From 40ba5d87908516908ad93d85ec5cb25d5030697a Mon Sep 17 00:00:00 2001 From: Joshua Reason Date: Sat, 30 Jan 2021 20:03:39 +1100 Subject: [PATCH 1/9] Join Screen working --- Assets/Data.meta | 8 + Assets/Data/.gitkeep | 1 + Assets/Data/ConnectedPlayers.asset | 3 + Assets/Data/ConnectedPlayers.asset.meta | 8 + Assets/Data/StartUI.meta | 8 + Assets/Data/StartUI/StartCountDown.asset | 3 + Assets/Data/StartUI/StartCountDown.asset.meta | 8 + Assets/Scenes/PlayerJoinScene.unity | 3 + Assets/Scenes/PlayerJoinScene.unity.meta | 7 + Assets/Scenes/Testing Scenes/PlayerTest.unity | 4 +- Assets/Scripts/Managers.meta | 8 + Assets/Scripts/Managers/GameManager.cs | 35 ++ Assets/Scripts/Managers/GameManager.cs.meta | 11 + Assets/Scripts/Managers/JoinManager.cs | 48 ++ Assets/Scripts/Managers/JoinManager.cs.meta | 11 + Assets/Scripts/Player Scripts/PlayerData.cs | 31 ++ .../Scripts/Player Scripts/PlayerData.cs.meta | 11 + Assets/Scripts/Player Scripts/PlayerInput.cs | 16 + .../Player Scripts/PlayerInput.cs.meta | 11 + .../Player Scripts/PlayerInputController.cs | 6 +- Assets/Scripts/Player Scripts/PlayerList.cs | 57 +++ .../Scripts/Player Scripts/PlayerList.cs.meta | 11 + .../Scripts/Player Scripts/PlayerManager.cs | 45 ++ .../Player Scripts/PlayerManager.cs.meta | 11 + Assets/Scripts/UI.meta | 8 + Assets/Scripts/UI/StartScreen.meta | 8 + .../Scripts/UI/StartScreen/PlayerJoinIcon.cs | 42 ++ .../UI/StartScreen/PlayerJoinIcon.cs.meta | 11 + Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs | 73 +++ .../UI/StartScreen/PlayerJoinUI.cs.meta | 11 + .../Scripts/UI/StartScreen/StartScreenUI.cs | 67 +++ .../UI/StartScreen/StartScreenUI.cs.meta | 11 + .../Input/PlayerControls.inputactions | 222 +++++++++ Assets/TextMesh Pro.meta | 8 + Assets/TextMesh Pro/Documentation.meta | 8 + .../TextMesh Pro User Guide 2016.pdf | 3 + .../TextMesh Pro User Guide 2016.pdf.meta | 7 + Assets/TextMesh Pro/Fonts.meta | 8 + .../Fonts/LiberationSans - OFL.txt | 46 ++ .../Fonts/LiberationSans - OFL.txt.meta | 8 + Assets/TextMesh Pro/Fonts/LiberationSans.ttf | 3 + .../Fonts/LiberationSans.ttf.meta | 19 + Assets/TextMesh Pro/Resources.meta | 8 + .../Resources/Fonts & Materials.meta | 9 + .../LiberationSans SDF - Drop Shadow.mat | 106 +++++ .../LiberationSans SDF - Drop Shadow.mat.meta | 8 + .../LiberationSans SDF - Fallback.asset | 3 + .../LiberationSans SDF - Fallback.asset.meta | 8 + .../LiberationSans SDF - Outline.mat | 104 +++++ .../LiberationSans SDF - Outline.mat.meta | 8 + .../LiberationSans SDF.asset | 3 + .../LiberationSans SDF.asset.meta | 8 + .../LineBreaking Following Characters.txt | 1 + ...LineBreaking Following Characters.txt.meta | 8 + .../LineBreaking Leading Characters.txt | 1 + .../LineBreaking Leading Characters.txt.meta | 8 + .../TextMesh Pro/Resources/Sprite Assets.meta | 9 + .../Resources/Sprite Assets/EmojiOne.asset | 3 + .../Sprite Assets/EmojiOne.asset.meta | 8 + .../TextMesh Pro/Resources/Style Sheets.meta | 9 + .../Style Sheets/Default Style Sheet.asset | 3 + .../Default Style Sheet.asset.meta | 8 + .../TextMesh Pro/Resources/TMP Settings.asset | 3 + .../Resources/TMP Settings.asset.meta | 8 + Assets/TextMesh Pro/Shaders.meta | 8 + .../Shaders/TMP_Bitmap-Custom-Atlas.shader | 143 ++++++ .../TMP_Bitmap-Custom-Atlas.shader.meta | 9 + .../Shaders/TMP_Bitmap-Mobile.shader | 145 ++++++ .../Shaders/TMP_Bitmap-Mobile.shader.meta | 9 + Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader | 143 ++++++ .../Shaders/TMP_Bitmap.shader.meta | 9 + .../Shaders/TMP_SDF Overlay.shader | 317 +++++++++++++ .../Shaders/TMP_SDF Overlay.shader.meta | 9 + .../TextMesh Pro/Shaders/TMP_SDF SSD.shader | 310 +++++++++++++ .../Shaders/TMP_SDF SSD.shader.meta | 9 + .../Shaders/TMP_SDF-Mobile Masking.shader | 247 ++++++++++ .../TMP_SDF-Mobile Masking.shader.meta | 9 + .../Shaders/TMP_SDF-Mobile Overlay.shader | 240 ++++++++++ .../TMP_SDF-Mobile Overlay.shader.meta | 9 + .../Shaders/TMP_SDF-Mobile SSD.shader | 106 +++++ .../Shaders/TMP_SDF-Mobile SSD.shader.meta | 9 + .../Shaders/TMP_SDF-Mobile.shader | 240 ++++++++++ .../Shaders/TMP_SDF-Mobile.shader.meta | 9 + .../Shaders/TMP_SDF-Surface-Mobile.shader | 138 ++++++ .../TMP_SDF-Surface-Mobile.shader.meta | 9 + .../Shaders/TMP_SDF-Surface.shader | 158 +++++++ .../Shaders/TMP_SDF-Surface.shader.meta | 9 + Assets/TextMesh Pro/Shaders/TMP_SDF.shader | 317 +++++++++++++ .../TextMesh Pro/Shaders/TMP_SDF.shader.meta | 9 + Assets/TextMesh Pro/Shaders/TMP_Sprite.shader | 114 +++++ .../Shaders/TMP_Sprite.shader.meta | 9 + Assets/TextMesh Pro/Shaders/TMPro.cginc | 84 ++++ Assets/TextMesh Pro/Shaders/TMPro.cginc.meta | 9 + .../TextMesh Pro/Shaders/TMPro_Mobile.cginc | 157 +++++++ .../Shaders/TMPro_Mobile.cginc.meta | 9 + .../Shaders/TMPro_Properties.cginc | 85 ++++ .../Shaders/TMPro_Properties.cginc.meta | 9 + .../TextMesh Pro/Shaders/TMPro_Surface.cginc | 101 ++++ .../Shaders/TMPro_Surface.cginc.meta | 9 + Assets/TextMesh Pro/Sprites.meta | 8 + .../Sprites/EmojiOne Attribution.txt | 3 + .../Sprites/EmojiOne Attribution.txt.meta | 7 + Assets/TextMesh Pro/Sprites/EmojiOne.json | 156 +++++++ .../TextMesh Pro/Sprites/EmojiOne.json.meta | 8 + Assets/TextMesh Pro/Sprites/EmojiOne.png | 3 + Assets/TextMesh Pro/Sprites/EmojiOne.png.meta | 431 ++++++++++++++++++ Assets/World Assets/Materials/Player.mat | 95 ++++ Assets/World Assets/Materials/Player.mat.meta | 8 + Assets/World Assets/Prefabs/Player.prefab | 21 +- .../World Assets/Prefabs/PlayerInput.prefab | 76 +++ .../Prefabs/PlayerInput.prefab.meta | 7 + Packages/manifest.json | 8 +- Packages/packages-lock.json | 11 +- ProjectSettings/PackageManagerSettings.asset | 4 +- 114 files changed, 5298 insertions(+), 16 deletions(-) create mode 100644 Assets/Data.meta create mode 100644 Assets/Data/.gitkeep create mode 100644 Assets/Data/ConnectedPlayers.asset create mode 100644 Assets/Data/ConnectedPlayers.asset.meta create mode 100644 Assets/Data/StartUI.meta create mode 100644 Assets/Data/StartUI/StartCountDown.asset create mode 100644 Assets/Data/StartUI/StartCountDown.asset.meta create mode 100644 Assets/Scenes/PlayerJoinScene.unity create mode 100644 Assets/Scenes/PlayerJoinScene.unity.meta create mode 100644 Assets/Scripts/Managers.meta create mode 100644 Assets/Scripts/Managers/GameManager.cs create mode 100644 Assets/Scripts/Managers/GameManager.cs.meta create mode 100644 Assets/Scripts/Managers/JoinManager.cs create mode 100644 Assets/Scripts/Managers/JoinManager.cs.meta create mode 100644 Assets/Scripts/Player Scripts/PlayerData.cs create mode 100644 Assets/Scripts/Player Scripts/PlayerData.cs.meta create mode 100644 Assets/Scripts/Player Scripts/PlayerInput.cs create mode 100644 Assets/Scripts/Player Scripts/PlayerInput.cs.meta create mode 100644 Assets/Scripts/Player Scripts/PlayerList.cs create mode 100644 Assets/Scripts/Player Scripts/PlayerList.cs.meta create mode 100644 Assets/Scripts/Player Scripts/PlayerManager.cs create mode 100644 Assets/Scripts/Player Scripts/PlayerManager.cs.meta create mode 100644 Assets/Scripts/UI.meta create mode 100644 Assets/Scripts/UI/StartScreen.meta create mode 100644 Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs create mode 100644 Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs.meta create mode 100644 Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs create mode 100644 Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs.meta create mode 100644 Assets/Scripts/UI/StartScreen/StartScreenUI.cs create mode 100644 Assets/Scripts/UI/StartScreen/StartScreenUI.cs.meta create mode 100644 Assets/TextMesh Pro.meta create mode 100644 Assets/TextMesh Pro/Documentation.meta create mode 100644 Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf create mode 100644 Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta create mode 100644 Assets/TextMesh Pro/Fonts.meta create mode 100644 Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt create mode 100644 Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta create mode 100644 Assets/TextMesh Pro/Fonts/LiberationSans.ttf create mode 100644 Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta create mode 100644 Assets/TextMesh Pro/Resources.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta create mode 100644 Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt create mode 100644 Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta create mode 100644 Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt create mode 100644 Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta create mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets.meta create mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset create mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta create mode 100644 Assets/TextMesh Pro/Resources/Style Sheets.meta create mode 100644 Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset create mode 100644 Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta create mode 100644 Assets/TextMesh Pro/Resources/TMP Settings.asset create mode 100644 Assets/TextMesh Pro/Resources/TMP Settings.asset.meta create mode 100644 Assets/TextMesh Pro/Shaders.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMP_Sprite.shader create mode 100644 Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMPro.cginc create mode 100644 Assets/TextMesh Pro/Shaders/TMPro.cginc.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc create mode 100644 Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc create mode 100644 Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta create mode 100644 Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc create mode 100644 Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta create mode 100644 Assets/TextMesh Pro/Sprites.meta create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne.json create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne.json.meta create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne.png create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne.png.meta create mode 100644 Assets/World Assets/Materials/Player.mat create mode 100644 Assets/World Assets/Materials/Player.mat.meta create mode 100644 Assets/World Assets/Prefabs/PlayerInput.prefab create mode 100644 Assets/World Assets/Prefabs/PlayerInput.prefab.meta diff --git a/Assets/Data.meta b/Assets/Data.meta new file mode 100644 index 0000000..446308c --- /dev/null +++ b/Assets/Data.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b73ad36839d77914fb63e1e2d883f328 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Data/.gitkeep b/Assets/Data/.gitkeep new file mode 100644 index 0000000..88af13c --- /dev/null +++ b/Assets/Data/.gitkeep @@ -0,0 +1 @@ +#Allows git to track this folder even if it is empty. \ No newline at end of file diff --git a/Assets/Data/ConnectedPlayers.asset b/Assets/Data/ConnectedPlayers.asset new file mode 100644 index 0000000..b78b66a --- /dev/null +++ b/Assets/Data/ConnectedPlayers.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c02960a6f6931d0bf436e870b7e6b8fba4aedf528a20cd8d609e7c741c5f0284 +size 405 diff --git a/Assets/Data/ConnectedPlayers.asset.meta b/Assets/Data/ConnectedPlayers.asset.meta new file mode 100644 index 0000000..b08c71e --- /dev/null +++ b/Assets/Data/ConnectedPlayers.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fed0cedb50710c846b7007e6032b8a2c +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Data/StartUI.meta b/Assets/Data/StartUI.meta new file mode 100644 index 0000000..0b056e9 --- /dev/null +++ b/Assets/Data/StartUI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 87867a93d9f2f3b4bbdbb09f1edb38c0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Data/StartUI/StartCountDown.asset b/Assets/Data/StartUI/StartCountDown.asset new file mode 100644 index 0000000..8bb1ee8 --- /dev/null +++ b/Assets/Data/StartUI/StartCountDown.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:13436f466beab517ebda34d6070f298f3d9658f006edccbadc49e76370c23918 +size 468 diff --git a/Assets/Data/StartUI/StartCountDown.asset.meta b/Assets/Data/StartUI/StartCountDown.asset.meta new file mode 100644 index 0000000..c3c02ac --- /dev/null +++ b/Assets/Data/StartUI/StartCountDown.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9e0270b3080d6da47a43c001bfd38d43 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/PlayerJoinScene.unity b/Assets/Scenes/PlayerJoinScene.unity new file mode 100644 index 0000000..04a1bcb --- /dev/null +++ b/Assets/Scenes/PlayerJoinScene.unity @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cb27a0269c94bdafc5a3e77752768e888c0f94d67aa6b3bd2be873fcf6e433fa +size 7750 diff --git a/Assets/Scenes/PlayerJoinScene.unity.meta b/Assets/Scenes/PlayerJoinScene.unity.meta new file mode 100644 index 0000000..6279196 --- /dev/null +++ b/Assets/Scenes/PlayerJoinScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 62455bbae417074499a9bafc42cc8e9e +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/Testing Scenes/PlayerTest.unity b/Assets/Scenes/Testing Scenes/PlayerTest.unity index 76307ec..c705bb3 100644 --- a/Assets/Scenes/Testing Scenes/PlayerTest.unity +++ b/Assets/Scenes/Testing Scenes/PlayerTest.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:93a2c4d636e65c6648650191b99b6f3af1afe4152ed3041a8dd2d7fba65cd892 -size 35750 +oid sha256:768ac381577cdb784579393f18dca89518697f5139ca39440dbe2d447b8d380d +size 38805 diff --git a/Assets/Scripts/Managers.meta b/Assets/Scripts/Managers.meta new file mode 100644 index 0000000..d2de39d --- /dev/null +++ b/Assets/Scripts/Managers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 48236b87667c0e94f93b136b9be76cda +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs new file mode 100644 index 0000000..4b33329 --- /dev/null +++ b/Assets/Scripts/Managers/GameManager.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GameManager : MonoBehaviour +{ + + [SerializeField] + private PlayerList m_PlayerList; + + [SerializeField] + private GameObject m_playerPrefab; + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + + private void SetUpPlayers() + { + + + + + } + +} diff --git a/Assets/Scripts/Managers/GameManager.cs.meta b/Assets/Scripts/Managers/GameManager.cs.meta new file mode 100644 index 0000000..d5fb636 --- /dev/null +++ b/Assets/Scripts/Managers/GameManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ca88e316f132da340a81ad7b750dea78 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/JoinManager.cs b/Assets/Scripts/Managers/JoinManager.cs new file mode 100644 index 0000000..cd880f6 --- /dev/null +++ b/Assets/Scripts/Managers/JoinManager.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using NaughtyAttributes; +using Variables; + +public class JoinManager : MonoBehaviour +{ + [SerializeField] + private float m_JoinTime = 10; + + [SerializeField] + private Reference m_CountDown; + + [SerializeField] + private PlayerManager m_playerManager; + + [SerializeField,Scene] + private string m_nextScene; + + // Start is called before the first frame update + void Start() + { + m_playerManager.AllowJoin(true); + StartCoroutine(DoCountDown(m_JoinTime)); + } + + private IEnumerator DoCountDown(float totalTime) + { + m_CountDown.Value = totalTime; + + while (m_CountDown > 0) + { + m_CountDown.Value -= Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + + CountDownFinished(); + + } + + private void CountDownFinished() + { + m_playerManager.AllowJoin(false); + UnityEngine.SceneManagement.SceneManager.LoadScene(m_nextScene); + + } +} diff --git a/Assets/Scripts/Managers/JoinManager.cs.meta b/Assets/Scripts/Managers/JoinManager.cs.meta new file mode 100644 index 0000000..3ee4f37 --- /dev/null +++ b/Assets/Scripts/Managers/JoinManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a267183a1aac43748988d099f24efe06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player Scripts/PlayerData.cs b/Assets/Scripts/Player Scripts/PlayerData.cs new file mode 100644 index 0000000..58c6dc8 --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerData.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; + +[System.Serializable] +public class PlayerData : ScriptableObject +{ + public static uint PlayerCount; + + public uint ID { get; private set; } + public Color Color { get; private set; } + public UnityEngine.InputSystem.PlayerInput Input { get; private set; } + + public static PlayerData Initialise(uint ID, Color color, UnityEngine.InputSystem.PlayerInput input) + { + PlayerData data = ScriptableObject.CreateInstance(); + data.Color = color; + data.ID = ID; + data.Input = input; + + return data; + } + + + + + + + +} diff --git a/Assets/Scripts/Player Scripts/PlayerData.cs.meta b/Assets/Scripts/Player Scripts/PlayerData.cs.meta new file mode 100644 index 0000000..17e3f3c --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 485593e52a1569e4e868edc474d3d345 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player Scripts/PlayerInput.cs b/Assets/Scripts/Player Scripts/PlayerInput.cs new file mode 100644 index 0000000..ac05cf4 --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerInput.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerInput : MonoBehaviour +{ + + private PlayerData m_Data; + + + public void Initialise(PlayerData data) + { + m_Data = data; + } + +} diff --git a/Assets/Scripts/Player Scripts/PlayerInput.cs.meta b/Assets/Scripts/Player Scripts/PlayerInput.cs.meta new file mode 100644 index 0000000..63e42a5 --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8fa05fb7e07cd834287b7e97ac2f7576 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player Scripts/PlayerInputController.cs b/Assets/Scripts/Player Scripts/PlayerInputController.cs index c4ee8d4..e8d2351 100644 --- a/Assets/Scripts/Player Scripts/PlayerInputController.cs +++ b/Assets/Scripts/Player Scripts/PlayerInputController.cs @@ -3,7 +3,7 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; -[RequireComponent(typeof(PlayerInput), typeof(CharacterController))] +[RequireComponent(typeof(UnityEngine.InputSystem.PlayerInput), typeof(CharacterController))] public class PlayerInputController : MonoBehaviour { @@ -22,7 +22,7 @@ public class PlayerInputController : MonoBehaviour private AnimationCurve m_turnRadius; - private PlayerInput m_input; + private UnityEngine.InputSystem.PlayerInput m_input; private CharacterController m_controller; private Vector3 m_desiredDirection; @@ -35,7 +35,7 @@ public class PlayerInputController : MonoBehaviour private void Awake() { - m_input = GetComponent(); + m_input = GetComponent(); m_controller = GetComponent(); m_yeetController = GetComponent(); } diff --git a/Assets/Scripts/Player Scripts/PlayerList.cs b/Assets/Scripts/Player Scripts/PlayerList.cs new file mode 100644 index 0000000..2f2226c --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerList.cs @@ -0,0 +1,57 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.InputSystem; +using NaughtyAttributes; + +using Random = UnityEngine.Random; + +[CreateAssetMenu(menuName = "Data/PlayerList")] +public class PlayerList : ScriptableObject +{ + + [ShowNativeProperty] + public int PlayerCount => Players.Count; + + public Dictionary Players = new Dictionary(); + + private uint m_totalPlayerCount; + + public event EventHandler OnPlayerJoin; + + public PlayerData AddPlayer(UnityEngine.InputSystem.PlayerInput input) + { + uint ID = m_totalPlayerCount++; + Color color = Random.ColorHSV(0, 1, 1, 1, 0.75f, 1); + + PlayerData data = PlayerData.Initialise(ID, color, input); + + Players.Add(input, data); + + OnPlayerJoin?.Invoke(this,data); + + return data; + } + + [ContextMenu("Add Fake Player")] + private void AddFakePlayer() + { + uint ID = m_totalPlayerCount++; + Color color = Random.ColorHSV(0, 1, 1, 1, 0.75f, 1); + + PlayerData data = PlayerData.Initialise(ID, color, null); + + //Players.Add(null, data); + + OnPlayerJoin?.Invoke(this, data); + } + + private void OnEnable() + { + Players = new Dictionary(); + } + + +} diff --git a/Assets/Scripts/Player Scripts/PlayerList.cs.meta b/Assets/Scripts/Player Scripts/PlayerList.cs.meta new file mode 100644 index 0000000..531c184 --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6fdc33589637e64429e95be33c483b8f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player Scripts/PlayerManager.cs b/Assets/Scripts/Player Scripts/PlayerManager.cs new file mode 100644 index 0000000..aab8334 --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerManager.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; + + +[RequireComponent(typeof(PlayerInputManager))] +public class PlayerManager : MonoBehaviour +{ + + [SerializeField] + private PlayerList m_connectedPlayers; + + private PlayerInputManager m_playerManager; + + + private void OnEnable() + { + DontDestroyOnLoad(gameObject); + m_playerManager = GetComponent(); + } + + public void OnPlayerJoined(UnityEngine.InputSystem.PlayerInput player) + { + GameObject newPlayer = player.gameObject; + Debug.Log($"New Player Joined"); + + PlayerData data = m_connectedPlayers.AddPlayer(player); + newPlayer.GetComponent().Initialise(data); + + newPlayer.transform.SetParent(transform, false); + } + + + public void AllowJoin(bool value) + { + if (value) + m_playerManager.EnableJoining(); + else + m_playerManager.DisableJoining(); + } + + + +} diff --git a/Assets/Scripts/Player Scripts/PlayerManager.cs.meta b/Assets/Scripts/Player Scripts/PlayerManager.cs.meta new file mode 100644 index 0000000..935925d --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b239f355fc6175e4dbe9a26698704b06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI.meta b/Assets/Scripts/UI.meta new file mode 100644 index 0000000..3265f50 --- /dev/null +++ b/Assets/Scripts/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: af86360b79a4a63468a257f51ff701f9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/StartScreen.meta b/Assets/Scripts/UI/StartScreen.meta new file mode 100644 index 0000000..26934cb --- /dev/null +++ b/Assets/Scripts/UI/StartScreen.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4187e44d26a5d1647835f45ed66ef4ea +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs b/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs new file mode 100644 index 0000000..2912b92 --- /dev/null +++ b/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; + +public class PlayerJoinIcon : MonoBehaviour +{ + + private PlayerData m_data; + private Vector3 m_startingScale; + + + private void OnEnable() + { + m_startingScale = transform.localScale; + Debug.Log("New player awake"); + if (m_data != null) + { + m_data.Input.currentActionMap.FindAction("Ping").started += OnPlayerPing; + m_data.Input.currentActionMap.FindAction("Ping").canceled += OnPlayerPing; + } + + + } + + public void Initialise(PlayerData data) + { + Debug.Log("Initialised new Player"); + m_data = data; + } + + public void OnPlayerPing(InputAction.CallbackContext args) + { + Debug.Log($"Ping: {args.phase}"); + if (args.phase == InputActionPhase.Started) + transform.localScale = m_startingScale * 1.1f; + else if (args.phase == InputActionPhase.Canceled) + transform.localScale = m_startingScale; + } + + +} diff --git a/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs.meta b/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs.meta new file mode 100644 index 0000000..892acdc --- /dev/null +++ b/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3c259929c41e35b42beebc0c48152528 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs b/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs new file mode 100644 index 0000000..f1cbd24 --- /dev/null +++ b/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs @@ -0,0 +1,73 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerJoinUI : MonoBehaviour +{ + + [SerializeField] + private PlayerList m_ConnectedPlayers; + + [SerializeField] + private RectTransform m_prefab; + + [SerializeField] + private List m_zones; + + private int count; + + + private void OnEnable() + { + m_ConnectedPlayers.OnPlayerJoin += OnPlayerJoin; + } + + private void OnDisable() + { + m_ConnectedPlayers.OnPlayerJoin -= OnPlayerJoin; + } + + + private void OnPlayerJoin(object sender, PlayerData data) + { + RectTransform parent = m_zones[count++]; + count = count % m_zones.Count; + + + RectTransform newPoster = Instantiate(m_prefab); + newPoster.parent = parent; + + RectTransform[] children = parent.GetComponentsInChildren(); + + for (int i = 0; i < 10; i++) + { + float randomX = Random.Range(parent.rect.xMin + newPoster.rect.width / 2, parent.rect.xMax - newPoster.rect.width / 2); + float randomY = Random.Range(parent.rect.yMin + newPoster.rect.height / 2, parent.rect.yMax - newPoster.rect.height / 2); + + newPoster.localPosition = new Vector3(randomX, randomY, 0.0f); + + bool isOverlapping = false; + foreach (RectTransform child in children) + { + if (child == parent) + continue; + + if (child.rect.Overlaps(newPoster.rect)) + { + isOverlapping = true; + Debug.Log($"Overlapping with: {child.name} [{i}]"); + } + } + if (!isOverlapping) + break; + } + + + + newPoster.GetComponent().Initialise(data); + newPoster.gameObject.SetActive(true); + + } + + +} diff --git a/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs.meta b/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs.meta new file mode 100644 index 0000000..cc357a7 --- /dev/null +++ b/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aefecf74b6329aa42a7f7be88ab870b7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/StartScreen/StartScreenUI.cs b/Assets/Scripts/UI/StartScreen/StartScreenUI.cs new file mode 100644 index 0000000..b2f417b --- /dev/null +++ b/Assets/Scripts/UI/StartScreen/StartScreenUI.cs @@ -0,0 +1,67 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using TMPro; +using Variables; + +public class StartScreenUI : MonoBehaviour +{ + + [SerializeField] + private Reference m_StartTime; + + [SerializeField] + private TextMeshProUGUI m_countdownText; + + [SerializeField] + private AnimationCurve m_lerpCurve; + + [SerializeField] + private Transform m_startPosition; + + [SerializeField] + private Transform m_endPosition; + + + + + private void OnEnable() + { + m_StartTime.OnValueChanged += UpdateCountDown; + } + + + private void OnDisable() + { + m_StartTime.OnValueChanged -= UpdateCountDown; + } + + + private void UpdateCountDown(float value) + { + + m_countdownText.text = ((int)value).ToString(); + float ratio = m_lerpCurve.Evaluate(value % 1); + + m_countdownText.transform.position = Vector3.Lerp(m_endPosition.position, m_startPosition.position, ratio); + } + + [ContextMenu("Do Count Down")] + private void CountDown() + { + StartCoroutine(CountToZero(m_StartTime)); + + } + + private IEnumerator CountToZero(float start) + { + m_StartTime.Value = start; + while (m_StartTime > 0) + { + m_StartTime.Value -= Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + } + + +} diff --git a/Assets/Scripts/UI/StartScreen/StartScreenUI.cs.meta b/Assets/Scripts/UI/StartScreen/StartScreenUI.cs.meta new file mode 100644 index 0000000..32e1202 --- /dev/null +++ b/Assets/Scripts/UI/StartScreen/StartScreenUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1bc72e25d0c57444a84d27443869d7dc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Settings/Input/PlayerControls.inputactions b/Assets/Settings/Input/PlayerControls.inputactions index eee88a5..e30586a 100644 --- a/Assets/Settings/Input/PlayerControls.inputactions +++ b/Assets/Settings/Input/PlayerControls.inputactions @@ -167,6 +167,228 @@ "isPartOfComposite": false } ] + }, + { + "name": "JoinMenu", + "id": "5108d0f9-bb25-412f-8d75-06ed1ced9628", + "actions": [ + { + "name": "Ping", + "type": "Button", + "id": "d053b71a-32ec-404a-9e3b-b2568a6b571c", + "expectedControlType": "Button", + "processors": "", + "interactions": "" + }, + { + "name": "Wobble", + "type": "Value", + "id": "d54ca7d0-b1e6-43ab-8df5-613ae169b4ea", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "" + } + ], + "bindings": [ + { + "name": "", + "id": "31cfff1b-c4b2-48b4-aeef-7dc97909395d", + "path": "/buttonSouth", + "interactions": "", + "processors": "", + "groups": "", + "action": "Ping", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "7a0cbab8-0122-47ed-9060-a3b17691d6d1", + "path": "/space", + "interactions": "", + "processors": "", + "groups": "", + "action": "Ping", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "85e2b417-b2a4-4094-9fda-6b833b66ef2b", + "path": "/leftStick", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "WASD", + "id": "7858f638-7ac5-46b4-b444-323f7146c0cb", + "path": "2DVector", + "interactions": "", + "processors": "", + "groups": "", + "action": "Movement", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "7cf12ad2-951a-4775-bbc9-3437597b4e97", + "path": "/w", + "interactions": "", + "processors": "", + "groups": "", + "action": "Movement", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "f6688d1c-0d69-4452-876c-fcc05f5fba0b", + "path": "/s", + "interactions": "", + "processors": "", + "groups": "", + "action": "Movement", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "525c1b82-879e-46a1-8ede-f478787623a9", + "path": "/a", + "interactions": "", + "processors": "", + "groups": "", + "action": "Movement", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "77d22068-8b91-4ad4-91b7-c12cc6002dd8", + "path": "/d", + "interactions": "", + "processors": "", + "groups": "", + "action": "Movement", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "WASD", + "id": "cd4c1102-22e3-42e0-abba-daf0911ae0f2", + "path": "2DVector", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "41a5975e-f3ea-47d4-bdb1-10d4f0c9ef84", + "path": "/w", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "ad6a5fc0-6f98-4e1c-8516-d6ddc779ab54", + "path": "/s", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "30686910-e37d-43f2-a936-ea3426fbe8d8", + "path": "/a", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "02bc3c29-c21c-4e03-aea7-7a030d6d8eeb", + "path": "/d", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "ArrowKeys", + "id": "b66b03f3-eaee-49d3-ab9c-e2d20534efbb", + "path": "2DVector", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "1a2da158-c26c-421b-8940-4abad81962fc", + "path": "/upArrow", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "ae1850cf-b77d-4942-944b-c5dd90b729fc", + "path": "/downArrow", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "26cba86b-0a18-4528-9b11-9b567728a400", + "path": "/leftArrow", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "63808655-6cab-4b87-b02c-69abb6ffea38", + "path": "/rightArrow", + "interactions": "", + "processors": "", + "groups": "", + "action": "Wobble", + "isComposite": false, + "isPartOfComposite": true + } + ] } ], "controlSchemes": [] 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/Documentation.meta b/Assets/TextMesh Pro/Documentation.meta new file mode 100644 index 0000000..afa527a --- /dev/null +++ b/Assets/TextMesh Pro/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8e7e8f5a82a3a134e91c54efd2274ea9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf new file mode 100644 index 0000000..1db4e05 --- /dev/null +++ b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:93d6d3ca8a7d8423b01faacd00fa3921fe055fb2187873653a925e4cc1af85c0 +size 694398 diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta new file mode 100644 index 0000000..e4afeef --- /dev/null +++ b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1b8d251f9af63b746bf2f7ffe00ebb9b +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..0d896af --- /dev/null +++ b/Assets/TextMesh 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_VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 0000000..0a416c8 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..006a271 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + [HDR]_Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX("Vertex OffsetX", float) = 0 + _VertexOffsetY("Vertex OffsetY", float) = 0 + _MaskSoftnessX("Mask SoftnessX", float) = 0 + _MaskSoftnessY("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 0000000..d5fb125 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..8ce4937 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 0000000..7eb1870 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..c50c593 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 0000000..56284e9 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100644 index 0000000..ed48574 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,310 @@ +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 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + Cull[_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest[unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + #pragma shader_feature __ FORCE_LINEAR + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 color : COLOR; + float2 atlas : TEXCOORD0; + float weight : TEXCOORD1; + float2 mask : TEXCOORD2; // Position in object space(xy) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float2 texcoord2 : TEXCOORD4; + float4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); + } + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + output.position = vPosition; + output.color = color; + output.atlas = input.texcoord0; + output.weight = weight; + output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = input.texcoord0 + bOffset; + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); + + float weight = input.weight; + float bias = (.5 - weight) + (.5 / scale); + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n - bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col * faceColor.a; + faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta new file mode 100644 index 0000000..08cd8ae --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 14eb328de4b8eb245bb7cea29e4ac00b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..7019aaf --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,247 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + //#endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 0000000..3cbdbbb --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..ce82bed --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 0000000..e6b149e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 0000000..df4d5b0 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field SSD" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + #include "TMPro_Mobile.cginc" + + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100644 index 0000000..9b84c13 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..d3f5866 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 0000000..2ac6e76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..be764ae --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,138 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 0000000..bff8b7a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..bcb2bb2 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,158 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 0000000..26e814c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader new file mode 100644 index 0000000..011ee19 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100644 index 0000000..e1cf3f3 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..adccc04 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,114 @@ +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 + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #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; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + half2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + }; + + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.worldPosition = IN.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = IN.texcoord; + + #ifdef UNITY_HALF_TEXEL_OFFSET + OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); + #endif + + OUT.color = IN.color * _Color; + return OUT; + } + + sampler2D _MainTex; + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 0000000..50ba195 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100644 index 0000000..5898130 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h+.5); + + if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); + h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); + float alpha = underlying.a + (1-underlying.a)*overlying.a; + return float4(blended, alpha); +} + diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100644 index 0000000..0d6eb56 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100644 index 0000000..5969fec --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,157 @@ +struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +}; + +struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // weight, scaleRatio + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); + output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + float d = tex2D(_MainTex, input.texcoord0.xy).a; + + float2 UV = input.texcoord0.xy; + float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float layerScale = scale; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #ifdef OUTLINE_ON + float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); + faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); + faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #ifdef MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100644 index 0000000..4415e50 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100644 index 0000000..2e96258 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,85 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +//uniform float _MaskWipeControl; +//uniform float _MaskEdgeSoftness; +//uniform fixed4 _MaskEdgeColor; +//uniform bool _MaskInverse; + +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 0000000..7b37f2f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100644 index 0000000..622ae87 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,101 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + +#if BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; + + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta new file mode 100644 index 0000000..41ef4b1 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d930090c0cd643c7b55f19a38538c162 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Sprites.meta b/Assets/TextMesh 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"https://packages.unity.com" }, "com.unity.textmeshpro": { - "version": "3.0.1", + "version": "3.0.3", "depth": 0, "source": "registry", "dependencies": { diff --git a/ProjectSettings/PackageManagerSettings.asset b/ProjectSettings/PackageManagerSettings.asset index eb9414c..b75a80b 100644 --- a/ProjectSettings/PackageManagerSettings.asset +++ b/ProjectSettings/PackageManagerSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5893bb1e0117d2927a222d8f4a49c194145d359530789111f61945cf32c3687c -size 1335 +oid sha256:4057c0c98a8017b1346eab48b1e2929bdcda4ba9d1834dfbeb732262bd29d17a +size 1453 From dfef8f9de835b15b72186794249a093fc0e32de4 Mon Sep 17 00:00:00 2001 From: Pepperball Date: Sat, 30 Jan 2021 20:21:57 +1100 Subject: [PATCH 2/9] Resized Play Area --- Assets/Scenes/Base Layout.unity | 4 +- .../Materials/{Blue.mat => Back Wall.mat} | 12 +- .../{Blue.mat.meta => Back Wall.mat.meta} | 0 Assets/World Assets/Materials/Conveyer.mat | 2 +- .../Materials/{Red.mat => Fence.mat} | 4 +- .../{Red.mat.meta => Fence.mat.meta} | 0 Assets/World Assets/Materials/Floor Alt.png | 3 + .../World Assets/Materials/Floor Alt.png.meta | 142 ++++++++++++++++++ .../World Assets/Materials/Floor Texture.png | 3 + .../Materials/Floor Texture.png.meta | 142 ++++++++++++++++++ Assets/World Assets/Materials/Floor.mat | 91 +++++++++++ Assets/World Assets/Materials/Floor.mat.meta | 8 + .../World Assets/Materials/Wall Texture.png | 3 + .../Materials/Wall Texture.png.meta | 142 ++++++++++++++++++ Assets/World Assets/Models/Wall Pictures.meta | 8 + .../Models/Wall Pictures/LadyBug.png | 3 + .../Models/Wall Pictures/LadyBug.png.meta | 142 ++++++++++++++++++ .../Models/Wall Pictures/Tree.png | 3 + .../Models/Wall Pictures/Tree.png.meta | 142 ++++++++++++++++++ .../Models/Wall Pictures/rainbow.png | 3 + .../Models/Wall Pictures/rainbow.png.meta | 142 ++++++++++++++++++ .../Models/Wall Pictures/wallpicture.001.png | 3 + .../Wall 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serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/World Assets/Prefabs/Back Wall.fbx b/Assets/World Assets/Prefabs/Back Wall.fbx index 43f8ef7..00a2e50 100644 --- a/Assets/World Assets/Prefabs/Back Wall.fbx +++ b/Assets/World Assets/Prefabs/Back Wall.fbx @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d146429a678048cafb9fe011c4f00edc8805d6e3ce6a77863e8bf71761c2cebf -size 14396 +oid sha256:695c6104f5235803ae2cc2a9b5cb92bbcd0b048217a3f04ceee8124ccbb59659 +size 14972 diff --git a/ProjectSettings/Packages/com.unity.probuilder/Settings.json b/ProjectSettings/Packages/com.unity.probuilder/Settings.json index d01c18f..9a8e478 100644 --- a/ProjectSettings/Packages/com.unity.probuilder/Settings.json +++ b/ProjectSettings/Packages/com.unity.probuilder/Settings.json @@ -111,7 +111,7 @@ { "type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "editor.selectMode", - "value": "{\"m_Value\":4}" + "value": "{\"m_Value\":1}" }, { "type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", From f86d40e0648d3c4c254d8df9a1b1d55b24872894 Mon Sep 17 00:00:00 2001 From: MrJDunn Date: Sat, 30 Jan 2021 21:28:05 +1100 Subject: [PATCH 3/9] Yeet windup --- Assets/Scripts/Behaviours/YeetController.cs | 47 +++++++++++++++++---- 1 file changed, 38 insertions(+), 9 deletions(-) diff --git a/Assets/Scripts/Behaviours/YeetController.cs b/Assets/Scripts/Behaviours/YeetController.cs index f760dea..9a36a0e 100644 --- a/Assets/Scripts/Behaviours/YeetController.cs +++ b/Assets/Scripts/Behaviours/YeetController.cs @@ -6,18 +6,22 @@ public class YeetController : MonoBehaviour { public GameObject parent { get; set; } - public float yeetVelocity = 10f; + public float yeetVelocity = 5f; public float yeetDuration = 2f; public enum YeetState { Unheld, Held, Yeeting }; public YeetState yeetState { get; private set; } = YeetState.Unheld; private GameObject _child; - private float _time; + private float m_time; private GameObject m_child; private GameObject m_body; + private float m_velocityWindup; + + private LineRenderer m_lineRenderer; + private void Awake() { m_body = this.gameObject; @@ -28,39 +32,63 @@ public class YeetController : MonoBehaviour _child = child; _child.transform.parent = parent.transform; yeetState = YeetState.Held; + + m_lineRenderer = gameObject.AddComponent(); } public void Yeet() { _child.transform.parent = null; _child.transform.rotation = parent.transform.rotation; - _child.GetComponent().velocity = _child.transform.forward * yeetVelocity + _child.transform.up * yeetVelocity; + _child.GetComponent().velocity = _child.transform.forward * m_velocityWindup + _child.transform.up * m_velocityWindup; yeetState = YeetState.Yeeting; - _time = yeetDuration; + m_time = yeetDuration; + m_velocityWindup = 0; + + Destroy(m_lineRenderer); } - // Start is called before the first frame update void Start() { } - // Update is called once per frame void Update() { switch(yeetState) { case YeetState.Yeeting: - //_child.transform.position += _child.transform.forward * yeetVelocity * Time.deltaTime; - _time -= Time.deltaTime; + m_time -= Time.deltaTime; - if(_time <= 0f) + if(m_time <= 0f) { Debug.Log("YeetController.Update: Yeet finished"); yeetState = YeetState.Unheld; } break; case YeetState.Held: + // draw yeet lines + + if(m_velocityWindup < yeetVelocity) + { + m_velocityWindup += 0.01f; + } + + Vector3 velocity = parent.transform.forward * m_velocityWindup + parent.transform.up * m_velocityWindup; + + float t; + t = (-1f * velocity.y) / Physics.gravity.y; + t = 2f * t; + + m_lineRenderer.positionCount = 10; + Vector3 trajectoryPoint; + + for (int i = 0; i < m_lineRenderer.positionCount; i++) + { + float time = t * i / (float)(m_lineRenderer.positionCount); + trajectoryPoint = parent.transform.position + velocity * time + 0.5f * Physics.gravity * time * time; + m_lineRenderer.SetPosition(i, trajectoryPoint); + } break; case YeetState.Unheld: _child = null; @@ -98,4 +126,5 @@ public class YeetController : MonoBehaviour break; } } + } \ No newline at end of file From 95764cee0f6ccaba1a8cbed3aa20acfd29f68e85 Mon Sep 17 00:00:00 2001 From: Pepperball Date: Sat, 30 Jan 2021 22:33:15 +1100 Subject: [PATCH 4/9] Final Saturday Update --- Assets/Scenes/Base Layout.unity | 4 +- Assets/World Assets/Materials/Fence.mat | 2 +- .../World Assets/Materials/Floor Texture.png | 4 +- .../Models/Wall Pictures/wallpicture.005.png | 3 + .../Wall Pictures/wallpicture.005.png.meta | 142 ++++++++++++++++++ 5 files changed, 150 insertions(+), 5 deletions(-) create mode 100644 Assets/World Assets/Models/Wall Pictures/wallpicture.005.png create mode 100644 Assets/World Assets/Models/Wall Pictures/wallpicture.005.png.meta diff --git a/Assets/Scenes/Base Layout.unity b/Assets/Scenes/Base Layout.unity index a777c62..05b6e81 100644 --- a/Assets/Scenes/Base Layout.unity +++ b/Assets/Scenes/Base Layout.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8ad5e043a32667dc8c56d095dd9daae700bb3f98357facb3d63af4c581b09c2f -size 636325 +oid sha256:470d2293644227a67039e5a0d6df798920cb109b6273b34bda780675c77b0e25 +size 648345 diff --git a/Assets/World Assets/Materials/Fence.mat b/Assets/World Assets/Materials/Fence.mat index 6345c78..779d808 100644 --- a/Assets/World Assets/Materials/Fence.mat +++ b/Assets/World Assets/Materials/Fence.mat @@ -63,7 +63,7 @@ Material: - _OcclusionStrength: 1 - _QueueOffset: 0 - _ReceiveShadows: 1 - - _Smoothness: 0.5 + - _Smoothness: 0 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 diff --git a/Assets/World Assets/Materials/Floor Texture.png b/Assets/World Assets/Materials/Floor Texture.png index d5799fc..65cdd84 100644 --- a/Assets/World Assets/Materials/Floor Texture.png +++ b/Assets/World Assets/Materials/Floor Texture.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7bda5cc61c0f2aa0e54159bbf7d8d1e12148ac92877974481d7b08644dd1fa4f -size 4095493 +oid sha256:ef1971840fd6cace5e76c9c72c4593a8e0e6010d50225614413c0bb1b2b30f30 +size 4422138 diff --git a/Assets/World Assets/Models/Wall Pictures/wallpicture.005.png b/Assets/World Assets/Models/Wall Pictures/wallpicture.005.png new file mode 100644 index 0000000..d92ebab --- /dev/null +++ b/Assets/World Assets/Models/Wall Pictures/wallpicture.005.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6e2a5e2c724563c4231b2c037b57212be97697f114aaeed0e1836b98ef30303e +size 625530 diff --git a/Assets/World Assets/Models/Wall Pictures/wallpicture.005.png.meta b/Assets/World Assets/Models/Wall Pictures/wallpicture.005.png.meta new file mode 100644 index 0000000..b220874 --- /dev/null +++ b/Assets/World Assets/Models/Wall Pictures/wallpicture.005.png.meta @@ -0,0 +1,142 @@ +fileFormatVersion: 2 +guid: e1a6687a548757b488ff93a04e52faf0 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: 2 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 8192 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 8192 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 8192 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 8192 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Windows Store Apps + maxTextureSize: 8192 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: From d691820612e23b02071b3df078a41e2cb96be8fd Mon Sep 17 00:00:00 2001 From: MrJDunn Date: Sat, 30 Jan 2021 23:07:24 +1100 Subject: [PATCH 5/9] Added repetitive bgm. Use headphones at own peril --- Assets/Scenes/Testing Scenes/YeetScene.unity | 4 +-- Assets/Scripts/Behaviours/IYeetable.cs | 9 ----- Assets/Scripts/Behaviours/IYeetable.cs.meta | 11 ------ Assets/Scripts/Behaviours/YeetController.cs | 3 +- Assets/{ => Scripts/Behaviours}/YeetHandle.cs | 0 .../Behaviours}/YeetHandle.cs.meta | 0 .../1809121006_h'ns_pixiePolka_v1_JD.mp3 | 3 ++ .../1809121006_h'ns_pixiePolka_v1_JD.mp3.meta | 36 +++++++++++++++++++ 8 files changed, 43 insertions(+), 23 deletions(-) delete mode 100644 Assets/Scripts/Behaviours/IYeetable.cs delete mode 100644 Assets/Scripts/Behaviours/IYeetable.cs.meta rename Assets/{ => Scripts/Behaviours}/YeetHandle.cs (100%) rename Assets/{ => Scripts/Behaviours}/YeetHandle.cs.meta (100%) create mode 100644 Assets/World Assets/Audio/Music/1809121006_h'ns_pixiePolka_v1_JD.mp3 create mode 100644 Assets/World Assets/Audio/Music/1809121006_h'ns_pixiePolka_v1_JD.mp3.meta diff --git a/Assets/Scenes/Testing Scenes/YeetScene.unity b/Assets/Scenes/Testing Scenes/YeetScene.unity index e40e4c1..88c7681 100644 --- a/Assets/Scenes/Testing Scenes/YeetScene.unity +++ b/Assets/Scenes/Testing Scenes/YeetScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:080a4826fd4774c2565e7497889f27197b961d87411803318c5e53f20985adf6 -size 16523 +oid sha256:35a5af277ad1413ebdccb2530410fd06f70fcfeca801717efc1953f26df9f304 +size 18643 diff --git a/Assets/Scripts/Behaviours/IYeetable.cs b/Assets/Scripts/Behaviours/IYeetable.cs deleted file mode 100644 index 106cf80..0000000 --- a/Assets/Scripts/Behaviours/IYeetable.cs +++ /dev/null @@ -1,9 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public interface IYeetable -{ - void Hold(GameObject child); - void Yeet(); -} diff --git a/Assets/Scripts/Behaviours/IYeetable.cs.meta b/Assets/Scripts/Behaviours/IYeetable.cs.meta deleted file mode 100644 index 284f831..0000000 --- a/Assets/Scripts/Behaviours/IYeetable.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2bbcd198578c95d40a2dd8f089364686 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Behaviours/YeetController.cs b/Assets/Scripts/Behaviours/YeetController.cs index 9a36a0e..42f8345 100644 --- a/Assets/Scripts/Behaviours/YeetController.cs +++ b/Assets/Scripts/Behaviours/YeetController.cs @@ -8,6 +8,7 @@ public class YeetController : MonoBehaviour public float yeetVelocity = 5f; public float yeetDuration = 2f; + public float windupSpeed = 0.01f; public enum YeetState { Unheld, Held, Yeeting }; public YeetState yeetState { get; private set; } = YeetState.Unheld; @@ -71,7 +72,7 @@ public class YeetController : MonoBehaviour if(m_velocityWindup < yeetVelocity) { - m_velocityWindup += 0.01f; + m_velocityWindup += windupSpeed; } Vector3 velocity = parent.transform.forward * m_velocityWindup + parent.transform.up * m_velocityWindup; diff --git a/Assets/YeetHandle.cs b/Assets/Scripts/Behaviours/YeetHandle.cs similarity index 100% rename from Assets/YeetHandle.cs rename to Assets/Scripts/Behaviours/YeetHandle.cs diff --git a/Assets/YeetHandle.cs.meta b/Assets/Scripts/Behaviours/YeetHandle.cs.meta similarity index 100% rename from Assets/YeetHandle.cs.meta rename to Assets/Scripts/Behaviours/YeetHandle.cs.meta diff --git a/Assets/World Assets/Audio/Music/1809121006_h'ns_pixiePolka_v1_JD.mp3 b/Assets/World Assets/Audio/Music/1809121006_h'ns_pixiePolka_v1_JD.mp3 new file mode 100644 index 0000000..6c996d7 --- /dev/null +++ b/Assets/World Assets/Audio/Music/1809121006_h'ns_pixiePolka_v1_JD.mp3 @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a6f5dabf0ed066faae581bf2ad62de1c9b5dc936f88b8cdaf8b65c9506fa48e4 +size 1772712 diff --git a/Assets/World Assets/Audio/Music/1809121006_h'ns_pixiePolka_v1_JD.mp3.meta b/Assets/World Assets/Audio/Music/1809121006_h'ns_pixiePolka_v1_JD.mp3.meta new file mode 100644 index 0000000..96c72ed --- /dev/null +++ b/Assets/World Assets/Audio/Music/1809121006_h'ns_pixiePolka_v1_JD.mp3.meta @@ -0,0 +1,36 @@ +fileFormatVersion: 2 +guid: d8a1b725779faea4ba344c4c0f22bf21 +AudioImporter: + externalObjects: {} + serializedVersion: 6 + defaultSettings: + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 0 + quality: 1 + conversionMode: 0 + platformSettingOverrides: + 4: + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 3 + quality: 1 + conversionMode: 0 + 7: + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + forceToMono: 0 + normalize: 1 + preloadAudioData: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: From 2cb9453dcc37d524d231ad33cb4301cfffef64c6 Mon Sep 17 00:00:00 2001 From: MrJDunn Date: Sat, 30 Jan 2021 23:17:50 +1100 Subject: [PATCH 6/9] Added walls to yeetscene --- Assets/Scenes/Testing Scenes/YeetScene.unity | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Assets/Scenes/Testing Scenes/YeetScene.unity b/Assets/Scenes/Testing Scenes/YeetScene.unity index 88c7681..6b06512 100644 --- a/Assets/Scenes/Testing Scenes/YeetScene.unity +++ b/Assets/Scenes/Testing Scenes/YeetScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:35a5af277ad1413ebdccb2530410fd06f70fcfeca801717efc1953f26df9f304 -size 18643 +oid sha256:58d246891bf6f2698459806cf26ba8b517abd9a446c73dfdf8a34bb328b1e615 +size 52262 From 368db42bc1c1e3ccacd83cf192abad95f0fed736 Mon Sep 17 00:00:00 2001 From: jordanci Date: Sun, 31 Jan 2021 10:46:45 +1100 Subject: [PATCH 7/9] baby generation --- Assets/Baby Parts/Base.meta | 8 + Assets/Baby Parts/Base/baby_base1.png | 3 + Assets/Baby Parts/Base/baby_base1.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Base/baby_base2.png | 3 + Assets/Baby Parts/Base/baby_base2.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Base/baby_base3.png | 3 + Assets/Baby Parts/Base/baby_base3.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Eyes.meta | 8 + Assets/Baby Parts/Eyes/baby_eye1.png | 3 + .../baby_eye1.png.meta} | 2 +- Assets/Baby Parts/Eyes/baby_eye2.png | 3 + .../baby_eye2.png.meta} | 2 +- Assets/Baby Parts/Eyes/baby_eye3.png | 3 + .../baby_eye3.png.meta} | 2 +- Assets/Baby Parts/Eyes/baby_eye4.png | 3 + .../baby_eye4.png.meta} | 2 +- Assets/Baby Parts/Eyes/baby_eye5.png | 3 + Assets/Baby Parts/Eyes/baby_eye5.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Face.meta | 8 + Assets/Baby Parts/Face/baby_face1.png | 3 + Assets/Baby Parts/Face/baby_face1.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Face/baby_face2.png | 3 + Assets/Baby Parts/Face/baby_face2.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Face/baby_face3.png | 3 + Assets/Baby Parts/Face/baby_face3.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Face/baby_face4.png | 3 + Assets/Baby Parts/Face/baby_face4.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Hats.meta | 8 + Assets/Baby Parts/Hats/baby_hat1.png | 3 + Assets/Baby Parts/Hats/baby_hat1.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Hats/baby_hat2.png | 3 + Assets/Baby Parts/Hats/baby_hat2.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Hats/baby_hat3.png | 3 + Assets/Baby Parts/Hats/baby_hat3.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Hats/baby_hat4.png | 3 + Assets/Baby Parts/Hats/baby_hat4.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Hats/baby_hat5.png | 3 + Assets/Baby Parts/Hats/baby_hat5.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Pants.meta | 8 + Assets/Baby Parts/Pants/baby_pants1.png | 3 + Assets/Baby Parts/Pants/baby_pants1.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Pants/baby_pants2.png | 3 + Assets/Baby Parts/Pants/baby_pants2.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Pants/baby_pants3.png | 3 + Assets/Baby Parts/Pants/baby_pants3.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Pants/baby_pants4.png | 3 + Assets/Baby Parts/Pants/baby_pants4.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Pants/baby_pants5.png | 3 + Assets/Baby Parts/Pants/baby_pants5.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Tops.meta | 8 + Assets/Baby Parts/Tops/baby_top1.png | 3 + Assets/Baby Parts/Tops/baby_top1.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Tops/baby_top2.png | 3 + Assets/Baby Parts/Tops/baby_top2.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Tops/baby_top3.png | 3 + Assets/Baby Parts/Tops/baby_top3.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Tops/baby_top4.png | 3 + Assets/Baby Parts/Tops/baby_top4.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/Tops/baby_top5.png | 3 + Assets/Baby Parts/Tops/baby_top5.png.meta | 142 ++++++++++++++++++ Assets/Baby Parts/baby eye 1 brown.png.meta | 142 ------------------ Assets/Baby Parts/baby eye 1 green.png.meta | 142 ------------------ Assets/Baby Parts/baby hat1.png.meta | 142 ------------------ Assets/Baby Parts/baby hat2.png.meta | 142 ------------------ Assets/Baby Parts/baby hat3.png.meta | 142 ------------------ Assets/Baby Parts/baby pant 1.png.meta | 142 ------------------ Assets/Baby Parts/baby pant 2.1.png.meta | 142 ------------------ Assets/Baby Parts/baby smile 1.png.meta | 142 ------------------ Assets/Baby Parts/baby smile 2.png.meta | 142 ------------------ Assets/Baby Parts/baby smile 3.png.meta | 142 ------------------ Assets/Baby Parts/baby top1.png.meta | 142 ------------------ Assets/Baby Parts/baby top2.png.meta | 142 ------------------ Assets/Baby Parts/baby top3.png.meta | 142 ------------------ Assets/Baby.prefab | 44 +++--- Assets/ParentBehaviour.cs | 57 +++++++ Assets/ParentBehaviour.cs.meta | 11 ++ Assets/Randomizer.cs | 2 +- 77 files changed, 3495 insertions(+), 1868 deletions(-) create mode 100644 Assets/Baby Parts/Base.meta create 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guid: 7e2d32835492b934990fd13f21092267, type: 3} bottoms: - - {fileID: 2800000, guid: 40ca11b13db59904dba615a1109f8ca3, type: 3} - - {fileID: 2800000, guid: cc718991643cebd4785426fabf65bb00, type: 3} + - {fileID: 2800000, guid: 045251aa2ce0a9e46939932dc3a7b9d7, type: 3} + - {fileID: 2800000, guid: 1809a8c0fa1a0c14aae56588c23fe815, type: 3} + - {fileID: 2800000, guid: b540bcd34304f674c9de1469cd4bb262, type: 3} + - {fileID: 2800000, guid: dc0a23e045fe343429eb5c171eaf67fe, type: 3} + - {fileID: 2800000, guid: 5bc6d278bec14a348ac6914d96451d37, type: 3} baseObj: {fileID: 6085469794438535834} hatObj: {fileID: 2947528045374642308} eyeObj: {fileID: 1416985455023527158} diff --git a/Assets/ParentBehaviour.cs b/Assets/ParentBehaviour.cs new file mode 100644 index 0000000..e70652e --- /dev/null +++ b/Assets/ParentBehaviour.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ParentBehaviour : MonoBehaviour +{ + public spawner babySpawner; + + public GameObject child; + + public Texture baseVis; + public Texture hatVis; + public Texture eyeVis; + public Texture topVis; + public Texture bottomVis; + + public List order = new List(); + + + [ContextMenu("Get Random Child")] + public void GetRandomChild() + { + int _childIndex = Random.Range(0, babySpawner.transform.childCount); + + child = babySpawner.transform.GetChild(_childIndex).gameObject; + + //CHECK IF OTHER PARENT WANTS THIS CHILD (if otherParent.child == child) + + Randomizer _childRandomizer = child.GetComponent(); + + baseVis = _childRandomizer.baseObj.GetComponent().material.mainTexture; + hatVis = _childRandomizer.hatObj.GetComponent().material.mainTexture; + eyeVis = _childRandomizer.eyeObj.GetComponent().material.mainTexture; + topVis = _childRandomizer.topObj.GetComponent().material.mainTexture; + bottomVis = _childRandomizer.bottomObj.GetComponent().material.mainTexture; + + order.Insert(Random.Range(0, order.Count), "base"); + order.Insert(Random.Range(0, order.Count), "hat"); + order.Insert(Random.Range(0, order.Count), "eye"); + order.Insert(Random.Range(0, order.Count), "top"); + order.Insert(Random.Range(0, order.Count), "bottom"); + + foreach (string item in order) + { + print(item); + } + + + + } + + + + + + +} diff --git a/Assets/ParentBehaviour.cs.meta b/Assets/ParentBehaviour.cs.meta new file mode 100644 index 0000000..4dbc081 --- /dev/null +++ b/Assets/ParentBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 11f38c6a80b396f4da4dff3371cd4baf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Randomizer.cs b/Assets/Randomizer.cs index 76e7f16..116c73a 100644 --- a/Assets/Randomizer.cs +++ b/Assets/Randomizer.cs @@ -20,7 +20,7 @@ public class Randomizer : MonoBehaviour public void RandomizeParts(int a, int b, int c, int d, int e, int f) { - baseObj.GetComponent().material.mainTexture =bases[a]; + baseObj.GetComponent().material.mainTexture = bases[a]; hatObj.GetComponent().material.mainTexture = hats[b]; eyeObj.GetComponent().material.mainTexture = eyes[c]; faceObj.GetComponent().material.mainTexture = faces[d]; From 5ed80ec4205abec3420efd2f72e8f01d9afd4ca1 Mon Sep 17 00:00:00 2001 From: MrJDunn Date: Sun, 31 Jan 2021 10:57:15 +1100 Subject: [PATCH 8/9] New main gameplay scene --- Assets/Scenes/MainGameplayScene.unity | 3 +++ Assets/Scenes/MainGameplayScene.unity.meta | 7 ++++++ .../Prefabs/YeetyPlayer Variant.prefab | 23 ++++++++++++++++++- 3 files changed, 32 insertions(+), 1 deletion(-) create mode 100644 Assets/Scenes/MainGameplayScene.unity create mode 100644 Assets/Scenes/MainGameplayScene.unity.meta diff --git a/Assets/Scenes/MainGameplayScene.unity b/Assets/Scenes/MainGameplayScene.unity new file mode 100644 index 0000000..dd91a3f --- /dev/null +++ b/Assets/Scenes/MainGameplayScene.unity @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:879cd3be92bcf57e57a83bcd3a41280eec406bdf9d2774469395afd5b46913c6 +size 652115 diff --git a/Assets/Scenes/MainGameplayScene.unity.meta b/Assets/Scenes/MainGameplayScene.unity.meta new file mode 100644 index 0000000..038046e --- /dev/null +++ b/Assets/Scenes/MainGameplayScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3a0fe52489efe4e47b4e61fecc8cec7c +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/World Assets/Prefabs/YeetyPlayer Variant.prefab b/Assets/World Assets/Prefabs/YeetyPlayer Variant.prefab index 513e05b..8f9f4c2 100644 --- a/Assets/World Assets/Prefabs/YeetyPlayer Variant.prefab +++ b/Assets/World Assets/Prefabs/YeetyPlayer Variant.prefab @@ -12,8 +12,9 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 188bb300967eea14fb681a94fc31f911, type: 3} m_Name: m_EditorClassIdentifier: - yeetVelocity: 10 + yeetVelocity: 20 yeetDuration: 2 + windupSpeed: 0.05 --- !u!1001 &2714160732044909285 PrefabInstance: m_ObjectHideFlags: 0 @@ -49,6 +50,18 @@ PrefabInstance: propertyPath: m_RootOrder value: 0 objectReference: {fileID: 0} + - target: {fileID: 2725293205319018844, guid: 47d3f018734864140ba302f6972ba575, type: 3} + propertyPath: m_LocalScale.x + value: 10 + objectReference: {fileID: 0} + - target: {fileID: 2725293205319018844, guid: 47d3f018734864140ba302f6972ba575, type: 3} + propertyPath: m_LocalScale.y + value: 10 + objectReference: {fileID: 0} + - target: {fileID: 2725293205319018844, guid: 47d3f018734864140ba302f6972ba575, type: 3} + propertyPath: m_LocalScale.z + value: 10 + objectReference: {fileID: 0} - target: {fileID: 2725293205319018844, guid: 47d3f018734864140ba302f6972ba575, type: 3} propertyPath: m_LocalPosition.x value: 1.2684288 @@ -101,6 +114,14 @@ PrefabInstance: propertyPath: testChild value: objectReference: {fileID: 0} + - target: {fileID: 2725293205319018847, guid: 47d3f018734864140ba302f6972ba575, type: 3} + propertyPath: m_playerSpeed + value: 10 + objectReference: {fileID: 0} + - target: {fileID: 2725293205319018847, guid: 47d3f018734864140ba302f6972ba575, type: 3} + propertyPath: m_rotationSpeed + value: 10 + objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 47d3f018734864140ba302f6972ba575, type: 3} --- !u!1 &33932531309654967 stripped From 22b4755b7001eb9edc0be14010ec9efc1759ce91 Mon Sep 17 00:00:00 2001 From: Joshua Reason Date: Sun, 31 Jan 2021 11:09:50 +1100 Subject: [PATCH 9/9] Working play controller --- Assets/Data/StartUI/StartCountDown.asset | 4 +- Assets/Randomizer.cs | 4 + Assets/Scenes/MainMenu.unity | 3 + Assets/Scenes/MainMenu.unity.meta | 7 + Assets/Scenes/PlayerJoinScene.unity | 4 +- Assets/Scenes/Testing Scenes/PlayerTest.unity | 4 +- Assets/Scripts/Managers/GameManager.cs | 28 ++- .../Scripts/Player Scripts/InputBehaviour.cs | 27 +++ .../Player Scripts/InputBehaviour.cs.meta | 11 + .../{PlayerInput.cs => PlayerDataHolder.cs} | 2 +- ...Input.cs.meta => PlayerDataHolder.cs.meta} | 0 .../Player Scripts/PlayerInputController.cs | 25 +- Assets/Scripts/Player Scripts/PlayerList.cs | 4 +- .../Scripts/Player Scripts/PlayerManager.cs | 2 +- .../Scripts/Player Scripts/PlayerVisuals.cs | 47 ++++ .../Player Scripts/PlayerVisuals.cs.meta | 11 + .../Scripts/UI/StartScreen/PlayerJoinIcon.cs | 5 + Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs | 7 + .../Scripts/UI/StartScreen/StartScreenUI.cs | 25 +- Assets/World Assets/Materials/MenuSkybox.mat | 97 ++++++++ .../Materials/MenuSkybox.mat.meta | 8 + Assets/World Assets/Prefabs/Player.prefab | 216 +++++++++++++++--- .../Prefabs/YeetyPlayer Variant.prefab | 4 + .../Textures/Player_prototype.png | 3 + .../Textures/Player_prototype.png.meta | 154 +++++++++++++ Assets/World Assets/Textures/player_apron.png | 3 + .../Textures/player_apron.png.meta | 154 +++++++++++++ ProjectSettings/EditorBuildSettings.asset | 4 +- .../com.unity.probuilder/Settings.json | 2 +- 29 files changed, 802 insertions(+), 63 deletions(-) create mode 100644 Assets/Scenes/MainMenu.unity create mode 100644 Assets/Scenes/MainMenu.unity.meta create mode 100644 Assets/Scripts/Player Scripts/InputBehaviour.cs create mode 100644 Assets/Scripts/Player Scripts/InputBehaviour.cs.meta rename Assets/Scripts/Player Scripts/{PlayerInput.cs => PlayerDataHolder.cs} (81%) rename Assets/Scripts/Player Scripts/{PlayerInput.cs.meta => PlayerDataHolder.cs.meta} (100%) create mode 100644 Assets/Scripts/Player Scripts/PlayerVisuals.cs create mode 100644 Assets/Scripts/Player Scripts/PlayerVisuals.cs.meta create mode 100644 Assets/World Assets/Materials/MenuSkybox.mat create mode 100644 Assets/World Assets/Materials/MenuSkybox.mat.meta create mode 100644 Assets/World Assets/Textures/Player_prototype.png create mode 100644 Assets/World Assets/Textures/Player_prototype.png.meta create mode 100644 Assets/World Assets/Textures/player_apron.png create mode 100644 Assets/World Assets/Textures/player_apron.png.meta diff --git a/Assets/Data/StartUI/StartCountDown.asset b/Assets/Data/StartUI/StartCountDown.asset index 8bb1ee8..a6bf1cd 100644 --- a/Assets/Data/StartUI/StartCountDown.asset +++ b/Assets/Data/StartUI/StartCountDown.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:13436f466beab517ebda34d6070f298f3d9658f006edccbadc49e76370c23918 -size 468 +oid sha256:fbd6ab3adb2878ca24fd0729102ac0d9311d82264428ae14411d02982d8890ad +size 470 diff --git a/Assets/Randomizer.cs b/Assets/Randomizer.cs index 76e7f16..d0afff4 100644 --- a/Assets/Randomizer.cs +++ b/Assets/Randomizer.cs @@ -18,6 +18,10 @@ public class Randomizer : MonoBehaviour public GameObject topObj; public GameObject bottomObj; + [SerializeField] + private bool m_RandomizeOnAwake; + + public void RandomizeParts(int a, int b, int c, int d, int e, int f) { baseObj.GetComponent().material.mainTexture =bases[a]; diff --git a/Assets/Scenes/MainMenu.unity b/Assets/Scenes/MainMenu.unity new file mode 100644 index 0000000..857029d --- /dev/null +++ b/Assets/Scenes/MainMenu.unity @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b761cdfcfaf2ef8ef42dacd933c918864bc3471dd72727ab6d8b3ab875b781ec +size 31025 diff --git a/Assets/Scenes/MainMenu.unity.meta b/Assets/Scenes/MainMenu.unity.meta new file mode 100644 index 0000000..66f17b2 --- /dev/null +++ b/Assets/Scenes/MainMenu.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b79707a426eed924a9926d85a57c24ae +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/PlayerJoinScene.unity b/Assets/Scenes/PlayerJoinScene.unity index 04a1bcb..a2d10f9 100644 --- a/Assets/Scenes/PlayerJoinScene.unity +++ b/Assets/Scenes/PlayerJoinScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:cb27a0269c94bdafc5a3e77752768e888c0f94d67aa6b3bd2be873fcf6e433fa -size 7750 +oid sha256:dc8615481614d10a6fbf0d0e29458c5676bbc21338acc548e0c9be44d1946b77 +size 40106 diff --git a/Assets/Scenes/Testing Scenes/PlayerTest.unity b/Assets/Scenes/Testing Scenes/PlayerTest.unity index c705bb3..e2ca249 100644 --- a/Assets/Scenes/Testing Scenes/PlayerTest.unity +++ b/Assets/Scenes/Testing Scenes/PlayerTest.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:768ac381577cdb784579393f18dca89518697f5139ca39440dbe2d447b8d380d -size 38805 +oid sha256:82a3624880dbdde6439e2199bb7135c2cd2304884e782a5d4ed6dc7eeefbe537 +size 37832 diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 4b33329..bc68ab3 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -11,25 +11,37 @@ public class GameManager : MonoBehaviour [SerializeField] private GameObject m_playerPrefab; + + private Camera m_camera; + // Start is called before the first frame update void Start() { - + SetUpPlayers(); + m_camera = Camera.main; } - // Update is called once per frame - void Update() + private void SetUpPlayers() { - - } + foreach (PlayerData data in m_PlayerList.AllPlayers) + { + GameObject newPlayer = Instantiate(m_playerPrefab); + data.Input.SwitchCurrentActionMap("Gameplay"); - private void SetUpPlayers() - { + foreach (InputBehaviour input in newPlayer.GetComponentsInChildren()) + input.Initialise(data); - + newPlayer.GetComponentInChildren().Initalise(data); + + newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up); + } + } + private void LateUpdate() + { + } } diff --git a/Assets/Scripts/Player Scripts/InputBehaviour.cs b/Assets/Scripts/Player Scripts/InputBehaviour.cs new file mode 100644 index 0000000..0413732 --- /dev/null +++ b/Assets/Scripts/Player Scripts/InputBehaviour.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; + +public abstract class InputBehaviour : MonoBehaviour +{ + + protected PlayerData m_data; + + public virtual void Initialise(PlayerData data) + { + this.m_data = data; + RegisterInput(data.Input); + } + + protected virtual void OnDestroy() + { + if (m_data != null) + UnregisterInput(m_data.Input); + } + + + public abstract void RegisterInput(PlayerInput playerInput); + + public abstract void UnregisterInput(PlayerInput playerInput); +} diff --git a/Assets/Scripts/Player Scripts/InputBehaviour.cs.meta b/Assets/Scripts/Player Scripts/InputBehaviour.cs.meta new file mode 100644 index 0000000..e124a2a --- /dev/null +++ b/Assets/Scripts/Player Scripts/InputBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3ce47a6f551a12e45b389bbcadd60fee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player Scripts/PlayerInput.cs b/Assets/Scripts/Player Scripts/PlayerDataHolder.cs similarity index 81% rename from Assets/Scripts/Player Scripts/PlayerInput.cs rename to Assets/Scripts/Player Scripts/PlayerDataHolder.cs index ac05cf4..5e657d8 100644 --- a/Assets/Scripts/Player Scripts/PlayerInput.cs +++ b/Assets/Scripts/Player Scripts/PlayerDataHolder.cs @@ -2,7 +2,7 @@ using System.Collections.Generic; using UnityEngine; -public class PlayerInput : MonoBehaviour +public class PlayerDataHolder : MonoBehaviour { private PlayerData m_Data; diff --git a/Assets/Scripts/Player Scripts/PlayerInput.cs.meta b/Assets/Scripts/Player Scripts/PlayerDataHolder.cs.meta similarity index 100% rename from Assets/Scripts/Player Scripts/PlayerInput.cs.meta rename to Assets/Scripts/Player Scripts/PlayerDataHolder.cs.meta diff --git a/Assets/Scripts/Player Scripts/PlayerInputController.cs b/Assets/Scripts/Player Scripts/PlayerInputController.cs index 58fcd02..6885ce0 100644 --- a/Assets/Scripts/Player Scripts/PlayerInputController.cs +++ b/Assets/Scripts/Player Scripts/PlayerInputController.cs @@ -3,8 +3,8 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; -[RequireComponent(typeof(UnityEngine.InputSystem.PlayerInput), typeof(CharacterController))] -public class PlayerInputController : MonoBehaviour +[RequireComponent(typeof(CharacterController))] +public class PlayerInputController : InputBehaviour { @@ -21,20 +21,15 @@ public class PlayerInputController : MonoBehaviour + "1.0 = forward")] private AnimationCurve m_turnRadius; - - private UnityEngine.InputSystem.PlayerInput m_input; private CharacterController m_controller; private Vector3 m_desiredDirection; private bool m_recievedInput => m_desiredDirection.magnitude != 0; - private YeetController m_yeetController; private void Awake() { - m_input = GetComponent(); m_controller = GetComponent(); - m_yeetController = GetComponent(); } @@ -46,9 +41,9 @@ public class PlayerInputController : MonoBehaviour } - private void OnMovement(InputValue value) + private void OnMovement(InputAction.CallbackContext value) { - Vector2 m_recievedInput = value.Get(); + Vector2 m_recievedInput = value.ReadValue(); m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y); } @@ -75,4 +70,16 @@ public class PlayerInputController : MonoBehaviour { transform.position = Vector3.ProjectOnPlane(transform.position, axis); } + + public override void RegisterInput(PlayerInput playerInput) + { + playerInput.currentActionMap.FindAction("Movement").performed += OnMovement; + playerInput.currentActionMap.FindAction("Movement").canceled += OnMovement; + } + + public override void UnregisterInput(PlayerInput playerInput) + { + playerInput.currentActionMap.FindAction("Movement").performed -= OnMovement; + playerInput.currentActionMap.FindAction("Movement").canceled -= OnMovement; + } } diff --git a/Assets/Scripts/Player Scripts/PlayerList.cs b/Assets/Scripts/Player Scripts/PlayerList.cs index 2f2226c..388544b 100644 --- a/Assets/Scripts/Player Scripts/PlayerList.cs +++ b/Assets/Scripts/Player Scripts/PlayerList.cs @@ -15,7 +15,9 @@ public class PlayerList : ScriptableObject [ShowNativeProperty] public int PlayerCount => Players.Count; - public Dictionary Players = new Dictionary(); + public PlayerData[] AllPlayers => Players.Values.ToArray(); + + public Dictionary Players = new Dictionary(); private uint m_totalPlayerCount; diff --git a/Assets/Scripts/Player Scripts/PlayerManager.cs b/Assets/Scripts/Player Scripts/PlayerManager.cs index aab8334..8ea12b5 100644 --- a/Assets/Scripts/Player Scripts/PlayerManager.cs +++ b/Assets/Scripts/Player Scripts/PlayerManager.cs @@ -26,7 +26,7 @@ public class PlayerManager : MonoBehaviour Debug.Log($"New Player Joined"); PlayerData data = m_connectedPlayers.AddPlayer(player); - newPlayer.GetComponent().Initialise(data); + newPlayer.GetComponent().Initialise(data); newPlayer.transform.SetParent(transform, false); } diff --git a/Assets/Scripts/Player Scripts/PlayerVisuals.cs b/Assets/Scripts/Player Scripts/PlayerVisuals.cs new file mode 100644 index 0000000..9c6b40f --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerVisuals.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerVisuals : MonoBehaviour +{ + + [SerializeField] + private SpriteRenderer m_apron; + + [SerializeField] + private Transform m_moveingObject; + + private Camera m_camera; + private Vector3 m_startScale; + + private void Awake() + { + m_camera = Camera.main; + m_startScale = transform.localScale; + } + + public void Initalise(PlayerData data) + { + m_apron.color = data.Color; + } + + public void LateUpdate() + { + transform.rotation = m_camera.transform.rotation; + transform.Rotate(new Vector3(0, 180, 0)); + + float direction = Mathf.Sign(Vector3.Dot(m_moveingObject.transform.forward, -m_camera.transform.right)); + transform.localScale = new Vector3(m_startScale.x * direction, m_startScale.y, m_startScale.z); + + + + + } + + + + + + + +} diff --git a/Assets/Scripts/Player Scripts/PlayerVisuals.cs.meta b/Assets/Scripts/Player Scripts/PlayerVisuals.cs.meta new file mode 100644 index 0000000..0e7bea5 --- /dev/null +++ b/Assets/Scripts/Player Scripts/PlayerVisuals.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f1c5224ac04236e479fb805642e4f051 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs b/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs index 2912b92..b4dcf67 100644 --- a/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs +++ b/Assets/Scripts/UI/StartScreen/PlayerJoinIcon.cs @@ -2,9 +2,13 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; +using UnityEngine.UI; public class PlayerJoinIcon : MonoBehaviour { + [SerializeField] + private Image m_apron; + private PlayerData m_data; private Vector3 m_startingScale; @@ -27,6 +31,7 @@ public class PlayerJoinIcon : MonoBehaviour { Debug.Log("Initialised new Player"); m_data = data; + m_apron.color = data.Color; } public void OnPlayerPing(InputAction.CallbackContext args) diff --git a/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs b/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs index f1cbd24..3b71144 100644 --- a/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs +++ b/Assets/Scripts/UI/StartScreen/PlayerJoinUI.cs @@ -46,6 +46,13 @@ public class PlayerJoinUI : MonoBehaviour newPoster.localPosition = new Vector3(randomX, randomY, 0.0f); + newPoster.Rotate(Vector3.forward, Random.Range(-20.0f, 20.0f)); + + if (Random.Range(0, 2) > 0) + newPoster.transform.localScale = new Vector3(-newPoster.transform.localScale.x, newPoster.transform.localScale.y, newPoster.transform.localScale.z); + + + bool isOverlapping = false; foreach (RectTransform child in children) { diff --git a/Assets/Scripts/UI/StartScreen/StartScreenUI.cs b/Assets/Scripts/UI/StartScreen/StartScreenUI.cs index b2f417b..c138f5e 100644 --- a/Assets/Scripts/UI/StartScreen/StartScreenUI.cs +++ b/Assets/Scripts/UI/StartScreen/StartScreenUI.cs @@ -1,5 +1,6 @@ using System.Collections; using System.Collections.Generic; +using System.Linq; using UnityEngine; using TMPro; using Variables; @@ -22,6 +23,10 @@ public class StartScreenUI : MonoBehaviour [SerializeField] private Transform m_endPosition; + + [SerializeField] + private List m_aliases; + @@ -39,8 +44,18 @@ public class StartScreenUI : MonoBehaviour private void UpdateCountDown(float value) { + int number = (int)value; + if (m_aliases.Any(p => p.Number == number)) + { + m_countdownText.text = m_aliases.First(p => p.Number == number).Name; + } + else + { + m_countdownText.text = number.ToString(); + } - m_countdownText.text = ((int)value).ToString(); + + float ratio = m_lerpCurve.Evaluate(value % 1); m_countdownText.transform.position = Vector3.Lerp(m_endPosition.position, m_startPosition.position, ratio); @@ -64,4 +79,12 @@ public class StartScreenUI : MonoBehaviour } + + [System.Serializable] + public struct NumberAlias + { + public int Number; + public string Name; + } + } diff --git a/Assets/World Assets/Materials/MenuSkybox.mat b/Assets/World Assets/Materials/MenuSkybox.mat new file mode 100644 index 0000000..dd9082c --- /dev/null +++ b/Assets/World Assets/Materials/MenuSkybox.mat @@ -0,0 +1,97 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &-6743396077492297169 +MonoBehaviour: + m_ObjectHideFlags: 11 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} + m_Name: + m_EditorClassIdentifier: + version: 2 +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: 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