移除Coffee UI特效包中的TMP支持shader,滤镜系统完善,virtuanes核心移除多余命名空间引用

This commit is contained in:
ALIENJACK 2024-12-04 00:04:31 +08:00
parent 8239e70c9e
commit 075d6c1427
70 changed files with 2067 additions and 2978 deletions

View File

@ -31,6 +31,8 @@ namespace AxibugEmuOnline.Editors
}
EditorGUILayout.EndVertical();
EditorGUILayout.LabelField(dispacather.Current.Name);
Repaint();
}

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@ -1,8 +0,0 @@
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@ -1,157 +0,0 @@
Shader "TextMeshPro/Distance Field (UIDissolve)" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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 "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
#define UI_DISSOLVE 1
#define DISSOLVE 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
#pragma shader_feature __ ADD SUBTRACT FILL
fixed4 frag(pixel_t IN) : SV_Target
{
half4 color = PixShader(IN);
// Dissolve
color = ApplyTransitionEffect(color, IN.eParam);
color.rgb *= color.a;
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color * IN.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field (UIDissolve)"
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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@ -1,173 +0,0 @@
Shader "TextMeshPro/Distance Field (UIEffect)" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_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 frag
#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
#pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL
#pragma shader_feature __ ADD SUBTRACT FILL
#pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR
#pragma shader_feature __ EX
float4 _MainTex_TexelSize;
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
#define UI_EFFECT 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
fixed4 frag(pixel_t IN) : SV_Target
{
fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam));
fixed effectFactor = param.x;
fixed colorFactor = param.y;
fixed blurFactor = param.z;
#if PIXEL
half2 pixelSize = max(2, (1-effectFactor*0.95) * float2(_TextureWidth, _TextureHeight));
UV(IN).xy = round(UV(IN).xy * pixelSize) / pixelSize;
#endif
#if defined(UI_BLUR) && EX
half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4, IN.uvMask);
#elif defined(UI_BLUR)
half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4);
#else
half4 color = PixShader(IN) * IN.color.a;
#endif
#if defined (UI_TONE)
color = ApplyToneEffect(color, effectFactor);
#endif
color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor));
color.rgb *= color.a;
return color * IN.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field (UIEffect)"
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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@ -1,15 +0,0 @@
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@ -1,156 +0,0 @@
Shader "TextMeshPro/Distance Field (UIHsvModifier)" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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 "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
#define UI_HSV_MODIFIER 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
fixed4 frag(pixel_t IN) : SV_Target
{
half4 color = PixShader(IN);
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
// Hsv
color = ApplyHsvEffect(color, IN.eParam);
color.rgb *= IN.color.rgb;
return color * IN.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field (UIHsv)"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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@ -1,154 +0,0 @@
Shader "TextMeshPro/Distance Field (UIShiny)" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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 "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
#define UI_SHINY 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
fixed4 frag(pixel_t IN) : SV_Target
{
half4 color = PixShader(IN);
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
// Shiny
color = ApplyShinyEffect(color, IN.eParam);
return color * IN.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field (UIShiny)"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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Shader "TextMeshPro/Distance Field (UITransition)" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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 "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
#define ADD 1
#define UI_TRANSITION 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
#pragma shader_feature __ FADE CUTOFF DISSOLVE
fixed4 frag(pixel_t IN) : SV_Target
{
half4 color = PixShader(IN);
// Transition
color = ApplyTransitionEffect(color, IN.eParam);
color.rgb *= color.a;
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color * IN.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field (UITransition)"
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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// 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 (UIDissolve)" {
Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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 "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#define MOBILE 1
#define UI_DISSOLVE 1
#define DISSOLVE 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
#pragma shader_feature __ ADD SUBTRACT FILL
fixed4 frag(pixel_t IN) : SV_Target
{
half4 color = PixShader(IN);
// Dissolve
color = ApplyTransitionEffect(color, IN.eParam);
color.rgb *= color.a;
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color * IN.color.a;
}
ENDCG
}
}
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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// 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 (UIEffect)" {
Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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
#pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL
#pragma shader_feature __ ADD SUBTRACT FILL
#pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR
#pragma shader_feature __ EX
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#define MOBILE 1
#define UI_EFFECT 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
fixed4 frag(pixel_t IN) : SV_Target
{
fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam));
fixed effectFactor = param.x;
fixed colorFactor = param.y;
fixed blurFactor = param.z;
#if PIXEL
half2 pixelSize = max(2, (1-effectFactor*0.95) * float2(_TextureWidth, _TextureHeight));
UV(IN).xy = round(UV(IN).xy * pixelSize) / pixelSize;
#endif
#if defined(UI_BLUR) && EX
half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4, IN.uvMask);
#elif defined(UI_BLUR)
half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4);
#else
half4 color = PixShader(IN) * IN.color.a;
#endif
#if defined (UI_TONE)
color = ApplyToneEffect(color, effectFactor);
#endif
color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor));
color.rgb *= color.a;
return color * IN.color.a;
}
ENDCG
}
}
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
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// 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 (UIHsvModifier)" {
Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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 "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#define MOBILE 1
#define UI_HSV_MODIFIER 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
fixed4 frag(pixel_t IN) : SV_Target
{
half4 color = PixShader(IN);
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
// Hsv
color = ApplyHsvEffect(color, IN.eParam);
color.rgb *= IN.color.rgb;
return color * IN.color.a;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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// 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 (UIShiny)" {
Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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 "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#define MOBILE 1
#define UI_SHINY 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
fixed4 frag(pixel_t IN) : SV_Target
{
half4 color = PixShader(IN);
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
// Shiny
color = ApplyShinyEffect(color, IN.eParam);
return color * IN.color.a;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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// 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 (UITransition)" {
Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_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
_ColorMask ("Color Mask", Float) = 15
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
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 frag
#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 "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
#define MOBILE 1
#define ADD 1
#define UI_TRANSITION 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "UI-Effect-TMPro.cginc"
#pragma shader_feature __ FADE CUTOFF DISSOLVE
fixed4 frag(pixel_t IN) : SV_Target
{
half4 color = PixShader(IN);
// Transition
color = ApplyTransitionEffect(color, IN.eParam);
color.rgb *= color.a;
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color * IN.color.a;
}
ENDCG
}
}
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 3158328dfc0344d72bc0e7eaa29cac0e
ShaderImporter:
externalObjects: {}
defaultTextures:
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nonModifiableTextures: []
userData:
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@ -1,90 +0,0 @@
Shader "TextMeshPro/Sprite (UIDissolve)"
{
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
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
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
#define TMP_SPRITE 1
#define UI_DISSOLVE 1
#define DISSOLVE 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
#pragma shader_feature __ ADD SUBTRACT FILL
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
// Dissolve
color = ApplyTransitionEffect(color, IN.eParam);
return color;
}
ENDCG
}
}
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 43184227f35f24905865f36834c4fea9
timeCreated: 1450517184
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
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@ -1,110 +0,0 @@
Shader "TextMeshPro/Sprite (UIEffect)"
{
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
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
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
#pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL
#pragma shader_feature __ ADD SUBTRACT FILL
#pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR
#pragma shader_feature __ EX
#define TMP_SPRITE 1
#define UI_EFFECT 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
fixed4 frag(v2f IN) : SV_Target
{
fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam));
fixed effectFactor = param.x;
fixed colorFactor = param.y;
fixed blurFactor = param.z;
#if PIXEL
half2 pixelSize = max(2, (1-effectFactor*0.95) * _MainTex_TexelSize.zw);
IN.texcoord = round(IN.texcoord * pixelSize) / pixelSize;
#endif
#if defined(UI_BLUR) && EX
half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2, IN.uvMask) + _TextureSampleAdd);
#elif defined(UI_BLUR)
half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2) + _TextureSampleAdd);
#else
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
#endif
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#if UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
#if defined (UI_TONE)
color = ApplyToneEffect(color, effectFactor);
#endif
color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor));
color.a *= IN.color.a;
return color;
}
ENDCG
}
}
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 466007890ce83421082c2d58b0121dcd
timeCreated: 1450517184
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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@ -1,87 +0,0 @@
Shader "TextMeshPro/Sprite (UIHsvModifier)"
{
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
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
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
#define TMP_SPRITE 1
#define UI_HSV_MODIFIER 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
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
// Hsv
color = (ApplyHsvEffect(color, IN.eParam)+ _TextureSampleAdd) * IN.color;
return color;
}
ENDCG
}
}
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 1c6bc77283bff44c7aad3f18690f024b
timeCreated: 1450517184
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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@ -1,87 +0,0 @@
Shader "TextMeshPro/Sprite (UIShiny)"
{
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
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
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
#define TMP_SPRITE 1
#define UI_SHINY 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
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
// Shiny
color = ApplyShinyEffect(color, IN.eParam);
return color;
}
ENDCG
}
}
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: c518dd47762104054aeb15fbb2092350
timeCreated: 1450517184
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,90 +0,0 @@
Shader "TextMeshPro/Sprite (UITransition)"
{
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
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
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
#define TMP_SPRITE 1
#define UI_TRANSITION 1
#define ADD 1
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
#pragma shader_feature __ FADE CUTOFF DISSOLVE
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
// Transition
color = ApplyTransitionEffect(color, IN.eParam);
color.rgb *= color.a;
return color;
}
ENDCG
}
}
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 8a91c64bfdfa7448cb176a87750a6b64
timeCreated: 1450517184
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,452 +0,0 @@
#ifndef UI_EFFECT_TMPRO_INCLUDED
#define UI_EFFECT_TMPRO_INCLUDED
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
#if MOBILE
#define UV(x) x.texcoord0
#define UV2(x) x.texcoord1
struct vertex_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
#if EX
float2 uvMask : TEXCOORD2;
#endif
};
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
fixed4 color : COLOR2;
#if UI_DISSOLVE || UI_TRANSITION
half3 eParam : TEXCOORD5;
#elif UI_SHINY
half2 eParam : TEXCOORD5;
#else
half eParam : TEXCOORD5;
#endif
#if EX
half4 uvMask : TEXCOORD6;
#endif
};
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 * 1.5;
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 = input.color * _FaceColor;
// 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
#if UI_DISSOLVE || UI_TRANSITION
half3 param = UnpackToVec3(input.texcoord0.y);
#elif UI_SHINY
half2 param = UnpackToVec2(input.texcoord0.y);
#else
half param = input.texcoord0.y;
#endif
#if UI_EFFECT
input.texcoord0 = UnpackToVec2(input.texcoord0.x) * 2 - 0.5;
#else
input.texcoord0 = UnpackToVec2(input.texcoord0.x);
#endif
pixel_t output = {
vPosition,
faceColor,
outlineColor,
float4(input.texcoord0, 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
input.color,
param,
#if EX
half4(UnpackToVec2(input.uvMask.x), UnpackToVec2(input.uvMask.y)),
#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
#if (UNDERLAY_ON | UNDERLAY_INNER)
// c *= input.texcoord1.z;
#endif
// Dissolve
//c = ApplyTransitionEffect(c, input.eParam);
//c.rgb *= c.a;
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
#else
#define UV(x) x.atlas
#define UV2(x) x.texcoord2
struct vertex_t {
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
#if EX
float2 uvMask : TEXCOORD2;
#endif
};
struct pixel_t {
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;
#if UI_DISSOLVE || UI_TRANSITION
half3 eParam : TEXCOORD6;
#elif UI_SHINY
half2 eParam : TEXCOORD6;
#else
half eParam : TEXCOORD6;
#endif
#if EX
half4 uvMask : TEXCOORD7;
#endif
};
pixel_t VertShader(vertex_t input)
{
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 * 1.5;
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);
#if UI_DISSOLVE || UI_TRANSITION
half3 param = UnpackToVec3(input.texcoord0.y);
#elif UI_SHINY
half2 param = UnpackToVec2(input.texcoord0.y);
#else
half param = input.texcoord0.y;
#endif
#if UI_EFFECT
input.texcoord0 = UnpackToVec2(input.texcoord0.x) * 2 - 0.5;
#else
input.texcoord0 = UnpackToVec2(input.texcoord0.x);
#endif
pixel_t output = {
vPosition,
input.color,
input.texcoord0,
float4(alphaClip, scale, bias, weight),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4(input.texcoord0 + bOffset, bScale, bBias),
underlayColor,
#endif
float4(faceUV, outlineUV),
param,
#if EX
half4(UnpackToVec2(input.uvMask.x), UnpackToVec2(input.uvMask.y)),
#endif
};
return output;
}
fixed4 PixShader(pixel_t input)// : SV_Target
{
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;
}
#endif
#if defined(UI_BLUR)
fixed4 Tex2DBlurring (pixel_t IN, half2 blur, half4 mask)
{
#if FASTBLUR && EX
const int KERNEL_SIZE = 5;
const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486};
#elif MEDIUMBLUR && EX
const int KERNEL_SIZE = 9;
const float KERNEL_[9] = { 0.0438, 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719, 0.0438};
#elif DETAILBLUR && EX
const int KERNEL_SIZE = 13;
const float KERNEL_[13] = { 0.0438, 0.1138, 0.2486, 0.4566, 0.7046, 0.9141, 1.0, 0.9141, 0.7046, 0.4566, 0.2486, 0.1138, 0.0438};
#elif FASTBLUR
const int KERNEL_SIZE = 3;
const float KERNEL_[3] = { 0.4566, 1.0, 0.4566};
#elif MEDIUMBLUR
const int KERNEL_SIZE = 5;
const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486};
#elif DETAILBLUR
const int KERNEL_SIZE = 7;
const float KERNEL_[7] = { 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719};
#else
const int KERNEL_SIZE = 1;
const float KERNEL_[1] = { 1.0 };
#endif
float4 o = 0;
float sum = 0;
float2 shift = 0;
half alpha = IN.color.a;
half2 texcood = UV(IN);
#if UNDERLAY_ON
half2 texcood2 = UV2(IN);
#endif
for(int x = 0; x < KERNEL_SIZE; x++)
{
shift.x = blur.x * (float(x) - KERNEL_SIZE/2);
for(int y = 0; y < KERNEL_SIZE; y++)
{
shift.y = blur.y * (float(y) - KERNEL_SIZE/2);
float2 uv = texcood + shift;
float weight = KERNEL_[x] * KERNEL_[y];
sum += weight;
UV(IN).xy = uv;
IN.color.a = weight;
#if UNDERLAY_ON
UV2(IN).xy = texcood2 + shift;
#endif
#if EX
fixed masked = min(mask.x <= uv.x, uv.x <= mask.z) * min(mask.y <= uv.y, uv.y <= mask.w);
o += lerp(fixed4(0, 0, 0, 0), PixShader(IN) * weight, masked);
#else
o += PixShader(IN) * weight;
#endif
}
}
IN.color.a = alpha;
return o / sum;// * alpha;
}
fixed4 Tex2DBlurring (pixel_t IN, half2 blur)
{
return Tex2DBlurring(IN, blur, half4(0,0,1,1));
}
#endif
#endif // UI_EFFECT_TMPRO_INCLUDED

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SceneRoots:
m_ObjectHideFlags: 0
m_Roots:
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@ -5,7 +5,6 @@ using System.IO;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Rendering.PostProcessing;
using static AxibugEmuOnline.Client.HttpAPI;
using static AxibugEmuOnline.Client.Manager.LogManager;
@ -104,7 +103,7 @@ namespace AxibugEmuOnline.Client.ClientCore
yield break;
int platform = 0;
bool bTest = true;
bool bTest = false;
if (bTest)
{
yield return null;

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@ -5,8 +5,7 @@ namespace AxibugEmuOnline.Client
{
public abstract class CommandChanger : IKeyMapperChanger
{
public string Name { get; private set; }
public string Name => GetType().Name;
public abstract object GetConfig();
}
}

View File

@ -5,6 +5,7 @@ namespace AxibugEmuOnline.Client
{
public class GamingChanger : CommandChanger
{
Dictionary<KeyCode, EnumCommand> m_uiKeyMapper = new Dictionary<KeyCode, EnumCommand>();
public GamingChanger()
{

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@ -70,8 +70,6 @@ namespace AxibugEmuOnline.Client.Manager
InGameUI.Instance.Hide();
LaunchUI.Instance.ShowMainMenu();
CommandDispatcher.Instance.Current = CommandDispatcher.Instance.Normal;
}
public void ResetGame()

View File

@ -14,6 +14,7 @@ namespace AxibugEmuOnline.Client
private List<Filter> m_filters;
private Dictionary<EnumPlatform, Filter> m_filterPlatforms = new Dictionary<EnumPlatform, Filter>();
private AlphaWraper m_previewFilterWraper;
FilterRomSetting m_filterRomSetting;
/// <summary>
/// 滤镜列表
/// </summary>
@ -23,6 +24,8 @@ namespace AxibugEmuOnline.Client
{
m_filterPorfile = filterVolume.profile;
m_filters = m_filterPorfile.settings.Where(setting => setting is FilterEffect).Select(setting => new Filter(setting as FilterEffect)).ToList();
var json = PlayerPrefs.GetString(nameof(FilterRomSetting));
m_filterRomSetting = JsonUtility.FromJson<FilterRomSetting>(json) ?? new FilterRomSetting();
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
ShutDownFilterPreview();
@ -64,12 +67,48 @@ namespace AxibugEmuOnline.Client
setting.enabled.Override(false);
}
/// <summary>
/// 为指定rom设置滤镜以及滤镜的预设
/// </summary>
/// <param name="rom">rom对象</param>
/// <param name="filter">滤镜</param>
/// <param name="preset">滤镜预设</param>
public void SetupFilter(RomFile rom, Filter filter, FilterPreset preset)
{
m_filterRomSetting.Setup(rom, filter, preset);
string json = m_filterRomSetting.ToJson();
PlayerPrefs.SetString(nameof(FilterRomSetting), json);
}
/// <summary>
/// 获得指定rom配置的滤镜设置
/// </summary>
/// <param name="rom">rom对象</param>
/// <returns>此元组任意内任意成员都有可能为空</returns>
public (Filter filter, FilterPreset preset) GetFilterSetting(RomFile rom)
{
var value = m_filterRomSetting.Get(rom);
Filter filter = null;
FilterPreset preset = null;
filter = Filters.FirstOrDefault(f => f.Name == value.filterName);
if (filter != null)
{
preset = filter.Presets.FirstOrDefault(p => p.Name == value.filterName);
}
return (filter, preset);
}
public class Filter
{
public string Name => m_setting.Name;
public IReadOnlyCollection<EditableParamerter> Paramerters => m_setting.EditableParam;
/// <summary> 滤镜预设 </summary>
public List<FilterPreset> Presets = new List<FilterPreset>();
/// <summary> 滤镜默认预设 </summary>
public FilterPreset DefaultPreset = new FilterPreset("DEFAULT");
internal FilterEffect m_setting;
@ -184,5 +223,66 @@ namespace AxibugEmuOnline.Client
m_cacheReady = true;
}
}
[Serializable]
public class FilterRomSetting
{
[SerializeField]
private List<int> m_romID;
[SerializeField]
private List<Item> m_items;
bool m_cacheReady = false;
Dictionary<int, Item> m_cache;
public void Setup(RomFile rom, Filter filter, FilterPreset preset)
{
prepareCache();
if (filter == null)
m_cache.Remove(rom.ID);
else
m_cache[rom.ID] = new Item { FilterName = filter.Name, PresetName = preset != null ? preset.Name : null };
}
public string ToJson()
{
prepareCache();
m_romID = m_cache.Keys.ToList();
m_items = m_cache.Values.ToList();
return JsonUtility.ToJson(this);
}
public (string filterName, string presetName) Get(RomFile rom)
{
prepareCache();
m_cache.TryGetValue(rom.ID, out var item);
return (item.FilterName, item.PresetName);
}
private void prepareCache()
{
if (m_cacheReady) return;
if (m_items == null) m_items = new List<Item>();
if (m_romID == null) m_romID = new List<int>();
m_cache = new Dictionary<int, Item>();
for (int i = 0; i < m_romID.Count && i < m_items.Count; i++)
{
m_cache[m_romID[i]] = m_items[i];
}
m_cacheReady = true;
}
[Serializable]
struct Item
{
public string FilterName;
public string PresetName;
}
}
}
}

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@ -2,20 +2,24 @@
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: NesEmulator_Screen
m_Shader: {fileID: 4800000, guid: b351396ff606116478d7f4412abe4e2e, type: 3}
m_ShaderKeywords:
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
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stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@ -59,6 +63,7 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _BumpScale: 1
- _ColorMask: 15
@ -87,3 +92,4 @@ Material:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1

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@ -4,6 +4,7 @@ namespace AxibugEmuOnline.Client
{
public interface IKeyMapperChanger
{
string Name { get; }
object GetConfig();
}
public interface ICommandListener

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@ -38,6 +38,7 @@ namespace AxibugEmuOnline.Client
m_stepPerformer = new StepPerformer(this);
menus.Add(new InGameUI_FilterSetting(this));
menus.Add(new InGameUI_Reset(this));
menus.Add(new InGameUI_SaveState(this));
menus.Add(new InGameUI_LoadState(this));
@ -84,6 +85,16 @@ namespace AxibugEmuOnline.Client
Eventer.Instance.RegisterEvent<int>(EEvent.OnRoomWaitStepChange, OnServerStepUpdate);
gameObject.SetActiveEx(true);
var filterSetting = App.filter.GetFilterSetting(currentRom);
if (filterSetting.filter != null)
{
var filter = filterSetting.filter;
var preset = filterSetting.preset ?? filter.DefaultPreset;
filter.ApplyPreset(preset);
App.filter.EnableFilter(filter);
}
}
private void OnServerStepUpdate(int step)
@ -95,6 +106,8 @@ namespace AxibugEmuOnline.Client
{
CommandDispatcher.Instance.UnRegistController(this);
gameObject.SetActiveEx(false);
App.filter.ShutDownFilter();
}
protected override void OnCmdOptionMenu()
@ -120,8 +133,6 @@ namespace AxibugEmuOnline.Client
Eventer.Instance.UnregisterEvent<int>(EEvent.OnRoomWaitStepChange, OnServerStepUpdate);
App.roomMgr.SendLeavnRoom();
App.emu.StopGame();
CommandDispatcher.Instance.Current = CommandDispatcher.Instance.Normal;
}
}
}

View File

@ -38,6 +38,12 @@ namespace AxibugEmuOnline.Client
CommandDispatcher.Instance.Current = CommandDispatcher.Instance.Normal;
}
private void Update()
{
if (CommandDispatcher.Instance.Current == CommandDispatcher.Instance.Gaming && App.emu.Core.IsNull())
CommandDispatcher.Instance.Current = CommandDispatcher.Instance.Normal;
}
public void HideMainMenu()
{
BG.gameObject.SetActiveEx(false);

View File

@ -218,6 +218,10 @@ namespace AxibugEmuOnline.Client
{
if (m_bPoped)
{
Vector2 start = new Vector2(-MenuRoot.rect.width, MenuRoot.anchoredPosition.y);
Vector2 end = new Vector2(0, MenuRoot.anchoredPosition.y);
ReleaseRuntimeMenus();
m_runtimeMenuItems.Clear();
@ -225,8 +229,7 @@ namespace AxibugEmuOnline.Client
CommandDispatcher.Instance.UnRegistController(this);
Canvas.ForceUpdateCanvases();
Vector2 start = new Vector2(-MenuRoot.rect.width, MenuRoot.anchoredPosition.y);
Vector2 end = new Vector2(0, MenuRoot.anchoredPosition.y);
DOTween.To(
() => start,
(value) =>

View File

@ -102,8 +102,12 @@ namespace AxibugEmuOnline.Client
srollRect.content.anchoredPosition += new Vector2(0, gap);
else
{
var srcPos = m_selectArrow.position;
var endValue = srollRect.content.anchoredPosition + new Vector2(0, gap);
DOTween.To(() => srollRect.content.anchoredPosition, (x) => srollRect.content.anchoredPosition = x, endValue, 0.125f);
var tween = DOTween.To(
() => srollRect.content.anchoredPosition,
(x) => srollRect.content.anchoredPosition = x,
endValue, 0.125f);
}
}

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@ -1,6 +1,5 @@

using System;
using System.IO;
using VirtualNes.Core.Debug;
namespace VirtualNes.Core

View File

@ -1,5 +1,4 @@
using System;
using System.IO;
namespace VirtualNes.Core
{

View File

@ -1,5 +1,4 @@
using System;
using static VirtualNes.Core.APU_FME7;
namespace VirtualNes.Core
{

View File

@ -1,7 +1,4 @@
using System;
using System.IO;
namespace VirtualNes.Core
namespace VirtualNes.Core
{
public abstract class APU_INTERFACE : IStateBufferObject
{

View File

@ -1,8 +1,5 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace VirtualNes.Core
{

View File

@ -1,5 +1,4 @@
using System;
using System.IO;
namespace VirtualNes.Core
{

View File

@ -1,5 +1,4 @@
using System;
using System.IO;
using VirtualNes.Core.Emu2413;
namespace VirtualNes.Core

View File

@ -1,6 +1,4 @@
using System;
namespace VirtualNes.Core
namespace VirtualNes.Core
{

View File

@ -1,9 +1,7 @@
//////////////////////////////////////////////////////////////////////////
// Mapper168 Subor (PPUExtLatch) //
//////////////////////////////////////////////////////////////////////////
using VirtualNes.Core.Debug;
using static VirtualNes.MMU;
using BYTE = System.Byte;
using INT = System.Int32;
namespace VirtualNes.Core

View File

@ -1,8 +1,4 @@
using VirtualNes.Core.Debug;
using static VirtualNes.MMU;
using BYTE = System.Byte;
using INT = System.Int32;
namespace VirtualNes.Core
namespace VirtualNes.Core
{
public class _Mapper : Mapper
{

View File

@ -1,8 +1,4 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace VirtualNes.Core
namespace VirtualNes.Core
{
public struct FILEHDR2 : IStateBufferObject
{

View File

@ -1,10 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace VirtualNes.Core
namespace VirtualNes.Core
{
public struct SNDSTAT : IStateBufferObject
{