.y += 30; + shapeType = (int) GUI.HorizontalSlider(new Rect(offset.x, offset.y, 100, 20), shapeType, 0, 16); + offset.y += 30; + randomStyle = GUI.Toggle(new Rect(offset.x, offset.y, 100, 20), randomStyle, "Random Style"); + offset.y += 30; + GUI.Label(new Rect(offset.x, offset.y, 200, 20), "Scale (" + scale + ")"); + offset.y += 30; + scale = GUI.HorizontalSlider(new Rect(offset.x, offset.y, 100, 20), scale, 0.1f, 5f); + offset.y += 30; + if (GUI.Button(new Rect(offset.x, offset.y, 100, 40), "Restart")) { + for (int i = 0; i < transform.childCount; i++) { + transform.GetChild(i).gameObject.SetActive(false); + Destroy(transform.GetChild(i).gameObject); + } + timer = 0; + spawned = 0; + done = false; + shapes.Clear(); + } + offset.y += 50; + } + + // Update is called once per frame + void Update () { + deltaTime += (Time.deltaTime - deltaTime) * 0.1f; + + if (dynamic) { + float outline = (Mathf.Cos(Time.timeSinceLevelLoad * 5) + 1) / 2 * (scale / 4); + for (int i = 0; i < shapes.Count; i++) + shapes[i].settings.outlineSize = outline; + } + if (done) + return; + timer += Time.deltaTime; + while (timer >= interval) { + timer -= interval; + if (spawned < count) { + float spread = Camera.main.orthographicSize; + GameObject go = Instantiate(prefab); + go.transform.SetParent(transform); + go.transform.position = transform.position + + new Vector3(Random.Range(-spread, spread), Random.Range(-spread, spread), 0); + go.transform.rotation = Quaternion.Euler(0, 0, Random.Range(0, 360)); + go.SetActive(true); + go.transform.localScale = new Vector3(scale, scale, 1); + spawned ++; + Shape shape = go.GetComponent(); + if (!shape) + continue; + shapes.Add(shape); + if (shapeType == 1) { + shape.settings.shapeType = (ShapeType) Random.Range(0, 4); + if (shape.settings.shapeType == ShapeType.Polygon) + shape.settings.polygonPreset = (PolygonPreset) Random.Range(1, 13); + } 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mainObjectFileID: 4890085278179872738 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shapes2D/Editor.meta b/Assets/Shapes2D/Editor.meta new file mode 100644 index 0000000..8c26041 --- /dev/null +++ b/Assets/Shapes2D/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8f55444788ec54a3e8f2511ccfc8fc64 +folderAsset: yes +timeCreated: 1458847876 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shapes2D/Editor/CustomHandles.cs b/Assets/Shapes2D/Editor/CustomHandles.cs new file mode 100644 index 0000000..29b81f4 --- /dev/null +++ b/Assets/Shapes2D/Editor/CustomHandles.cs @@ -0,0 +1,154 @@ +namespace Shapes2D { + + using UnityEngine; + using UnityEditor; + + // http://answers.unity3d.com/questions/463207/how-do-you-make-a-custom-handle-respond-to-the-mou.html + public class CustomHandles + { + // internal state for DragHandle() + static int s_DragHandleHash = "DragHandleHash".GetHashCode(); + static Vector2 s_DragHandleMouseStart; + static Vector2 s_DragHandleMouseCurrent; + static Vector3 s_DragHandleWorldStart; + static float s_DragHandleClickTime = 0; + static int s_DragHandleClickID; + static float s_DragHandleDoubleClickInterval = 0.5f; + static bool s_DragHandleHasMoved; + + // externally accessible to get the ID of the most resently processed DragHandle + public static int lastDragHandleID; + + public enum DragHandleResult + { + none = 0, + + LMBPress, + LMBClick, + LMBDoubleClick, + LMBDrag, + LMBRelease, + + RMBPress, + RMBClick, + RMBDoubleClick, + RMBDrag, + RMBRelease, + }; + +#if UNITY_5_6_OR_NEWER + public static Vector3 DragHandle(Vector3 position, float handleSize, Handles.CapFunction capFunc, Color colorSelected, out DragHandleResult result) +#else + public static Vector3 DragHandle(Vector3 position, float handleSize, Handles.DrawCapFunction capFunc, Color colorSelected, out DragHandleResult result) +#endif + { + int id = GUIUtility.GetControlID(s_DragHandleHash, FocusType.Passive); + lastDragHandleID = id; + + Vector3 screenPosition = Handles.matrix.MultiplyPoint(position); + Matrix4x4 cachedMatrix = Handles.matrix; + + result = DragHandleResult.none; + + switch (Event.current.GetTypeForControl(id)) + { + case EventType.MouseDown: + if (HandleUtility.nearestControl == id && (Event.current.button == 0 || Event.current.button == 1)) + { + GUIUtility.hotControl = id; + s_DragHandleMouseCurrent = s_DragHandleMouseStart = Event.current.mousePosition; + s_DragHandleWorldStart = position; + s_DragHandleHasMoved = false; + + Event.current.Use(); + EditorGUIUtility.SetWantsMouseJumping(1); + + if (Event.current.button == 0) + result = DragHandleResult.LMBPress; + else if (Event.current.button == 1) + result = DragHandleResult.RMBPress; + } + break; + + case EventType.MouseUp: + if (GUIUtility.hotControl == id && (Event.current.button == 0 || Event.current.button == 1)) + { + GUIUtility.hotControl = 0; + Event.current.Use(); + EditorGUIUtility.SetWantsMouseJumping(0); + + if (Event.current.button == 0) + result = DragHandleResult.LMBRelease; + else if (Event.current.button == 1) + result = DragHandleResult.RMBRelease; + + if (Event.current.mousePosition == s_DragHandleMouseStart) + { + bool doubleClick = (s_DragHandleClickID == id) && + (Time.realtimeSinceStartup - s_DragHandleClickTime < s_DragHandleDoubleClickInterval); + + s_DragHandleClickID = id; + s_DragHandleClickTime = Time.realtimeSinceStartup; + + if (Event.current.button == 0) + result = doubleClick ? DragHandleResult.LMBDoubleClick : DragHandleResult.LMBClick; + else if (Event.current.button == 1) + result = doubleClick ? DragHandleResult.RMBDoubleClick : DragHandleResult.RMBClick; + } + } + break; + + case EventType.MouseDrag: + if (GUIUtility.hotControl == id) + { + s_DragHandleMouseCurrent = Event.current.mousePosition; + Vector3 worldPos = HandleUtility.GUIPointToWorldRay(s_DragHandleMouseCurrent).origin; + position = Handles.matrix.inverse.MultiplyPoint(worldPos); + + if (Camera.current.transform.forward == Vector3.forward || Camera.current.transform.forward == -Vector3.forward) + position.z = s_DragHandleWorldStart.z; + if (Camera.current.transform.forward == Vector3.up || Camera.current.transform.forward == -Vector3.up) + position.y = s_DragHandleWorldStart.y; + if (Camera.current.transform.forward == Vector3.right || Camera.current.transform.forward == -Vector3.right) + position.x = s_DragHandleWorldStart.x; + + if (Event.current.button == 0) + result = DragHandleResult.LMBDrag; + else if (Event.current.button == 1) + result = DragHandleResult.RMBDrag; + + s_DragHandleHasMoved = true; + + GUI.changed = true; + Event.current.Use(); + } + break; + + case EventType.Repaint: + Color currentColour = Handles.color; + if (id == GUIUtility.hotControl && s_DragHandleHasMoved) + Handles.color = colorSelected; + + Handles.matrix = Matrix4x4.identity; + #if UNITY_5_6_OR_NEWER + capFunc(id, screenPosition, Quaternion.identity, handleSize, EventType.Repaint); + #else + capFunc(id, screenPosition, Quaternion.identity, handleSize); + #endif + Handles.matrix = cachedMatrix; + + Handles.color = currentColour; + break; + + case EventType.Layout: + Handles.matrix = Matrix4x4.identity; + HandleUtility.AddControl(id, HandleUtility.DistanceToCircle(screenPosition, handleSize)); + Handles.matrix = cachedMatrix; + break; + } + + return position; + } + } + +} \ No newline at end of file diff --git a/Assets/Shapes2D/Editor/CustomHandles.cs.meta b/Assets/Shapes2D/Editor/CustomHandles.cs.meta new file mode 100644 index 0000000..adfacc3 --- /dev/null +++ b/Assets/Shapes2D/Editor/CustomHandles.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: d5ab93e8031514e76bf77ed532b60828 +timeCreated: 1468624505 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Editor/CustomHandles.cs + uploadId: 314719 diff --git a/Assets/Shapes2D/Editor/MenuItems.cs b/Assets/Shapes2D/Editor/MenuItems.cs new file mode 100644 index 0000000..d674a4f --- /dev/null +++ b/Assets/Shapes2D/Editor/MenuItems.cs @@ -0,0 +1,192 @@ +namespace Shapes2D { + + using UnityEngine; + using UnityEditor; + using UnityEngine.UI; + using UnityEngine.EventSystems; + + public class MenuItems { + // thanks to flatuicolors.com + static Color[] colors = { + new Color(26 / 255f, 188 / 255f, 156 / 255f), + new Color(46 / 255f, 204 / 255f, 113 / 255f), + new Color(52 / 255f, 152 / 255f, 219 / 255f), + new Color(155 / 255f, 89 / 255f, 182 / 255f), + new Color(22 / 255f, 160 / 255f, 133 / 255f), + new Color(39 / 255f, 174 / 255f, 96 / 255f), + new Color(41 / 255f, 128 / 255f, 185 / 255f), + new Color(142 / 255f, 68 / 255f, 173 / 255f), + new Color(241 / 255f, 196 / 255f, 15 / 255f), + new Color(230 / 255f, 126 / 255f, 34 / 255f), + new Color(231 / 255f, 76 / 255f, 60 / 255f), + new Color(149 / 255f, 165 / 255f, 166 / 255f), + new Color(243 / 255f, 156 / 255f, 18 / 255f), + new Color(211 / 255f, 84 / 255f, 0 / 255f), + new Color(192 / 255f, 57 / 255f, 43 / 255f), + new Color(127 / 255f, 140 / 255f, 141 / 255f) + }; + + public static bool AddToSelected(GameObject go) { + if (Selection.activeTransform == null) { + Selection.activeTransform = go.transform; + return false; + } + go.transform.SetParent(Selection.activeTransform); + go.transform.Translate(Selection.activeTransform.position); + Selection.activeTransform = go.transform; + return true; + } + + public static void AddToSelectedNonCanvas(GameObject go) { + if (Selection.activeGameObject == null) { + Selection.activeTransform = go.transform; + return; + } + if (Selection.activeGameObject.GetComponentInParent() == null) { + AddToSelected(go); + return; + } + Selection.activeTransform = go.transform; + } + + public static bool AddToSelectedCanvas(GameObject go) { + if (Selection.activeGameObject == null) + return false; + if (Selection.activeGameObject.GetComponentInParent() == null) + return false; + return AddToSelected(go); + } + + public static GameObject CreatePrefab(string name, bool withUndo = true) { + GameObject go = GameObject.Instantiate( + Resources.Load("Shapes2D/Prefabs/" + name)); + go.name = name; + go.GetComponent().settings.fillColor = colors[Random.Range(0, colors.Length)]; + if (withUndo) + Undo.RegisterCreatedObjectUndo(go, "Create Shapes2D " + name); + return go; + } + + private static Canvas CreateCanvas() { + Canvas canvas = new GameObject().AddComponent(); + canvas.gameObject.AddComponent(); + canvas.name = "Canvas"; + canvas.gameObject.layer = LayerMask.NameToLayer("UI"); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + if (GameObject.FindObjectOfType() == null) { + GameObject es = new GameObject(); + es.name = "Event System"; + es.AddComponent(); + es.AddComponent(); + es.transform.SetParent(canvas.transform); + } + return canvas; + } + + [MenuItem("GameObject/Shapes2D/Sprites/Arc", false, 10)] + private static void CreateArc() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Arc")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Curve", false, 10)] + private static void CreateCurve() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Curve")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Donut", false, 10)] + private static void CreateDonut() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Donut")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Ellipse", false, 10)] + private static void CreateEllipse() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Ellipse")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Filled Path", false, 10)] + private static void CreateFilledPath() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Filled Path")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Line Path", false, 10)] + private static void CreateLinePath() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Line Path")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Pie", false, 10)] + private static void CreatePie() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Pie")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Polygon", false, 10)] + private static void CreatePolygon() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Polygon")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Rectangle", false, 10)] + private static void CreateRectangle() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Rectangle")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Rounded Rectangle", false, 10)] + private static void CreateRoundedRectangle() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Rounded Rectangle")); + } + + [MenuItem("GameObject/Shapes2D/Sprites/Triangle", false, 10)] + private static void CreateTriangle() { + MenuItems.AddToSelectedNonCanvas(MenuItems.CreatePrefab("Triangle")); + } + + [MenuItem("GameObject/Shapes2D/UI/Button", false, 10)] + private static void CreateButton() { + GameObject go = MenuItems.CreatePrefab("Button", false); + go.name = "Shapes2D Button"; + if (MenuItems.AddToSelectedCanvas(go)) { + Undo.RegisterCreatedObjectUndo(go, "Create Shapes2D Button"); + } else { + bool createdCanvas = false; + Canvas canvas = GameObject.FindObjectOfType(); + if (canvas == null || !canvas.enabled || canvas.transform.parent != null) { + canvas = CreateCanvas(); + createdCanvas = true; + } + go.transform.SetParent(canvas.transform); + Selection.activeTransform = go.transform; + if (createdCanvas) + Undo.RegisterCreatedObjectUndo(canvas.gameObject, "Create Shapes2D Button"); + else + Undo.RegisterCreatedObjectUndo(go, "Create Shapes2D Button"); + } + go.GetComponent().anchoredPosition = Vector2.zero; + go.transform.localScale = new Vector3(1, 1, 1); + } + + [MenuItem("GameObject/Shapes2D/UI/Panel", false, 10)] + private static void CreatePanel() { + GameObject go = MenuItems.CreatePrefab("Panel", false); + go.name = "Shapes2D Panel"; + if (MenuItems.AddToSelectedCanvas(go)) { + Undo.RegisterCreatedObjectUndo(go, "Create Shapes2D Panel"); + } else { + bool createdCanvas = false; + Canvas canvas = GameObject.FindObjectOfType(); + if (canvas == null || !canvas.enabled || canvas.transform.parent != null) { + canvas = CreateCanvas(); + createdCanvas = true; + } + go.transform.SetParent(canvas.transform); + Selection.activeTransform = go.transform; + if (createdCanvas) + Undo.RegisterCreatedObjectUndo(canvas.gameObject, "Create Shapes2D Panel"); + else + Undo.RegisterCreatedObjectUndo(go, "Create Shapes2D Panel"); + } + RectTransform rt = go.GetComponent(); + rt.offsetMin = new Vector2(0, 0); + rt.offsetMax = new Vector2(0, 0); + rt.transform.localScale = new Vector3(1, 1, 1); + } + } + +} \ No newline at end of file diff --git a/Assets/Shapes2D/Editor/MenuItems.cs.meta b/Assets/Shapes2D/Editor/MenuItems.cs.meta new file mode 100644 index 0000000..31308a4 --- /dev/null +++ b/Assets/Shapes2D/Editor/MenuItems.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: c4630dc71c5634504bf607954ac888fb +timeCreated: 1462392359 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Editor/MenuItems.cs + uploadId: 314719 diff --git a/Assets/Shapes2D/Editor/ShapeEditor.cs b/Assets/Shapes2D/Editor/ShapeEditor.cs new file mode 100644 index 0000000..a270ccc --- /dev/null +++ b/Assets/Shapes2D/Editor/ShapeEditor.cs @@ -0,0 +1,907 @@ +namespace Shapes2D { + + using UnityEngine; + using UnityEditor; + using UnityEngine.UI; + using System.Collections.Generic; + + [CustomEditor(typeof(Shape))] + [CanEditMultipleObjects] + public class ShapeEditor : Editor { + // used during sprite conversion to keep track of objects that we have + // to temporarily modify + class GraphicState { + public Graphic graphic; + public bool hasMask; + public bool showMaskGraphic; + } + + SerializedProperty shapeTypeProp, outlineSizeProp, blurProp, + outlineColorProp, fillTypeProp, fillColorProp, + fillColor2Prop, gradientTypeProp, roundnessProp, roundnessTLProp, + roundnessTRProp, roundnessBLProp, roundnessBRProp, roundnessPerCornerProp, + fillRotationProp, fillOffsetProp, gradientStartProp, fillTextureProp, + gridSizeProp, lineSizeProp, triangleOffsetProp, fillScaleProp, + gradientAxisProp, polygonPresetProp, usePolygonMapProp, + startAngleProp, endAngleProp, invertArcProp, innerCutoutProp, + pathThicknessProp, fillPathLoopsProp; + + bool isEditing; // true if we're in polygon/path edit mode in the scene view + Tool preEditTool = Tool.None; // the tool the user had selected before clicking edit + + void OnEnable () { + Shape shape = (Shape) serializedObject.targetObject; + + if (!shape.GetComponent() + && !shape.GetComponent()) { + if (shape.GetComponentInParent() == null) { + Undo.AddComponent(shape.gameObject); + } else { + Undo.AddComponent(shape.gameObject); + } + // collapse into the operation that made this happen + Undo.CollapseUndoOperations(Undo.GetCurrentGroup()); + shape.Configure(); + } + + shapeTypeProp = serializedObject.FindProperty("settings._shapeType"); + outlineSizeProp = serializedObject.FindProperty("settings._outlineSize"); + blurProp = serializedObject.FindProperty("settings._blur"); + outlineColorProp = serializedObject.FindProperty("settings._outlineColor"); + roundnessPerCornerProp = serializedObject.FindProperty("settings._roundnessPerCorner"); + roundnessProp = serializedObject.FindProperty("settings._roundness"); + roundnessTLProp = serializedObject.FindProperty("settings._roundnessTopLeft"); + roundnessTRProp = serializedObject.FindProperty("settings._roundnessTopRight"); + roundnessBLProp = serializedObject.FindProperty("settings._roundnessBottomLeft"); + roundnessBRProp = serializedObject.FindProperty("settings._roundnessBottomRight"); + innerCutoutProp = serializedObject.FindProperty("settings._innerCutout"); + startAngleProp = serializedObject.FindProperty("settings._startAngle"); + endAngleProp = serializedObject.FindProperty("settings._endAngle"); + invertArcProp = serializedObject.FindProperty("settings._invertArc"); + fillTypeProp = serializedObject.FindProperty("settings._fillType"); + fillColorProp = serializedObject.FindProperty("settings._fillColor"); + fillColor2Prop = serializedObject.FindProperty("settings._fillColor2"); + fillRotationProp = serializedObject.FindProperty("settings._fillRotation"); + fillOffsetProp = serializedObject.FindProperty("settings._fillOffset"); + fillScaleProp = serializedObject.FindProperty("settings._fillScale"); + gradientTypeProp = serializedObject.FindProperty("settings._gradientType"); + gradientStartProp = serializedObject.FindProperty("settings._gradientStart"); + gradientAxisProp = serializedObject.FindProperty("settings._gradientAxis"); + fillTextureProp = serializedObject.FindProperty("settings._fillTexture"); + gridSizeProp = serializedObject.FindProperty("settings._gridSize"); + lineSizeProp = serializedObject.FindProperty("settings._lineSize"); + triangleOffsetProp = serializedObject.FindProperty("settings._triangleOffset"); + polygonPresetProp = serializedObject.FindProperty("settings._polygonPreset"); + usePolygonMapProp = serializedObject.FindProperty("settings._usePolygonMap"); + pathThicknessProp = serializedObject.FindProperty("settings._pathThickness"); + fillPathLoopsProp = serializedObject.FindProperty("settings._fillPathLoops"); + } + + // blend two colors in the same way the shape shader would (premultiplied alpha, + // but for this process we have turned off the premultiply step so it's just + // normal alpha blending). note that for layered semi-transparent regions this + // will not result in the same color you see in unity. that's because the color + // you see includes blending with the background, i.e. the end result when drawn + // with a shader is: blend(blend(bg_color, shape1_color), shape2_color) whereas + // when drawn from the converted sprite it's: + // blend(bg_color, blend(shape1_color, shape2_color)). + private static Color BlendColors(Color dst, Color src) { + Color c = src * src.a + dst * (1 - src.a); + c.a = src.a + dst.a; + return c; + } + + private static void BlendTextures(Texture2D dstTex, Texture2D srcTex) { + for (int x = 0; x < dstTex.width; x++) { + for (int y = 0; y < dstTex.height; y++) { + Color src = srcTex.GetPixel(x, y); + if (src.a == 0) { + // source pixel is fully transparent, so nothing to do + continue; + } + if (src.a == 1) { + // src pixel is fully opaque, so use the child's + dstTex.SetPixel(x, y, src); + continue; + } + Color dst = dstTex.GetPixel(x, y); + Color result; + if (dst.a == 0) { + // parent pixel is fully transparent, so use the child's + result = src; + } else { + // both pixels have alpha, so blend them in the same way + // the shader would + result = BlendColors(dst, src); + } + dstTex.SetPixel(x, y, result); + } + } + } + + private static List DisableUIGraphics(Canvas canvas) { + List graphicStates = new List(); + List graphics = new List(); + graphics.AddRange(canvas.GetComponentsInChildren()); + graphics.RemoveAll(g => !g.enabled); + foreach (Graphic g in graphics) { + GraphicState gs = new GraphicState(); + graphicStates.Add(gs); + gs.graphic = g; + Mask mask = g.GetComponent(); + gs.hasMask = mask != null && mask.enabled; + if (gs.hasMask) { + gs.showMaskGraphic = mask.showMaskGraphic; + mask.showMaskGraphic = false; + } else { + g.enabled = false; + } + } + return graphicStates; + } + + // fixme - this needs more error handling so we don't leave objects in a weird place if something goes wrong + private static Vector2 RenderToTexture2D(string path, Shape shape, float pixelsPerUnit = 100) { + // reset the shape's rotation + Quaternion oldRotation = shape.transform.rotation; + shape.transform.rotation = Quaternion.identity; + + // get the desired pixel size of our shape and all its children, which will be the size of our texture + Vector2 size = shape.GetShapePixelSize(pixelsPerUnit: pixelsPerUnit); + int w = (int) size.x; + int h = (int) size.y; + + // get all the shapes in draw order + List shapes = shape.GetShapesInDrawOrder(); + + // if the shape is a UI component, we need to set up the canvas in a way + // that the camera can point to the image only without the UI + // components moving around based on the camera + Canvas canvas = shape.GetComponentInParent(); + int oldCanvasLayer = -1; + RenderMode oldRenderMode = 0; + Vector3 oldCanvasScale = Vector3.one; + List modifiedGraphics = null; + if (canvas) { + oldCanvasLayer = canvas.gameObject.layer; + canvas.gameObject.layer = 31; + oldRenderMode = canvas.renderMode; + // fixme - what happens with nested canvases? + canvas.renderMode = RenderMode.WorldSpace; + // if the canvas was in RenderMode.ScreenSpaceCamera then the scale will be weird now that we switched + // to WorldSpace. in that case we set the scale to one. + if (oldRenderMode == RenderMode.ScreenSpaceCamera) { + oldCanvasScale = canvas.transform.localScale; + canvas.transform.localScale = Vector3.one; + } + // without a way to selectively show just the shape we want, this is + // the only way I can think of to do it. even this won't work if the + // user has a UI component not found by this function. + modifiedGraphics = DisableUIGraphics(canvas); + } + + // make a new render texture + RenderTexture rt = new RenderTexture(w, h, 32, RenderTextureFormat.ARGB32); + rt.filterMode = FilterMode.Point; + #if UNITY_5_6_OR_NEWER + rt.autoGenerateMips = false; + #else + rt.generateMips = false; + #endif + rt.Create(); + + // figure out the world space bounds of the shape so we can point the camera at it + Bounds bounds = shape.GetShapeBounds(); + + // set up the camera to point exactly at the object's bounds and set its + // culling layer to show only layer 31 + // note that if the user has anything on layer 31 then it will also + // show up in the png, but in that event they can just move it away + Camera cam = new GameObject().AddComponent(); + cam.backgroundColor = new Color(1, 1, 1, 0); + cam.clearFlags = CameraClearFlags.SolidColor; + cam.transform.position = bounds.center; + cam.transform.position -= new Vector3(0, 0, 10); + cam.orthographic = true; + cam.orthographicSize = bounds.extents.y; + cam.aspect = bounds.size.x / bounds.size.y; + cam.targetTexture = rt; + cam.cullingMask = 1 << 31; + + // make the render texture active so calls to Texture2D.ReadPixels() will + // read from it + RenderTexture oldRT = RenderTexture.active; + RenderTexture.active = rt; + + // draw each shape with blending turned off, and layer them on top of each + // other with blending between shapes but not between a shape and the + // camera's background color, which is what would happen if we just let the + // camera render all of them - the camera's background color affects the + // color of semi-transparent pixels even if the background color has an + // alpha value of 0. this is because the shader's blending is trying to + // alias against the background color, but in the png we don't want that. + // there's no shader option I'm aware of that would be able to blend between + // shapes but not between a shape and the background color, so that's why + // we have to do it manually. + Texture2D dstTex = null; + foreach (Shape s in shapes) { + if (canvas) { + Graphic g = s.GetComponent(); + g.enabled = true; + if (s.GetComponent() != null) { + foreach (GraphicState gs in modifiedGraphics) { + if (gs.graphic == g && gs.showMaskGraphic) + s.GetComponent().showMaskGraphic = true; + } + } + } + if (dstTex == null) { + dstTex = s.DrawToTexture2D(cam, w, h); + } else { + Texture2D srcTex = s.DrawToTexture2D(cam, w, h); + BlendTextures(dstTex, srcTex); + DestroyImmediate(srcTex); + } + if (canvas) { + if (s.GetComponent() == null) { + s.GetComponent().enabled = false; + } else { + s.GetComponent().showMaskGraphic = false; + } + } + } + + // put the old render texture back + RenderTexture.active = oldRT; + + // grab the sprite's pivot point based on the top object's location + // relative to its children + Vector2 pivot = shape.GetPivot(); + + // restore the shape's rotation + shape.transform.rotation = oldRotation; + + // restore the canvas + if (canvas) { + canvas.gameObject.layer = oldCanvasLayer; + if (oldRenderMode == RenderMode.ScreenSpaceCamera) + canvas.transform.localScale = oldCanvasScale; + canvas.renderMode = oldRenderMode; + foreach (GraphicState gs in modifiedGraphics) { + gs.graphic.enabled = true; + if (gs.hasMask) + gs.graphic.GetComponent().showMaskGraphic = gs.showMaskGraphic; + } + } + + // save the png + byte[] bytes = dstTex.EncodeToPNG(); + System.IO.File.WriteAllBytes(path, bytes); + + // clean up + DestroyImmediate(dstTex); + DestroyImmediate(cam.gameObject); + DestroyImmediate(rt); + + return pivot; + } + + private static Material GetDefaultSpriteMaterial() { + // this doesn't work on 5.3.3 but does on 5.4 + // AssetDatabase.GetBuiltinExtraResource("Sprites-Default.mat") + // tried various things like creating a new SpriteRenderer and using its + // material but Unity doesn't seem to like that and will do weird things + // like destroy the material when you hit play. so we have a Sprite + // Template prefab and we'll grab the material from that. + SpriteRenderer sr = (SpriteRenderer) Resources.Load( + "Shapes2D/Sprite Template", typeof(SpriteRenderer)); + if (!sr) { + Debug.LogError("Shapes2D: Couldn't get the sprite template from " + + "Shapes2D/Resources. You'll have to manually assign the " + + "SpriteRenderer's material."); + return null; + } + return sr.sharedMaterial; + } + + private void EditShape() { + isEditing = true; + preEditTool = Tools.current; + Tools.current = Tool.None; + SceneView.RepaintAll(); + } + + private void StopEditingShape(bool restoreTool) { + isEditing = false; + if (restoreTool) + Tools.current = preEditTool; + UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); + } + + // verts has the first point duplicated at the end as well + int GetClosestLineToPoint(Vector3 pos, List verts) { + Vector2 p = HandleUtility.WorldToGUIPoint(pos); + int closest = -1; + float distance = -1; + for (int i = 0; i < verts.Count - 1; i++) { + Vector2 v1 = HandleUtility.WorldToGUIPoint(verts[i]); + Vector2 v2 = HandleUtility.WorldToGUIPoint(verts[i + 1]); + float testDistance = HandleUtility.DistancePointToLineSegment(p, v1, v2); + if (closest == -1 || testDistance < distance) { + closest = i; + distance = testDistance; + } + } + return closest; + } + + // show an outline when in edit mode + void DrawShapeBorders(Shape shape) { + Vector3[] corners = new Vector3[5]; + shape.GetWorldCorners(corners); + Handles.color = Color.white; + Handles.DrawAAPolyLine(2f, corners); + } + + Vector3 GetMouseWorldPos() { + Vector2 mouseScreenPos = Event.current.mousePosition; + return HandleUtility.GUIPointToWorldRay(mouseScreenPos).origin; + } + + void EditPolygon(Shape shape) { + HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive)); + // get the existing verts + Vector3[] oldVerts = shape.GetPolygonWorldVertices(); + List verts = new List(oldVerts); + bool hasMaxVerts = verts.Count == Shape.MaxPolygonVertices; + // add the first vert at the end as well so Unity will draw it right etc + verts.Add(verts[0]); + // are we in delete mode? what color should handles be? + Color pink = new Color(1, 0, 0.75f); + bool deleteMode = false; + if ((Event.current.control || Event.current.command) && verts.Count > 4) { + Handles.color = Color.red; + deleteMode = true; + } else { + Handles.color = pink; + } + // draw the shape + Handles.DrawAAPolyLine(3f, verts.ToArray()); + // drag handle result for getting info from our handles + CustomHandles.DragHandleResult dhResult; + // draw handles for each existing vert and check if they've been moved or clicked + bool changed = false; + for (int i = verts.Count - 2; i >= 0; i--) { + Vector3 v = verts[i]; + #if UNITY_5_6_OR_NEWER + Vector3 newPos = CustomHandles.DragHandle(v, 0.05f * HandleUtility.GetHandleSize(v), + Handles.DotHandleCap, pink, out dhResult); + #else + Vector3 newPos = CustomHandles.DragHandle(v, 0.05f * HandleUtility.GetHandleSize(v), + Handles.DotCap, pink, out dhResult); + #endif + if (deleteMode && dhResult == CustomHandles.DragHandleResult.LMBPress) { + // the user clicked on the handle while in delete mode, so delete the vert + verts.RemoveAt(i); + changed = true; + } else if (!deleteMode && newPos != v) { + // the handle has been dragged, so move the vert to the new position + verts[i] = new Vector2(newPos.x, newPos.y); + changed = true; + } + } + // check if the mouse is hovering over a space where we could add a new vert, + // and draw it if so + bool snapped = false; + Vector3 closestPos = HandleUtility.ClosestPointToPolyLine(verts.ToArray()); + float distance = HandleUtility.DistanceToPolyLine(verts.ToArray()); + bool isCloseToLine = distance < 25; + if (!changed && isCloseToLine && !hasMaxVerts && !deleteMode) { + // todo - ClosestPointToPolyLine doesn't work very well in 3D... + foreach (Vector3 v in verts) { + // if close to an existing vert, we don't want to add a new one + if (Vector2.Distance(HandleUtility.WorldToGUIPoint(closestPos), + HandleUtility.WorldToGUIPoint(v)) < 15) { + snapped = true; + break; + } + } + if (!snapped) { + // not too close to an existing vert, so draw a new one. don't + // use an actual handle cause we want to intercept nearby clicks + // and not just clicks directly on the handle. + Rect rect = new Rect(); + float dim = 0.05f * HandleUtility.GetHandleSize(closestPos); + rect.center = closestPos - new Vector3(dim, dim, 0); + rect.size = new Vector2(dim * 2, dim * 2); + Handles.color = Color.white; // remove the weird tint it does + Handles.DrawSolidRectangleWithOutline(rect, Color.green, Color.clear); + if (Event.current.type == EventType.MouseDown) { + // the user has clicked the new vert, so add it for real + // figure out which line segment it's on + int lineStart = GetClosestLineToPoint(closestPos, verts); + verts.Insert(lineStart + 1, closestPos); + changed = true; + } + } + } + // something has been changed, so apply the new verts back to the shape + if (changed) { + // make sure to remove the duplicated last vert we added + Undo.RecordObject(shape, "Edit Shapes2D Polygon Vertices"); + shape.SetPolygonWorldVertices( + verts.GetRange(0, verts.Count - 1).ToArray()); + EditorUtility.SetDirty(target); + } else { + HandleUtility.Repaint(); // to draw the new vert placeholder handle + if (Event.current.type == EventType.MouseDown && !isCloseToLine) + StopEditingShape(true); + } + } + + void DoMovePathPoint(List segments, int i, Vector2 newPos) { + PathSegment seg = segments[i / 3]; + Vector2 offset = seg.p1 - seg.midpoint; + if (i % 3 == 0) + seg.p0 = newPos; + if (i % 3 == 2) + seg.p2 = newPos; + seg.p1 = seg.midpoint + (Vector3) offset; + segments[i / 3] = seg; + } + + void MovePathPointsAtPosition(List segments, Vector2 oldPos, Vector2 newPos) { + for (int i = 0; i < segments.Count; i++) { + PathSegment seg = segments[i]; + if ((Vector2) seg.p0 == oldPos) + DoMovePathPoint(segments, i * 3, newPos); + if ((Vector2) seg.p2 == oldPos) + DoMovePathPoint(segments, i * 3 + 2, newPos); + } + } + + void MovePathPoint(List segments, int i, Vector3 newPos, bool moveConnected = true) { + PathSegment segment = segments[i / 3]; + if (i % 3 == 1) { + segment.p1 = (Vector2) newPos; + segments[i / 3] = segment; + return; + } + if (moveConnected) + MovePathPointsAtPosition(segments, i % 3 == 0 ? segment.p0 : segment.p2, newPos); + else + DoMovePathPoint(segments, i, newPos); + } + + void EditPath(Shape shape) { + // get the existing verts + PathSegment[] oldSegments = shape.GetPathWorldSegments(); + List segments = new List(oldSegments); + bool hasMaxSegments = segments.Count == Shape.MaxPathSegments; + // are we in delete mode? what color should handles be? + Color pink = new Color(1, 0, 0.75f); + bool deleteMode = false; + if ((Event.current.control || Event.current.command) && segments.Count > 1) { + Handles.color = Color.red; + deleteMode = true; + } else { + Handles.color = pink; + } + bool splitMode = Event.current.shift; + Vector3 mouseWorldPos = GetMouseWorldPos(); + bool isWithinBounds = shape.PointIsWithinShapeBounds(mouseWorldPos); + // drag handle result for getting info from our handles + CustomHandles.DragHandleResult dhResult; + // draw handles for each existing point and check if they've been moved or clicked + bool changed = false; + for (int i = segments.Count * 3 - 1; i >= 0; i--) { + PathSegment segment = segments[i / 3]; + Vector3 p = segment.p0; + bool isInfluencePoint = false; + if (i % 3 == 1) { + p = segment.p1; + isInfluencePoint = true; + } else if (i % 3 == 2) { + p = segment.p2; + } + if (deleteMode && isInfluencePoint) + continue; + float size = 0.04f * HandleUtility.GetHandleSize(p); + #if UNITY_5_6_OR_NEWER + Handles.CapFunction cap = Handles.RectangleHandleCap; + #else + Handles.DrawCapFunction cap = Handles.RectangleCap; + #endif + if (isInfluencePoint) { + #if UNITY_5_6_OR_NEWER + cap = Handles.CircleHandleCap; + #else + cap = Handles.CircleCap; + #endif + size = 0.05f * HandleUtility.GetHandleSize(p); + } + if (isInfluencePoint) { + Color oldColor = Handles.color; + Handles.color = Color.grey; + Handles.DrawDottedLine(p, segment.p0, HandleUtility.GetHandleSize(p)); + Handles.DrawDottedLine(p, segment.p2, HandleUtility.GetHandleSize(p)); + Handles.color = oldColor; + } + Vector3 newPos = CustomHandles.DragHandle(p, size, cap, pink, out dhResult); + if (deleteMode && !isInfluencePoint && dhResult == CustomHandles.DragHandleResult.LMBPress) { + // the user clicked on the handle while in delete mode, so delete the segment + segments.RemoveAt(i / 3); + changed = true; + break; + } else if (!deleteMode && isInfluencePoint && dhResult == CustomHandles.DragHandleResult.LMBDoubleClick) { + segment.MakeLinear(); + segments[i / 3] = segment; + changed = true; + } else if (!deleteMode && newPos != p) { + // the handle has been dragged, so move the point to the new position + if (isInfluencePoint || isWithinBounds) { + MovePathPoint(segments, i, newPos, moveConnected: !splitMode); + changed = true; + } + } else if (!splitMode && !deleteMode && !isInfluencePoint + && dhResult == CustomHandles.DragHandleResult.LMBRelease) { + // the handle has been released. snap it to any nearby points. + for (int c = 0; c < segments.Count; c++) { + PathSegment seg2 = segments[c]; + if (seg2.p0 != newPos && Vector2.Distance(seg2.p0, newPos) < HandleUtility.GetHandleSize(newPos) * 0.25f) { + newPos = seg2.p0; + break; + } + if (seg2.p2 != newPos && Vector2.Distance(seg2.p2, newPos) < HandleUtility.GetHandleSize(newPos) * 0.25f) { + newPos = seg2.p2; + break; + } + } + MovePathPoint(segments, i, newPos, moveConnected: true); + changed = true; + } + } + // check if the mouse is hovering over a space where we could add a new point, + // and draw it if so + bool closeToExistingPoint = false; + if (!changed && !hasMaxSegments && !deleteMode) { + foreach (PathSegment s in segments) { + // if close to an existing point, we don't want to add a new one + if (Vector2.Distance(HandleUtility.WorldToGUIPoint(mouseWorldPos), + HandleUtility.WorldToGUIPoint(s.p0)) < 15) { + closeToExistingPoint = true; + break; + } + if (Vector2.Distance(HandleUtility.WorldToGUIPoint(mouseWorldPos), + HandleUtility.WorldToGUIPoint(s.p1)) < 15) { + closeToExistingPoint = true; + break; + } + if (Vector2.Distance(HandleUtility.WorldToGUIPoint(mouseWorldPos), + HandleUtility.WorldToGUIPoint(s.p2)) < 15) { + closeToExistingPoint = true; + break; + } + } + if (!closeToExistingPoint && isWithinBounds) { + // not too close to an existing vert, so draw a new one + // find the closest point + float closestDistance = 99999; + Vector2 closestPoint = Vector2.zero; + for (int i = 0; i < segments.Count; i++) { + float dist = Vector2.Distance(segments[i].p0, (Vector2) mouseWorldPos); + if (dist < closestDistance) { + closestPoint = segments[i].p0; + closestDistance = dist; + } + dist = Vector2.Distance(segments[i].p2, (Vector2) mouseWorldPos); + if (dist < closestDistance) { + closestPoint = segments[i].p2; + closestDistance = dist; + } + } + // don't use an actual handle cause we want to intercept nearby clicks + // and not just clicks directly on the handle. + Rect rect = new Rect(); + float dim = 0.05f * HandleUtility.GetHandleSize(mouseWorldPos); + rect.center = mouseWorldPos - new Vector3(dim, dim, 0); + rect.size = new Vector2(dim * 2, dim * 2); + Handles.color = Color.white; // remove the weird tint it does + Handles.DrawSolidRectangleWithOutline(rect, Color.green, Color.clear); + Color oldColor = Handles.color; + Handles.color = Color.grey; + Handles.DrawDottedLine(rect.center, closestPoint, HandleUtility.GetHandleSize(closestPoint)); + Handles.color = oldColor; + if (Event.current.type == EventType.MouseDown && !Event.current.alt + && !Event.current.shift && !Event.current.command && !Event.current.control) { + // the user has clicked to add a new segment, so add it for real + segments.Add(new PathSegment(closestPoint, mouseWorldPos)); + changed = true; + } + } + } + // something has been changed, so apply the new points back to the shape + if (changed) { + Undo.RecordObject(shape, "Edit Shapes2D Path Points"); + shape.SetPathWorldSegments(segments.GetRange(0, segments.Count).ToArray()); + EditorUtility.SetDirty(target); + } else { + HandleUtility.Repaint(); // to draw the new point placeholder handle + if (Event.current.type == EventType.MouseDown && !isWithinBounds) + StopEditingShape(true); + } + } + + void OnSceneGUI() { + Shape shape = (Shape) target; + if (!isEditing || (shape.settings.shapeType != ShapeType.Polygon && shape.settings.shapeType != ShapeType.Path)) + return; + if (Tools.current != Tool.None) { + StopEditingShape(false); + return; + } + // draw some borders so the user knows where the shape should live + DrawShapeBorders(shape); + if (shape.settings.shapeType == ShapeType.Polygon) + EditPolygon(shape); + else + EditPath(shape); + // this prevents the user selecting another object when they are + // adding poly/path nodes + if (Event.current.type == EventType.Layout) + HandleUtility.AddDefaultControl(GUIUtility.GetControlID(GetHashCode(), FocusType.Passive)); + } + + private Shapes2DPrefs GetPreferences() { + string path = AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(this)); + int index = path.IndexOf("Shapes2D"); + if (index == -1) + return null; + string prefsPath = path.Substring(0, index + 8) + "/Preferences.asset"; + return AssetDatabase.LoadAssetAtPath(prefsPath); + } + + private void SetPolygonCollider2D(Shape shape) { + PolygonCollider2D pc2d = shape.GetComponent(); + if (shape.settings.shapeType == ShapeType.Polygon) { + if (!pc2d) + pc2d = shape.gameObject.AddComponent(); + Vector3[] points = shape.GetPolygonWorldVertices(); + Vector2[] colliderPoints = new Vector2[points.Length]; + for (int i = 0; i < points.Length; i++) + colliderPoints[i] = shape.transform.InverseTransformPoint(points[i]); + Undo.RecordObject(pc2d, "Set PolygonCollider2D Points"); + pc2d.points = colliderPoints; + } + } + + private void FromPolygonCollider2D(Shape shape) { + PolygonCollider2D pc2d = shape.GetComponent(); + if (shape.settings.shapeType == ShapeType.Polygon) { + if (pc2d.points.Length >= 64) { + EditorUtility.DisplayDialog("Too many points", + "The PolygonCollider2D has too many points (max 64).", "Okay"); + return; + } + Vector3[] points = new Vector3[pc2d.points.Length]; + for (int i = 0; i < pc2d.points.Length; i++) + points[i] = shape.transform.TransformPoint(pc2d.points[i]); + Undo.RecordObject(shape, "Edit Shapes2D Polygon Vertices"); + shape.SetPolygonWorldVertices(points); + EditorUtility.SetDirty(target); + } else if (shape.settings.shapeType == ShapeType.Path) { + if (pc2d.points.Length >= 32) { + EditorUtility.DisplayDialog("Too many points", + "The PolygonCollider2D has too many points (max 32).", "Okay"); + return; + } + PathSegment[] segments = new PathSegment[pc2d.points.Length]; + for (int i = 0; i < pc2d.points.Length; i++) { + Vector3 p0 = shape.transform.TransformPoint(pc2d.points[i]); + Vector3 p2 = i == pc2d.points.Length - 1 + ? shape.transform.TransformPoint(pc2d.points[0]) + : shape.transform.TransformPoint(pc2d.points[i + 1]); + segments[i] = new PathSegment(p0, p2); + } + Undo.RecordObject(shape, "Edit Shapes2D Path Segments"); + shape.SetPathWorldSegments(segments); + EditorUtility.SetDirty(target); + } + } + + private void ConvertToSprite(Shape shape) { + string dname = "Assets/Resources/Shapes2D Sprites"; + string fname = dname + "/" + shape.name + ".png"; + string rname = "Shapes2D Sprites/" + shape.name; + if (!System.IO.Directory.Exists(dname)) + System.IO.Directory.CreateDirectory(dname); + if (System.IO.File.Exists(fname) + && !EditorUtility.DisplayDialog("Overwrite File?", + "A file with the name " + fname + " already exists. " + + "Are you sure you want to overwrite it?", "Yes", "Cancel")) + return; + + float pixelsPerUnit = 100; + Shapes2DPrefs prefs = GetPreferences(); + if (prefs) { + pixelsPerUnit = prefs.pixelsPerUnit; + } else { + Debug.LogWarning("Can't find Shapes2D Preferences in Shapes2D/Preferences. Please re-import Shapes2D."); + } + + Vector2 pivot = RenderToTexture2D(fname, shape, pixelsPerUnit: pixelsPerUnit); + + // refresh the asset + AssetDatabase.ImportAsset(fname); + + // set the sprite's pivot point so any rotations/position stay the same + TextureImporter textureImporter = AssetImporter.GetAtPath(fname) + as TextureImporter; + TextureImporterSettings texSettings = new TextureImporterSettings(); + textureImporter.ReadTextureSettings(texSettings); + #if UNITY_5_5_OR_NEWER + texSettings.ApplyTextureType(TextureImporterType.Sprite); + #else + texSettings.ApplyTextureType(TextureImporterType.Sprite, true); + #endif + texSettings.spritePixelsPerUnit = pixelsPerUnit; + if (Vector2.Distance(pivot, new Vector2(0.5f, 0.5f)) < 0.01f) { + texSettings.spriteAlignment = (int) SpriteAlignment.Center; + textureImporter.SetTextureSettings(texSettings); + } else { + texSettings.spriteAlignment = (int) SpriteAlignment.Custom; + textureImporter.SetTextureSettings(texSettings); + textureImporter.spritePivot = pivot; + } + AssetDatabase.ImportAsset(fname, ImportAssetOptions.ForceUpdate); + + Sprite sprite = Resources.Load(rname); + + Undo.RecordObjects(shape.GetUndoObjects().ToArray(), + "Convert to Sprite"); + + shape.SetAsSprite(sprite, GetDefaultSpriteMaterial()); + + // exit the gui routine because otherwise we get annoying errors because + // we deleted a material and unity still wants to draw it + EditorGUIUtility.ExitGUI(); + } + + public override void OnInspectorGUI() { + serializedObject.Update(); // dunno what this does but it's in the examples? + + Shape shape = (Shape) serializedObject.targetObject; + + EditorGUI.BeginDisabledGroup(!shape.enabled); + + // shape type + EditorGUILayout.PropertyField(shapeTypeProp); + + ShapeType shapeType = (ShapeType) shapeTypeProp.enumValueIndex; + if (shapeType == ShapeType.Rectangle) { + // rectangle props + EditorGUILayout.PropertyField(roundnessPerCornerProp); + if (shape.settings.roundnessPerCorner) { + EditorGUILayout.PropertyField(roundnessTLProp); + EditorGUILayout.PropertyField(roundnessTRProp); + EditorGUILayout.PropertyField(roundnessBLProp); + EditorGUILayout.PropertyField(roundnessBRProp); + } else { + EditorGUILayout.PropertyField(roundnessProp); + roundnessTLProp.floatValue = roundnessProp.floatValue; + roundnessTRProp.floatValue = roundnessProp.floatValue; + roundnessBLProp.floatValue = roundnessProp.floatValue; + roundnessBRProp.floatValue = roundnessProp.floatValue; + } + } else if (shapeType == ShapeType.Ellipse) { + //ellipse props + EditorGUILayout.PropertyField(startAngleProp); + EditorGUILayout.PropertyField(endAngleProp); + EditorGUILayout.PropertyField(invertArcProp); + EditorGUILayout.PropertyField(innerCutoutProp); + } else if (shapeType == ShapeType.Polygon) { + // polygon props + EditorGUILayout.PropertyField(polygonPresetProp); + EditorGUI.BeginDisabledGroup(Selection.objects.Length != 1); + if (GUILayout.Toggle(isEditing, "Edit Shape", "Button")) { + if (!isEditing) + EditShape(); + GUIStyle helpStyle = new GUIStyle(GUI.skin.label); + helpStyle.wordWrap = true; + helpStyle.normal.textColor = Color.green; + EditorGUILayout.LabelField("Click on a segment to add a new node (up to 64).\nCtrl-click nodes to delete.\nSee docs about performance!", helpStyle); + } else { + if (isEditing) + StopEditingShape(true); + } + if (shape.GetComponent() && GUILayout.Button("From Polygon Collider 2D")) + FromPolygonCollider2D(shape); + if (GUILayout.Button("Set Polygon Collider 2D")) + SetPolygonCollider2D(shape); + EditorGUI.EndDisabledGroup(); + EditorGUILayout.PropertyField(usePolygonMapProp, + new GUIContent("Optimize rendering (see docs!)")); + } else if (shapeType == ShapeType.Triangle) { + // triangle props + EditorGUILayout.PropertyField(triangleOffsetProp); + } else if (shapeType == ShapeType.Path) { + EditorGUILayout.PropertyField(pathThicknessProp); + EditorGUILayout.PropertyField(fillPathLoopsProp); + EditorGUI.BeginDisabledGroup(Selection.objects.Length != 1); + if (GUILayout.Toggle(isEditing, "Edit Path", "Button")) { + if (!isEditing) + EditShape(); + GUIStyle helpStyle = new GUIStyle(GUI.skin.label); + helpStyle.wordWrap = true; + helpStyle.normal.textColor = Color.green; + EditorGUILayout.LabelField("Click to add a new segment (up to 32).\nShift-drag to separate connected nodes or prevent snapping.\nCtrl-click nodes to delete.\nDouble-click a circular node to make it linear.\nSee docs about performance!", helpStyle); + } else { + if (isEditing) + StopEditingShape(true); + } + if (shape.GetComponent() && GUILayout.Button("From Polygon Collider 2D")) + FromPolygonCollider2D(shape); + EditorGUI.EndDisabledGroup(); + } + + // common props + EditorGUILayout.PropertyField(blurProp); + EditorGUILayout.PropertyField(outlineSizeProp); + EditorGUILayout.PropertyField(outlineColorProp); + + // fill props + EditorGUILayout.PropertyField(fillTypeProp); + FillType fillType = (FillType) 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--- /dev/null +++ b/Assets/Shapes2D/Scripts/PolyMap.cs @@ -0,0 +1,279 @@ +namespace Shapes2D { + + using UnityEngine; + + class PolyMap { + struct DistanceResult { + public int index, index2; + } + + // http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment + static float DistanceToLineSegment(Vector2 pos, Vector2 p1, Vector2 p2) { + // vector operations are pretty slow! do it all manually... + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + float dist = Mathf.Sqrt(dx * dx + dy * dy); + float l2 = dist * dist; + float c1x = pos.x - p1.x; + float c1y = pos.y - p1.y; + float c2x = p2.x - p1.x; + float c2y = p2.y - p1.y; + float dot = c1x * c2x + c1y * c2y; + dot /= l2; + float t = dot < 0 ? 0 : dot; + t = t > 1 ? 1 : t; + float projx = p1.x + t * dx; + float projy = p1.y + t * dy; + dx = projx - pos.x; + dy = projy - pos.y; + return Mathf.Sqrt(dx * dx + dy * dy); + } + + static DistanceResult GetClosestLineSegments(Vector2 pos, Vector2[] vertices) { + DistanceResult dr; + dr.index = -1; + dr.index2 = -1; + float closestDistance = -1; + float closestDistance2 = -1; + int j = vertices.Length - 1; + for (int i = 0; i < vertices.Length; i++) { + float dist = DistanceToLineSegment(pos, vertices[i], vertices[j]); + if (dr.index == -1 || dist < closestDistance) { + dr.index2 = dr.index; + closestDistance2 = closestDistance; + dr.index = i; + closestDistance = dist; + } else if (dr.index2 == -1 || dist < closestDistance2) { + dr.index2 = i; + closestDistance2 = dist; + } + j = i; + } + return dr; + } + + // thanks to http://alienryderflex.com/polygon/. if the number of nodes (points + // where a polygon line crosses the horizontal axis of the test position) to the + // left of the test position is odd, then the point is inside the poly! + static bool PointIsInsidePoly(Vector2 pos, Vector2[] vertices) { + bool oddNodes = false; + int j = vertices.Length - 1; + for (int i = 0; i < vertices.Length; i++) { + Vector2 vi = vertices[i]; + Vector2 vj = vertices[j]; + if ((vi.y < pos.y && vj.y >= pos.y || vj.y < pos.y && vi.y >= pos.y) + && (vi.x <= pos.x || vj.x <= pos.x)) { + if (vi.x + (pos.y - vi.y) / (vj.y - vi.y) * (vj.x - vi.x) < pos.x) + oddNodes = !oddNodes; + } + j = i; + } + return oddNodes; + } + + static bool IntersectsVerticalLineSegment(Vector2 v1, Vector2 v2, Vector2 p1, Vector2 p2) { + float pminx = p1.x < p2.x ? p1.x : p2.x; + float pminy = p1.y < p2.y ? p1.y : p2.y; + // float vminx = v1.x < v2.x ? v1.x : v2.x; + float vminy = v1.y < v2.y ? v1.y : v2.y; + float pmaxx = p1.x > p2.x ? p1.x : p2.x; + float pmaxy = p1.y > p2.y ? p1.y : p2.y; + // float vmaxx = v1.x > v2.x ? v1.x : v2.x; + float vmaxy = v1.y > v2.y ? v1.y : v2.y; + if (pminx > v1.x || pmaxx < v1.x || pmaxy < vminy || pminy > vmaxy) + return false; + if (p2.x == p1.x) + return p1.x == v1.x && ((pminy >= vminy && pminy <= vmaxy) || (pmaxy >= vminy && pmaxy <= vmaxy)); + float m = (p2.y - p1.y) / (p2.x - p1.x); + float b = p2.y - m * p2.x; + float y = m * v1.x + b; + return y >= vminy && y <= vmaxy; + } + + static bool IntersectsHorizontalLineSegment(Vector2 v1, Vector2 v2, Vector2 p1, Vector2 p2) { + float pminx = p1.x < p2.x ? p1.x : p2.x; + float pminy = p1.y < p2.y ? p1.y : p2.y; + float vminx = v1.x < v2.x ? v1.x : v2.x; + // float vminy = v1.y < v2.y ? v1.y : v2.y; + float pmaxx = p1.x > p2.x ? p1.x : p2.x; + float pmaxy = p1.y > p2.y ? p1.y : p2.y; + float vmaxx = v1.x > v2.x ? v1.x : v2.x; + // float vmaxy = v1.y > v2.y ? v1.y : v2.y; + if (pminx > vmaxx || pmaxx < vminx || pmaxy < v1.y || pminy > v1.y) + return false; + if (p2.x == p1.x) + return p1.x >= vminx && p2.x <= vmaxx; + float m = (p2.y - p1.y) / (p2.x - p1.x); + float b = p2.y - m * p2.x; + float x = (v1.y - b) / m; + return x >= vminx && x <= vmaxx; + } + + static int RectIntersectsPolyEdge(Vector2 tl, Vector2 tr, Vector2 bl, Vector2 br, + Vector2[] vertices, bool[] results) { + int edgeCount = 0; + int j = vertices.Length - 1; + for (int i = 0; i < vertices.Length; i++) { + Vector2 p1 = vertices[i]; + Vector2 p2 = vertices[j]; + bool top = IntersectsHorizontalLineSegment(tl, tr, p1, p2); + bool bottom = IntersectsHorizontalLineSegment(bl, br, p1, p2); + bool left = IntersectsVerticalLineSegment(tl, bl, p1, p2); + bool right = IntersectsVerticalLineSegment(tr, br, p1, p2); + results[i] = top || bottom || left || right; + if (top || bottom || left || right) + edgeCount ++; + j = i; + } + return edgeCount; + } + + static int RectContainsVertex(Vector2 tl, Vector2 tr, Vector2 bl, Vector2 br, + Vector2[] vertices, bool[] results) { + int vertCount = 0; + int i = 0; + foreach (Vector2 v in vertices) { + results[i] = v.x >= tl.x && v.x <= tr.x && v.y >= bl.y && v.y <= tl.y; + if (results[i]) + vertCount ++; + i ++; + } + return vertCount; + } + + // which side of the line is the point on? consistent winding means this tells us + // if a point is on the inside of a convex polygon or not (or a convex section of a + // concave poly which is what we care about), assuming it isn't excluded by any of + // the other lines. + static bool PointLineTest(Vector2 pos, Vector2 p1, Vector2 p2) { + return (pos.x - p1.x) * (p2.y - p1.y) - (pos.y - p1.y) * (p2.x - p1.x) > 0; + } + + // maybe could use Vector2.Angle() instead? + static float GetAngleBetween(Vector2 v1, Vector2 v2) { + float a1 = Mathf.Atan2(v1.y, v1.x) * Mathf.Rad2Deg; + float a2 = Mathf.Atan2(v2.y, v2.x) * Mathf.Rad2Deg; + if (a1 < 0) + a1 += 360; + if (a2 < 0) + a2 += 360; + float result = a1 - a2; + if (result < 0) + result += 360; + return result; + } + + public static void GeneratePolyMap(Vector2[] vertices, Texture2D polyMap) { + if (polyMap.width != polyMap.height) + throw new System.InvalidOperationException("Poly map texture must be square!"); + int resolution = polyMap.width; + Vector2 tex = new Vector2(1f / resolution, 1f / resolution); + bool[] edgeIntersections = new bool[vertices.Length]; + bool[] vertIntersections = new bool[vertices.Length]; + // for each texel + for (int x = 0; x < resolution; x++) { + for (int y = 0; y < resolution; y++) { + Vector2 center = new Vector2(x, y) * tex.x + tex / 2 - new Vector2(0.5f, 0.5f); + Vector2 tl = center + new Vector2(-tex.x / 2, tex.y / 2); + Vector2 tr = center + tex / 2; + Vector2 bl = center - tex / 2; + Vector2 br = center + new Vector2(tex.x / 2, -tex.y / 2); + int edgeCount = RectIntersectsPolyEdge(tl, tr, bl, br, vertices, edgeIntersections); + bool inside = PointIsInsidePoly(center, vertices); + // get the closest line segments to the texel center. it's much faster + // for the shader to just look at a few line segments than all of them, but + // when the closest lines to the center of the texel aren't the closest for all + // pixels in the texel there will be rendering flaws (though hopefully one of them + // will be the closest one to each pixel in reasonably spaced polygons). + // note that in most cases we could do a simpler algorithm that just checks the + // closest of the two nearest lines in the fragment shader and colors pixels + // inside of the winner, but it gets fuzzy in many cases where fragments are + // exactly as far (or almost exactly as far) from each line. + DistanceResult dr = GetClosestLineSegments(center, vertices); + // we'll send a 'mode' to the shader indicating what it should do. + // 0 = all pixels in the texel are outside the poly + // 1 = all pixels in the texel are inside the poly + // 2 = must be inside the closest line + // 3 = must be inside both lines + // 4 = must be inside either line + int mode = 0; + if (edgeCount == 0) { + // no intersection, so all points are on the same side of the poly + mode = inside ? 1 : 0; + } else if (edgeCount == 1) { + // intersects with 1 edge, just be inside that edge. + // make sure dr.index is the intersecting edge - it's possible it isn't. + mode = 2; + if (!edgeIntersections[dr.index]) { + int temp = dr.index; + dr.index = dr.index2; + dr.index2 = temp; + } + // mode = 5; + } else if (RectContainsVertex(tl, tr, bl, br, vertices, vertIntersections) > 0) { + // the texel contains >= 1 vertex, so we need to get the angle between + // the vert's lines to figure out what to do. multiple verts in a single texel + // are not supported. + // find the relevant vertex + Vector2 v = Vector2.zero; + int i; + for (i = 0; i < vertices.Length; i++) { + if (vertIntersections[i]) { + v = vertices[i]; + break; + } + } + // find the neighboring verts. make sure their lines are the closest segments too. + // v1 -- v -- v2 + dr.index = i; + int j = i == 0 ? vertices.Length - 1 : i - 1; + Vector2 v1 = vertices[j]; + j = i == vertices.Length - 1 ? 0 : i + 1; + dr.index2 = j; + Vector2 v2 = vertices[j]; + // find the angle between the two lines + float angle = GetAngleBetween(v1 - v, v2 - v); + // each pixel needs to be inside the joint + if (angle <= 180) { + mode = 3; + } else { + mode = 4; + } + // mode = 5; + } else { + // edge count is > 1 and no vertex intersection. + // we can tell if the lines are facing in the same direction by using the + // center as a reference and checking if it is on the same or different + // side of each line, and whether or not it's inside the poly. + int found = 0; + bool test1 = false, test2 = false; + for (int i = 0; i < vertices.Length; i++) { + if (!edgeIntersections[i]) + continue; + int j = i == 0 ? vertices.Length - 1 : i - 1; + if (found == 0) + test1 = PointLineTest(center, vertices[i], vertices[j]); + else + test2 = PointLineTest(center, vertices[i], vertices[j]); + found ++; + if (found == 2) + break; + } + if ((test1 == test2) && inside) + mode = 3; + else if ((test1 == test2) && !inside) + mode = 4; + else if ((test1 != test2) && inside) + mode = 4; + else if ((test1 != test2) && !inside) + mode = 3; + // mode = 5; + } + polyMap.SetPixel(x, y, new Color(dr.index / 256f, dr.index2 / 256f, 0, mode / 256f)); + } + } + polyMap.Apply(); + } + } + +} \ No newline at end of file diff --git a/Assets/Shapes2D/Scripts/PolyMap.cs.meta b/Assets/Shapes2D/Scripts/PolyMap.cs.meta new file mode 100644 index 0000000..904047d --- /dev/null +++ b/Assets/Shapes2D/Scripts/PolyMap.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 71d71ad77003a411dbbb60641f2aca67 +timeCreated: 1468983050 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Scripts/PolyMap.cs + uploadId: 314719 diff --git a/Assets/Shapes2D/Scripts/Shape.cs b/Assets/Shapes2D/Scripts/Shape.cs new file mode 100644 index 0000000..7cf15de --- /dev/null +++ b/Assets/Shapes2D/Scripts/Shape.cs @@ -0,0 +1,1686 @@ +namespace Shapes2D { + + using UnityEngine; + using UnityEngine.UI; + using System.Collections.Generic; + using UnityEngine.Serialization; + + /// + /// Shapes2D base shape types. + /// + public enum ShapeType { + Ellipse, + Polygon, + Rectangle, + Triangle, + Path + } + + /// + /// Shapes2D fill types. + /// + public enum FillType { + None, + MatchOutlineColor, + SolidColor, + Gradient, + Grid, + CheckerBoard, + Stripes, + Texture + } + + /// + /// Shapes2D gradient fill types. + /// + public enum GradientType { + Linear, + Cylindrical, + Radial + } + + /// + /// Shapes2D gradient fill direction. + /// + public enum GradientAxis { + Horizontal, + Vertical + } + + /// + /// Shapes2D polygon presets. + /// + public enum PolygonPreset { + Custom, Triangle, Diamond, Pentagon, Hexagon, Heptagon, Octagon, Nonagon, Decagon, Hendecagon, + Dodecagon, Star, Arrow + } + + /// + /// Shapes2D path segment, for Path shape types. It describes a quadratic Bézier curve. + /// + [System.SerializableAttribute] + public struct PathSegment { + public Vector3 p0, p1, p2; + + public PathSegment(Vector2 p0, Vector2 p1, Vector3 p2) { + this.p0 = p0; + this.p1 = p1; + this.p2 = p2; + } + + public PathSegment(Vector2 p0, Vector2 p2) { + this.p0 = p0; + this.p2 = p2; + this.p1 = p0 + (p2 - p0) / 2; + } + + public void Clamp() { + p0.x = Mathf.Clamp01(p0.x + 0.5f) - 0.5f; + p0.y = Mathf.Clamp01(p0.y + 0.5f) - 0.5f; + p2.x = Mathf.Clamp01(p2.x + 0.5f) - 0.5f; + p2.y = Mathf.Clamp01(p2.y + 0.5f) - 0.5f; + } + + public Vector3 midpoint { get { return p0 + (p2 - p0) / 2; } } + + public void MakeLinear() { + p1 = p0 + (p2 - p0) / 2; + } + } + + /// + /// The MonoBehaviour for a Shapes2D Shape. + /// Can be used with either a SpriteRenderer or an Image. + /// If the Object does not have either component, one will be added depending on if there is a Canvas in the parent hierarchy or not. + /// This component will also replace the Material and Sprite of an existing SpriteRenderer or Image attached to the GameObject. + /// + [ExecuteInEditMode] + public class Shape : MonoBehaviour, IMaterialModifier { + + static Vector2[] GetVerticesForPreset(PolygonPreset preset) { + if (preset == PolygonPreset.Triangle) { + return new Vector2[] { new Vector2(0, 0.5f), new Vector2(-0.5f, -0.5f), new Vector2(0.5f, -0.5f) }; + } else if (preset == PolygonPreset.Diamond) { + return new Vector2[] { new Vector2(0, 0.5f), new Vector2(-0.5f, 0), new Vector2(0, -0.5f), new Vector2(0.5f, 0) }; + } else if (preset >= PolygonPreset.Pentagon && preset <= PolygonPreset.Dodecagon) { + int sides = preset - PolygonPreset.Pentagon + 5; + float slice = (Mathf.PI * 2) / sides; + Vector2[] verts = new Vector2[sides]; + for (int i = 0; i < sides; i++) { + float angle = slice * i + Mathf.PI / 2; // rotate so the poly is oriented nicely + verts[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) / 2; + } + return verts; + } else if (preset == PolygonPreset.Star) { + return new Vector2[] { new Vector2(0, 0.5f), new Vector2(-0.15f, 0.2f), + new Vector2(-0.5f, 0.16f), new Vector2(-0.23f, -0.05f), + new Vector2(-0.3f, -0.4f), new Vector2(0, -0.15f), + new Vector2(0.3f, -0.4f), new Vector2(0.23f, -0.05f), + new Vector2(0.5f, 0.16f), new Vector2(0.15f, 0.2f) + }; + } else if (preset == PolygonPreset.Arrow) { + return new Vector2[] { new Vector2(0.5f, 0), new Vector2(0, 0.4f), + new Vector2(0, 0.15f), new Vector2(-0.5f, 0.15f), + new Vector2(-0.5f, -0.15f), new Vector2(0, -0.15f), + new Vector2(0, -0.4f) + }; + } + throw new System.InvalidOperationException("Unrecognized PolygonPreset"); + } + + /// + /// The max number of vertices a polygon can have (currently 64). + /// + public static readonly int MaxPolygonVertices = 64; + + /// + /// The resolution of the polygon map, if enabled. + /// + public static readonly int PolyMapResolution = 32; + + /// + /// The max number of segments a path can have (currently 32). + /// + public static readonly int MaxPathSegments = 32; + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Compares Shapes in draw order. + /// + public class ShapeDrawOrderComparer : IComparer { + public int Compare(Shape s1, Shape s2) { + int layer1, layer2, order1, order2; + if (s1.spriteRenderer) { + layer1 = s1.spriteRenderer.sortingLayerID; + order1 = s1.spriteRenderer.sortingOrder; + } else if (s1.image) { + layer1 = s1.image.canvas.sortingLayerID; + order1 = s1.image.canvas.sortingOrder; + foreach (Shape s in s1.image.canvas.GetComponentsInChildren()) { + if (s == s1) + break; + order1 ++; + } + } else { + throw new System.NotImplementedException(); + } + if (s2.spriteRenderer) { + layer2 = s2.spriteRenderer.sortingLayerID; + order2 = s2.spriteRenderer.sortingOrder; + } else if (s2.image) { + layer2 = s2.image.canvas.sortingLayerID; + order2 = s2.image.canvas.sortingOrder; + foreach (Shape s in s2.image.canvas.GetComponentsInChildren()) { + if (s == s2) + break; + order2 ++; + } + } else { + throw new System.NotImplementedException(); + } + if (layer1 != layer2) + return layer1.CompareTo(layer2); + if (order1 != order2) + return order1.CompareTo(order2); + return s1.transform.position.z.CompareTo(s2.transform.position.z); + } + } + + // the temporary material we'll use. unfortunately this breaks batching, but we have + // to do it in order for each shape to have its own custom parameters (including scale). + // we could use a MaterialPropertyBlock for SpriteRenderers (which still doesn't batch but + // at least doesn't duplicate the material), but CanvasRenderer doesn't have that + // functionality at all and to make things worse MPB can't set blend mode properties which + // we use during sprite conversion. + Material material; + SpriteRenderer spriteRenderer; + Image image; + + // rect transform for figuring out the scale on UI components + RectTransform rectTransform; + + // used for detecting when the object scale has changed so we can re-compute shader values + Vector3 computedScale; + Rect computedRect; + + /// + /// Runtime-editable attributes of a Shapes2D Shape. + /// + [System.SerializableAttribute] + public class UserProps { + /// + /// Stores whether we need to send changed properties to the shader. + /// You do not need to set this directly. + /// + [System.NonSerializedAttribute] + public bool dirty = true; + + /// + /// Stores whether we need to recreate the poly map for optimized Polygon shape types. + /// You do not need to set this directly. + /// + [System.NonSerializedAttribute] + public bool polyMapNeedsRegen = true; + + [SerializeField] + [FormerlySerializedAs("blur")] + private float _blur = 0f; + /// + /// The amount of blur in world units applied to the Shape. + /// If the Shape has an outline, blur is applied to both the inner and outer parts of the outline. + /// Set to 0 to have Shapes2D dynamically apply a small amount of blur that varies with the screen resolution. + /// + public float blur { get { return _blur; } set { _blur = value < 0 ? 0 : value; dirty = true; } } + + private bool _correctScaling = false; + /// + /// If shapeType is Ellipse and outlineSize > 0, enabling this will use a much more complicated (but glitchy) algorithm that tries to apply an equal thickness at all places along the outline. + /// This only applies in cases when the algorithm decides it's likely to be useful (very non-circular ellipses). + /// With this disabled, a simpler algorithm is used that does a decent job, but outlines may have irregular thickness with thick outlines and very non-circular ellipses. + /// I strongly recommend leaving this disabled unless you really need it, and are able to test that it works reliably in all situations and platforms you care about. + /// The innerCutout and arcAngle properties do not work when correctScaling is turned on and the algorithm is applied. + /// + public bool correctScaling { get { return _correctScaling; } set { _correctScaling = value; dirty = true; } } + + [SerializeField] + [Range(0, 360)] + private float _endAngle = 360; + /// + /// If shapeType is Ellipse, specifies the end angle in degrees of the visible arc area. Only areas of the ellipse between startAngle and endAngle will be visible. + /// + public float endAngle { get { return _endAngle; } set { _endAngle = Mathf.Clamp(value, 0, 360); dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("fillColor")] + private Color _fillColor = Color.white; + /// + /// The Shape's fill color, depending on fillType. + /// + public Color fillColor { get { return _fillColor; } set { _fillColor = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("fillColor2")] + private Color _fillColor2 = Color.black; + /// + /// For certain fill types, this is the second fill color used. + /// + public Color fillColor2 { get { return _fillColor2; } set { _fillColor2 = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("fillOffset")] + private Vector2 _fillOffset = new Vector2(0, 0); + /// + /// An offset applied to the fill in world units. + /// + public Vector2 fillOffset { get { return _fillOffset; } set { _fillOffset = value; dirty = true; } } + + [SerializeField] + private bool _fillPathLoops = false; + /// + /// If shapeType is Path, this will cause any loops in the path to be filled. + /// + public bool fillPathLoops { get { return _fillPathLoops; } set { _fillPathLoops = value; dirty = true; } } + + [Range(0f, 360f)] + [SerializeField] + [FormerlySerializedAs("fillRotation")] + private float _fillRotation = 0f; + /// + /// The rotation of the fill, in degrees. + /// + public float fillRotation { get { return _fillRotation; } set { _fillRotation = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("fillScale")] + private Vector2 _fillScale = new Vector2(1, 1); + /// + /// A scale applied to the fill. + /// + public Vector2 fillScale { get { return _fillScale; } set { _fillScale = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("fillTexture")] + private Texture2D _fillTexture; + /// + /// A Texture2D to use for the fill, if fillType is Texture. + /// + public Texture2D fillTexture { get { return _fillTexture; } set { _fillTexture = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("fillType")] + private FillType _fillType = FillType.SolidColor; + /// + /// The Shape's fill type, a Shapes2D.FillType. + /// + public FillType fillType { get { return _fillType; } set { _fillType = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("gradientAxis")] + private GradientAxis _gradientAxis = GradientAxis.Horizontal; + /// + /// A Shapes2D.GradientAxis specifying the gradient direction, if the fillType is Gradient. + /// The difference between this and simply using fillRotation to rotate a gradient fill is that Shapes2D uses the axis to determine the gradient's start and end positions. + /// When using a rotated gradient rather than specifying the axis directly, the gradient may not stretch the way you expect it to when you scale the Shape. + /// + public GradientAxis gradientAxis { get { return _gradientAxis; } set { _gradientAxis = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("gradientStart")] + [Range(0, 1)] + private float _gradientStart = 0f; + /// + /// The gradient's start position as a percentage (from 0-1) along its gradientAxis, if the fillType is Gradient. + /// + public float gradientStart { get { return _gradientStart; } set { _gradientStart = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("gradientType")] + private GradientType _gradientType = GradientType.Linear; + /// + /// A Shapes2D.GradientType specifying the gradient type, if the fillType is Gradient. + /// + public GradientType gradientType { get { return _gradientType; } set { _gradientType = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("gridSize")] + private float _gridSize = 0.2f; + /// + /// If fillType is Grid, Checkerboard or Stripes, gridSize is the size in world units of the grid (or the distance between lines). + /// + public float gridSize { get { return _gridSize; } set { _gridSize = value < 0.01f ? 0.01f : value; dirty = true; } } + + [SerializeField] + private Vector2 _innerCutout; + /// + /// If shapeType is Ellipse, setting this will cut out an inner "donut hole" of the ellipse. Each dimension is specified from 0-1 and is a percentage of the X and Y radii of the ellipse. + /// Use by itself or in combination with startAngle and endAngle to turn a pie shape into an arc. + /// + public Vector2 innerCutout { get { return _innerCutout; } + set { + _innerCutout = new Vector2(Mathf.Clamp01(value.x), Mathf.Clamp01(value.y)); + dirty = true; + } + } + + [SerializeField] + private bool _invertArc = false; + /// + /// If shapeType is Ellipse, this inverts startAngle and endAngle so that they describe the invisible area rather than the visible area of the ellipse. + /// + public bool invertArc { get { return _invertArc; } set { _invertArc = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("lineSize")] + private float _lineSize = 0.05f; + /// + /// If fillType is Grid or Stripes, lineSize is the size in world units of the lines in the fill. + /// + public float lineSize { get { return _lineSize; } set { _lineSize = value < 0.01f ? 0.01f : value; dirty = true; } } + + [HideInInspector] + [FormerlySerializedAs("numSides")] + /// + /// Obsolete since version 1.3; use polygonPreset instead. + /// + public int _obsoleteNumSides = -1; + + [SerializeField] + [FormerlySerializedAs("outlineColor")] + private Color _outlineColor = Color.grey; + /// + /// The color of the outline, if any. + /// + public Color outlineColor { get { return _outlineColor; } set { _outlineColor = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("outlineSize")] + private float _outlineSize = 0f; + /// + /// Outline size in world units. + /// Specifically, this is the thickness in world units of the shape's outline on one side of the Shape. + /// + public float outlineSize { get { return _outlineSize; } set { _outlineSize = value < 0 ? 0 : value; dirty = true; } } + + [SerializeField] + private PathSegment[] _pathSegments = new PathSegment[] { + new PathSegment(new Vector2(-0.3f, 0f), new Vector2(0.3f, 0f)) + }; + /// + /// If shapeType is Path, this holds a list of PathSegments. + /// A segment is a quadratic Bézier curve, with each curve made of 3 points. The first and last point in each segment will be clamped to the range -0.5, 0.5. + /// To make a connected path, set points of connected segments to be equal to each other. + /// You can have from 1 to MaxPathSegments (currently 32). + /// If you modify the returned array directly rather than setting a new array, call settings.pathSegments = settings.pathSegments anyway so the shape knows to update the shader and values are sanitized. + /// + public PathSegment[] pathSegments { + get { return _pathSegments; } + set { + if (_pathSegments.Length < 1 || _pathSegments.Length > MaxPathSegments) + throw new System.InvalidOperationException("Shapes2D: A path must have between one and MaxPathSegments segments (currently " + MaxPathSegments + ")."); + _pathSegments = value; + for (int i = 0; i < _pathSegments.Length; i++) + _pathSegments[i].Clamp(); + dirty = true; + } + } + + [SerializeField] + private float _pathThickness = 0.1f; + /// + /// If shapeType is Path, this is the thickness of the path in world units. + /// + public float pathThickness { get { return _pathThickness; } set { _pathThickness = value < 0.01f ? 0.01f : value; dirty = true; } } + + [SerializeField] + private PolygonPreset _polygonPreset = PolygonPreset.Pentagon; + /// + /// For use with shapeType Polygon, sets the vertices to a copy from the given Shapes2D.PolygonPreset. + /// + public PolygonPreset polygonPreset { + get { + return _polygonPreset; + } + set { + if (value != PolygonPreset.Custom) + _polyVertices = Shape.GetVerticesForPreset(value); + _polygonPreset = value; + dirty = true; + polyMapNeedsRegen = true; + } + } + + [SerializeField] + [FormerlySerializedAs("_vertices")] + private Vector2[] _polyVertices = GetVerticesForPreset(PolygonPreset.Pentagon); + /// + /// If shapeType is Polygon, this holds its vertices normalized from -0.5 to 0.5 (verts will be clamped to this range). + /// You can have from 3 to MaxPolygonVertices (currently 64). + /// If you modify the returned vertex array directly rather than setting a new array, call settings.polyVertices = settings.polyVertices anyway so the shape knows to update the shader and values are sanitized. + /// + public Vector2[] polyVertices { + get { return _polyVertices; } + set { + if (_polyVertices.Length < 3 || _polyVertices.Length > MaxPolygonVertices) + throw new System.InvalidOperationException("Shapes2D: Vertex count must be between 3 and MaxPolygonVertices - currently " + MaxPolygonVertices + "."); + _polyVertices = value; + for (int i = 0; i < _polyVertices.Length; i++) { + _polyVertices[i].x = Mathf.Clamp01(_polyVertices[i].x + 0.5f) - 0.5f; + _polyVertices[i].y = Mathf.Clamp01(_polyVertices[i].y + 0.5f) - 0.5f; + } + _polygonPreset = PolygonPreset.Custom; + dirty = true; + polyMapNeedsRegen = true; + } + } + + [SerializeField] + [FormerlySerializedAs("roundness")] + private float _roundness = 0f; + /// + /// If shapeType is Rectangle and roundnessPerCorner is false, this specifies the amount of the rectangle, along a single side, that will be rounded. + /// For UI shapes this is in world units so borders stay the same as you scale, like a 9-slice. For sprite shapes it's a percentage of the available area so shapes won't change as they scale. + /// + public float roundness { get { return _roundness; } set { _roundness = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("roundnessBottomLeft")] + private float _roundnessBottomLeft = 0f; + /// + /// If shapeType is Rectangle and roundnessPerCorner is true, this specifies the amount of the rectangle in world units, along a single side, that will be rounded. + /// + public float roundnessBottomLeft { get { return _roundnessBottomLeft; } set { _roundnessBottomLeft = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("roundnessBottomRight")] + private float _roundnessBottomRight = 0f; + /// + /// If shapeType is Rectangle and roundnessPerCorner is true, this specifies the amount of the rectangle in world units, along a single side, that will be rounded. + /// + public float roundnessBottomRight { get { return _roundnessBottomRight; } set { _roundnessBottomRight = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("roundnessPerCorner")] + private bool _roundnessPerCorner = false; + /// + /// If shapeType is Rectangle, set this to true if you want to use per-corner roundness attributes instead of a single value for all corners. + /// + public bool roundnessPerCorner { get { return _roundnessPerCorner; } set { _roundnessPerCorner = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("roundnessTopLeft")] + private float _roundnessTopLeft = 0f; + /// + /// If shapeType is Rectangle and roundnessPerCorner is true, this specifies the amount of the rectangle in world units, along a single side, that will be rounded. + /// + public float roundnessTopLeft { get { return _roundnessTopLeft; } set { _roundnessTopLeft = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("roundnessTopRight")] + private float _roundnessTopRight = 0f; + /// + /// If shapeType is Rectangle and roundnessPerCorner is true, this specifies the amount of the rectangle in world units, along a single side, that will be rounded. + /// + public float roundnessTopRight { get { return _roundnessTopRight; } set { _roundnessTopRight = value; dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("shapeType")] + private ShapeType _shapeType = ShapeType.Rectangle; + /// + /// The base shape type, a Shapes2D.ShapeType. + /// + public ShapeType shapeType { get { return _shapeType; } set { _shapeType = value; dirty = true; } } + + [SerializeField] + [Range(0, 360)] + private float _startAngle = 0; + /// + /// If shapeType is Ellipse, specifies the start angle in degrees of the visible arc area. Only areas of the ellipse between startAngle and endAngle will be visible. + /// + public float startAngle { get { return _startAngle; } set { _startAngle = Mathf.Clamp(value, 0, 360); dirty = true; } } + + [SerializeField] + [FormerlySerializedAs("triangleOffset")] + [Range(0, 1)] + private float _triangleOffset = 0.5f; + /// + /// If shapeType is Triangle, this is position on the x axis of the topmost point as a percentage of its width, from 0-1. + /// It may be a little clumsy but you should be able to get any triangle you want by using triangleOffset and rotating the Shape. + /// + public float triangleOffset { get { return _triangleOffset; } set { _triangleOffset = value; dirty = true; } } + + [SerializeField] + private bool _usePolygonMap = false; + /// + /// If shapeType is Polygon, enabling this will pre-compute some data allowing us to render much faster. + /// Most polygons will render correctly using this optimization, but not all. In general, vertices cannot be too close to each other, and vertices cannot be too close to non-adjacent polygon edges, or you'll see rendering issues. + /// Also, polygon edges can't intersect with each other. + /// If you get good performance with leaving this off (or plan to Convert to Sprite anyway), then leave it off. On mobile, polygon rendering is very slow and you'll probably need this optimization. + /// + public bool usePolygonMap { get { return _usePolygonMap; } + set { + if (value != _usePolygonMap) + polyMapNeedsRegen = true; + _usePolygonMap = value; + dirty = true; + } + } + } + + protected class ShaderProps { + // we'll get scale from the object's scale in unity + public float xScale; + public float yScale; + + // settings common to all shapes + public ShapeType shapeType = ShapeType.Rectangle; + public float outlineSize = 0.03f; + public float blur = 0.027f; + public Color outlineColor = new Color(1, 1, 1, 1); + public FillType fillType = FillType.MatchOutlineColor; + public Color fillColor = new Color(1, 1, 1, 1); + public Color fillColor2 = new Color(1, 1, 1, 1); + public float fillRotation = 0f; + public Vector2 fillOffset = new Vector2(0, 0); + public Vector2 fillScale = new Vector2(1, 1); + public GradientType gradientType = GradientType.Linear; + public GradientAxis gradientAxis = GradientAxis.Horizontal; + public float gradientStart = 0f; + public Texture2D fillTexture; + public float gridSize = 0.5f; + public float lineSize = 0.1f; + + // settings for rectangles + public Vector4 roundnessVec = Vector4.zero; + + // settings for ellipses + public Vector4 innerRadii; + public float arcMinAngle; + public float arcMaxAngle; + public bool invertArc; + public bool useArc; + public bool correctScaling; + + // settings for triangles + public float triangleOffset = 0.5f; + + // settings for polygons + public int numPolyVerts; + public Vector4[] polyVertices; + public bool usePolygonMap; + public Texture2D polyMap; + + // settings for paths + public float pathThickness; + public int numPathSegments; + public Vector4[] pathPoints; + public bool fillPathLoops; + } + + /// + /// Shape attributes that can be modified at runtime (see UserProps). + /// + public UserProps settings = new UserProps(); + + // these settings are a transformed copy of the above that we'll actually + // pass to the shader + ShaderProps shaderSettings = new ShaderProps(); + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// This is true if the Shape Component is disabled because it was converted to a sprite. + /// + [HideInInspector] + public bool wasConverted; + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// If the Shape has been converted to a sprite (and is not a Canvas Shape), this is the local scale it had before the conversion process. + /// + [HideInInspector] + public Vector3 preConvertedScale; + + // string concat is slow & wasteful so we'll cache the list of shader var names + // for use when sending polygon vertices to the shader + private static string[] _ShaderVertexVarNames; + private static string[] ShaderVertexVarNames { + get { + if (_ShaderVertexVarNames == null) { + _ShaderVertexVarNames = new string[MaxPolygonVertices]; + for (int i = 0; i < MaxPolygonVertices; i++) + _ShaderVertexVarNames[i] = "_Verts" + i; + } + return _ShaderVertexVarNames; + } + } + + // string concat is slow & wasteful so we'll cache the list of shader var names + // for use when sending path points to the shader + private static string[] _ShaderPointsVarNames; + private static string[] ShaderPointsVarNames { + get { + if (_ShaderPointsVarNames == null) { + _ShaderPointsVarNames = new string[MaxPathSegments * 3]; + for (int i = 0; i < MaxPathSegments * 3; i++) + _ShaderPointsVarNames[i] = "_Points" + i; + } + return _ShaderPointsVarNames; + } + } + + void Start() { + if (!GetComponent() && !GetComponent()) { + Debug.LogWarning("Shapes2D: Shape component needs a SpriteRenderer or an Image."); + return; + } + Configure(); + } + + void OnDestroy() { + if (material != null) { + DestroyImmediate(material); + material = null; + } + } + + Material GetBaseMaterial(ShapeType st) { + Material baseMaterial = (Material) Resources.Load( + "Shapes2D/Materials/Shape", typeof(Material)); + if (!baseMaterial) { + Debug.LogError("Shapes2D: Couldn't find a base material in Shapes2D/Materials/Resources."); + return null; + } + return baseMaterial; + } + + /// + /// Used internally by Shape and ShapeEditor. + /// Makes sure the GameObject has a SpriteRenderer or Image component, and sets them up with a new Material and an appropriate sprite. + /// + // note - don't put anything consequential in here, i.e. nothing that + // modifies serialized attributes - this can't be undone by the unity + // editor + public void Configure() { + // make sure we have a renderer we can work with + if (!GetComponent() && !GetComponent()) + return; + + // load the material from resources + if (!material) { + Material baseMaterial = GetBaseMaterial(settings.shapeType); + material = Instantiate(baseMaterial); + } + material.name = "Shapes2D Material"; + + spriteRenderer = GetComponent(); + image = GetComponent(); + rectTransform = null; + if (spriteRenderer) { + image = null; + spriteRenderer.material = material; + spriteRenderer.sprite = Resources.Load("Shapes2D/1x1"); + } else if (image) { + spriteRenderer = null; + image.material = material; + image.sprite = null; + image.type = Image.Type.Simple; + rectTransform = GetComponent(); + } + + settings.dirty = true; + settings.polyMapNeedsRegen = true; + } + + void SetKeyword(Material material, string keyword, bool value) { + if (value) + material.EnableKeyword(keyword); + else + material.DisableKeyword(keyword); + } + + // give our computed shaderSettings data to the Shader via a Material + void ApplyShaderPropertiesToMaterial(Material material, bool disableBlending = false) { + if (IsUIComponent() && !image.canvas) + return; // this happens in the editor when working with prefabs for some reason + + // make sure we are using the right shader variant for this shape type + SetKeyword(material, "RECTANGLE", shaderSettings.shapeType == ShapeType.Rectangle); + SetKeyword(material, "ELLIPSE", shaderSettings.shapeType == ShapeType.Ellipse && shaderSettings.correctScaling); + SetKeyword(material, "SIMPLE_ELLIPSE", shaderSettings.shapeType == ShapeType.Ellipse && !shaderSettings.correctScaling); + SetKeyword(material, "POLYGON_MAP", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.usePolygonMap); + SetKeyword(material, "POLYGON_8", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.numPolyVerts <= 8); + SetKeyword(material, "POLYGON_16", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.numPolyVerts > 8 && shaderSettings.numPolyVerts <= 16); + SetKeyword(material, "POLYGON_24", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.numPolyVerts > 16 && shaderSettings.numPolyVerts <= 24); + SetKeyword(material, "POLYGON_32", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.numPolyVerts > 24 && shaderSettings.numPolyVerts <= 32); + SetKeyword(material, "POLYGON_40", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.numPolyVerts > 32 && shaderSettings.numPolyVerts <= 40); + SetKeyword(material, "POLYGON_48", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.numPolyVerts > 40 && shaderSettings.numPolyVerts <= 48); + SetKeyword(material, "POLYGON_56", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.numPolyVerts > 48 && shaderSettings.numPolyVerts <= 56); + SetKeyword(material, "POLYGON_64", shaderSettings.shapeType == ShapeType.Polygon + && shaderSettings.numPolyVerts > 56 && shaderSettings.numPolyVerts <= 64); + SetKeyword(material, "TRIANGLE", shaderSettings.shapeType == ShapeType.Triangle); + SetKeyword(material, "PATH_1", shaderSettings.shapeType == ShapeType.Path && !shaderSettings.fillPathLoops + && shaderSettings.numPathSegments == 1); + SetKeyword(material, "PATH_2", shaderSettings.shapeType == ShapeType.Path && !shaderSettings.fillPathLoops + && shaderSettings.numPathSegments == 2); + SetKeyword(material, "PATH_4", shaderSettings.shapeType == ShapeType.Path && !shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 3 && shaderSettings.numPathSegments <= 4); + SetKeyword(material, "PATH_8", shaderSettings.shapeType == ShapeType.Path && !shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 5 && shaderSettings.numPathSegments <= 8); + SetKeyword(material, "PATH_16", shaderSettings.shapeType == ShapeType.Path && !shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 9 && shaderSettings.numPathSegments <= 16); + SetKeyword(material, "PATH_24", shaderSettings.shapeType == ShapeType.Path && !shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 17 && shaderSettings.numPathSegments <= 25); + SetKeyword(material, "PATH_32", shaderSettings.shapeType == ShapeType.Path && !shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 25 && shaderSettings.numPathSegments <= 32); + SetKeyword(material, "FILLED_PATH_1", shaderSettings.shapeType == ShapeType.Path && shaderSettings.fillPathLoops + && shaderSettings.numPathSegments == 1); + SetKeyword(material, "FILLED_PATH_2", shaderSettings.shapeType == ShapeType.Path && shaderSettings.fillPathLoops + && shaderSettings.numPathSegments == 2); + SetKeyword(material, "FILLED_PATH_4", shaderSettings.shapeType == ShapeType.Path && shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 3 && shaderSettings.numPathSegments <= 4); + SetKeyword(material, "FILLED_PATH_8", shaderSettings.shapeType == ShapeType.Path && shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 5 && shaderSettings.numPathSegments <= 8); + SetKeyword(material, "FILLED_PATH_16", shaderSettings.shapeType == ShapeType.Path && shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 9 && shaderSettings.numPathSegments <= 16); + SetKeyword(material, "FILLED_PATH_24", shaderSettings.shapeType == ShapeType.Path && shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 17 && shaderSettings.numPathSegments <= 24); + SetKeyword(material, "FILLED_PATH_32", shaderSettings.shapeType == ShapeType.Path && shaderSettings.fillPathLoops + && shaderSettings.numPathSegments >= 25 && shaderSettings.numPathSegments <= 32); + SetKeyword(material, "FILL_NONE", shaderSettings.fillType == FillType.None); + SetKeyword(material, "FILL_CHECKERBOARD", shaderSettings.fillType == FillType.CheckerBoard); + SetKeyword(material, "FILL_GRADIENT", shaderSettings.fillType == FillType.Gradient); + SetKeyword(material, "FILL_GRID", shaderSettings.fillType == FillType.Grid); + SetKeyword(material, "FILL_OUTLINE_COLOR", shaderSettings.fillType == FillType.MatchOutlineColor); + SetKeyword(material, "FILL_SOLID_COLOR", shaderSettings.fillType == FillType.SolidColor); + SetKeyword(material, "FILL_STRIPES", shaderSettings.fillType == FillType.Stripes); + SetKeyword(material, "FILL_TEXTURE", shaderSettings.fillType == FillType.Texture); + + if (disableBlending) { + // disable blending + material.SetInt("_Shapes2D_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One); + material.SetInt("_Shapes2D_DstBlend", (int) UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_Shapes2D_SrcAlpha", (int) UnityEngine.Rendering.BlendMode.One); + material.SetInt("_Shapes2D_DstAlpha", (int) UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_PreMultiplyAlpha", 0); + } else { + // blending is One OneMinusSrcAlpha (premultiplied alpha blending) + material.SetInt("_Shapes2D_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One); + material.SetInt("_Shapes2D_DstBlend", (int) UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_Shapes2D_SrcAlpha", (int) UnityEngine.Rendering.BlendMode.One); + material.SetInt("_Shapes2D_DstAlpha", (int) UnityEngine.Rendering.BlendMode.One); + material.SetInt("_PreMultiplyAlpha", 1); + } + + if (IsUIComponent() && image.canvas.renderMode != RenderMode.WorldSpace) + material.SetFloat("_PixelSize", 1f / image.canvas.scaleFactor); + else + material.SetFloat("_PixelSize", 0); // let the shader figure it out + material.SetFloat("_XScale", shaderSettings.xScale); + material.SetFloat("_YScale", shaderSettings.yScale); + material.SetFloat("_OutlineSize", shaderSettings.outlineSize); + material.SetFloat("_Blur", shaderSettings.blur); + material.SetColor("_OutlineColor", shaderSettings.outlineColor); + if (shaderSettings.fillType >= FillType.SolidColor + && shaderSettings.fillType < FillType.Texture) + material.SetColor("_FillColor", shaderSettings.fillColor); + if (shaderSettings.fillType >= FillType.Gradient + && shaderSettings.fillType < FillType.Texture) + material.SetColor("_FillColor2", shaderSettings.fillColor2); + if (shaderSettings.fillType > FillType.SolidColor) { + material.SetFloat("_FillRotation", shaderSettings.fillRotation); + material.SetFloat("_FillOffsetX", shaderSettings.fillOffset.x); + material.SetFloat("_FillOffsetY", shaderSettings.fillOffset.y); + } + if (shaderSettings.fillType == FillType.Texture) { + material.SetFloat("_FillScaleX", shaderSettings.fillScale.x); + material.SetFloat("_FillScaleY", shaderSettings.fillScale.y); + } + if (shaderSettings.fillType >= FillType.Grid + && shaderSettings.fillType < FillType.Texture) { + material.SetFloat("_GridSize", shaderSettings.gridSize); + material.SetFloat("_LineSize", shaderSettings.lineSize); + } + if (shaderSettings.fillType == FillType.Gradient) { + material.SetInt("_GradientType", (int) shaderSettings.gradientType); + if (shaderSettings.gradientType < GradientType.Radial) + material.SetInt("_GradientAxis", (int) shaderSettings.gradientAxis); + material.SetFloat("_GradientStart", shaderSettings.gradientStart); + } + if (shaderSettings.fillTexture) + material.SetTexture("_FillTexture", shaderSettings.fillTexture); + if (shaderSettings.shapeType == ShapeType.Rectangle) { + material.SetVector("_Roundness", shaderSettings.roundnessVec); + } else if (shaderSettings.shapeType == ShapeType.Ellipse) { + material.SetVector("_InnerRadii", shaderSettings.innerRadii); + material.SetVector("_ArcAngles", new Vector4(shaderSettings.arcMinAngle, + shaderSettings.arcMaxAngle, shaderSettings.useArc ? 1 : 0, + shaderSettings.invertArc ? 1 : 0)); + } else if (shaderSettings.shapeType == ShapeType.Polygon) { + material.SetFloat("_NumVerts", shaderSettings.numPolyVerts); + #if UNITY_5_4_OR_NEWER + // in Unity 5.4 you can't resize an array property up, so we have to set the largest + // possible size once. furthermore, Unity likes to reset our properties constantly + // so we need to check and make sure that hasn't happened. + if (!material.HasProperty("_Verts")) + material.SetVectorArray("_Verts", new Vector4[MaxPolygonVertices]); + material.SetVectorArray("_Verts", shaderSettings.polyVertices); + #else + for (int i = 0; i < shaderSettings.numPolyVerts; i++) + material.SetVector(ShaderVertexVarNames[i], shaderSettings.polyVertices[i]); + #endif + if (shaderSettings.usePolygonMap) + material.SetTexture("_PolyMap", shaderSettings.polyMap); + } else if (settings.shapeType == ShapeType.Triangle) { + material.SetFloat("_TriangleOffset", shaderSettings.triangleOffset); + } else if (settings.shapeType == ShapeType.Path) { + material.SetFloat("_Thickness", shaderSettings.pathThickness); + material.SetFloat("_NumSegments", shaderSettings.numPathSegments); + #if UNITY_5_4_OR_NEWER + // in Unity 5.4 you can't resize an array property up, so we have to set the largest + // possible size once. furthermore, Unity likes to reset our properties constantly + // so we need to check and make sure that hasn't happened. + if (!material.HasProperty("_Points")) + material.SetVectorArray("_Points", new Vector4[MaxPathSegments * 3]); + material.SetVectorArray("_Points", shaderSettings.pathPoints); + #else + for (int i = 0; i < shaderSettings.numPathSegments * 3; i++) + material.SetVector(ShaderPointsVarNames[i], shaderSettings.pathPoints[i]); + #endif + } + } + + void GetRectTransformWorldCorners(out Vector3 topLeft, out Vector3 topRight, + out Vector3 bottomLeft, out Vector3 bottomRight) { + Vector3[] corners = new Vector3[4]; + rectTransform.GetWorldCorners(corners); + bottomLeft = corners[0]; + topLeft = corners[1]; + topRight = corners[2]; + bottomRight = corners[3]; + } + + /// + /// Gets the size of the shape in "pre-transformed" units. + /// That just means that for UI components it doesn't include the transform's scale, but it does scale up to the canvas size. + /// You can use this for translating shape normalized coords (i.e. from -0.5 to 0.5) to world coords by multiplying by this and then using TransformPoint() (only necessary for UI shapes). + /// In other words, this is an additional scale you can apply for UI shapes to scale up to the canvas world size. + /// + public Vector2 GetScale() { + Vector2 size = new Vector2(1, 1); + if (IsUIComponent()) { + // figure out the size for UI RectTransform objects + Vector3 bottomLeft, bottomRight, topLeft, topRight; + GetRectTransformWorldCorners(out topLeft, out topRight, + out bottomLeft, out bottomRight); + topLeft = transform.InverseTransformPoint(topLeft); + bottomLeft = transform.InverseTransformPoint(bottomLeft); + topRight = transform.InverseTransformPoint(topRight); + bottomRight = transform.InverseTransformPoint(bottomRight); + size.x = Vector2.Distance(topLeft, topRight); + size.y = Vector2.Distance(topLeft, bottomLeft); + size /= image.canvas.scaleFactor; + } else { + return new Vector2(1, 1); + } + size.x = size.x < 0 ? -size.x : size.x; + size.y = size.y < 0 ? -size.y : size.y; + return size; + } + + /// + /// Gets the size of the shape in world units. + /// + public Vector2 GetSize() { + Vector2 size = new Vector2(1, 1); + if (IsUIComponent()) { + // in some circumstances in the editor, this can happen + if (!image.canvas) + return size; + // figure out the size for UI RectTransform objects + Vector3 bottomLeft, bottomRight, topLeft, topRight; + GetRectTransformWorldCorners(out topLeft, out topRight, + out bottomLeft, out bottomRight); + // topLeft = transform.InverseTransformPoint(topLeft); + // bottomLeft = transform.InverseTransformPoint(bottomLeft); + // topRight = transform.InverseTransformPoint(topRight); + // bottomRight = transform.InverseTransformPoint(bottomRight); + // if the canvas is in ScreenSpaceCamera mode, Unity does some calculations based on the plane distance + // and the camera's aspect and fov. I'm not sure exactly what Unity does but using the canvas scale + // seems to be a shortcut. + var scaleFactor = image.canvas.scaleFactor; + if (image.canvas.renderMode == RenderMode.ScreenSpaceCamera) + scaleFactor = image.canvas.transform.lossyScale.x; + size.x = Vector2.Distance(topLeft, topRight) / scaleFactor; + size.y = Vector2.Distance(topLeft, bottomLeft) / scaleFactor; + } else { + // get the size for normal Transform objects + size.x = transform.lossyScale.x; + size.y = transform.lossyScale.y; + } + size.x = size.x < 0 ? -size.x : size.x; + size.y = size.y < 0 ? -size.y : size.y; + return size; + } + + // copy the user settings into shaderSettings, transforming them as + // necessary for the Shader to understand. this doesn't actually pass + // anything to the Shader. + void ComputeShaderProperties() { + shaderSettings.shapeType = settings.shapeType; + + // get the scale, which is just the size because everything is relative + // to a 1x1 world unit square + Vector2 scale = GetSize(); + shaderSettings.xScale = scale.x; + shaderSettings.yScale = scale.y; + + // common shader properties + shaderSettings.outlineSize = settings.outlineSize; + shaderSettings.blur = settings.blur; + shaderSettings.outlineColor = settings.outlineColor; + + // sanitize some properties for the shader + float minDim = Mathf.Min(shaderSettings.xScale, shaderSettings.yScale); + shaderSettings.outlineSize = Mathf.Min(shaderSettings.outlineSize, minDim / 2); + + // fill type properties + shaderSettings.fillType = settings.fillType; + shaderSettings.fillColor = settings.fillColor; + shaderSettings.fillColor2 = settings.fillColor2; + shaderSettings.fillRotation = settings.fillRotation * Mathf.Deg2Rad; + shaderSettings.fillOffset = settings.fillOffset; + shaderSettings.fillScale = settings.fillScale; + shaderSettings.fillTexture = settings.fillTexture; + shaderSettings.gradientType = settings.gradientType; + shaderSettings.gradientAxis = settings.gradientAxis; + shaderSettings.gradientStart = settings.gradientStart; + shaderSettings.gridSize = settings.gridSize; //Mathf.Max(0.01f, settings.gridSize); + shaderSettings.lineSize = settings.lineSize; // Mathf.Max(0.01f, settings.lineSize); + + if (settings.shapeType == ShapeType.Rectangle) { + // rectangle specific properties + if (spriteRenderer) { + // for sprite-based shapes it makes more sense to have roundness + // be a percentage of the dimensions so you can scale up and down + // uniformly + float xScale = shaderSettings.xScale; + float yScale = shaderSettings.yScale; + shaderSettings.roundnessVec = new Vector4( + Mathf.Min(settings.roundnessTopLeft * xScale / 2, + settings.roundnessTopLeft * yScale / 2), + Mathf.Min(settings.roundnessTopRight * xScale / 2, + settings.roundnessTopRight * yScale / 2), + Mathf.Min(settings.roundnessBottomLeft * xScale / 2, + settings.roundnessBottomLeft * yScale / 2), + Mathf.Min(settings.roundnessBottomRight * xScale / 2, + settings.roundnessBottomRight * yScale / 2)); + } else { + // for UI components, roundness should be in world units so when + // you scale the component the borders stay the same size + shaderSettings.roundnessVec = new Vector4( + settings.roundnessTopLeft, + settings.roundnessTopRight, + settings.roundnessBottomLeft, + settings.roundnessBottomRight); + } + } else if (settings.shapeType == ShapeType.Ellipse) { + // ellipse specific properties + shaderSettings.correctScaling = settings.correctScaling; + shaderSettings.innerRadii = new Vector4(shaderSettings.xScale * settings.innerCutout.x, + shaderSettings.yScale * settings.innerCutout.y, 0, 0) / 2; + // avoid glitchiness if one component is 0 and the other isn't + if (shaderSettings.innerRadii.x > 0) + shaderSettings.innerRadii.y = Mathf.Max(shaderSettings.innerRadii.y, 0.001f); + if (shaderSettings.innerRadii.y > 0) + shaderSettings.innerRadii.x = Mathf.Max(shaderSettings.innerRadii.x, 0.001f); + float arcMinAngle = Mathf.Min(settings.startAngle, settings.endAngle); + float arcMaxAngle = Mathf.Max(settings.startAngle, settings.endAngle); + shaderSettings.arcMinAngle = arcMinAngle * Mathf.Deg2Rad; + shaderSettings.arcMaxAngle = arcMaxAngle * Mathf.Deg2Rad; + shaderSettings.invertArc = settings.invertArc; + shaderSettings.useArc = arcMinAngle != arcMaxAngle && !(arcMinAngle == 0 && arcMaxAngle == 360); + } else if (settings.shapeType == ShapeType.Polygon) { + // polygon specific properties + shaderSettings.numPolyVerts = settings.polyVertices.Length; + if (shaderSettings.polyVertices == null || shaderSettings.polyVertices.Length != shaderSettings.numPolyVerts) + shaderSettings.polyVertices = new Vector4[shaderSettings.numPolyVerts]; + // for the shader, each vertex is a Vector4 where zw is the endpoint of its line segment + int j = shaderSettings.numPolyVerts - 1; + for (int i = 0; i < settings.polyVertices.Length; i++) { + Vector2 vi = new Vector2(settings.polyVertices[i].x * shaderSettings.xScale, + settings.polyVertices[i].y * shaderSettings.yScale); + Vector2 vj = new Vector2(settings.polyVertices[j].x * shaderSettings.xScale, + settings.polyVertices[j].y * shaderSettings.yScale); + shaderSettings.polyVertices[i] = new Vector4(vi.x, vi.y, vj.x, vj.y); + j = i; + } + shaderSettings.usePolygonMap = settings.usePolygonMap; + if (shaderSettings.usePolygonMap) { + if (shaderSettings.polyMap == null) { + shaderSettings.polyMap = new Texture2D(PolyMapResolution, + PolyMapResolution, TextureFormat.ARGB32, false); + shaderSettings.polyMap.filterMode = FilterMode.Point; + shaderSettings.polyMap.wrapMode = TextureWrapMode.Clamp; + } + if (settings.polyMapNeedsRegen) { + PolyMap.GeneratePolyMap(settings.polyVertices, shaderSettings.polyMap); + settings.polyMapNeedsRegen = false; + } + } + } else if (settings.shapeType == ShapeType.Triangle) { + // triangle specific properties + shaderSettings.triangleOffset = settings.triangleOffset; + } else if (settings.shapeType == ShapeType.Path) { + // path specific properties + shaderSettings.pathThickness = settings.pathThickness / 2; + shaderSettings.numPathSegments = settings.pathSegments.Length; + if (shaderSettings.pathPoints == null || shaderSettings.pathPoints.Length != shaderSettings.numPathSegments * 3) + shaderSettings.pathPoints = new Vector4[shaderSettings.numPathSegments * 3]; + for (int i = 0; i < shaderSettings.numPathSegments; i++) { + PathSegment segment = settings.pathSegments[i]; + Vector2 p0 = new Vector2(segment.p0.x * shaderSettings.xScale, segment.p0.y * shaderSettings.yScale); + Vector2 p1 = new Vector2(segment.p1.x * shaderSettings.xScale, segment.p1.y * shaderSettings.yScale); + Vector2 p2 = new Vector2(segment.p2.x * shaderSettings.xScale, segment.p2.y * shaderSettings.yScale); + // the shader bugs out with divide-by-zero when p1 is the exact vertical midpoint (or near it) + if (Mathf.Abs((p2.y - p1.y) - (p1.y - p0.y)) < 0.001) + p1 = Vector2.Lerp(p0, p2, 0.45f) + new Vector2(0, 0.001f); + float segmentIsInLoop = SegmentIsInLoop(i) ? 1 : 0; + shaderSettings.pathPoints[i * 3] = new Vector4(p0.x, p0.y, segmentIsInLoop, 0); + shaderSettings.pathPoints[i * 3 + 1] = new Vector4(p1.x, p1.y, segmentIsInLoop, 0); + shaderSettings.pathPoints[i * 3 + 2] = new Vector4(p2.x, p2.y, segmentIsInLoop, 0); + } + shaderSettings.fillPathLoops = settings.fillPathLoops; + shaderSettings.pathThickness = Mathf.Max(shaderSettings.pathThickness, shaderSettings.outlineSize / 2); + } + } + + int FindPathLoop(Vector2 current, Vector2 seek, int skipSegment, int count, List visited, int iterations) { + if (iterations > settings.pathSegments.Length * settings.pathSegments.Length) { + // not 100% sure this won't recurse forever in some situations, so this is a failsafe + throw new System.InvalidOperationException("Too many iterations in Shapes2D::FindPathLoop! There must be a bug in the algorithm."); + } + visited.Add(current); + for (int i = 0; i < settings.pathSegments.Length; i++) { + if (i == skipSegment) + continue; + PathSegment seg = settings.pathSegments[i]; + if ((Vector2) seg.p0 == current && !visited.Contains(seg.p2)) { + if ((Vector2) seg.p2 == seek) + count ++; + else + count = FindPathLoop(seg.p2, seek, skipSegment, count, visited, iterations + 1); + } + if ((Vector2) seg.p2 == current && !visited.Contains(seg.p0)) { + if ((Vector2) seg.p0 == seek) + count ++; + else + count = FindPathLoop(seg.p0, seek, skipSegment, count, visited, iterations + 1); + } + } + visited.RemoveAt(visited.Count - 1); + return count; + } + + bool SegmentIsInLoop(int segmentIndex) { + PathSegment segment = settings.pathSegments[segmentIndex]; + List visited = new List(); + if (FindPathLoop(segment.p0, segment.p2, segmentIndex, 0, visited, 0) != 1) + return false; + visited.Clear(); + if (FindPathLoop(segment.p2, segment.p0, segmentIndex, 0, visited, 0) != 1) + return false; + return true; + } + + bool SegmentIsOpen(int i) { + PathSegment seg = settings.pathSegments[i]; + bool foundP0 = false, foundP2 = false; + for (int c = 0; c < settings.pathSegments.Length; c++) { + if (c == i) + continue; + if (settings.pathSegments[c].p0 == seg.p0 || settings.pathSegments[c].p2 == seg.p0) + foundP0 = true; + if (settings.pathSegments[c].p0 == seg.p2 || settings.pathSegments[c].p2 == seg.p2) + foundP2 = true; + } + return !(foundP0 && foundP2); + } + + // called by the CanvasRenderer if we are attached to a UI object. return + // our temporary Material that should have been created in Configure() so + // it renders with that instead of its original Material. + Material IMaterialModifier.GetModifiedMaterial(Material oldMaterial) { + if (!enabled || material == null) + return oldMaterial; + + Mask mask = GetComponent(); + if (mask != null) { + int i = 0; + Component[] components = GetComponents(); + foreach (Component c in components) { + if (c == mask) + break; + i ++; + } + int i2 = 0; + foreach (Component c in components) { + if (c == this) + break; + i2 ++; + } + if (i2 < i) + Debug.LogWarning("Warning (Object " + name + ") - If a Mask and a Shapes2D Shape are on the same GameObject, the Shape needs to be further down in the component order! You can move components up and down using the gear icon in the Inspector."); + } + + if (oldMaterial != null && UIShapeIsMasked(this, true)) { + material.SetFloat("_Stencil", oldMaterial.GetFloat("_Stencil")); + material.SetFloat("_StencilOp", oldMaterial.GetFloat("_StencilOp")); + material.SetFloat("_StencilComp", oldMaterial.GetFloat("_StencilComp")); + material.SetFloat("_StencilReadMask", oldMaterial.GetFloat("_StencilReadMask")); + material.SetFloat("_StencilWriteMask", oldMaterial.GetFloat("_StencilWriteMask")); + material.SetFloat("_ColorMask", oldMaterial.GetFloat("_ColorMask")); + } else { + material.SetFloat("_Stencil", 0); + material.SetFloat("_StencilOp", 0); + material.SetFloat("_StencilComp", 8); + material.SetFloat("_StencilReadMask", 255); + material.SetFloat("_StencilWriteMask", 255); + material.SetFloat("_ColorMask", 15); + } + RectMask2D r2DMask = GetComponentInParent(); + if (r2DMask != null && r2DMask.enabled) { + material.SetInt("_UseClipRect", 1); + } else { + material.SetInt("_UseClipRect", 0); + } + return material; + } + + /// + /// Used internally by Shape and ShapeEditor. + /// Computes and sends the Shape's attributes to the shader. + /// Normally you don't need to call this (even when changing settings on the fly), but you may need to call this manually to force an update if you change settings from Start() to avoid a flicker on the first frame. + /// + public void ComputeAndApply(bool disableBlending = false) { + // put the user's settings into shaderSettings, tweaking them as + // necessary + ComputeShaderProperties(); + + // apply the shaderSettings depending on how our object is configured + if (material) + ApplyShaderPropertiesToMaterial(material, disableBlending); + + // save the current scale so we'll know to re-compute if it changes + computedScale = transform.lossyScale; + if (IsUIComponent()) + computedRect = rectTransform.rect; + settings.dirty = false; + } + + // this happens when properties change in the scene view, including from undo/redo + // (which normally we wouldn't detect as a change because Unity bypasses our property + // setters). we can also check values from the inspector are legit here. + void OnValidate() { + if (!IsConfigured()) + return; + // convert old version polygons to new ones + if (settings._obsoleteNumSides != -1) { + settings.polygonPreset = ((PolygonPreset) ((int) settings._obsoleteNumSides - 2)); + settings._obsoleteNumSides = -1; + } + // if the preset has been set in the inspector, it won't have used the property setter + // so we can just set it here using the property to actually apply the preset + settings.polygonPreset = settings.polygonPreset; + settings.usePolygonMap = settings.usePolygonMap; + // sanitize roundness + if (settings.roundness < 0) + settings.roundness = 0; + if (settings.roundnessTopLeft < 0) + settings.roundnessTopLeft = 0; + if (settings.roundnessTopRight < 0) + settings.roundnessTopRight = 0; + if (settings.roundnessBottomLeft < 0) + settings.roundnessBottomLeft = 0; + if (settings.roundnessBottomRight < 0) + settings.roundnessBottomRight = 0; + // for sprite rectangles, roundness is a percentage rather than + // a value in world units + if (!IsUIComponent()) { + if (settings.roundness > 1) + settings.roundness = 1; + if (settings.roundnessTopLeft > 1) + settings.roundnessTopLeft = 1; + if (settings.roundnessTopRight > 1) + settings.roundnessTopRight = 1; + if (settings.roundnessBottomLeft > 1) + settings.roundnessBottomLeft = 1; + if (settings.roundnessBottomRight > 1) + settings.roundnessBottomRight = 1; + } + // sanitize some things + settings.blur = settings.blur; + settings.outlineSize = settings.outlineSize; + settings.lineSize = settings.lineSize; + settings.gridSize = settings.gridSize; + settings.innerCutout = settings.innerCutout; + settings.pathThickness = settings.pathThickness; + + #if UNITY_EDITOR + CheckForShaderReset(); + #endif + } + + void Update() { + // check if the scale has changed - if so we need to send the new scale values to the shader + if (transform.lossyScale != computedScale + || (IsUIComponent() && rectTransform.rect != computedRect)) + settings.dirty = true; + if (!enabled || !gameObject.activeInHierarchy) + return; + if (!settings.dirty) + return; + ComputeAndApply(); + } + + /// + /// Used internally by Shape and ShapeEditor. + /// Returns true if the Shape is a UI component; i.e. it uses an Image and has a Canvas somewhere in the parent hierarchy. + /// + public bool IsUIComponent() { + return rectTransform != null; + } + + Vector2 BiLerp(Vector3[] corners, Vector2 normalized) { + Vector2 p1 = Vector2.LerpUnclamped(corners[0], corners[3], normalized.x + 0.5f); + Vector2 p2 = Vector2.LerpUnclamped(corners[1], corners[2], normalized.x + 0.5f); + return Vector2.LerpUnclamped(p1, p2, normalized.y + 0.5f); + } + + // given the world corners of a rect and a world point, gives you the + // point normalized in the rect from -0.5 to 0.5 on x and y. does not + // clamp it to those ranges though. + Vector2 NormalizePointInRect(Vector3[] corners, Vector3 point) { + point -= corners[0]; + Vector2 x = corners[3] - corners[0]; + Vector2 y = corners[1] - corners[0]; + Vector2 v1 = Vector3.Project(point, x); + Vector2 v2 = Vector3.Project(point, y); + Vector2 v3 = new Vector2(v1.magnitude / x.magnitude,// * Mathf.Sign(v1.x), + v2.magnitude / y.magnitude);// * Mathf.Sign(v2.y)); + if (Mathf.Sign(v1.x) != Mathf.Sign(x.x)) + v3.x *= -1; + if (Mathf.Sign(v2.y) != Mathf.Sign(y.y)) + v3.y *= -1; + return v3 - new Vector2(0.5f, 0.5f); + } + + /// + /// Used internally by Shape and ShapeEditor. + /// Returns whether a world point is inside the shape's bounds. + /// + public bool PointIsWithinShapeBounds(Vector3 point) { + Vector3[] corners = new Vector3[5]; + GetWorldCorners(corners); + Vector2 p = NormalizePointInRect(corners, point); + return p.x >= -0.5 && p.x <= 0.5 && p.y >= -0.5 && p.y <= 0.5; + } + + /// + /// If shapeType is Polygon, gets the polygon's vertices in world space. + /// You may want to look at settings.polyVertices instead. + /// + public Vector3[] GetPolygonWorldVertices() { + // get the world corners and interpolate to find the world coords. + // we can't use the transform because RectTransform transforms + // based on the pivot and anchors rather than the center of the + // actual image. + Vector3[] corners = new Vector3[5]; + GetWorldCorners(corners); + Vector3[] verts3D = new Vector3[settings.polyVertices.Length]; + for (int i = 0; i < settings.polyVertices.Length; i++) { + Vector2 v2 = settings.polyVertices[i]; + verts3D[i] = BiLerp(corners, v2); + } + return verts3D; + } + + /// + /// If shapeType is Polygon, this sets its vertices from a list of world vertices (the verts are flattened to 2D after transformation). + /// Polygons must have between 3 and MaxPolygonVertices (currently 64) vertices for performance reasons. + /// Vertices will be connected in the order given to make lines. + /// This is used by ShapeEditor when editing the polygon in the scene view. + /// + public void SetPolygonWorldVertices(Vector3[] verts3D) { + Vector3[] corners = new Vector3[5]; + GetWorldCorners(corners); + Vector2[] verts = new Vector2[verts3D.Length]; + for (int i = 0; i < verts3D.Length; i++) + verts[i] = NormalizePointInRect(corners, verts3D[i]); + settings.polyVertices = verts; + } + + /// + /// If shapeType is Path, gets the path's segments in world space. + /// You may want to look at settings.pathSegments instead. + /// + public PathSegment[] GetPathWorldSegments() { + // get the world corners and interpolate to find the world coords. + // we can't use the transform because RectTransform transforms + // based on the pivot and anchors rather than the center of the + // actual image. + Vector3[] corners = new Vector3[5]; + GetWorldCorners(corners); + PathSegment[] worldSegments = new PathSegment[settings.pathSegments.Length]; + for (int i = 0; i < settings.pathSegments.Length; i++) { + PathSegment segment = settings.pathSegments[i]; + PathSegment worldSegment = new PathSegment(BiLerp(corners, segment.p0), + BiLerp(corners, segment.p1), BiLerp(corners, segment.p2)); + worldSegments[i] = worldSegment; + } + return worldSegments; + } + + /// + /// If shapeType is Path, this sets its segments from a list of world segments (the points are flattened to 2D after transformation). + /// This is used by ShapeEditor when editing the path in the scene view. + /// + public void SetPathWorldSegments(PathSegment[] worldSegments) { + Vector3[] corners = new Vector3[5]; + GetWorldCorners(corners); + PathSegment[] segments = new PathSegment[worldSegments.Length]; + for (int i = 0; i < worldSegments.Length; i++) { + PathSegment worldSegment = worldSegments[i]; + Vector2 p0 = NormalizePointInRect(corners, worldSegment.p0); + Vector2 p1 = NormalizePointInRect(corners, worldSegment.p1); + Vector2 p2 = NormalizePointInRect(corners, worldSegment.p2); + segments[i] = new PathSegment(p0, p1, p2); + } + settings.pathSegments = segments; + } + + void CheckForShaderReset() { + // in the editor, all our shader properties get reset after the user saves the scene. + // that's because they aren't declared to Unity in the shader so it doesn't know to + // re-apply them after the save. we could declare them, except I don't think there's + // a way to declare a float array like with our polygon vertices (at least before + // Unity 5.4). so instead we can just check if a property exists, and if it doesn't + // re-apply them all. this doesn't apply during runtime. + if (!IsConfigured()) + return; + if (!material.HasProperty("_XScale")) + ApplyShaderPropertiesToMaterial(material); + } + + void OnWillRenderObject() { + #if UNITY_EDITOR + CheckForShaderReset(); + #endif + } + + + + /***************************************************************************** + /* The remaining methods are used internally by ShapeEditor. + /*****************************************************************************/ + + bool UIShapeIsMasked(Shape shape, bool includeSelf) { + Mask[] masks = GetComponentsInParent(); + foreach (Mask mask in masks) { + if (mask.enabled && (includeSelf || mask.gameObject != shape.gameObject)) + return true; + } + return false; + } + + bool UIShapeIsRectMasked(Shape shape, bool includeSelf) { + RectMask2D[] masks = GetComponentsInParent(); + foreach (RectMask2D mask in masks) { + if (mask.enabled && (includeSelf || mask.gameObject != shape.gameObject)) + return true; + } + return false; + } + + Vector2 GetWorldCenter() { + if (rectTransform) { + Vector3[] corners = new Vector3[4]; + rectTransform.GetWorldCorners(corners); + Vector3 bottomLeft = corners[0], topRight = corners[2]; + return (topRight - bottomLeft) / 2 + bottomLeft; + } else { + return transform.position; + } + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Gets a Bounds encompassing this Shape and all its child Shapes in world space. + /// Note that for UI components this will be the world space of the object itself in Unity's editor, and not the world space it will take up when rendered on the camera. + /// + public Bounds GetShapeBounds() { + Bounds bounds = new Bounds(); + bounds.center = GetWorldCenter(); + foreach (Shape shape in GetComponentsInChildren()) { + if (!shape.enabled) + continue; + if (shape.rectTransform) { + if (shape != this && UIShapeIsMasked(shape, false)) + continue; + if (shape != this && UIShapeIsRectMasked(shape, false)) + continue; + Vector3[] corners = new Vector3[4]; + shape.rectTransform.GetWorldCorners(corners); + for (int i = 0; i < 4; i++) + bounds.Encapsulate(corners[i]); + } else { + Bounds childBounds = shape.spriteRenderer.bounds; + bounds.Encapsulate(childBounds.min); + bounds.Encapsulate(childBounds.max); + // bounds.Encapsulate(shape.transform.position + shape.transform.lossyScale / 2); + // bounds.Encapsulate(shape.transform.position - shape.transform.lossyScale / 2); + } + } + return bounds; + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Returns the size the Shape should be in pixels if rendered out to a sprite. + /// Uses 100 pixels per world unit (configurable in Shapes2D/Preferences) for Shapes in world space, and world units / scaleFactor for UI components not in world space. + /// + public Vector2 GetShapePixelSize(float pixelsPerUnit = 100) { + Bounds bounds = GetShapeBounds(); + if (IsUIComponent()) { + int w, h; + if (image.canvas.renderMode == RenderMode.WorldSpace) { + w = Mathf.Max(1, Mathf.RoundToInt(bounds.size.x * pixelsPerUnit)); + h = Mathf.Max(1, Mathf.RoundToInt(bounds.size.y * pixelsPerUnit)); + } else { + // canvas is not in world mode, so when we call GetWorldCorners() we'll get + // screen space instead, which we can assume is just pixels. + // if the screen space has been stretched by a CanvasScaler, the values + // will be dependent on the current game window size which we don't want, + // so check the scaleFactor. + var scaleFactor = image.canvas.scaleFactor; + if (image.canvas.renderMode == RenderMode.ScreenSpaceCamera) + scaleFactor = image.canvas.transform.lossyScale.x; + w = Mathf.Max(1, Mathf.RoundToInt(bounds.size.x / scaleFactor)); + h = Mathf.Max(1, Mathf.RoundToInt(bounds.size.y / scaleFactor)); + } + return new Vector2(w, h); + } else { + int w = Mathf.Max(1, Mathf.RoundToInt(bounds.size.x * pixelsPerUnit)); + int h = Mathf.Max(1, Mathf.RoundToInt(bounds.size.y * pixelsPerUnit)); + return new Vector2(w, h); + } + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Returns a List of this Shape and all child Shapes in draw order. + /// + public List GetShapesInDrawOrder() { + List shapes = new List(); + shapes.AddRange(GetComponentsInChildren()); + shapes.RemoveAll(s => !s.enabled); + shapes.Sort(new ShapeDrawOrderComparer()); + return shapes; + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Uses Camera cam to render the Shape out to a new Texture2D of dimensions w,h. + /// Requires some setup - not for general use. + /// + public Texture2D DrawToTexture2D(Camera cam, int w, int h) { + int oldLayer = gameObject.layer; + // the camera's culling mask should have been set to layer 31 only + gameObject.layer = 31; + // disable blending so semi-transparent pixels don't blend with the RenderTexture's + // background color (this happens even if the background color has alpha 0) + ComputeAndApply(true); + // render to the camera's target RenderTexture + cam.Render(); + // restore the layer + gameObject.layer = oldLayer; + // restore blending + ComputeAndApply(false); + Texture2D tex = new Texture2D(w, h, TextureFormat.ARGB32, false); + tex.filterMode = FilterMode.Point; + // the camera's RenderTexture should already have been set as active, so this + // will read from its buffer into the Texture2D + tex.ReadPixels(new Rect(0, 0, w, h), 0, 0); + tex.Apply(); + return tex; + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Gets a list of Objects that need to be in the Undo stack during sprite conversion. + /// + public List GetUndoObjects() { + List undoObjects = new List(); + undoObjects.Add(gameObject); + undoObjects.Add(this); + // do GetComponent() calls here instead of relying on our existing + // relationships in case they aren't set up yet. + if (GetComponent()) + undoObjects.Add(GetComponent()); + if (GetComponent()) + undoObjects.Add(GetComponent()); + if (GetComponent()) + undoObjects.Add(GetComponent()); + if (material) + undoObjects.Add(material); + undoObjects.Add(transform); + if (GetComponent()) + undoObjects.Add(GetComponent()); + foreach (Shape s in GetComponentsInChildren()) + undoObjects.Add(s.gameObject); + return undoObjects; + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Changes this Shape to use its SpriteRenderer or Image component and disables the Shape component. + /// Also makes any child Shapes inactive and sets localScale to 1 (for non-UI Shapes). + /// + public void SetAsSprite(Sprite sprite, Material spriteDefaultMaterial) { + if (spriteRenderer) { + spriteRenderer.sprite = sprite; + spriteRenderer.material = null; + spriteRenderer.sharedMaterial = spriteDefaultMaterial; + } + if (image) { + image.sprite = sprite; + image.material = null; + } + if (GetComponent() && GetComponent().enabled) { + GetComponent().showMaskGraphic = true; + } + + // disable this shape and make any child shapes inactive + enabled = false; + foreach (Shape s in GetComponentsInChildren()) { + if (s == this || !s.enabled) + continue; + s.gameObject.SetActive(false); + } + + // save the scale so we can convert back later even if it's too late + // to use the undo system + wasConverted = true; + preConvertedScale = transform.localScale; + + // change the scale to 1 globally (if it's a UI component the scale is harder + // to get right so the user may have to re-scale manually) + if (!rectTransform) { + Transform parent = transform.parent; + transform.SetParent(null); + transform.localScale = new Vector3(1, 1, 1); + transform.SetParent(parent); + } + + if (material) { + DestroyImmediate(material); + material = null; + } + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Returns the pivot point that the converted sprite should have when this Shape and its child Shapes are compressed into a single image. + /// + public Vector2 GetPivot() { + Vector3 center = GetWorldCenter(); + Bounds bounds = GetShapeBounds(); + center = center - bounds.min; + return new Vector2(center.x / bounds.size.x, center.y / bounds.size.y); + } + + /// + /// Used internally. + /// Returns the shape's world corners, not including any children, as 5 Vector3s (bottom left, + /// top left, top right, bottom right, and bottom left again). + /// + public Vector3[] GetWorldCorners(Vector3[] corners) { + if (IsUIComponent()) { + rectTransform.GetWorldCorners(corners); + } else { + Vector2 scale = GetScale(); + corners[0] = transform.TransformPoint(new Vector3(-0.5f * scale.x, -0.5f * scale.y, 0)); + corners[1] = transform.TransformPoint(new Vector3(-0.5f * scale.x, 0.5f * scale.y, 0)); + corners[2] = transform.TransformPoint(new Vector3(0.5f * scale.x, 0.5f * scale.y, 0)); + corners[3] = transform.TransformPoint(new Vector3(0.5f * scale.x, -0.5f * scale.y, 0)); + } + corners[4] = corners[0]; + return corners; + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// If this Shape has been converted into a sprite, this applies the scale it had previously. + /// + public void RestoreFromConversion() { + if (!rectTransform) { + transform.localScale = preConvertedScale; + } + wasConverted = false; + } + + /// + /// Used internally by ShapeEditor during sprite conversion. + /// Returns true if the Shape has been configured correctly and is using a Shapes2D Material. + /// + public bool IsConfigured() { + return material != null; + } + } +} \ No newline at end of file diff --git a/Assets/Shapes2D/Scripts/Shape.cs.meta b/Assets/Shapes2D/Scripts/Shape.cs.meta new file mode 100644 index 0000000..c412b10 --- /dev/null +++ b/Assets/Shapes2D/Scripts/Shape.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 409a53c2fc720400bb482962c5563548 +timeCreated: 1458676294 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Scripts/Shape.cs + uploadId: 314719 diff --git a/Assets/Shapes2D/Scripts/Shapes2DPrefs.cs b/Assets/Shapes2D/Scripts/Shapes2DPrefs.cs new file mode 100644 index 0000000..21e0442 --- /dev/null +++ b/Assets/Shapes2D/Scripts/Shapes2DPrefs.cs @@ -0,0 +1,7 @@ +using UnityEngine; + +public class Shapes2DPrefs : ScriptableObject { + + public float pixelsPerUnit = 100; + +} diff --git a/Assets/Shapes2D/Scripts/Shapes2DPrefs.cs.meta b/Assets/Shapes2D/Scripts/Shapes2DPrefs.cs.meta new file mode 100644 index 0000000..c046a15 --- /dev/null +++ b/Assets/Shapes2D/Scripts/Shapes2DPrefs.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 58247d47821b74087bc2b4ca18bcc8c2 +timeCreated: 1476819039 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Scripts/Shapes2DPrefs.cs + uploadId: 314719 diff --git a/Assets/Shapes2D/Shaders.meta b/Assets/Shapes2D/Shaders.meta new file mode 100644 index 0000000..819baa0 --- /dev/null +++ b/Assets/Shapes2D/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5e67fe281c8024292b66b5db7708d070 +folderAsset: yes +timeCreated: 1458624537 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shapes2D/Shaders/Common.cginc b/Assets/Shapes2D/Shaders/Common.cginc new file mode 100644 index 0000000..c66ca59 --- /dev/null +++ b/Assets/Shapes2D/Shaders/Common.cginc @@ -0,0 +1,291 @@ +#define PI 3.141592653 +#define PI2 6.283185307 + +// ***** +// begin http://theorangeduck.com/page/avoiding-shader-conditionals +// ***** + +float4 when_eq(float4 x, float4 y) { + return 1.0 - abs(sign(x - y)); +} + +float4 when_neq(float4 x, float4 y) { + return abs(sign(x - y)); +} + +float4 when_gt(float4 x, float4 y) { + return max(sign(x - y), 0.0); +} + +float4 when_lt(float4 x, float4 y) { + return max(sign(y - x), 0.0); +} + +float4 when_ge(float4 x, float4 y) { + return 1.0 - when_lt(x, y); +} + +float4 when_le(float4 x, float4 y) { + return 1.0 - when_gt(x, y); +} + +float4 and(float4 a, float4 b) { + return a * b; +} + +float4 or(float4 a, float4 b) { + return min(a + b, 1.0); +} + +float4 xor(float4 a, float4 b) { + return (a + b) % 2.0; +} + +float4 not(float4 a) { + return 1.0 - a; +} + +// ***** +// end http://theorangeduck.com/page/avoiding-shader-conditionals +// ***** + +float2 prepare(float2 uv, float distanceFromCameraPlane) { + float2 pos = float2(uv.x * _XScale, uv.y * _YScale); + + // figure out the size of a pixel in world units at the z depth of the + // shape, which is sort of the same as fwidth(pos) but works on more + // platforms. won't look right in 3D unless the shape is billboarded, + // but this is Shapes2D and not Shapes3D so we'll have to live with it. + if (_PixelSize == 0) { + if (unity_OrthoParams.w == 0) { + // get the vertical fov, thanks http://answers.unity3d.com/questions/770838/how-can-i-extract-the-fov-information-from-the-pro.html + float t = unity_CameraProjection._m11; + float fov = atan(1.0 / t); + // get the distance from the current point world position to the + // camera's plane, and then figure out the pixel size based on the + // fov at that distance. probably not actually "correct" but it + // seems to work well regardless of fov or camera angle/position. + float h = tan(fov) * distanceFromCameraPlane * 2; + _PixelSize = h / _ScreenParams.y; + } else { + _PixelSize = (_ScreenParams.z - 1) * unity_OrthoParams.x * 2; + } + } + + // put a little resolution-independent AA on things if desired + if (_Blur == 0) { + // fwidth is not supported on all GLES platforms, so we are now using + // the _PixelSize method which should be available everywhere (though + // only when using an orthographic camera) + // float2 aa = fwidth(pos); + // _Blur = length(aa); + _Blur = sqrt(_PixelSize * _PixelSize * 2); + if (_OutlineSize > 0) { + // subtract the AA blur from the outline so sizes stay mostly + // correct and outlines don't look too thick when scaled down. + // don't clamp _OutlineSize to 0 or it will break comparisons in + // other places (should fix that at some point). + _OutlineSize -= _Blur; + } + } + + float min_dim = min(_XScale, _YScale) / 2; + + // blur on the outside of the shape in world coords + _OuterBlur = max(min(_Blur, min_dim - _OutlineSize), 0); + // blur on the inside of the outline in world coords + _InnerBlur = max(min(_OuterBlur, min_dim - _OuterBlur - _OutlineSize), 0); + + // return the local position of the pixel in the quad centered at 0, 0 + return pos; +} + +// get the 2-dimensional cross product +float cross2(float2 p1, float2 p2) { + return p1.x * p2.y - p1.y * p2.x; +} + +// returns the distance from a point to a line described by two points +float distance_to_line(float2 pos, float2 p1, float2 p2) { + return abs((p2.x - p1.x) * (p1.y - pos.y) - (p1.x - pos.x) * (p2.y - p1.y)) + / distance(p1, p2); +} + +// http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment +float distance_to_line_segment(float2 pos, float2 p1, float2 p2) { + float l2 = pow(distance(p1, p2), 2); + float t = clamp(dot(pos - p1, p2 - p1) / l2, 0, 1); + float2 projection = p1 + t * (p2 - p1); + return distance(pos, projection); +} + +// returns 1 on the ellipse and <1 inside the ellipse +float ellipse(float2 pos, float2 radii) { + return pow(pos[0], 2) / pow(radii[0], 2) + pow(pos[1], 2) / pow(radii[1], 2); +} + +// returns the distance to the ellipse from the center at angle theta +float ellipse_distance(float theta, float2 radii) { + return (radii[0] * radii[1]) / sqrt(pow(radii[0], 2) + * pow(sin(theta), 2) + pow(radii[1], 2) * pow(cos(theta), 2)); +} + +float2 point_on_ellipse(float theta, float2 radii) { + float x = (radii.x * radii.y) / sqrt(pow(radii.y, 2) + pow(radii.x, 2) * pow(tan(theta), 2)); + return float2(x, sqrt(1 - pow(x / radii.x, 2)) * radii.y); +} + +float2 rotate_fill(float2 fpos) { + float2 old_fpos = fpos; + fpos.x = old_fpos.x * cos(_FillRotation) + - old_fpos.y * sin(_FillRotation); + fpos.y = old_fpos.x * sin(_FillRotation) + + old_fpos.y * cos(_FillRotation); + return fpos; +} + +// returns the fill color for the given uv point in the quad. +// @param uv the uv coords from -0.5 to 0.5 +fixed4 fill(float2 uv) { + float2 fpos = float2(uv.x * _XScale, uv.y * _YScale); + + #if FILL_NONE + return fixed4(0, 0, 0, 0); + #elif FILL_OUTLINE_COLOR + return _OutlineColor; + #elif FILL_SOLID_COLOR + // fill with the fill color + return _FillColor; + #elif FILL_GRADIENT + // gradient + // todo - simplify and try to remove conditionals + fpos = rotate_fill(fpos); + fpos += float2(_FillOffsetX, _FillOffsetY); + float gmin = 0, gmax = 0, current = 0; + if (_GradientType == 0) { + // linear gradient + if (_GradientAxis == 0) { + gmin = -_XScale / 2 + _GradientStart * _XScale; + gmax = _XScale / 2; + current = fpos.x; + } else { + gmin = -_YScale / 2 + _GradientStart * _YScale; + gmax = _YScale / 2; + current = fpos.y; + } + } else if (_GradientType == 1) { + // cylindrical gradient + if (_GradientAxis == 0) { + gmin = _GradientStart / 2 * _XScale; + gmax = _XScale / 2; + current = abs(fpos.x); + } else { + gmin = _GradientStart / 2 * _YScale; + gmax = _YScale / 2; + current = abs(fpos.y); + } + } else { + // radial gradient + gmax = length(float2(_XScale, _YScale)) / 2; + gmin = gmax * _GradientStart; + current = length(fpos); + } + if (current < gmin) + return _FillColor; + if (gmax == gmin) + return _FillColor2; + return lerp(_FillColor, _FillColor2, (current - gmin) / (gmax - gmin)); + #elif FILL_GRID + // grid - background is _FillColor, lines are _FillColor2 + fpos = rotate_fill(fpos); + fpos += float2(_FillOffsetX, _FillOffsetY); + // float edge = min(fwidth(fpos) * 2, _GridSize); + float edge = min(_PixelSize * 2, _GridSize); + // webgl breaks with component-wise ops for some reason and only shows vertical + // grid lines...sigh + // float2 p = abs(frac(fpos / _GridSize) * _GridSize * 2 - _GridSize); + // float2 mix = smoothstep(_GridSize - _LineSize - edge, _GridSize - _LineSize, p); + // return lerp(_FillColor, _FillColor2, max(mix.x, mix.y)); + float px = abs(frac(fpos.x / _GridSize) * _GridSize * 2 - _GridSize); + float py = abs(frac(fpos.y / _GridSize) * _GridSize * 2 - _GridSize); + float mixx = smoothstep(_GridSize - _LineSize - edge, _GridSize - _LineSize, px); + float mixy = smoothstep(_GridSize - _LineSize - edge, _GridSize - _LineSize, py); + return lerp(_FillColor, _FillColor2, max(mixx, mixy)); + #elif FILL_CHECKERBOARD + // checkerboard + fpos = rotate_fill(fpos); + fpos += float2(_FillOffsetX, _FillOffsetY); + // float edge = min(fwidth(fpos), _GridSize); + float edge = min(_PixelSize, _GridSize); + float2 p = frac(fpos / _GridSize); + float2 mix = smoothstep(0, edge / _GridSize, p); + float tile = abs(floor(fpos.y / _GridSize) + floor(fpos.x / _GridSize)) % 2; + fixed4 color1 = tile * _FillColor + (1 - tile) * _FillColor2; + fixed4 color2 = tile * _FillColor2 + (1 - tile) * _FillColor; + return lerp(color1, color2, min(mix.x, mix.y)); + #elif FILL_STRIPES + // stripes + fpos = rotate_fill(fpos); + fpos += float2(_FillOffsetX, _FillOffsetY); + // float edge = min(fwidth(fpos) * 2, _GridSize); + float edge = min(_PixelSize * 2, _GridSize); + float p = abs(frac(fpos.x / _GridSize) * _GridSize * 2 - _GridSize); + float mix = smoothstep(_GridSize - _LineSize - edge, _GridSize - _LineSize, p); + return lerp(_FillColor, _FillColor2, mix); + #elif FILL_TEXTURE + // texture + fpos = rotate_fill(fpos); + fpos /= float2(_XScale, _YScale); + fpos += float2(0.5, 0.5); + fpos += float2(_FillOffsetX, _FillOffsetY); + fpos /= float2(_FillScaleX, _FillScaleY); + return tex2D(_FillTexture, fpos); + #endif +} + +// this seems a little nicer than smoothstep for antialiasing, though +// not necessarily for large amounts of blurring...there are tradeoffs, +// might want to separate blur from antialias +float blur(float edge1, float edge2, float amount) { + return clamp(lerp(0, 1, (amount - edge1) / (edge2 - edge1)), 0, 1); + // return clamp(pow(max(0, amount - edge1), 2) / pow(edge2 - edge1, 2), 0, 1); + // return clamp((amount - edge1) / (edge2 - edge1), 0, 1); + // amount = clamp(amount, edge1, edge2); + // return pow((amount - edge1) / max(edge2 - edge1, 0.0001), 0.9); + // amount = clamp((amount - edge1) / (edge2 - edge1), 0.0, 1.0); + // return amount*amount*amount*(amount*(amount*6 - 15) + 10); +} + +fixed4 outline_fill_blend(float dist, fixed4 fill_color, fixed4 outline_color, + float outer_blur, float outline, float inner_blur) { + float mix = blur(outline, inner_blur, dist); + #if FILL_NONE + fixed4 color = outline_color; + color.a *= (1 - mix); + #else + fixed4 color = lerp(outline_color, fill_color, mix); + #endif + float alpha = blur(0, 1, dist / outer_blur); + color.a *= alpha; + return color; +} + +fixed4 fill_blend(float dist, fixed4 fill_color, float outer_blur) { + float alpha = blur(0, outer_blur, dist); + fixed4 color = fill_color; + color.a *= alpha; + return color; +} + +// given a distance from the very edge of the shape going inwards, returns the +// color that should be at the current point +fixed4 color_from_distance(float dist, fixed4 fill_color, fixed4 outline_color) { + if (_OutlineSize == 0) { + return fill_blend(dist, fill_color, _OuterBlur); + } else { + float outline = _OuterBlur + _OutlineSize; + float inner_blur = outline + _InnerBlur; + return outline_fill_blend(dist, fill_color, outline_color, + _OuterBlur, outline, inner_blur); + } +} \ No newline at end of file diff --git a/Assets/Shapes2D/Shaders/Common.cginc.meta b/Assets/Shapes2D/Shaders/Common.cginc.meta new file mode 100644 index 0000000..d59f62e --- /dev/null +++ b/Assets/Shapes2D/Shaders/Common.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 727bbf2199d144c3dba0937803dd0578 +timeCreated: 1461958715 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Shaders/Common.cginc + uploadId: 314719 diff --git a/Assets/Shapes2D/Shaders/Ellipse.cginc b/Assets/Shapes2D/Shaders/Ellipse.cginc new file mode 100644 index 0000000..f07a52f --- /dev/null +++ b/Assets/Shapes2D/Shaders/Ellipse.cginc @@ -0,0 +1,283 @@ +float4 _ArcAngles; // min, max, use_arc, invert_arc in radians from 0 - PI2 +float4 _InnerRadii; // just x & y + + +// gets distances to the edge of the shape, and then distances to outer_blur, outline and inner_blur +// from the edge of the shape +float4 ellipse_distances(float theta, float2 radii) { + float2 rad_outer_blur = radii; + float2 rad_outer = rad_outer_blur - _OuterBlur; + float2 rad_inner = rad_outer - _OutlineSize; + float2 rad_inner_blur = rad_inner - _InnerBlur; + + // get distances from the edge of the shape + float sqrSinTheta = pow(sin(theta), 2); + float sqrCosTheta = pow(cos(theta), 2); + float edge = (rad_outer_blur[0] * rad_outer_blur[1]) / sqrt(pow(rad_outer_blur[0], 2) + * sqrSinTheta + pow(rad_outer_blur[1], 2) * sqrCosTheta); + float outer_blur = edge - (rad_outer[0] * rad_outer[1]) / sqrt(pow(rad_outer[0], 2) + * sqrSinTheta + pow(rad_outer[1], 2) * sqrCosTheta); + float outline = edge - (rad_inner[0] * rad_inner[1]) / sqrt(pow(rad_inner[0], 2) + * sqrSinTheta + pow(rad_inner[1], 2) * sqrCosTheta); + float inner_blur = edge - (rad_inner_blur[0] * rad_inner_blur[1]) / sqrt(pow(rad_inner_blur[0], 2) + * sqrSinTheta + pow(rad_inner_blur[1], 2) * sqrCosTheta); + + return float4(edge, outer_blur, outline, inner_blur); +} + +// gets distances to the edge of the shape, and then distances to outer_blur, outline and inner_blur +// from the edge of the shape - but going from the inside out, for an inner "donut hole" ellipse +float4 ellipse_distances_inverse(float theta, float2 radii) { + float2 rad_outer_blur = radii; + float2 rad_outer = rad_outer_blur + _OuterBlur; + float2 rad_inner = rad_outer + _OutlineSize; + float2 rad_inner_blur = rad_inner + _InnerBlur; + + // get distances from the edge of the shape + float sqrSinTheta = pow(sin(theta), 2); + float sqrCosTheta = pow(cos(theta), 2); + float edge = (rad_outer_blur[0] * rad_outer_blur[1]) / sqrt(pow(rad_outer_blur[0], 2) + * sqrSinTheta + pow(rad_outer_blur[1], 2) * sqrCosTheta); + float outer_blur = (rad_outer[0] * rad_outer[1]) / sqrt(pow(rad_outer[0], 2) + * sqrSinTheta + pow(rad_outer[1], 2) * sqrCosTheta) - edge; + float outline = (rad_inner[0] * rad_inner[1]) / sqrt(pow(rad_inner[0], 2) + * sqrSinTheta + pow(rad_inner[1], 2) * sqrCosTheta) - edge; + float inner_blur = (rad_inner_blur[0] * rad_inner_blur[1]) / sqrt(pow(rad_inner_blur[0], 2) + * sqrSinTheta + pow(rad_inner_blur[1], 2) * sqrCosTheta) - edge; + + return float4(edge, outer_blur, outline, inner_blur); +} + +// this method is pretty fast, and has accurate distances on the minor and +// major dimensions but only at 0 and 90 degrees - outlines get stretched when +// the ratio of major to minor gets too far away from 1. +fixed4 nested_ellipse_method(float2 pos, fixed4 fill_color, fixed4 outline_color) { + float dist_to_pos = length(pos); + + // angle of pos from the center + float theta = atan2(pos.y, pos.x + when_eq(pos.x, 0) * 0.00001); + + // useful info about the outer ellipse + float2 radii = float2(_XScale, _YScale) / 2; + float4 distances = ellipse_distances(theta, radii); + + // distance from the current point to the edge of the outer ellipse + float dist = distances.x - dist_to_pos; + + if (_ArcAngles.z > 0) { + // normalize theta to something more useful. theta as returned from atan() is + // 0 to PI or 0 to -PI depending on which side of the x axis you are, so this turns + // it into 0 to 2PI so we can do simple comparisons between angles. + float negative_theta = when_lt(theta, 0); + float norm_theta = negative_theta * (PI2 + theta) + (1 - negative_theta) * theta; + + // see if we're closer to one of the arc lines than to the ellipse curve. doesn't matter + // if our line segment extends past the radius (in fact it helps if it does). + float max_dim = max(_XScale, _YScale); + float2 p1 = float2(cos(_ArcAngles.x) * max_dim, sin(_ArcAngles.x) * max_dim); + float2 p2 = float2(cos(_ArcAngles.y) * max_dim, sin(_ArcAngles.y) * max_dim); + float d1 = distance_to_line_segment(pos, float2(0, 0), p1); + float d2 = distance_to_line_segment(pos, float2(0, 0), p2); + float line_dist = min(d1, d2); + float4 line_distances = float4(0, _OuterBlur, _OuterBlur + _OutlineSize, _OuterBlur + _OutlineSize + _InnerBlur); + // ellipse distances are weird, so don't just use min(line_dist, dist) - check if we're + // closer relative to the total outline distance + float use_line = when_lt(line_dist / line_distances.w, dist / distances.w) * _ArcAngles.z; + dist = use_line * line_dist + (1 - use_line) * dist; + distances = use_line * line_distances + (1 - use_line) * distances; + + // see if we're outside the visible part given the arc constraints + float less_than_min = when_lt(norm_theta, _ArcAngles.x); + float greater_than_max = when_gt(norm_theta, _ArcAngles.y); + float outside_arc = or(less_than_min, greater_than_max); + outside_arc = _ArcAngles.w * outside_arc + (1 - _ArcAngles.w) * (1 - outside_arc); + dist *= outside_arc; + } + + if (_InnerRadii.x > 0 || _InnerRadii.y > 0) { + // are we closer to the inner ellipse? + // useful info about the "donut hole" inner ellipse + float2 inner_radii = _InnerRadii.xy; + float4 inner_distances = ellipse_distances_inverse(theta, inner_radii); + // distance from the current point to the edge of the inner ellipse, on the inside + float inner_dist = dist_to_pos - inner_distances.x; + // ellipse distances are weird, so don't just use min(inner_dist, dist) - check if we're + // closer relative to the total outline distance + float use_inner = when_lt(inner_dist / inner_distances.w, dist / distances.w); + dist = use_inner * inner_dist + (1 - use_inner) * dist; + distances = use_inner * inner_distances + (1 - use_inner) * distances; + } + + if (_OutlineSize == 0) { + return fill_blend(dist, fill_color, distances.y); + } else { + return outline_fill_blend(dist, fill_color, outline_color, + distances.y, distances.z, distances.w); + } +} + +// in standard form so b3 == 1. this just returns a real root. +float get_cubic_root(float b2, float b0) { + // in standard form - seems to have fewer glitches + // http://mathworld.wolfram.com/CubicFormula.html + // note that b1 has been removed cause it's always 0 + float p = (-b2 * b2) / 3.; + float q = (-27 * b0 - 2 * b2 * b2 * b2) / 27.; + float Q = p / 3.; + float R = q / 2.; + float D = Q * Q * Q + R * R; + if (D < 0) { + float phi = acos(clamp(R / sqrt(max(0, -Q * -Q * -Q)), -1, 1)); + return 2 * sqrt(max(0, -Q)) * cos(phi / 3.) - 1/3. * b2; + } else { + float S = pow(max(0, R + sqrt(max(0, D))), 1/3.); + float n = R - sqrt(max(0, D)); + // if R is very close to sqrt(D) then we get noise because n may + // end up negative (I assume due to floating point inaccuracies?) + // and the pow(n, 1/3.) is undefined. + float T = pow(max(0, n), 1/3.); + return -1/3. * b2 + (S + T); + } + + // // coefficients of the resolvent cubic in general form + // float b2 = -a2; + // float b1 = a1 * a3 - 4. * a0; + // float b0 = 4. * a0 * a2 - a1 * a1 - a0 * a3 * a3; + // float Q = (3 * b1 - b2 * b2) / 9.; + // float R = (9 * b2 * b1 - 27 * b0 - 2 * b2 * b2 * b2) / 54.; + // float D = Q * Q * Q + R * R; + // if (D < 0) { + // float phi = acos(R / sqrt(-Q * -Q * -Q)); + // return 2 * sqrt(-Q) * cos(phi / 3.) - 1/3. * b2; + // } else { + // float S = pow(R + sqrt(D), 1/3.); + // float T = pow(R - sqrt(D), 1/3.); + // // a root of the resolvent cubic + // return -1/3. * b2 + (S + T); + // } +} + +// in standard form so a4 == 1. we return a different root depending on if the +// ellipse has its major axis as y (i.e. is vertically stretched rather than +// horizontally). +float get_quartic_root(float a3, float a2, float a1, float a0, bool vertical) { + // coefficients of the resolvent cubic equation + // http://mathworld.wolfram.com/ResolventCubic.html + float b2 = -a2; + // b1 always ends up being 0 + // float b1 = a1 * a3 - 4. * a0; + float b0 = 4. * a0 * a2 - a1 * a1 - a0 * a3 * a3; + + float y1 = get_cubic_root(b2, b0); + + // take the cubic root back to the quartic and find its root + // http://mathworld.wolfram.com/QuarticEquation.html + float R = sqrt(max(1/4. * a3 * a3 - a2 + y1, 0)); + + float e1 = 3/4. * a3 * a3 - R * R - 2. * a2; + float e2 = 1/4. * (4 * a3 * a2 - 8 * a1 - a3 * a3 * a3); + float e3 = 0; + if (R != 0) + e3 = pow(R, -1); + + // thanks to shadertoy user kusma for the hint about -1 <= acos <= 1 + // https://www.shadertoy.com/view/4sS3zz + if (vertical) { + float v = e1 + e2 * e3; + // with very small values of v, sqrt(v) causes glitchiness. this isn't a real + // fix but it at least draws something close to the right thing. + float D = sqrt(max(0, v)); + float z1 = acos(clamp(-1/4. * a3 + 1/2. * R + 1/2. * D, -1, 1)); + // float z2 = acos(min(- 1/4. * a3 + 1/2. * R - 1/2. * D, 1)); + return z1; + } else { + float v = e1 - e2 * e3; + // with very small values of v, sqrt(v) causes glitchiness. this isn't a real + // fix but it at least draws something close to the right thing. + float E = sqrt(max(0, v)); + float z3 = acos(clamp(-1/4. * a3 - 1/2. * R + 1/2. * E, -1, 1)); + // float z4 = acos(min(- 1/4. * a3 - 1/2. * R - 1/2. * E, 1)); + return z3; + } +} + +// note - this method is "correct" but it has glitches, meaning noise appears sometimes. +// I haven't been able to figure out why - it doesn't seem like there are any possible +// math domain errors, but maybe there is some floating point inaccuracy somewhere. +// we try to mitigate it by drawing an "incorrect" but less glitchy method for some +// pixels/ellipses, but it's not perfect. +fixed4 quartic_method(float2 pos, fixed4 fill_color, fixed4 outline_color) { + // if outside the ellipse, return clear + if (ellipse(pos, float2(_XScale, _YScale) / 2) > 1) + return fixed4(0, 0, 0, 0); + + float a = _XScale / 2; + float b = _YScale / 2; + float x = abs(pos.x); + float y = abs(pos.y); + + // this method glitches out a lot for near-circles so render those using + // a simpler method. it's pretty hard to tell the difference a lot of the time. + // also, with very small values of x and y, we get glitches. this isn't a real + // fix but it at least draws something close to the right thing. + if (1 - min(a, b) / max(a, b) < 0.25f + || x / a < 0.005f || y / b < 0.005f) + return nested_ellipse_method(pos, fill_color, outline_color); + + // coefficients of the quartic equation + // many thanks to http://iquilezles.org/www/articles/ellipsedist/ellipsedist.htm + // for help with the math + float m = x * (a / (b * b - a * a)); + float n = y * (b / (b * b - a * a)); + float a4 = 1.; + float a3 = 2. * m; + float a2 = m * m + n * n - 1.; + float a1 = -2. * m; + float a0 = -m * m; + + // theta, a root of the quartic equation, is the angle on the ellipse corresponding + // to the nearest point on the ellipse to our current point. given the equation: + // f(theta) = get the distance from the current point (inside the ellipse) to the + // point at theta (on the ellipse), + // then the derivative of f represents how the distance changes as you change theta. + // the values of theta for which the derivative returns 0 (i.e. the roots) represent + // the points where the distance is nearest or farthest from the current point. + // this derivative turns out to be a quartic eqation (see the above iquilezles + // article), so finding the correct root gives us the theta we need. + float theta = get_quartic_root(a3, a2, a1, a0, _XScale < _YScale); + + float2 radii = float2(_XScale, _YScale) / 2; + // the nearest point on the ellipse to our current point. the line going between our + // current point and the nearest point is the normal, and measuring the distance from + // the current point to the nearest point tells us whether we're on the outline or not. + float2 nearest = float2(cos(theta) * radii[0], sin(theta) * radii[1]); + nearest.x *= sign(pos.x); + nearest.y *= sign(pos.y); + float dist = distance(nearest, pos); + + return color_from_distance(dist, fill_color, outline_color); +} + +fixed4 frag(v2f i) : SV_Target { + float2 pos = prepare(i.uv, i.modelPos.z); + + fixed4 outline_color = _OutlineColor; + fixed4 fill_color = fill(i.uv); + + #if ELLIPSE + fixed4 color = quartic_method(pos, fill_color, outline_color); + #else // SIMPLE_ELLIPSE + fixed4 color = nested_ellipse_method(pos, fill_color, outline_color); + #endif + + color *= i.color; + + if (_PreMultiplyAlpha == 1) + color.rgb *= color.a; + + if (_UseClipRect == 1) + color.a *= UnityGet2DClipping(i.modelPos.xy, _ClipRect); + clip(color.a - 0.001); + + return color; +} \ No newline at end of file diff --git a/Assets/Shapes2D/Shaders/Ellipse.cginc.meta b/Assets/Shapes2D/Shaders/Ellipse.cginc.meta new file mode 100644 index 0000000..1134837 --- /dev/null +++ b/Assets/Shapes2D/Shaders/Ellipse.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 03948ddd1abaf4bcdb93c2a4e85192fa +timeCreated: 1463082821 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Shaders/Ellipse.cginc + uploadId: 314719 diff --git a/Assets/Shapes2D/Shaders/Path.cginc b/Assets/Shapes2D/Shaders/Path.cginc new file mode 100644 index 0000000..71454fc --- /dev/null +++ b/Assets/Shapes2D/Shaders/Path.cginc @@ -0,0 +1,157 @@ +#if PATH_1 || FILLED_PATH_1 + #define MAX_SEGMENTS 1 +#elif PATH_2 || FILLED_PATH_2 + #define MAX_SEGMENTS 2 +#elif PATH_4 || FILLED_PATH_4 + #define MAX_SEGMENTS 4 +#elif PATH_8 || FILLED_PATH_8 + #define MAX_SEGMENTS 8 +#elif PATH_16 || FILLED_PATH_16 + #define MAX_SEGMENTS 16 +#elif PATH_24 || FILLED_PATH_24 + #define MAX_SEGMENTS 24 +#elif PATH_32 || FILLED_PATH_32 + #define MAX_SEGMENTS 32 +#endif +#define MAX_POINTS 3 * MAX_SEGMENTS + +// each point is (x, y, is-in-loop, unused) +float4 _Points[MAX_POINTS]; +int _NumSegments; +float _Thickness; + +float3 get_cubic_roots(float4 coefficients) { + // eliminate a3 by dividing it out + coefficients /= coefficients.x; + float a2 = coefficients.y; + float a1 = coefficients.z; + float a0 = coefficients.w; + // follow along at http://mathworld.wolfram.com/CubicFormula.html + // thanks also to https://www.shadertoy.com/view/XdB3Ww + float Q = (3. * a1 - (a2 * a2)) / 9.; + float R = (9. * a2 * a1 - 27. * a0 - 2. * (a2 * a2 * a2)) / 54.; + float D = Q * Q * Q + R * R; + if (D < 0.) { + float theta = acos(R / sqrt(-(Q * Q * Q))); + float3 i1 = float3(0., 2. * PI, 4. * PI) + theta; + float3 i2 = cos(i1 / 3.); + return 2. * sqrt(-Q) * i2 - 1/3. * a2; + } else { + // if sqrt(D) and R are very close to each other, R - sd wigs + // out due to numerical cancellation. so multiply by the + // conjugate to get a slightly different equation that avoids + // that operation (i.e., we end up doing R + sd instead). + float sd = sqrt(D); + // float2 st = float2(sd, -sd) + R; + // if (sign(R) == sign(sd)) + // st = float2(R + sd, -pow(Q, 3) / (R + sd)); + // else + // st = float2(R - sd, -pow(Q, 3) / (R - sd)); + float rsd = (when_neq(sign(R), sign(sd)) * -2 + 1) * sd + R; + float2 st = float2(rsd, -(Q * Q * Q) / rsd); + // preserve the sign of R +- sqrt(D) after taking the cube root + st = sign(st) * pow(abs(st), 1/3.); + float r = -1/3. * a2 + st.x + st.y; + return float3(r, 0, 0); + } +} + +float2 distance_to_segment(float2 M, float2 b0, float2 b1, float2 b2) { + // get the coefficients, thanks to + // http://blog.gludion.com/2009/08/distance-to-quadratic-bezier-curve.html + // note that when b1 is too close to the midpoint between b0 and b2, B ~= 0 and we get problems. + // (handling that case in user space before we even get here) + float2 A = b1 - b0; + float2 B = b2 - b1 - A; + float2 Mp = b0 - M; + float a = dot(B, B); + float b = 3. * dot(A, B); + float c = 2. * dot(A, A) + dot(Mp, B); + float d = dot(Mp, A); + float3 roots = clamp(get_cubic_roots(float4(a, b, c, d)), 0, 1); + float2 D = 2. * A; + + // thanks yet again to http://alienryderflex.com/polyspline/ + float flip = 1; + #if FILLED_PATH_1 || FILLED_PATH_2 || FILLED_PATH_4 || FILLED_PATH_8 || FILLED_PATH_16 || FILLED_PATH_24 || FILLED_PATH_32 + // make sure M.y doesn't equal b0.y or b2.y, which could cause F1 or F2 to be exactly 0 + // (becomes a problem especially when rotating) + float testY = M.y + when_lt(abs(b0.y - M.y), .0001) * .0002; + testY += when_lt(abs(b2.y - testY), .0001) * .0002; + float bottomPart=2.*(b0.y+b2.y-b1.y-b1.y); + // prevent division-by-zero (also handled in user space) + // if (abs(bottomPart) <= 0.0001) { + // b1.y += 0.0001; + // bottomPart = -0.0004; + // } + float sRoot=D.y; + sRoot*=sRoot; + sRoot-=2.*bottomPart*(b0.y - testY); + if (sRoot >= 0) { + sRoot=sqrt(sRoot); + float topPart=2.*(b0.y-b1.y); + float F1 = (topPart+sRoot)/bottomPart; + float F2 = (topPart-sRoot)/bottomPart; + if (F1>=0. && F1<=1.) { + float xPart=b0.x+F1*(b1.x-b0.x); + if (xPart+F1*(b1.x+F1*(b2.x-b1.x)-xPart)=0. && F2<=1.) { + float xPart=b0.x+F2*(b1.x-b0.x); + if (xPart+F2*(b1.x+F2*(b2.x-b1.x)-xPart)p2 pos is +int point_line_test(float2 pos, float2 p1, float2 p2) { + return when_gt((pos.x - p1.x) * (p2.y - p1.y) - (pos.y - p1.y) * (p2.x - p1.x), 0); +} + +fixed4 frag(v2f i) : SV_Target { + float2 pos = prepare(i.uv, i.modelPos.z); + + #if !POLYGON_MAP + // dist is < 0 when pos is outside the poly + float dist = get_closest_distance(pos, float2(_XScale, _YScale) / 2); + float is_inside = when_ge(dist, 0); + + #else + // use the polygon map texture optimization. the texture gives us the pre-computed + // two closest sides to the center of the texel, and what operation to perform. + fixed4 data = tex2D(_PolyMap, i.uv + 0.5); + + // the indices of the two closest lines are in the r & g components, + // with 100 added to the index if the line test result is positive + int index1 = (int) (data.r * 256.0); + int index2 = (int) (data.g * 256.0); + + float4 l1 = _Verts[index1]; + float4 l2 = _Verts[index2]; + + // check if the points are inside the lines + int ptest1 = point_line_test(pos, l1.xy, l1.zw); + int ptest2 = point_line_test(pos, l2.xy, l2.zw); + + // shortest distance to one of the lines + float dist1 = distance_to_line_segment(pos, l1.xy, l1.zw); + float dist2 = distance_to_line_segment(pos, l2.xy, l2.zw); + float dist = min(dist1, dist2); + + // mode == 0, all pixels in the texel are outside the poly + // mode == 1, all pixels in the texel are inside the poly + // mode == 2, must be inside first line in texel + // mode == 3, must be inside both lines + // mode == 4, must be inside at least one of the lines + // mode == 5, must be inside closest line in the texel + int mode = (int) (data.a * 256.0); + float is_inside = when_eq(mode, 1) + + when_eq(mode, 2) * ptest1 + + when_eq(mode, 3) * and(ptest1, ptest2) + + when_eq(mode, 4) * or(ptest1, ptest2); + // + when_eq(mode, 5) * + // (when_lt(dist1, dist2) * ptest1 + // + when_gt(dist1, dist2) * ptest2 + // + when_eq(dist1, dist2) * and(ptest1, ptest2)); + #endif + + fixed4 color = color_from_distance(dist, fill(i.uv), _OutlineColor) * i.color; + if (_PreMultiplyAlpha == 1) + color.rgb *= color.a; + + if (_UseClipRect == 1) + color.a *= UnityGet2DClipping(i.modelPos.xy, _ClipRect); + clip(color.a - 0.001); + + return is_inside * color; +} \ No newline at end of file diff --git a/Assets/Shapes2D/Shaders/Polygon.cginc.meta b/Assets/Shapes2D/Shaders/Polygon.cginc.meta new file mode 100644 index 0000000..18425bd --- /dev/null +++ b/Assets/Shapes2D/Shaders/Polygon.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 2a19deafe49f840d8a31ec4c44e35132 +timeCreated: 1463082821 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Shaders/Polygon.cginc + uploadId: 314719 diff --git a/Assets/Shapes2D/Shaders/Rectangle.cginc b/Assets/Shapes2D/Shaders/Rectangle.cginc new file mode 100644 index 0000000..3ab6166 --- /dev/null +++ b/Assets/Shapes2D/Shaders/Rectangle.cginc @@ -0,0 +1,34 @@ +float4 _Roundness; // tl, tr, bl, br + +fixed4 frag(v2f i) : SV_Target { + float2 pos = prepare(i.uv, i.modelPos.z); + + // get the roundness for this corner in world units, avoiding conditionals because + // they tend to break things on various platforms (gles3) and they are slow in + // shaders anyway + float tl = and(when_le(pos.x, 0), when_ge(pos.y, 0)) * _Roundness.x; + float tr = and(when_ge(pos.x, 0), when_ge(pos.y, 0)) * _Roundness.y; + float bl = and(when_le(pos.x, 0), when_le(pos.y, 0)) * _Roundness.z; + float br = and(when_ge(pos.x, 0), when_le(pos.y, 0)) * _Roundness.w; + float roundness = tl + tr + bl + br; + + // radius of the circle at this corner, making sure not to go past halfway + float radius = min(min(_XScale / 2, roundness), _YScale / 2); + + // handy distance to round rectangle formula + float2 extents = float2(_XScale, _YScale) / 2 - radius; + float2 delta = abs(pos) - extents; + // first component is distance to closest side when not in a corner circle, second + // is distance to the rounded part when in a corner circle + float dist = radius - (min(max(delta.x, delta.y), 0) + length(max(delta, 0))); + + fixed4 color = color_from_distance(dist, fill(i.uv), _OutlineColor) * i.color; + if (_PreMultiplyAlpha == 1) + color.rgb *= color.a; + + if (_UseClipRect == 1) + color.a *= UnityGet2DClipping(i.modelPos.xy, _ClipRect); + clip(color.a - 0.001); + + return color; +} \ No newline at end of file diff --git a/Assets/Shapes2D/Shaders/Rectangle.cginc.meta b/Assets/Shapes2D/Shaders/Rectangle.cginc.meta new file mode 100644 index 0000000..bc59c0e --- /dev/null +++ b/Assets/Shapes2D/Shaders/Rectangle.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: e6065a4fc131c49d485b4bd1ea9a1081 +timeCreated: 1463082821 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Shaders/Rectangle.cginc + uploadId: 314719 diff --git a/Assets/Shapes2D/Shaders/Shape.shader b/Assets/Shapes2D/Shaders/Shape.shader new file mode 100644 index 0000000..118a7b2 --- /dev/null +++ b/Assets/Shapes2D/Shaders/Shape.shader @@ -0,0 +1,133 @@ +Shader "Shapes2D/Shape" { + Properties { + // this is to make SpriteRenderer happy + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + [HideInInspector] _Shapes2D_SrcBlend ("Src Blend", Float) = 0 + [HideInInspector] _Shapes2D_DstBlend ("Dst Blend", Float) = 0 + [HideInInspector] _Shapes2D_SrcAlpha ("Src Alpha", Float) = 0 + [HideInInspector] _Shapes2D_DstAlpha ("Dst Alpha", Float) = 0 + + // UI-related masking options, Unity complains if they aren't here + [HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8 + [HideInInspector] _Stencil ("Stencil ID", Float) = 0 + [HideInInspector] _StencilOp ("Stencil Operation", Float) = 0 + [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 + [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 + [HideInInspector] _ColorMask ("Color Mask", Float) = 15 + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + } + Cull Off + Lighting Off + ZWrite Off + Blend [_Shapes2D_SrcBlend] [_Shapes2D_DstBlend], [_Shapes2D_SrcAlpha] [_Shapes2D_DstAlpha] + + // UI-related masking options + Stencil { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + + #pragma multi_compile RECTANGLE ELLIPSE SIMPLE_ELLIPSE POLYGON_MAP POLYGON_8 POLYGON_16 POLYGON_24 POLYGON_32 POLYGON_40 POLYGON_48 POLYGON_56 POLYGON_64 TRIANGLE PATH_1 PATH_2 PATH_4 PATH_8 PATH_16 PATH_24 PATH_32 FILLED_PATH_1 FILLED_PATH_2 FILLED_PATH_4 FILLED_PATH_8 FILLED_PATH_16 FILLED_PATH_24 FILLED_PATH_32 + #pragma multi_compile FILL_NONE FILL_OUTLINE_COLOR FILL_SOLID_COLOR FILL_GRADIENT FILL_GRID FILL_CHECKERBOARD FILL_STRIPES FILL_TEXTURE + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + // UI-related masking options + int _UseClipRect = 0; + float4 _ClipRect; + + // values passed in from user space + float _PixelSize; // in world units (if 0, we'll calc it ourselves) + float _XScale; + float _YScale; + fixed4 _OutlineColor; + fixed4 _FillColor; + fixed4 _FillColor2; + float _FillRotation; + float _FillOffsetX; + float _FillOffsetY; + float _FillScaleX; + float _FillScaleY; + float _GridSize; + float _LineSize; + int _GradientType; + int _GradientAxis; + float _GradientStart; + float _OutlineSize; + float _Blur; + sampler2D _FillTexture; + + // this is disabled when we're rendering to texture during sprite conversion + int _PreMultiplyAlpha = 1; + + // these are internal globals, not passed in from user space + float _OuterBlur; + float _InnerBlur; + + #include "Common.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 modelPos : TEXCOORD1; + fixed4 color : COLOR; + }; + + v2f vert(appdata_t v) { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + // translate input uv coords (which are from 0 - 1 on either dimension) to something more + // useful (-0.5 to 0.5). + o.uv = v.texcoord.xy - 0.5; + o.modelPos = v.vertex; + // hijack modelPos.z to be distance from camera plane since it + // isn't being used for anything else. used for pixel size. + o.modelPos.z = -UnityObjectToViewPos(v.vertex).z; + // for Unity versions < 5.4.0f3 + // o.modelPos.z = -mul(UNITY_MATRIX_MV, v.vertex).z; + o.color = v.color; + return o; + } + + #if RECTANGLE + #include "Rectangle.cginc" + #endif + #if ELLIPSE || SIMPLE_ELLIPSE + #include "Ellipse.cginc" + #endif + #if TRIANGLE + #include "Triangle.cginc" + #endif + #if POLYGON_MAP || POLYGON_8 || POLYGON_16 || POLYGON_24 || POLYGON_32 || POLYGON_40 || POLYGON_48 || POLYGON_56 || POLYGON_64 + #include "Polygon.cginc" + #endif + #if PATH_1 || PATH_2 || PATH_4 || PATH_8 || PATH_16 || PATH_24 || PATH_32 || FILLED_PATH_1 || FILLED_PATH_2 || FILLED_PATH_4 || FILLED_PATH_8 || FILLED_PATH_16 || FILLED_PATH_24 || FILLED_PATH_32 + #include "Path.cginc" + #endif + + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/Shapes2D/Shaders/Shape.shader.meta b/Assets/Shapes2D/Shaders/Shape.shader.meta new file mode 100644 index 0000000..9b4ecb6 --- /dev/null +++ b/Assets/Shapes2D/Shaders/Shape.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 44f74e30da9814584b2fdcdbe799e51a +timeCreated: 1463082821 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Shaders/Shape.shader + uploadId: 314719 diff --git a/Assets/Shapes2D/Shaders/Triangle.cginc b/Assets/Shapes2D/Shaders/Triangle.cginc new file mode 100644 index 0000000..0771e0a --- /dev/null +++ b/Assets/Shapes2D/Shaders/Triangle.cginc @@ -0,0 +1,31 @@ +float _TriangleOffset; // the position of the top point of the triangle + +float distance_to_triangle(float2 pos, float top_offset, float2 size) { + float2 p1 = float2(size.x / 2, -size.y / 2); + float2 p2 = float2(top_offset * size.x - size.x / 2, size.y / 2); + float2 p3 = float2(-size.x / 2, -size.y / 2); + float c1 = cross2(p2 - p1, pos - p1); + float c2 = cross2(p3 - p2, pos - p2); + float is_inside = and(when_ge(c1, 0), when_ge(c2, 0)); + float dist1 = distance_to_line(pos, p1, p2); + float dist2 = distance_to_line(pos, p3, p2); + float dist3 = distance_to_line(pos, p1, p3); + return (1 - is_inside) * -1 + is_inside * min(min(dist1, dist2), dist3); +} + +fixed4 frag(v2f i) : SV_Target { + float2 pos = prepare(i.uv, i.modelPos.z); + + float dist = distance_to_triangle(pos, _TriangleOffset, float2(_XScale, _YScale)); + float is_outside = when_le(dist, 0); + + fixed4 color = color_from_distance(dist, fill(i.uv), _OutlineColor) * i.color; + if (_PreMultiplyAlpha == 1) + color.rgb *= color.a; + + if (_UseClipRect == 1) + color.a *= UnityGet2DClipping(i.modelPos.xy, _ClipRect); + clip(color.a - 0.001); + + return (1 - is_outside) * color + is_outside * fixed4(0, 0, 0, 0); +} \ No newline at end of file diff --git a/Assets/Shapes2D/Shaders/Triangle.cginc.meta b/Assets/Shapes2D/Shaders/Triangle.cginc.meta new file mode 100644 index 0000000..99df818 --- /dev/null +++ b/Assets/Shapes2D/Shaders/Triangle.cginc.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: a08c644cc01bc47cba520429033f0402 +timeCreated: 1463082821 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/Shaders/Triangle.cginc + uploadId: 314719 diff --git a/Assets/Shapes2D/changelog.txt b/Assets/Shapes2D/changelog.txt new file mode 100644 index 0000000..7dbd620 --- /dev/null +++ b/Assets/Shapes2D/changelog.txt @@ -0,0 +1,113 @@ +v1.13 - Submitted June 6, 2019 +- Fixes for canvases using ScreenSpaceCamera + + +v1.12 - Submitted Nov 25, 2017 +- Polygon and Path shape types have a button to read their points from a PolygonCollider2D + (points outside the shape's bounding rect will be clamped, though) +- Polygon shape type now has a button to create a PolygonCollider2D +- Arrow polygon preset now points to the right + + +v1.11 - Submitted June 10, 2017 +- Updated anti-aliasing to avoid using certain shader calls that aren't + supported on all Android devices (resulting in shaders failing to compile). + The new method hopefully works across all possible platforms. +- Numerous fixes for polygon/path editing +- Fixed some glitchiness with certain ellipse settings +- Fixed warnings in newer versions of Unity +- Revamped UI demo to look nicer and have more widget examples +- Changed the default shape settings and prefabs a bit +- Minimum supported Unity version is now 5.4.0f3 + + +v1.10 - Submitted Jan 15, 2017 +- Shapes now support the color property that can be set in Sprite and Image components. + This allows you to set tints or opacity values across an entire shape, as well as + use the "Color Tint" transition type on Buttons and other UI elements. It also makes + Unity's Shadow UI component work properly. + + +v1.9 - Submitted Nov 27, 2016 +- New Path shape type for drawing lines and curves +- Comes with Fill Path Loops option for making arbitrary filled shapes +- New shape prefabs for Curve, Line Path and Filled Path +- Help for editing polygons and paths in the inspector +- Specify shader target 3.0 +- UserProps.vertices is renamed to polyVertices +- Editor fixes for high DPI screens +- Updated showcase demo +- Updated online documentation + + +v1.8 - Submitted Oct 19, 2016 + +- Added /Shapes2D/Preferences for changing the pixels-per-unit value used during + sprite conversion +- Simplified rectangle drawing +- Fixed a warning in newer Unity versions + + +v1.7 - Submitted Sep 29, 2016 + +- Ellipses can now be transformed into donuts, arcs, pies and wedges using the new inner + cutout and start/end angle properties +- Removed the glitchy "correct scaling" property from the Ellipse inspector (though it is + still available from code if you really want it) +- Added some more shape templates to the Shapes2D menu and adjusted a few others +- Template prefabs now get a random color when instantiated for some nice variety +- Updated online documentation + + +v1.6 - Submitted Sep 20, 2016 + +- Fix for shapes disappearing in the scene view when certain events happen in the editor +- Create shape menu moved out of "Create Other" into its own category + + +v1.5 - Submitted Aug 29, 2016 + +- Fix for shapes disappearing in the scene view when certain events happen in the editor +- Create shape menu organized into Sprites and UI folders +- A few other small bug fixes + + +v1.4 - Submitted Aug 1, 2016 + +- Fix for UI shapes not updating correctly when you resize them + + +v1.3 - Submitted July 27, 2016 + +- Make custom polygons with the "Edit Shape" button! +- New polygon presets Star and Arrow +- Performance improvements for large numbers of on-screen non-dynamic shapes +- Performance improvements for ellipses +- Various editor tweaks and fixes +- Included Stress Test demo +- Updated online documentation and readme.txt + + +v1.2 - Submitted July 3, 2016 + +- Fixed a bug where the "Convert to Sprite" feature would export a PNG but not correctly + convert the Shape to use its SpriteRenderer or Image Component +- UI Shapes now work with Mask and RectMask2D, both as maskable objects and as masks +- Documentation for Shapes2D's public API +- Updated readme.txt + + +v1.1 - Submitted June 7, 2016 + +- Fixed problems where some shapes would appear wrong or not appear at all on some platforms +- Optimized and improved shaders +- Implemented resolution-independent anti-aliasing for shapes with blur == 0 +- Anti-aliasing for grid, stripe and checkerboard fill types too +- "Correct scaling" option for ellipses (previously this was always turned on) +- Included "Flappy Shapes" demo game +- Updated readme.txt + + +v1.0 - May 23, 2016 + +- Initial release! \ No newline at end of file diff --git a/Assets/Shapes2D/changelog.txt.meta b/Assets/Shapes2D/changelog.txt.meta new file mode 100644 index 0000000..dcb2bcf --- /dev/null +++ b/Assets/Shapes2D/changelog.txt.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: cb56d8025bf6f428095b40b596aea561 +timeCreated: 1464820589 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/changelog.txt + uploadId: 314719 diff --git a/Assets/Shapes2D/readme.txt b/Assets/Shapes2D/readme.txt new file mode 100644 index 0000000..81ec71a --- /dev/null +++ b/Assets/Shapes2D/readme.txt @@ -0,0 +1,3 @@ +Shapes2D documentation is at https://sub-c.org/Shapes2D/documentation/. + +Thanks for using Shapes2D! \ No newline at end of file diff --git a/Assets/Shapes2D/readme.txt.meta b/Assets/Shapes2D/readme.txt.meta new file mode 100644 index 0000000..b87cb01 --- /dev/null +++ b/Assets/Shapes2D/readme.txt.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 5f001c88e3e3344b3ab398447ede2c71 +timeCreated: 1462989368 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 62586 + packageName: Shapes2D - Make art fast! + packageVersion: 1.13 + assetPath: Assets/Shapes2D/readme.txt + uploadId: 314719 diff --git a/Assets/TextMesh Pro.meta b/Assets/TextMesh Pro.meta new file mode 100644 index 0000000..f9da8b5 --- /dev/null +++ b/Assets/TextMesh Pro.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f54d1bd14bd3ca042bd867b519fee8cc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts.meta b/Assets/TextMesh Pro/Fonts.meta new file mode 100644 index 0000000..f0c2972 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ab70aee4d56447429c680537fbf93ed +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt new file mode 100644 index 0000000..f2473f9 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt @@ -0,0 +1,46 @@ +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 diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta new file mode 100644 index 0000000..fa60cea --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e59c59b81ab47f9b6ec5781fa725d2c +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans.ttf b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf new file mode 100644 index 0000000..626dd93 Binary files /dev/null and b/Assets/TextMesh 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b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl new file mode 100644 index 0000000..b611994 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl @@ -0,0 +1,178 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096.0); + output.y = uv - 4096.0 * output.x; + + return output * 0.001953125; +} + +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, alpha); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal) +{ + float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0); + + // Read "height field" + float4 h = float4( + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a); + + bool raisedBevel = _BevelType; + + h += _BevelOffset; + + float bevelWidth = max(.01, _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), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)); + h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp)); + h *= _BevelAmount * 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)); + + float3 f = float3(1, 1, 1); + if (isFront) f = float3(1, 1, -1); + nornmal = cross(va, vb) * f; +} + +void EvaluateLight_float(float4 faceColor, float3 n, out float4 color) +{ + n.z = abs(n.z); + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0)); + + float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a; + //faceColor.rgb += col * faceColor.a; + col *= 1 - (dot(n, light) * _Diffuse); + col *= 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; + + color = float4(col, faceColor.a); +} + +// Add custom function to handle time in HDRP + + +// +void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV) +{ + outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y); +} + +void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset) +{ + uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight); +} + +void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR) +{ + float2 pixelSize = position.w; + pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight))); + SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale; +} + +// UV : Texture coordinate of the source distance field texture +// TextureSize : Size of the source distance field texture +// Filter : Enable perspective filter (soften) +void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR) +{ + if(Filter) + { + float2 a = float2(ddx(UV.x), ddy(UV.x)); + float2 b = float2(ddx(UV.y), ddy(UV.y)); + float s = lerp(dot(a,a), dot(b,b), 0.5); + SSR = rsqrt(s) / TextureSize; + } + else + { + float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))); + SSR = s / TextureSize; + } +} + +// SSR : Screen Space Ratio +// SD : Signed Distance (encoded : Distance / SDR + .5) +// SDR : Signed Distance Ratio +// +// IsoPerimeter : Dilate / Contract the shape +void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space + outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha) +} + +void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha) +{ + softness *= SSR * SDR; + float4 d = (SD - 0.5f) * SDR; + if(outline) d.w = max(max(d.x, d.y), d.z); + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void Composite_float(float4 overlying, float4 underlying, out float4 outColor) +{ + outColor = BlendARGB(overlying, underlying); +} + +// Face only +void Layer1_float(float alpha, float4 color0, out float4 outColor) +{ + color0.a *= alpha; + outColor = color0; +} + +// Face + 1 Outline +void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor) +{ + color1.a *= alpha.y; + color0.rgb *= color0.a; color1.rgb *= color1.a; + outColor = lerp(color1, color0, alpha.x); + outColor.rgb /= outColor.a; +} + +// Face + 3 Outline +void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor) +{ + color3.a *= alpha.w; + color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a; + outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x); + outColor.rgb /= outColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta new file mode 100644 index 0000000..001b14e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 96de908384869cd409c75efa351d5edf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: 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..7e0f35c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Bitmap Custom Atlas" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _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" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 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; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + 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)); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(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. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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..b89e267 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,155 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _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" + #include "UnityUI.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; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + 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; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + 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. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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..caa527f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _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" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 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; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + 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)); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(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. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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..757a617 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,326 @@ +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 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _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 + _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) + + + _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 + + _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; + float4 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. + uniform float4 _FaceTex_ST; + uniform float4 _OutlineTex_ST; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + 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.texcoord0.w, 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.texcoord0.w) * _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 = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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..27c14bc --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,321 @@ +Shader "TextMeshPro/Distance Field SSD" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _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 + _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) + + + _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 + + _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; + float4 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; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + 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.texcoord0.w, 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 = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + 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; + + float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / 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 += 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UNLIT.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f63d574838ccfb44f84acc05fed0af48 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 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..603df2c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,258 @@ +// 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 { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _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; + float4 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; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord0.w, 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.texcoord0.w) * _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; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + 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); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + + // 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 * maskSoftness + 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..3edca76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,252 @@ +// 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 { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _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; + float4 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 + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + 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.texcoord0.w, 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.texcoord0.w) * _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; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + 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); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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..43b317d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// 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 { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _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-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader new file mode 100644 index 0000000..2c8e8da --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader @@ -0,0 +1,389 @@ +// 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 - 2 Pass" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _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 { + + // Draw Outline and Underlay + Name "Outline" + + 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; + float4 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 + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + 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); + + const float bold = step(input.texcoord0.w, 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.texcoord0.w) * _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; + const 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); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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 = half4(0, 0, 0, 0); + + #if OUTLINE_ON + c = input.outlineColor * 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 + } + + + // Draw face + Name "Face" + + 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 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; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + 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); + + const float bold = step(input.texcoord0.w, 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.texcoord0.w) * _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; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + // 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.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half2(scale, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + 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.y); + + // 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 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-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta new file mode 100644 index 0000000..75bd98d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0178fcb869bafef4690d177d31d17db8 +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..b899d6e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,250 @@ +// 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 { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _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 enable_d3d11_debug_symbols + #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; + float4 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 + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + 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.texcoord0.w, 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.texcoord0.w) * _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; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + 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); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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..68d0dfa --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,139 @@ +// 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" {} + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _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 + + _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..281e60d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,159 @@ +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 + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _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) + _SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + _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 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("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 + _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) + + + _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 + + _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; + float4 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; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + 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.texcoord0.w, 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.texcoord0.w) * _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 = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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..4012a08 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,131 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + _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; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + + float2 pixelSize = vPosition.w; + pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #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 + + #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..f21163e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: Version 2.0 + 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..d145a77 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,165 @@ +struct vertex_t +{ + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float4 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; // x = weight, y = no longer used + 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); +} + +float _UIMaskSoftnessX; +float _UIMaskSoftnessY; + +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.texcoord0.w, 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, 0, _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; + + float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); + + #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); + + #if 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 + + #if 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 + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 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..b806b4f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,80 @@ +// 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 _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..2153a9a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,99 @@ +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.texcoord.w, 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.texcoord.w) * _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; // + 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: + 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