Merge pull request 'master' (#30) from Alienjack/AxibugEmuOnline:master into master

Reviewed-on: #30
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sin365 2024-08-22 14:26:10 +08:00
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[submodule "AxibugEmuOnline.Client/Assets/AlienUICore"]
path = AxibugEmuOnline.Client/Assets/AlienUICore
url = https://github.com/AlienJack/AlienUICore.git

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# Changelog
## [v3.2.0](https://github.com/mob-sakai/UIEffect/tree/v3.2.0) (2019-07-17)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.1.0...v3.2.0)
**Breaking changes:**
- UICapturedImage: Immediate capturing option is removed as it does not work on many platforms [\#161](https://github.com/mob-sakai/UIEffect/issues/161)
**Implemented enhancements:**
- Add demo for Unity 2018+ and TMPro 1.2+ [\#166](https://github.com/mob-sakai/UIEffect/issues/166)
**Fixed bugs:**
- UIDissolve's "Reverse Play" option works only in OnEnable [\#183](https://github.com/mob-sakai/UIEffect/issues/183)
- CanvasGroup.alpha does not affect [\#180](https://github.com/mob-sakai/UIEffect/issues/180)
- UIShiny effect remain on screen after calling Stop\(\) [\#165](https://github.com/mob-sakai/UIEffect/issues/165)
- Material caching is not working properly [\#163](https://github.com/mob-sakai/UIEffect/issues/163)
- Add a null check to TMPro sprite asset material checking [\#176](https://github.com/mob-sakai/UIEffect/pull/176) ([Oskiii](https://github.com/Oskiii))
## [v3.1.0](https://github.com/mob-sakai/UIEffect/tree/v3.1.0) (2019-03-10)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.4...v3.1.0)
## Support TextMeshPro!
* All components are supported
* Advanced blur is supported for Unity 2017.1+
![](https://user-images.githubusercontent.com/12690315/53533025-8495d800-3b3c-11e9-9e94-320f3ec7ad74.png)
For details to use, see [Usage with TextMeshPro](https://github.com/mob-sakai/UIEffect#usage-with-textmeshpro)
**NOTE: Unity 5.x will not be supported in the near future**
**Implemented enhancements:**
- Support TextMeshPro [\#137](https://github.com/mob-sakai/UIEffect/issues/137)
- add reverse animation option to UIDissolve [\#153](https://github.com/mob-sakai/UIEffect/pull/153) ([antpaw](https://github.com/antpaw))
## [v3.0.4](https://github.com/mob-sakai/UIEffect/tree/v3.0.4) (2019-02-15)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.3...v3.0.4)
**Implemented enhancements:**
- add initial play animation delay option to UIShiny [\#147](https://github.com/mob-sakai/UIEffect/pull/147) ([antpaw](https://github.com/antpaw))
**Fixed bugs:**
- UIEffectCapturedImage.effectColor does not work as expected [\#148](https://github.com/mob-sakai/UIEffect/issues/148)
- fix warnings [\#146](https://github.com/mob-sakai/UIEffect/pull/146) ([antpaw](https://github.com/antpaw))
## [v3.0.3](https://github.com/mob-sakai/UIEffect/tree/v3.0.3) (2019-01-21)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.2...v3.0.3)
**Fixed bugs:**
- UIHsvModifier works only on gamma-space [\#145](https://github.com/mob-sakai/UIEffect/issues/145)
## [v3.0.2](https://github.com/mob-sakai/UIEffect/tree/v3.0.2) (2019-01-15)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.1...v3.0.2)
**Fixed bugs:**
- UIEffect & UIHsvModifier & UITransitionEffect Strange action [\#144](https://github.com/mob-sakai/UIEffect/issues/144)
## [v3.0.1](https://github.com/mob-sakai/UIEffect/tree/v3.0.1) (2018-11-07)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.0...v3.0.1)
**Fixed bugs:**
- Compile error in 2018.3 [\#139](https://github.com/mob-sakai/UIEffect/issues/139)
## [v3.0.0](https://github.com/mob-sakai/UIEffect/tree/v3.0.0) (2018-10-09)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.3...v3.0.0)
### New architecture: easier, faster and more beautiful.
* Simple & easy-to-use
* 20% faster
* High precision parameter
### Immediate capturing (UIEffectCapturedImage option)
* Capture the previous frame immediately without any camera.
* You no longer have to wait one frame to capture!
* *NOTE: LWRP, WebGL and Unity 5.x for iOS/Mac are not supported.*
### Advanced blur (UIEffect option)
* Remove common artifacts in the blur effect for uGUI.
![](https://user-images.githubusercontent.com/12690315/42547121-80134788-84fb-11e8-97a0-048bba9634ea.png)
* It is effective for small padding size atlases, including dynamic fonts!
**Breaking changes:**
- UIEffectCapturedImage: Remove 'TargetTexture' feature [\#136](https://github.com/mob-sakai/UIEffect/issues/136)
- Remove 'additional shadow' in UIShadow component [\#110](https://github.com/mob-sakai/UIEffect/issues/110)
- Remove 'custom effect' feature in UIEffect component [\#98](https://github.com/mob-sakai/UIEffect/issues/98)
- Remove 'shadow effect' feature in UIEffect component [\#97](https://github.com/mob-sakai/UIEffect/issues/97)
- Remove 'hue effect' in UIEffect component [\#91](https://github.com/mob-sakai/UIEffect/issues/91)
- Remove 'cutoff' and 'mono' effect in UIEffect component [\#78](https://github.com/mob-sakai/UIEffect/issues/78)
- New architecture: Shared texture for effect parameter [\#63](https://github.com/mob-sakai/UIEffect/issues/63)
- Change: Change `ToneMode` to `EffectMode` [\#61](https://github.com/mob-sakai/UIEffect/issues/61)
- Separate shadow effect to other component [\#52](https://github.com/mob-sakai/UIEffect/issues/52)
- Use the graphic color as effect color, to reduce parameters [\#50](https://github.com/mob-sakai/UIEffect/issues/50)
**Implemented enhancements:**
- UITransitionEffect: "Pass ray on hidden" option [\#135](https://github.com/mob-sakai/UIEffect/issues/135)
- Add component menu in editor [\#133](https://github.com/mob-sakai/UIEffect/issues/133)
- UITransitionEffect: Add Show/Hide method [\#132](https://github.com/mob-sakai/UIEffect/issues/132)
- UIEffectCapturedImage: Immediate capturing [\#130](https://github.com/mob-sakai/UIEffect/issues/130)
- Improve blurring for atlas [\#95](https://github.com/mob-sakai/UIEffect/issues/95)
- Use Canvas.willRenderCanvases event instead of Update method [\#87](https://github.com/mob-sakai/UIEffect/issues/87)
**Closed issues:**
- Add tooltip [\#92](https://github.com/mob-sakai/UIEffect/issues/92)
- UIShiny: change parameter name `highlight` to `gloss` [\#93](https://github.com/mob-sakai/UIEffect/issues/93)
## [v2.8.3](https://github.com/mob-sakai/UIEffect/tree/v2.8.3) (2018-09-29)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.2...v2.8.3)
**Fixed bugs:**
- UIEffectCapturedImage: Black screen with Unity 2018.1+ editor on Windows [\#131](https://github.com/mob-sakai/UIEffect/issues/131)
## [v2.8.2](https://github.com/mob-sakai/UIEffect/tree/v2.8.2) (2018-09-26)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.1...v2.8.2)
**Fixed bugs:**
- UICapturedEffectImage does not work with 'ScreenSpace - Overlay' in edit mode [\#128](https://github.com/mob-sakai/UIEffect/issues/128)
- The UIEffectCapturedImage is upside down with 'ScreenSpace - Overlay' mode [\#127](https://github.com/mob-sakai/UIEffect/issues/127)
- When "UI-Effect.mat" is created automatically, Unity hangs up. [\#126](https://github.com/mob-sakai/UIEffect/issues/126)
- UICapturedEffectImage does not work with Lightweight Render Pipeline LWRP [\#125](https://github.com/mob-sakai/UIEffect/issues/125)
## [v2.8.1](https://github.com/mob-sakai/UIEffect/tree/v2.8.1) (2018-08-17)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.0...v2.8.1)
**Fixed bugs:**
- \(Demo\) "Transition capture & dissolve" is incorrect [\#119](https://github.com/mob-sakai/UIEffect/issues/119)
## [v2.8.0](https://github.com/mob-sakai/UIEffect/tree/v2.8.0) (2018-08-14)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.7.1...v2.8.0)
* Create a screen transition!
![8 -08-2018 19-29-38](https://user-images.githubusercontent.com/12690315/43832265-dbdecc98-9b41-11e8-8ab5-9f49420a6a16.gif)
* Some updates make UIEffectCapturedImage easier to use!
**Implemented enhancements:**
- UIEffectCapturedImage: Supports 'ScreenSpace - Overlay' [\#115](https://github.com/mob-sakai/UIEffect/issues/115)
- UIEffectCapturedImage: Keep aspect ratio [\#114](https://github.com/mob-sakai/UIEffect/issues/114)
- UIEffectCapturedImage: 'Capture on enable' option [\#113](https://github.com/mob-sakai/UIEffect/issues/113)
- UITransitionEffect: Change transition texture [\#111](https://github.com/mob-sakai/UIEffect/issues/111)
**Closed issues:**
- UIEffectCapturedImage: change parameter name `keepCanvasSize` to `fitToScreen` [\#116](https://github.com/mob-sakai/UIEffect/issues/116)
## [v2.7.1](https://github.com/mob-sakai/UIEffect/tree/v2.7.1) (2018-08-06)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.7.0...v2.7.1)
**Fixed bugs:**
- In v2.7.0, UIEffectCapturedImage is flipped vertically on Windows [\#112](https://github.com/mob-sakai/UIEffect/issues/112)
## [v2.7.0](https://github.com/mob-sakai/UIEffect/tree/v2.7.0) (2018-07-26)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.2...v2.7.0)
UIHsvModifier: Modify hue, saturation, and value as you like!
![](https://user-images.githubusercontent.com/12690315/43200006-d6e2bf54-904e-11e8-9f22-0c0f9ce5912f.gif)
* Note: `Hue` mode in UIEffect component will be obsolete in the near future. Please use UIHsvModifier component instead.
* Note: `Cutoff` and `Mono` mode in UIEffect component will be obsolete in the near future. Please use UITransitionEffect component instead.
**Implemented enhancements:**
- UIEffectCapturedImage: Support target RenderTexture to use external component [\#108](https://github.com/mob-sakai/UIEffect/issues/108)
- Transition effect as other component [\#105](https://github.com/mob-sakai/UIEffect/issues/105)
- Use multi-pass blurring to capture screenshot [\#96](https://github.com/mob-sakai/UIEffect/issues/96)
- Feature: HSV modifier [\#44](https://github.com/mob-sakai/UIEffect/issues/44)
**Fixed bugs:**
- UIEffectCapturedImage: ColorMode is not working [\#109](https://github.com/mob-sakai/UIEffect/issues/109)
- UIDissolve is not maskable [\#101](https://github.com/mob-sakai/UIEffect/issues/101)
## [v2.6.2](https://github.com/mob-sakai/UIEffect/tree/v2.6.2) (2018-07-18)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.1...v2.6.2)
**Fixed bugs:**
- Shader has compile errors in D3D9 or D3D11\_9X\(WSA\) [\#99](https://github.com/mob-sakai/UIEffect/issues/99)
## [v2.6.1](https://github.com/mob-sakai/UIEffect/tree/v2.6.1) (2018-06-14)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.0...v2.6.1)
**Fixed bugs:**
- Errors occurred on build \(v2.6.0\) [\#90](https://github.com/mob-sakai/UIEffect/issues/90)
## [v2.6.0](https://github.com/mob-sakai/UIEffect/tree/v2.6.0) (2018-06-14)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.2...v2.6.0)
Blurring effect has been improved about 6 times faster!
![](https://user-images.githubusercontent.com/12690315/41393724-08420b1e-6fe2-11e8-8741-721789c2d029.png)
You can change noise texture for dissolve effect from inspector or script!
![](https://user-images.githubusercontent.com/12690315/41397570-99bda636-6fef-11e8-827b-932d7a8e74c1.gif)
**Implemented enhancements:**
- Improve blurring performance [\#88](https://github.com/mob-sakai/UIEffect/issues/88)
- Separate the effect with a character [\#86](https://github.com/mob-sakai/UIEffect/issues/86)
- Change dissolve texture [\#75](https://github.com/mob-sakai/UIEffect/issues/75)
**Closed issues:**
- Change BlurMode correctly [\#84](https://github.com/mob-sakai/UIEffect/issues/84)
- Refactoring to prepare v3.0.0 [\#83](https://github.com/mob-sakai/UIEffect/issues/83)
- Change ColorMode correctly [\#51](https://github.com/mob-sakai/UIEffect/issues/51)
## [v2.5.2](https://github.com/mob-sakai/UIEffect/tree/v2.5.2) (2018-06-07)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.1...v2.5.2)
**Fixed bugs:**
- When `UIEFFECT\_SEPARATE` symbol is defined, UIDissolve does not work well [\#85](https://github.com/mob-sakai/UIEffect/issues/85)
## [v2.5.1](https://github.com/mob-sakai/UIEffect/tree/v2.5.1) (2018-05-31)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.0...v2.5.1)
**Fixed bugs:**
- Fix demo [\#82](https://github.com/mob-sakai/UIEffect/issues/82)
## [v2.5.0](https://github.com/mob-sakai/UIEffect/tree/v2.5.0) (2018-05-31)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.4.1...v2.5.0)
Shiny effect has been update!
![v2.5.0](https://user-images.githubusercontent.com/12690315/40654533-8877c99c-6379-11e8-8ae7-b91995fc230b.gif)
* NOTE: `UIEffect.shadow***` will be obsolete in the near future. Please use `UIShadow` component instead.
* NOTE: `UIEffect.custom***` will be obsolete in the near future. Please use `UICustomEffect` component (experimental) instead.
**Implemented enhancements:**
- UIDissolve: Play effect from script/inspector [\#81](https://github.com/mob-sakai/UIEffect/issues/81)
- UIShiny: Play effect from script/inspector [\#80](https://github.com/mob-sakai/UIEffect/issues/80)
- During play mode, you can change the effect type, color type, and blur type \(in Editor\) [\#73](https://github.com/mob-sakai/UIEffect/issues/73)
- Add shadow effect as other component [\#72](https://github.com/mob-sakai/UIEffect/issues/72)
- UIShiny : Visual update [\#68](https://github.com/mob-sakai/UIEffect/issues/68)
- Add Custom effect as other component [\#60](https://github.com/mob-sakai/UIEffect/issues/60)
**Fixed bugs:**
- UIDissolve: When width=1 and location=0, image is lacked [\#79](https://github.com/mob-sakai/UIEffect/issues/79)
**Closed issues:**
- UIEffect inherit UIEffectBase [\#74](https://github.com/mob-sakai/UIEffect/issues/74)
- Change directory structure [\#56](https://github.com/mob-sakai/UIEffect/issues/56)
## [v2.4.1](https://github.com/mob-sakai/UIEffect/tree/v2.4.1) (2018-05-29)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.4.0...v2.4.1)
**Fixed bugs:**
- UIEffectCapturedImage: The result image is flipped vertically [\#69](https://github.com/mob-sakai/UIEffect/issues/69)
## [v2.4.0](https://github.com/mob-sakai/UIEffect/tree/v2.4.0) (2018-05-21)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.2...v2.4.0)
UIDissolve has been updated!
![v2.4.0](https://user-images.githubusercontent.com/12690315/40294019-a0bfb8aa-5d0e-11e8-8451-873502db6a99.gif)
![editor](https://user-images.githubusercontent.com/12690315/40294212-9e1b1ce2-5d0f-11e8-88ce-78a8c0523dc2.png)
**Implemented enhancements:**
- UIDissolve: Add color mode option. [\#64](https://github.com/mob-sakai/UIEffect/issues/64)
## [v2.3.2](https://github.com/mob-sakai/UIEffect/tree/v2.3.2) (2018-05-21)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.1...v2.3.2)
**Closed issues:**
- Fixed: UIEffectCapturedImage: When iteration count is even. the result image is flipped vertically \(other method\) [\#65](https://github.com/mob-sakai/UIEffect/issues/65)
## [v2.3.1](https://github.com/mob-sakai/UIEffect/tree/v2.3.1) (2018-05-10)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.0...v2.3.1)
**Fixed bugs:**
- UIEffectCapturedImage: When iteration count is even. the result image is flipped vertically \(on Windows\) [\#62](https://github.com/mob-sakai/UIEffect/issues/62)
## [v2.3.0](https://github.com/mob-sakai/UIEffect/tree/v2.3.0) (2018-05-08)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.2.0...v2.3.0)
New components has been available!
* **UIShiny** : Shiny effect WITHOUT Mask component. This will suppress extra draw calls and improve performance.
* **UIDissolve** : Dissolve effect WITHOUT material instancing. This will suppress extra draw calls and improve performance.
* **UIFlip** : Flip graphic horizontal/vertical.
![v2.3.0](https://user-images.githubusercontent.com/12690315/40706142-cb98d2d0-6427-11e8-96fc-5cc5fd9c553a.gif)
**Implemented enhancements:**
- Feature: Flip horizontal/vertical [\#47](https://github.com/mob-sakai/UIEffect/issues/47)
- Feature: Dissolve [\#45](https://github.com/mob-sakai/UIEffect/issues/45)
- Feature: Shining effect [\#9](https://github.com/mob-sakai/UIEffect/issues/9)
## [v2.2.0](https://github.com/mob-sakai/UIEffect/tree/v2.2.0) (2018-04-12)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.1.0...v2.2.0)
**Implemented enhancements:**
- Feature: Customize shader/material. You can create a custom ui shader and control it with UIEffct. [\#46](https://github.com/mob-sakai/UIEffect/issues/46)
- Feature: UIEffectCapturedImage supports keep canvas size. [\#54](https://github.com/mob-sakai/UIEffect/issues/54)
- Feature: UIEffectCapturedImage supports `Quality Type` to easy setup. [\#53](https://github.com/mob-sakai/UIEffect/issues/53)
**Fixed bugs:**
- Bug: Color effect on shadow is incorrect. [\#55](https://github.com/mob-sakai/UIEffect/issues/55)
**Closed issues:**
- Change: Reduce the pixelation effect when tone level = 1. [\#57](https://github.com/mob-sakai/UIEffect/issues/57)
## [v2.1.0](https://github.com/mob-sakai/UIEffect/tree/v2.1.0) (2018-04-04)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.0.0...v2.1.0)
**Implemented enhancements:**
- Feature: UIEffectCapturedImage support iterative operation [\#48](https://github.com/mob-sakai/UIEffect/issues/48)
## [v2.0.0](https://github.com/mob-sakai/UIEffect/tree/v2.0.0) (2018-01-25)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.6.1...v2.0.0)
**Breaking changes:**
- Important: Unity 5.3.x & 5.4.x are no longer supported. [\#40](https://github.com/mob-sakai/UIEffect/issues/40)
**Implemented enhancements:**
- Improve: Reduce the materials. Too many effect materials are exist. [\#15](https://github.com/mob-sakai/UIEffect/issues/15)
**Closed issues:**
- Change: Change namespace to Coffee.UIExtensions [\#6](https://github.com/mob-sakai/UIEffect/issues/6)
## [v1.6.1](https://github.com/mob-sakai/UIEffect/tree/v1.6.1) (2018-01-25)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.6.0...v1.6.1)
**Fixed bugs:**
- Bug: Cannot access protected member `UnityEngine.UI.BaseMeshEffect.graphic` [\#41](https://github.com/mob-sakai/UIEffect/issues/41)
## [v1.6.0](https://github.com/mob-sakai/UIEffect/tree/v1.6.0) (2018-01-18)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.5.1...v1.6.0)
**Fixed bugs:**
- Bug: Pixelization is incorrect. [\#34](https://github.com/mob-sakai/UIEffect/issues/34)
**Closed issues:**
- Change: UIEffect inherit BaseMeshEffect. [\#35](https://github.com/mob-sakai/UIEffect/issues/35)
- Change: Blur level range to \[0-1\] [\#32](https://github.com/mob-sakai/UIEffect/issues/32)
- Change: ShadowMode -\> ShadowStyle [\#18](https://github.com/mob-sakai/UIEffect/issues/18)
## [v1.5.1](https://github.com/mob-sakai/UIEffect/tree/v1.5.1) (2018-01-18)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.5.0...v1.5.1)
**Fixed bugs:**
- Bug: An error occurs when no effect is specified for UICapturedImage. [\#36](https://github.com/mob-sakai/UIEffect/issues/36)
## [v1.5.0](https://github.com/mob-sakai/UIEffect/tree/v1.5.0) (2018-01-16)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.4...v1.5.0)
**Implemented enhancements:**
- Feature: ShadowMode 'Shadow 3' [\#11](https://github.com/mob-sakai/UIEffect/issues/11)
- Feature: Hue [\#8](https://github.com/mob-sakai/UIEffect/issues/8)
- Feature: Gradient [\#7](https://github.com/mob-sakai/UIEffect/issues/7)
## [v1.4.4](https://github.com/mob-sakai/UIEffect/tree/v1.4.4) (2018-01-16)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.3...v1.4.4)
**Fixed bugs:**
- Bug: Error has occur on edit prefab. [\#27](https://github.com/mob-sakai/UIEffect/issues/27)
## [v1.4.3](https://github.com/mob-sakai/UIEffect/tree/v1.4.3) (2018-01-15)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.2...v1.4.3)
**Fixed bugs:**
- Bug: Color effect is incorrect. [\#19](https://github.com/mob-sakai/UIEffect/issues/19)
## [v1.4.2](https://github.com/mob-sakai/UIEffect/tree/v1.4.2) (2018-01-14)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.1...v1.4.2)
**Implemented enhancements:**
- Feature: ColorMode `Override` [\#12](https://github.com/mob-sakai/UIEffect/issues/12)
**Fixed bugs:**
- Bug: Error has occur OnAfterDeserialize in editor. [\#16](https://github.com/mob-sakai/UIEffect/issues/16)
## [v1.4.1](https://github.com/mob-sakai/UIEffect/tree/v1.4.1) (2018-01-10)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.0...v1.4.1)
## [v1.4.0](https://github.com/mob-sakai/UIEffect/tree/v1.4.0) (2018-01-07)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.3.0...v1.4.0)
**Implemented enhancements:**
- Feature: Exclude unused shader variants from build. [\#5](https://github.com/mob-sakai/UIEffect/issues/5)
## [v1.3.0](https://github.com/mob-sakai/UIEffect/tree/v1.3.0) (2018-01-06)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.2.0...v1.3.0)
## [v1.2.0](https://github.com/mob-sakai/UIEffect/tree/v1.2.0) (2018-01-05)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.1.0...v1.2.0)
**Implemented enhancements:**
- Feature: Fast multiple shadow effect. [\#2](https://github.com/mob-sakai/UIEffect/issues/2)
**Fixed bugs:**
- Pixelaration shifts to the lower right. [\#4](https://github.com/mob-sakai/UIEffect/issues/4)
## [v1.1.0](https://github.com/mob-sakai/UIEffect/tree/v1.1.0) (2017-08-17)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.0.0...v1.1.0)
**Implemented enhancements:**
- Feature: Pixelization effect [\#1](https://github.com/mob-sakai/UIEffect/issues/1)
## [v1.0.0](https://github.com/mob-sakai/UIEffect/tree/v1.0.0) (2017-03-01)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/a9c4ec4e72a055ca5e5c24f6a75c6720f0f6fd7f...v1.0.0)
\* *This Changelog was automatically generated by [github_changelog_generator](https://github.com/github-changelog-generator/github-changelog-generator)*

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#if TMP_PRESENT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro.EditorUtilities;
using UnityEditor;
using Coffee.UIExtensions;
using System.IO;
using System.Linq;
using System;
namespace Coffee.UIEffect.Editors
{
public class TMP_SDFShaderGUI : TMPro.EditorUtilities.TMP_SDFShaderGUI
{
static GUIStyle s_PanelTitle;
Material currentMaterial;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
currentMaterial = materialEditor.target as Material;
base.OnGUI(materialEditor, properties);
}
protected override void DoGUI()
{
if (currentMaterial.HasProperty("_FaceColor"))
{
base.DoGUI();
}
else
{
DrawSpritePanel();
}
var name = currentMaterial.shader.name;
if (name.EndsWith("(UIEffect)"))
{
DrawEffectPanel();
}
else if (name.EndsWith("(UIDissolve)"))
{
DrawDissolvePanel();
}
else if (name.EndsWith("(UIShiny)"))
{
DrawShinyPanel();
}
else if (name.EndsWith("(UITransition)"))
{
DrawTransitionPanel();
}
}
void DrawSpritePanel()
{
if (BeginTmpPanel("Sprite", true))
{
EditorGUI.indentLevel += 1;
DoTexture2D("_MainTex", "Texture");
DoColor("_Color", "Color");
EditorGUI.indentLevel -= 1;
}
EndTmpPanel();
}
void DrawDissolvePanel()
{
if (BeginTmpPanel("Dissolve", true))
{
EditorGUI.indentLevel += 1;
DoTexture2D("_NoiseTex", "Texture");
DrawEnum<ColorMode>(currentMaterial);
EditorGUI.indentLevel -= 1;
}
EndTmpPanel();
}
void DrawShinyPanel()
{
}
void DrawTransitionPanel()
{
if (BeginTmpPanel("Transition", true))
{
EditorGUI.indentLevel += 1;
DoTexture2D("_NoiseTex", "Texture");
DrawEnum<UITransitionEffect.EffectMode>(currentMaterial);
EditorGUI.indentLevel -= 1;
}
EndTmpPanel();
}
void DrawEffectPanel()
{
if (BeginTmpPanel("Effect", true))
{
EditorGUI.indentLevel += 1;
DrawEnum<EffectMode>(currentMaterial);
DrawEnum<ColorMode>(currentMaterial);
DrawEnum<BlurMode>(currentMaterial);
DrawToggleKeyword(currentMaterial, "Advanced Blur", "EX");
EditorGUI.indentLevel -= 1;
}
EndTmpPanel();
}
static void DrawEnum<T>(Material mat)
{
Type type = typeof(T);
string[] names = System.Enum.GetNames(type);
int[] values = System.Enum.GetValues(type) as int[];
int mode = 0;
for (int i = 0; i < names.Length; i++)
{
if (mat.IsKeywordEnabled(names[i].ToUpper()))
mode = values[i];
}
var newMode = EditorGUILayout.IntPopup(ObjectNames.NicifyVariableName(type.Name), mode, names, values);
if (mode != newMode)
{
Array.IndexOf<int>(values, mode);
mat.DisableKeyword(names[Array.IndexOf<int>(values, mode)].ToUpper());
if (newMode != 0)
mat.EnableKeyword(names[Array.IndexOf<int>(values, newMode)].ToUpper());
}
}
static void DrawToggleKeyword(Material mat, string label, string keyword)
{
bool value = mat.IsKeywordEnabled(keyword);
if (EditorGUILayout.Toggle(label, value) != value)
{
if (value)
mat.DisableKeyword(keyword);
else
mat.EnableKeyword(keyword);
}
}
static bool BeginTmpPanel(string panel, bool expanded)
{
if (s_PanelTitle == null)
{
s_PanelTitle = new GUIStyle(EditorStyles.label) { fontStyle = FontStyle.Bold };
}
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
Rect position = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20f, 18f));
position.x += 20;
position.width += 6f;
expanded = GUI.Toggle(position, expanded, panel, s_PanelTitle);
EditorGUI.indentLevel++;
EditorGUI.BeginDisabledGroup(false);
return expanded;
}
static void EndTmpPanel()
{
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
EditorGUILayout.EndVertical();
}
}
}
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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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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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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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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
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_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"
}
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{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
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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;
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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
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_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]
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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;
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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]
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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;
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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" {}
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SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
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}
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
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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
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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;
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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"
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Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
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Cull Off
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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
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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"
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{
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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#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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Copyright 2017 mob-sakai
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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UIEffect
===
UIEffect provide visual effect components for uGUI element in Unity.
[![](https://img.shields.io/github/release/mob-sakai/UIEffect.svg?label=latest%20version)](https://github.com/mob-sakai/UIEffect/releases)
[![](https://img.shields.io/github/release-date/mob-sakai/UIEffect.svg)](https://github.com/mob-sakai/UIEffect/releases)
![](https://img.shields.io/badge/unity-5.5%2B-green.svg)
[![](https://img.shields.io/github/license/mob-sakai/UIEffect.svg)](https://github.com/mob-sakai/UIEffect/blob/master/LICENSE.txt)
[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai)
<< [Description](#Description) | [WebGL Demo](#demo) | [Download](https://github.com/mob-sakai/UIEffect/releases) | [Usage](#usage) | [Example of using](#example-of-using) | [Development Note](#development-note) >>
### What's new? [See changelog ![](https://img.shields.io/github/release-date/mob-sakai/UIEffect.svg?label=last%20updated)](https://github.com/mob-sakai/UIEffect/blob/develop/CHANGELOG.md)
### Do you want to receive notifications for new releases? [Watch this repo ![](https://img.shields.io/github/watchers/mob-sakai/UIEffect.svg?style=social&label=Watch)](https://github.com/mob-sakai/UIEffect/subscription)
### Support me on Patreon! [![become_a_patron](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?)
<br><br><br><br>
## Description
Let's decorate your UI with effects!
You can control parameters as you like from the script as well as inspector.
AnimationClip is supported as a matter of course!
![thumbnail](https://user-images.githubusercontent.com/12690315/41398364-155cf5a6-6ff2-11e8-8124-9d16ef6ca267.gif)
![image](https://user-images.githubusercontent.com/12690315/38594668-636dd3ac-3d82-11e8-9951-820964a6a95f.gif)
<br><br>
#### Available effects
| Component | Features | Screenshot |
|-|-|-|
|**UIEffect**|Combine some visual effects.<br><br>**Effect Mode:** Grayscale, Sepia, Nega, Pixelation<br>**Color Mode:** Multiply, Fill, Additive, Subtract<br>**Blur Mode:** Fast, Medium, Detail<br>**Advanced Blur:** Enable more beautiful blurring.|<img src="https://user-images.githubusercontent.com/12690315/46639603-258df180-cba2-11e8-8f50-9e93bdc4c96e.png" width="600px">|
|**UICaptured EffectImage**|Capture a screenshot of a specific frame with effect, and display it.<br>This effect is non-realtime, light-weight, less-camera, but be effective enough.<br><br>**Effect Mode:** Grayscale, Sepia, Nega, Pixelation<br>**Color Mode:** Multiply, Fill, Additive, Subtract<br>**Blur Mode:** Fast, Medium, Detail<br>**Quality Mode:** Fast, Medium, Detail, Custom<br>**Capture On Enable:** When the component is enable, capture screen automatically.<br>**Blur iterations:** Number of blur iterations.<br>**Reduction/Downsampling Rate:** None, x1, x2, x4, x8<br>**Fit size to screen:** Fit RectTransform to the screen on captured.<br>**Immediate Capturing:**<br><br>*NOTE: This component can be used with UIEffect, UITransition etc.*<br>*NOTE: Immediate capturing does not support LWRP, WebGL and Unity 5.x for iOS/Mac.*|<img src="https://user-images.githubusercontent.com/12690315/44078752-4c2e4114-9fe2-11e8-97f0-54d3a36a562e.gif" width="600px">|
|**UIShiny**|Apply shining effect to a graphic.<br>The effect does not require Mask component or normal map.<br><br>**Parameters:** Effect factor, Width, Rotation, Softness, Brightness, Gloss<br>**Effect Player:** To play shining, enable `Play` in inspector or call `Play()` from script.|<img src="https://user-images.githubusercontent.com/12690315/46639689-b1078280-cba2-11e8-8716-cbc634af7293.gif" width="600px">|
|**UIDissolve**|Apply dissolve effect to a graphic.<br><br>**Color Mode for edge:** Multiply, Fill, Additive, Subtract<br>**Parameters:** Effect factor, Width, Rotation, Softness, Edge color<br>**Options:** Effect area, Keep effect aspect ratio<br>**Effect Player:** To play dissolving, call `Play()` from script.|<img src="https://user-images.githubusercontent.com/12690315/46639690-b1078280-cba2-11e8-8aa9-1d2650fe9a62.gif" width="600px">|
|**UIHsvModifier**|Modify HSV for graphic.<br><br>**Target:** Color, Range<br>**Adjustment:** Hue, Saturation, Value|<img src="https://user-images.githubusercontent.com/12690315/43200006-d6e2bf54-904e-11e8-9f22-0c0f9ce5912f.gif" width="600px">|
|**UITransition Effect**|Apply transition effect with a single channel texture.<br><br>**Effect Mode:** Cutoff, Fade, Dissolve<br>**Options:** Effect area, Keep effect aspect ratio, transition texture<br>**Pass Ray On Hidden:** Disable the graphic's raycastTarget on hidden.<br>**Effect Player:** To show/hide transition, call `Show()/Hide()` from script.|<img src="https://user-images.githubusercontent.com/12690315/46639688-b1078280-cba2-11e8-8bbb-16b8498bca5f.gif" width="600px">|
<br><br>
##### The following effects can be used with the above components.
| Component | Features | Screenshot |
|-|-|-|
|**UIShadow**|Add shadow/outline to a graphic.<br>The performance is better than the default Shadow/Outline component.<br><br>**ShadowStyle:** Shadow, Shadow3, Outline, Outline8|<img src="https://user-images.githubusercontent.com/12690315/46639604-258df180-cba2-11e8-98a9-aa31f04c695d.png" width="600px">|
|**UIGradient**|Change vertex color as gradient with angle and offset.<br><br>**Direction:** Horizontal, Vertical, Angle, Diagonal<br>**Options:** Offset, Color space|<img src="https://user-images.githubusercontent.com/12690315/40716995-ca87665e-6445-11e8-8233-ec2e21fefd6b.png" width="600px">|
|**UIFlip**|Flip a graphic.<br><br>**Direction:** Horizontal, Vertical, Both|<img src="https://user-images.githubusercontent.com/12690315/40716996-cab1fd7e-6445-11e8-9753-962d23991d86.png" width="600px">|
<br><br><br><br>
## Demo
[WebGL Demo](http://mob-sakai.github.io/UIEffect)
* Effect sample
* Transition
* Dialog window with blured background
* Included in unitypackage
<br><br><br><br>
## Usage
1. Download UIEffect.unitypackage from [Releases](https://github.com/mob-sakai/UIEffect/releases).
2. Import the package into your Unity project. Select `Import Package > Custom Package` from the `Assets` menu.
![](https://user-images.githubusercontent.com/12690315/46570979-edbb5a00-c9a7-11e8-845d-c5ee279effec.png)
3. In Unity5.6+, enable `TexCoord1` channel of canvas. See also [Development Note](##note-unity-56).
![](https://user-images.githubusercontent.com/12690315/46567584-3525f400-c970-11e8-9839-5c9e810b0b80.png)
4. Add any effect component to UI element (Image, RawImage, Text, etc...) from `Add Component` in inspector or `Component > UI > UIEffect > ...` menu.
![](https://user-images.githubusercontent.com/12690315/46570977-ebf19680-c9a7-11e8-9ffb-174f56107070.png)
6. Adjust the parameters of the effect as you like, in inspector.
![image](https://user-images.githubusercontent.com/12690315/38594668-636dd3ac-3d82-11e8-9951-820964a6a95f.gif)
7. Enjoy!
#### Usage with TextMeshPro
1. Add a symbol `TMP_PRESENT` to scripting define symbols.
![](https://user-images.githubusercontent.com/12690315/54080742-14583500-433a-11e9-815b-8ed600697569.png)
2. If the material does not support the effect component, the following warning will be displayed.
When you press the Fix button, new material is automatically generated and set.
![](https://user-images.githubusercontent.com/12690315/49728471-377d3500-fcb6-11e8-849b-d664aeb9da75.png)
3. If you want to use material variants, select `Create Material Preset` from the context menu to duplicate the material.
![](https://user-images.githubusercontent.com/12690315/53881014-dfa45f00-4055-11e9-833f-7409adebc542.png)
4. Effect mode, color mode, blur mode and etc. can not be changed from the component editor.
Change them from the material editor.
![](https://user-images.githubusercontent.com/12690315/53782892-bea71580-3f52-11e9-9d43-e7cb6761f52c.png)
5. If you want to enable "Advanced Blur", enable `TexCoord2` channel of canvas.
![](https://user-images.githubusercontent.com/12690315/46567584-3525f400-c970-11e8-9839-5c9e810b0b80.png)
#### Usage without TextMeshPro
1. When you uninstalled TextMeshPro from the project, remove a symbol `TMP_PRESENT` to scripting define symbols.
![](https://user-images.githubusercontent.com/12690315/54080761-cabc1a00-433a-11e9-97ab-431cf1cfe602.png)
##### Requirement
* Unity 5.5+ *(included Unity 2018.x)*
* No other SDK are required
<br><br><br><br>
## Example of using
| Case | Description | Screenshot |
|-|-|-|
|Lock/unlock contents|Use UIEffect to apply grayscale.<br>Indicate to user that the content is unavailable.|![](https://user-images.githubusercontent.com/12690315/46563469-aba8fe80-c93c-11e8-850f-949f6f8da742.png)|
|Silhouette|Use UIEffect for filling color.|![](https://user-images.githubusercontent.com/12690315/46563576-3db10700-c93d-11e8-960e-4336ff3ce481.png)|
|Soft shadow/<br>Outer glow|Use UIEffect and UIShadow to blur the shadow.<br>To blur only shadow, set `Blur Factor` in UIEffect to 0.|![](https://user-images.githubusercontent.com/12690315/46566001-452edb00-c952-11e8-9cc4-6098a9eb67f3.png)|
|Colored shadow|Use UIEffect and UIShadow to fill shadow with color.<br>To fill only shadow, set `Color Factor` in UIEffect to 0.|![](https://user-images.githubusercontent.com/12690315/46566000-452edb00-c952-11e8-8d20-6ccc3fa92ae4.png)|
|Blurred dynamic font|Use UIEffect to blur text.<br>To blur dynamic font cleanly, enable `Advanced Blur` option.|![](https://user-images.githubusercontent.com/12690315/46566002-45c77180-c952-11e8-87cb-4d915e0614be.png)|
|Text with outline & shadow|Use two UIShadows to add outline and shadow.<br>There is less overdraw than default Outline/Shadow `(Default: 1 x 5 x 2 = 10 overdraws, UIShadow: 1 + 4 + 1 = 6 overdraws)`.|![](https://user-images.githubusercontent.com/12690315/46566003-45c77180-c952-11e8-9b47-7bf563ffbaa7.png)|
|Shining button|Use UIShiny for shining button.<br>Shine the button and indicate to user that you can press the button.<br>Enable `Play` and `Loop` option to shine it without any AnimationClip.|![](https://user-images.githubusercontent.com/12690315/46563539-fb87c580-c93c-11e8-8c08-0f21872c47d4.gif)|
|Blurring the background of a menu|Use UIEffectCapturedImage to blur the background of a menu.<br>UIEffectCapturedImage applies an effect to the screen of the previous frame, without adding a camera or layer.<br>It's not a real-time post effect, so it's good performance and works well on mobile.|![](https://user-images.githubusercontent.com/12690315/46565712-735dec00-c94d-11e8-81b4-4e848d8fdb2e.png)|
|Screen transition|Use UITransitionEffect to add screen transition.<br>You can change transition texture (single channel texture).<br>Enable `Pass Ray On Hidden` option and use `Show()/Hide()` method to play transition without AnimationClip.|![](https://user-images.githubusercontent.com/12690315/46565182-dfd5ec80-c947-11e8-834f-a2ef67ad0d95.gif)|
<br><br><br><br>
## Development Note
#### How does UIEffectCapturedImage work?
![image](https://user-images.githubusercontent.com/12690315/34619147-868cb36a-f284-11e7-8122-b924ff09077f.gif)
`UIEffectCapturedImage` is similar to post effect, but uses `CommandBuffer` to give effect only on the rendering result (= captured image) of a specific frame.
This effect is non-realtime, light-weight, less-camera, blit only once, but be effective enough.
* Camera for processing effect is unnecessary.
* Process effect only once after `UIEffectCapturedImage.Capture`.
* Using reduction buffer, keep using memory size small and keep the rendering load are small.
* When GameObjects with motion are on the screen, a result texture may be stirred.
* You can overlay and display like as:
`[Screen] | [UIEffectCapturedImage] | [Dialog A] | [UIEffectCapturedImage] | [Dialog B]`.
See also [Demo](#demo).
#### Why is UIEffect lightweight?
* UIEffect pre-generates material from a combination of effects. This has the following benefits.
* Draw call batching If possible, draw calls will decrease.
* Since only the required material and shader variants are included in the build, the build size will be smaller.
#### How to control effect parameters for uGUI element WITHOUT MaterialPropertyBlock?
* In general, you can use [MaterialPropertyBlock](https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html) for renderers to control minor changes in the material without different batches.
* However, changing the [MaterialPropertyBlock](https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html) of the uGUI element from the script will cause different batches and draw calls to increase.
* So UIEffect encodes multiple effect parameters to UV1 channel with [IMeshModifier](https://docs.unity3d.com/ScriptReference/UI.IMeshModifier.html).
* Pack four 6-bit [0-1] (64 steps) parameters into one float value.
* The parameters are lower precision, but sufficient.
| uv1 | 6-bit [0-1] | 6-bit [0-1] | 6-bit [0-1] | 6-bit [0-1] |
|-|-|-|-|-|
| x(32bit float) | Tone level | *Empty* | Blur level | *Empty* |
| y(32bit float) | Red channel | Green channel | Blue channel | Alpha channel |
* In v3.0.0+, UIEffect uploads the parameter value to a shared texture and the shader refers to it.
This approach has the following advantages:
* More parameters for the effect are available.
* The parameter accuracy is improved from 6 bits to 8 bits.
* ModifyMesh is not called when parameter value is changed.
#### Note: Unity 5.6+
In Unity 5.6+, Canvas supports **Additional Shader Channels**.
Please enable `TexCoord1` to use UIEffect.
![image](https://user-images.githubusercontent.com/12690315/28405830-f4f261e8-6d68-11e7-9faf-7e5442062f59.png)
![image](https://user-images.githubusercontent.com/12690315/34560894-191b6cda-f18b-11e7-9de2-9a9d13f72ccd.png)
#### Note: if you include prefabs / scenes containing UIEffect in AssetBundle.
Use script define symbol `UIEFFECT_SEPARATE`.
Unused shader variants and materials will be excluded from AssetBundles.
||Combined mode (default)|Separated mode|
|-|-|-|
|Script define symbol| - |`UIEFFECT_SEPARATE`|
|Included in build|Only used variants|Only used variants|
|Included in AssetBundle|All variants (Heavy!)|Only used variants|
|Look in editor|![comb](https://user-images.githubusercontent.com/12690315/35324040-df4f1684-0132-11e8-9534-f958b93de158.png)|![sep](https://user-images.githubusercontent.com/12690315/35324405-fd5e89a6-0133-11e8-9d23-71ccc424fa21.png)|
#### How to improve performance?
* Use `ShaderVariantCollection` to preload shader.
https://docs.unity3d.com/Manual/OptimizingShaderLoadTime.html
* Set camera's clear flag to "Solid Color".
* Enable multi thread rendering.
#### The issue of default Outline component
Graphic with multiple outline components will generate a lot of overdraw.
![image](https://user-images.githubusercontent.com/12690315/34552373-600fdab2-f164-11e7-8565-21c15af92a93.png)
This is an overdraw view of image with three outline components.
Because there are many overdraws, it is very bright!
For each Outline component, increase the mesh by 5 times. (In the case of the Shadow component, it doubles the mesh.)
In the image above, `1 x 5 x 5 x 5 = 125` overdraws are generated.
UIShadow's 'Addition Shadow' feature solves this issue by adding only the necessary mesh, `1 + 4 + 4 + 4 = 13` overdraws are generated.
<br><br><br><br>
## License
* MIT
* © UTJ/UCL
## Author
[mob-sakai](https://github.com/mob-sakai)
[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai)
[![become_a_patron](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?)
## See Also
* GitHub page : https://github.com/mob-sakai/UIEffect
* Releases : https://github.com/mob-sakai/UIEffect/releases
* Issue tracker : https://github.com/mob-sakai/UIEffect/issues
* Current project : https://github.com/mob-sakai/UIEffect/projects/1
* Change log : https://github.com/mob-sakai/UIEffect/blob/master/CHANGELOG.md

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
#if TMP_PRESENT
using System.Collections.Generic;
using TMPro;
#if UNITY_EDITOR
using UnityEditor;
using System.IO;
using System.Linq;
#endif
#endif
namespace Coffee.UIExtensions
{
/// <summary>
/// Base class for effects that modify the generated Mesh.
/// It works well not only for standard Graphic components (Image, RawImage, Text, etc.) but also for TextMeshPro and TextMeshProUGUI.
/// </summary>
[ExecuteInEditMode]
public abstract class BaseMeshEffect : UIBehaviour, IMeshModifier
{
//################################
// Constant or Static Members.
//################################
#if TMP_PRESENT
static readonly List<Vector2> s_Uv0 = new List<Vector2> (4096);
static readonly List<Vector2> s_Uv1 = new List<Vector2> (4096);
#if UNITY_2017_1_OR_NEWER
static readonly List<Vector2> s_Uv2 = new List<Vector2> (4096);
static readonly List<Vector2> s_Uv3 = new List<Vector2> (4096);
#endif
static readonly List<Vector3> s_Vertices = new List<Vector3> (4096);
static readonly List<int> s_Indices = new List<int> (4096);
static readonly List<Vector3> s_Normals = new List<Vector3> (4096);
static readonly List<Vector4> s_Tangents = new List<Vector4> (4096);
static readonly List<Color32> s_Colors = new List<Color32> (4096);
static readonly VertexHelper s_VertexHelper = new VertexHelper ();
static readonly List<TMP_SubMeshUI> s_SubMeshUIs = new List<TMP_SubMeshUI> (4096);
static readonly List<Mesh> s_Meshes = new List<Mesh> (4096);
static readonly List<UIVertex> s_UIVertices = new List<UIVertex> (4096);
static readonly List<BaseMeshEffect> s_TmpEffects = new List<BaseMeshEffect>(4);
#endif
static readonly Material [] s_EmptyMaterials = new Material [0];
//################################
// Public Members.
//################################
/// <summary>
/// The Graphic attached to this GameObject.
/// </summary>
public Graphic graphic { get { Initialize (); return _graphic; } }
/// <summary>
/// The CanvasRenderer attached to this GameObject.
/// </summary>
public CanvasRenderer canvasRenderer { get { Initialize (); return _canvasRenderer; } }
#if TMP_PRESENT
/// <summary>
/// The TMP_Text attached to this GameObject.
/// </summary>
public TMP_Text textMeshPro { get { Initialize (); return _textMeshPro; } }
#endif
/// <summary>
/// The RectTransform attached to this GameObject.
/// </summary>
public RectTransform rectTransform { get { Initialize (); return _rectTransform; } }
#if UNITY_5_6_OR_NEWER
/// <summary>
/// Additional canvas shader channels to use this component.
/// </summary>
public virtual AdditionalCanvasShaderChannels requiredChannels { get { return AdditionalCanvasShaderChannels.None; } }
#endif
/// <summary>
/// Is TextMeshPro or TextMeshProUGUI attached to this GameObject?
/// </summary>
public bool isTMPro
{
get
{
#if TMP_PRESENT
return textMeshPro != null;
#else
return false;
#endif
}
}
/// <summary>
/// The material for rendering.
/// </summary>
public virtual Material material
{
get
{
#if TMP_PRESENT
if (textMeshPro)
{
return textMeshPro.fontSharedMaterial;
}
else
#endif
if (graphic)
{
return graphic.material;
}
else
{
return null;
}
}
set
{
#if TMP_PRESENT
if (textMeshPro)
{
textMeshPro.fontSharedMaterial = value;
}
else
#endif
if (graphic)
{
graphic.material = value;
}
}
}
public virtual Material[] materials
{
get
{
#if TMP_PRESENT
if (textMeshPro)
{
return textMeshPro.fontSharedMaterials ?? s_EmptyMaterials;
}
else
#endif
if (graphic)
{
_materials [0] = graphic.material;
return _materials;
}
else
{
return s_EmptyMaterials;
}
}
}
/// <summary>
/// Call used to modify mesh. (legacy)
/// </summary>
/// <param name="mesh">Mesh.</param>
public virtual void ModifyMesh (Mesh mesh)
{
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
/// <param name="vh">VertexHelper.</param>
public virtual void ModifyMesh (VertexHelper vh)
{
}
/// <summary>
/// Mark the vertices as dirty.
/// </summary>
public virtual void SetVerticesDirty ()
{
#if TMP_PRESENT
if (textMeshPro)
{
foreach (var info in textMeshPro.textInfo.meshInfo)
{
var mesh = info.mesh;
if (mesh)
{
mesh.Clear ();
mesh.vertices = info.vertices;
mesh.uv = info.uvs0;
mesh.uv2 = info.uvs2;
mesh.colors32 = info.colors32;
mesh.normals = info.normals;
mesh.tangents = info.tangents;
mesh.triangles = info.triangles;
}
}
if (canvasRenderer)
{
canvasRenderer.SetMesh (textMeshPro.mesh);
GetComponentsInChildren (false, s_SubMeshUIs);
foreach (var sm in s_SubMeshUIs)
{
sm.canvasRenderer.SetMesh (sm.mesh);
}
s_SubMeshUIs.Clear ();
}
textMeshPro.havePropertiesChanged = true;
}
else
#endif
if (graphic)
{
graphic.SetVerticesDirty ();
}
}
public void ShowTMProWarning (Shader shader, Shader mobileShader, Shader spriteShader, System.Action<Material> onCreatedMaterial)
{
#if UNITY_EDITOR && TMP_PRESENT
if(!textMeshPro || !textMeshPro.fontSharedMaterial)
{
return;
}
// Is the material preset for dissolve?
Material m = textMeshPro.fontSharedMaterial;
if (m.shader != shader && m.shader != mobileShader)
{
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox (string.Format("{0} requires '{1}' or '{2}' as a shader for material preset.", GetType().Name, shader.name, mobileShader.name), MessageType.Warning);
if(GUILayout.Button ("Fix"))
{
var correctShader = m.shader.name.Contains ("Mobile") ? mobileShader : shader;
textMeshPro.fontSharedMaterial = ModifyTMProMaterialPreset (m, correctShader, onCreatedMaterial);
}
EditorGUILayout.EndHorizontal ();
return;
}
// Is the sprite asset for dissolve?
TMP_SpriteAsset spriteAsset = textMeshPro.spriteAsset ?? TMP_Settings.GetSpriteAsset ();
// Sprite asset might not exist at all
if(spriteAsset == null) {
return;
}
m = spriteAsset.material;
if (m && m.shader != spriteShader && textMeshPro.richText && textMeshPro.text.Contains("<sprite="))
{
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox (string.Format ("{0} requires '{1}' as a shader for sprite asset.", GetType().Name,spriteShader.name), MessageType.Warning);
if (GUILayout.Button ("Fix"))
{
GetComponentsInChildren<TMP_SubMesh> ().Select (x => x.gameObject).ToList ().ForEach (DestroyImmediate);
GetComponentsInChildren<TMP_SubMeshUI> ().Select (x => x.gameObject).ToList ().ForEach (DestroyImmediate);
textMeshPro.spriteAsset = ModifyTMProSpriteAsset (m, spriteShader, onCreatedMaterial);
}
EditorGUILayout.EndHorizontal ();
return;
}
}
Material ModifyTMProMaterialPreset (Material baseMaterial, Shader shader, System.Action<Material> onCreatedMaterial)
{
string path = AssetDatabase.GetAssetPath (baseMaterial);
string filename = Path.GetFileNameWithoutExtension (path) + " (" + GetType ().Name + ")";
Material mat = Resources.Load<Material> (TMP_Settings.defaultFontAssetPath + filename);
if (!mat)
{
mat = new Material (baseMaterial)
{
shaderKeywords = baseMaterial.shaderKeywords,
shader = shader,
};
onCreatedMaterial (mat);
AssetDatabase.CreateAsset (mat, Path.GetDirectoryName (path) + "/" + filename + ".mat");
EditorUtility.FocusProjectWindow ();
EditorGUIUtility.PingObject (mat);
}
else
{
mat.shader = shader;
}
EditorUtility.SetDirty (mat);
return mat;
}
TMP_SpriteAsset ModifyTMProSpriteAsset (Material baseMaterial, Shader shader, System.Action<Material> onCreatedMaterial)
{
string path = AssetDatabase.GetAssetPath (baseMaterial);
string filename = Path.GetFileNameWithoutExtension (path) + " (" + this.GetType ().Name + ")";
TMP_SpriteAsset spriteAsset = Resources.Load<TMP_SpriteAsset> (TMP_Settings.defaultSpriteAssetPath + filename);
if (!spriteAsset)
{
AssetDatabase.CopyAsset (path, Path.GetDirectoryName (path) + "/" + filename + ".mat");
spriteAsset = Resources.Load<TMP_SpriteAsset> (TMP_Settings.defaultSpriteAssetPath + filename);
spriteAsset.material.shader = shader;
spriteAsset.material.name = shader.name;
onCreatedMaterial (spriteAsset.material);
EditorUtility.FocusProjectWindow ();
EditorGUIUtility.PingObject (spriteAsset);
}
else
{
spriteAsset.material.shader = shader;
}
EditorUtility.SetDirty (spriteAsset);
return spriteAsset;
#endif
}
//################################
// Protected Members.
//################################
/// <summary>
/// Should the effect modify the mesh directly for TMPro?
/// </summary>
protected virtual bool isLegacyMeshModifier { get { return false; } }
protected virtual void Initialize ()
{
if (!_initialized)
{
_initialized = true;
_graphic = _graphic ?? GetComponent<Graphic> ();
_canvasRenderer = _canvasRenderer ?? GetComponent<CanvasRenderer> ();
_rectTransform = _rectTransform ?? GetComponent<RectTransform> ();
#if TMP_PRESENT
_textMeshPro = _textMeshPro ?? GetComponent<TMP_Text> ();
#endif
}
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable ()
{
_initialized = false;
SetVerticesDirty ();
#if TMP_PRESENT
if (textMeshPro)
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Add (OnTextChanged);
}
#endif
#if UNITY_EDITOR && TMP_PRESENT
if (graphic && textMeshPro)
{
GraphicRebuildTracker.TrackGraphic (graphic);
}
#endif
#if UNITY_5_6_OR_NEWER
if (graphic)
{
AdditionalCanvasShaderChannels channels = requiredChannels;
var canvas = graphic.canvas;
if (canvas && (canvas.additionalShaderChannels & channels) != channels)
{
Debug.LogWarningFormat (this, "Enable {1} of Canvas.additionalShaderChannels to use {0}.", GetType ().Name, channels);
}
}
#endif
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable ()
{
#if TMP_PRESENT
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove (OnTextChanged);
#endif
SetVerticesDirty ();
#if UNITY_EDITOR && TMP_PRESENT
if (graphic && textMeshPro)
{
GraphicRebuildTracker.UnTrackGraphic (graphic);
}
#endif
}
/// <summary>
/// LateUpdate is called every frame, if the Behaviour is enabled.
/// </summary>
protected virtual void LateUpdate ()
{
#if TMP_PRESENT
if (textMeshPro)
{
if (textMeshPro.havePropertiesChanged || _isTextMeshProActive != textMeshPro.isActiveAndEnabled)
{
SetVerticesDirty ();
}
_isTextMeshProActive = textMeshPro.isActiveAndEnabled;
}
#endif
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
protected override void OnDidApplyAnimationProperties ()
{
SetVerticesDirty ();
}
#if UNITY_EDITOR
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
/// </summary>
protected override void OnValidate ()
{
SetVerticesDirty ();
}
#endif
//################################
// Private Members.
//################################
bool _initialized;
CanvasRenderer _canvasRenderer;
RectTransform _rectTransform;
Graphic _graphic;
Material [] _materials = new Material [1];
#if TMP_PRESENT
bool _isTextMeshProActive;
TMP_Text _textMeshPro;
/// <summary>
/// Called when any TextMeshPro generated the mesh.
/// </summary>
/// <param name="obj">TextMeshPro object.</param>
void OnTextChanged (Object obj)
{
// Skip if the object is different from the current object or the text is empty.
var textInfo = textMeshPro.textInfo;
if (textMeshPro != obj || textInfo.characterCount - textInfo.spaceCount <= 0)
{
return;
}
GetComponents<BaseMeshEffect>(s_TmpEffects);
for (int i = 0; i < s_TmpEffects.Count; i++)
{
if (s_TmpEffects[i].enabled)
{
if (s_TmpEffects[i] == this)
break;
else
return;
}
}
// Collect the meshes.
s_Meshes.Clear ();
foreach (var info in textInfo.meshInfo)
{
s_Meshes.Add (info.mesh);
}
// Modify the meshes.
foreach (var e in s_TmpEffects)
{
if (!e.enabled)
continue;
if (e.isLegacyMeshModifier)
{
// Legacy mode: Modify the meshes directly.
foreach (var m in s_Meshes)
{
if (m)
{
e.ModifyMesh(m);
}
}
}
else
{
// Convert meshes to VertexHelpers and modify them.
foreach (var m in s_Meshes)
{
if (m)
{
FillVertexHelper(s_VertexHelper, m);
e.ModifyMesh(s_VertexHelper);
s_VertexHelper.FillMesh(m);
}
}
}
}
// Set the modified meshes to the CanvasRenderers (for UI only).
if (canvasRenderer)
{
canvasRenderer.SetMesh (textMeshPro.mesh);
GetComponentsInChildren (false, s_SubMeshUIs);
foreach (var sm in s_SubMeshUIs)
{
sm.canvasRenderer.SetMesh (sm.mesh);
}
s_SubMeshUIs.Clear ();
}
// Clear.
s_Meshes.Clear ();
}
void FillVertexHelper (VertexHelper vh, Mesh mesh)
{
vh.Clear ();
mesh.GetVertices (s_Vertices);
mesh.GetColors (s_Colors);
mesh.GetUVs (0, s_Uv0);
mesh.GetUVs (1, s_Uv1);
mesh.GetNormals (s_Normals);
mesh.GetTangents (s_Tangents);
mesh.GetIndices (s_Indices, 0);
#if UNITY_2017_1_OR_NEWER
mesh.GetUVs (2, s_Uv2);
mesh.GetUVs (3, s_Uv3);
bool useUv2 = 0 < s_Uv2.Count;
bool useUv3 = 0 < s_Uv3.Count;
#endif
s_UIVertices.Clear();
UIVertex v = default(UIVertex);
for (int i = 0; i < s_Vertices.Count; i++)
{
v.position = s_Vertices[i];
v.color = s_Colors[i];
v.uv0 = s_Uv0[i];
v.uv1 = s_Uv1[i];
#if UNITY_2017_1_OR_NEWER
if (useUv2 && i < s_Uv2.Count)
v.uv2 = s_Uv2[i];
if (useUv3 && i < s_Uv3.Count)
v.uv3 = s_Uv3[i];
#endif
v.normal = s_Normals[i];
v.tangent = s_Tangents[i];
s_UIVertices.Add(v);
}
s_VertexHelper.AddUIVertexStream(s_UIVertices, s_Indices);
}
#endif
}
}

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namespace Coffee.UIExtensions
{
/// <summary>
/// Blur effect mode.
/// </summary>
public enum BlurMode
{
None = 0,
FastBlur = 1,
MediumBlur = 2,
DetailBlur = 3,
}
}

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namespace Coffee.UIExtensions
{
/// <summary>
/// Color effect mode.
/// </summary>
public enum ColorMode
{
Multiply = 0,
Fill = 1,
Add = 2,
Subtract = 3,
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Area for effect.
/// </summary>
public enum EffectArea
{
RectTransform,
Fit,
Character,
}
public static class EffectAreaExtensions
{
static readonly Rect rectForCharacter = new Rect(0, 0, 1, 1);
static readonly Vector2 [] splitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
/// <summary>
/// Gets effect for area.
/// </summary>
public static Rect GetEffectArea (this EffectArea area, VertexHelper vh, Rect rectangle, float aspectRatio = -1)
{
Rect rect = default(Rect);
switch (area)
{
case EffectArea.RectTransform:
rect = rectangle;
break;
case EffectArea.Character:
rect = rectForCharacter;
break;
case EffectArea.Fit:
// Fit to contents.
UIVertex vertex = default (UIVertex);
float xMin = float.MaxValue;
float yMin = float.MaxValue;
float xMax = float.MinValue;
float yMax = float.MinValue;
for (int i = 0; i < vh.currentVertCount; i++)
{
vh.PopulateUIVertex(ref vertex, i);
float x = vertex.position.x;
float y = vertex.position.y;
xMin = Mathf.Min(xMin, x);
yMin = Mathf.Min(yMin, y);
xMax = Mathf.Max(xMax, x);
yMax = Mathf.Max(yMax, y);
}
rect.Set (xMin, yMin, xMax - xMin, yMax - yMin);
break;
default:
rect = rectangle;
break;
}
if(0 < aspectRatio)
{
if (rect.width < rect.height)
{
rect.width = rect.height * aspectRatio;
}
else
{
rect.height = rect.width / aspectRatio;
}
}
return rect;
}
/// <summary>
/// Gets position factor for area.
/// </summary>
public static void GetPositionFactor (this EffectArea area, int index, Rect rect, Vector2 position, bool isText, bool isTMPro, out float x, out float y)
{
if (isText && area == EffectArea.Character)
{
index = isTMPro ? (index + 3) % 4 : index % 4;
x = splitedCharacterPosition [index].x;
y = splitedCharacterPosition [index].y;
}
else if (area == EffectArea.Fit)
{
x = Mathf.Clamp01 ((position.x - rect.xMin) / rect.width);
y = Mathf.Clamp01 ((position.y - rect.yMin) / rect.height);
}
else
{
x = Mathf.Clamp01 (position.x / rect.width + 0.5f);
y = Mathf.Clamp01 (position.y / rect.height + 0.5f);
}
}
/// <summary>
/// Normalize vertex position by local matrix.
/// </summary>
public static void GetNormalizedFactor (this EffectArea area, int index, Matrix2x3 matrix, Vector2 position, bool isText, out Vector2 nomalizedPos)
{
if (isText && area == EffectArea.Character)
{
nomalizedPos = matrix * splitedCharacterPosition [(index + 3) % 4];
}
else
{
nomalizedPos = matrix * position;
}
}
}
}

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using UnityEngine;
using System;
using System.Collections.Generic;
namespace Coffee.UIExtensions
{
/// <summary>
/// Effect player.
/// </summary>
[Serializable]
public class EffectPlayer
{
//################################
// Public Members.
//################################
/// <summary>
/// Gets or sets a value indicating whether is playing.
/// </summary>
[Header("Effect Player")]
[Tooltip("Playing.")]
public bool play = false;
/// <summary>
/// Gets or sets the delay before looping.
/// </summary>
[Tooltip("Initial play delay.")]
[Range(0f, 10f)]
public float initialPlayDelay = 0;
/// <summary>
/// Gets or sets the duration.
/// </summary>
[Tooltip("Duration.")]
[Range(0.01f,10f)]
public float duration = 1;
/// <summary>
/// Gets or sets a value indicating whether can loop.
/// </summary>
[Tooltip("Loop.")]
public bool loop = false;
/// <summary>
/// Gets or sets the delay before looping.
/// </summary>
[Tooltip("Delay before looping.")]
[Range(0f,10f)]
public float loopDelay = 0;
/// <summary>
/// Gets or sets the update mode.
/// </summary>
[Tooltip("Update mode")]
public AnimatorUpdateMode updateMode = AnimatorUpdateMode.Normal;
static List<Action> s_UpdateActions;
/// <summary>
/// Register player.
/// </summary>
public void OnEnable(Action<float> callback = null)
{
if (s_UpdateActions == null)
{
s_UpdateActions = new List<Action>();
Canvas.willRenderCanvases += () =>
{
var count = s_UpdateActions.Count;
for (int i = 0; i < count; i++)
{
s_UpdateActions[i].Invoke();
}
};
}
s_UpdateActions.Add(OnWillRenderCanvases);
if (play)
{
_time = -initialPlayDelay;
}
else
{
_time = 0;
}
_callback = callback;
}
/// <summary>
/// Unregister player.
/// </summary>
public void OnDisable()
{
_callback = null;
s_UpdateActions.Remove(OnWillRenderCanvases);
}
/// <summary>
/// Start playing.
/// </summary>
public void Play(bool reset, Action<float> callback = null)
{
if (reset)
{
_time = 0;
}
play = true;
if (callback != null)
{
_callback = callback;
}
}
/// <summary>
/// Stop playing.
/// </summary>
public void Stop(bool reset)
{
if (reset)
{
_time = 0;
if (_callback != null)
{
_callback(_time);
}
}
play = false;
}
//################################
// Private Members.
//################################
float _time = 0;
Action<float> _callback;
void OnWillRenderCanvases()
{
if (!play || !Application.isPlaying || _callback == null)
{
return;
}
_time += updateMode == AnimatorUpdateMode.UnscaledTime
? Time.unscaledDeltaTime
: Time.deltaTime;
var current = _time / duration;
if (duration <= _time)
{
play = loop;
_time = loop ? -loopDelay : 0;
}
_callback(current);
}
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Coffee.UIExtensions
{
public class MaterialCache
{
public ulong hash { get; private set; }
public int referenceCount { get; private set; }
public Texture texture { get; private set; }
public Material material { get; private set; }
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
static void ClearCache()
{
foreach (var cache in materialCaches)
{
cache.material = null;
}
materialCaches.Clear();
}
#endif
public static List<MaterialCache> materialCaches = new List<MaterialCache>();
public static MaterialCache Register(ulong hash, Texture texture, System.Func<Material> onCreateMaterial)
{
var cache = materialCaches.FirstOrDefault(x => x.hash == hash);
if (cache != null && cache.material)
{
if (cache.material)
{
cache.referenceCount++;
}
else
{
materialCaches.Remove(cache);
cache = null;
}
}
if (cache == null)
{
cache = new MaterialCache()
{
hash = hash,
material = onCreateMaterial(),
referenceCount = 1,
};
materialCaches.Add(cache);
}
return cache;
}
public static MaterialCache Register(ulong hash, System.Func<Material> onCreateMaterial)
{
var cache = materialCaches.FirstOrDefault(x => x.hash == hash);
if (cache != null)
{
cache.referenceCount++;
}
if (cache == null)
{
cache = new MaterialCache()
{
hash = hash,
material = onCreateMaterial(),
referenceCount = 1,
};
materialCaches.Add(cache);
}
return cache;
}
public static void Unregister(MaterialCache cache)
{
if (cache == null)
{
return;
}
cache.referenceCount--;
if (cache.referenceCount <= 0)
{
MaterialCache.materialCaches.Remove(cache);
cache.material = null;
}
}
}
}

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#if UNITY_EDITOR
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Coffee.UIExtensions
{
public class MaterialResolver
{
static readonly StringBuilder s_StringBuilder = new StringBuilder();
static readonly Dictionary<string, Material> s_MaterialMap = new Dictionary<string, Material>();
public static Material GetOrGenerateMaterialVariant(Shader shader, params object[] append)
{
if (!shader)
{
return null;
}
Material mat = null;
string variantName = GetVariantName(shader, append);
if (s_MaterialMap.TryGetValue(variantName, out mat) && mat)
{
return mat;
}
string[] keywords = append.Where(x => 0 < (int)x)
.Select(x => x.ToString().ToUpper())
.ToArray();
mat = GetMaterial(shader, append);
if (mat)
{
if (!mat.shaderKeywords.OrderBy(x => x).SequenceEqual(keywords.OrderBy(x => x)))
{
mat.shaderKeywords = keywords;
EditorUtility.SetDirty(mat);
if (!Application.isPlaying)
{
EditorApplication.delayCall += AssetDatabase.SaveAssets;
}
}
return mat;
}
if (s_MaterialMap.TryGetValue(variantName, out mat) && mat)
{
return mat;
}
Debug.Log("Generate material : " + variantName);
mat = new Material(shader);
mat.shaderKeywords = keywords;
mat.name = variantName;
mat.hideFlags |= HideFlags.NotEditable;
s_MaterialMap[variantName] = mat;
bool isMainAsset = append.Cast<int>().All(x => x == 0);
EditorApplication.delayCall += () => SaveMaterial(mat, shader, isMainAsset);
return mat;
}
static void SaveMaterial(Material mat, Shader shader, bool isMainAsset)
{
string materialPath = GetDefaultMaterialPath(shader);
#if UIEFFECT_SEPARATE
string dir = Path.GetDirectoryName(materialPath);
materialPath = Path.Combine(Path.Combine(dir, "Separated"), mat.name + ".mat");
isMainAsset = true;
#endif
if (isMainAsset)
{
Directory.CreateDirectory(Path.GetDirectoryName(materialPath));
AssetDatabase.CreateAsset(mat, materialPath);
}
else
{
GetOrGenerateMaterialVariant(shader);
mat.hideFlags |= HideFlags.HideInHierarchy;
AssetDatabase.AddObjectToAsset(mat, materialPath);
}
AssetDatabase.SaveAssets();
}
public static Material GetMaterial(Shader shader, params object[] append)
{
string variantName = GetVariantName(shader, append);
return AssetDatabase.FindAssets("t:Material " + Path.GetFileName(shader.name))
.Select(x => AssetDatabase.GUIDToAssetPath(x))
.SelectMany(x => AssetDatabase.LoadAllAssetsAtPath(x))
.OfType<Material>()
.FirstOrDefault(x => x.name == variantName);
}
public static string GetDefaultMaterialPath(Shader shader)
{
var name = Path.GetFileName(shader.name);
return AssetDatabase.FindAssets("t:Material " + name)
.Select(x => AssetDatabase.GUIDToAssetPath(x))
.FirstOrDefault(x => Path.GetFileNameWithoutExtension(x) == name)
?? ("Assets/" + name + ".mat");
}
public static string GetVariantName(Shader shader, params object[] append)
{
s_StringBuilder.Length = 0;
#if UIEFFECT_SEPARATE
s_StringBuilder.Append("[Separated] ");
#endif
s_StringBuilder.Append(Path.GetFileName(shader.name));
foreach (object mode in append.Where(x=>0<(int)x))
{
s_StringBuilder.Append("-");
s_StringBuilder.Append(mode.ToString());
}
return s_StringBuilder.ToString();
}
}
}
#endif

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using UnityEngine;
namespace Coffee.UIExtensions
{
/// <summary>
/// Matrix2x3.
/// </summary>
public struct Matrix2x3
{
public float m00, m01, m02, m10, m11, m12;
public Matrix2x3(Rect rect, float cos, float sin)
{
const float center = 0.5f;
float dx = -rect.xMin / rect.width - center;
float dy = -rect.yMin / rect.height - center;
m00 = cos / rect.width;
m01 = -sin / rect.height;
m02 = dx * cos - dy * sin + center;
m10 = sin / rect.width;
m11 = cos / rect.height;
m12 = dx * sin + dy * cos + center;
}
public static Vector2 operator*(Matrix2x3 m, Vector2 v)
{
return new Vector2(
(m.m00 * v.x) + (m.m01 * v.y) + m.m02,
(m.m10 * v.x) + (m.m11 * v.y) + m.m12
);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Packer
{
/// <summary>
/// Pack 4 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(float x, float y, float z, float w)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
z = z < 0 ? 0 : 1 < z ? 1 : z;
w = w < 0 ? 0 : 1 < w ? 1 : w;
const int PRECISION = (1 << 6) - 1;
return (Mathf.FloorToInt(w * PRECISION) << 18)
+ (Mathf.FloorToInt(z * PRECISION) << 12)
+ (Mathf.FloorToInt(y * PRECISION) << 6)
+ Mathf.FloorToInt(x * PRECISION);
}
/// <summary>
/// Pack 4 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(Vector4 factor)
{
return ToFloat(Mathf.Clamp01(factor.x), Mathf.Clamp01(factor.y), Mathf.Clamp01(factor.z), Mathf.Clamp01(factor.w));
}
/// <summary>
/// Pack 1 middle-precision & 2 low-precision [0-1] floats values to a float.
/// z value [0-1] has 4096 steps(12 bits) and xy value [0-1] has 64 steps(6 bits).
/// </summary>
public static float ToFloat(float x, float y, float z)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
z = z < 0 ? 0 : 1 < z ? 1 : z;
const int PRECISION = (1 << 8) - 1;
return (Mathf.FloorToInt(z * PRECISION) << 16)
+ (Mathf.FloorToInt(y * PRECISION) << 8)
+ Mathf.FloorToInt(x * PRECISION);
}
/// <summary>
/// Pack 2 low-precision [0-1] floats values to a float.
/// Each value [0-1] has 4096 steps(12 bits).
/// </summary>
public static float ToFloat(float x, float y)
{
x = x < 0 ? 0 : 1 < x ? 1 : x;
y = y < 0 ? 0 : 1 < y ? 1 : y;
const int PRECISION = (1 << 12) - 1;
return (Mathf.FloorToInt(y * PRECISION) << 12)
+ Mathf.FloorToInt(x * PRECISION);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using System;
namespace Coffee.UIExtensions
{
public interface IParameterTexture
{
int parameterIndex { get; set; }
ParameterTexture ptex { get; }
}
/// <summary>
/// Parameter texture.
/// </summary>
[System.Serializable]
public class ParameterTexture
{
//################################
// Public Members.
//################################
/// <summary>
/// Initializes a new instance of the <see cref="Coffee.UIExtensions.ParameterTexture"/> class.
/// </summary>
/// <param name="channels">Channels.</param>
/// <param name="instanceLimit">Instance limit.</param>
/// <param name="propertyName">Property name.</param>
public ParameterTexture(int channels, int instanceLimit, string propertyName)
{
_propertyName = propertyName;
_channels = ((channels - 1) / 4 + 1) * 4;
_instanceLimit = ((instanceLimit - 1) / 2 + 1) * 2;
_data = new byte[_channels * _instanceLimit];
_stack = new Stack<int>(_instanceLimit);
for (int i = 1; i < _instanceLimit + 1; i++)
{
_stack.Push(i);
}
}
/// <summary>
/// Register the specified target.
/// </summary>
/// <param name="target">Target.</param>
public void Register(IParameterTexture target)
{
Initialize();
if (target.parameterIndex <= 0 && 0 < _stack.Count)
{
target.parameterIndex = _stack.Pop();
// Debug.LogFormat("<color=green>@@@ Register {0} : {1}</color>", target, target.parameterIndex);
}
}
/// <summary>
/// Unregister the specified target.
/// </summary>
/// <param name="target">Target.</param>
public void Unregister(IParameterTexture target)
{
if (0 < target.parameterIndex)
{
// Debug.LogFormat("<color=red>@@@ Unregister {0} : {1}</color>", target, target.parameterIndex);
_stack.Push(target.parameterIndex);
target.parameterIndex = 0;
}
}
/// <summary>
/// Sets the data.
/// </summary>
/// <param name="target">Target.</param>
/// <param name="channelId">Channel identifier.</param>
/// <param name="value">Value.</param>
public void SetData(IParameterTexture target, int channelId, byte value)
{
int index = (target.parameterIndex - 1) * _channels + channelId;
if (0 < target.parameterIndex && _data[index] != value)
{
_data[index] = value;
_needUpload = true;
}
}
/// <summary>
/// Sets the data.
/// </summary>
/// <param name="target">Target.</param>
/// <param name="channelId">Channel identifier.</param>
/// <param name="value">Value.</param>
public void SetData(IParameterTexture target, int channelId, float value)
{
SetData(target, channelId, (byte)(Mathf.Clamp01(value) * 255));
}
/// <summary>
/// Registers the material.
/// </summary>
/// <param name="mat">Mat.</param>
public void RegisterMaterial(Material mat)
{
if (_propertyId == 0)
{
_propertyId = Shader.PropertyToID(_propertyName);
}
if (mat)
{
mat.SetTexture(_propertyId, _texture);
}
}
/// <summary>
/// Gets the index of the normalized.
/// </summary>
/// <returns>The normalized index.</returns>
/// <param name="target">Target.</param>
public float GetNormalizedIndex(IParameterTexture target)
{
return ((float)target.parameterIndex - 0.5f) / _instanceLimit;
}
//################################
// Private Members.
//################################
Texture2D _texture;
bool _needUpload;
int _propertyId;
readonly string _propertyName;
readonly int _channels;
readonly int _instanceLimit;
readonly byte[] _data;
readonly Stack<int> _stack;
static List<Action> updates;
/// <summary>
/// Initialize this instance.
/// </summary>
void Initialize()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
#endif
if (updates == null)
{
updates = new List<Action>();
Canvas.willRenderCanvases += () =>
{
var count = updates.Count;
for (int i = 0; i < count; i++)
{
updates[i].Invoke();
}
};
}
if (!_texture)
{
bool isLinear = QualitySettings.activeColorSpace == ColorSpace.Linear;
_texture = new Texture2D(_channels / 4, _instanceLimit, TextureFormat.RGBA32, false, isLinear);
_texture.filterMode = FilterMode.Point;
_texture.wrapMode = TextureWrapMode.Clamp;
updates.Add(UpdateParameterTexture);
_needUpload = true;
}
}
void UpdateParameterTexture()
{
if (_needUpload && _texture)
{
_needUpload = false;
_texture.LoadRawTextureData(_data);
_texture.Apply(false, false);
}
}
}
}

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namespace Coffee.UIExtensions
{
/// <summary>
/// Shadow effect style.
/// </summary>
public enum ShadowStyle
{
None = 0,
Shadow,
Outline,
Outline8,
Shadow3,
}
}

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namespace Coffee.UIExtensions
{
/// <summary>
/// Effect mode.
/// </summary>
public enum EffectMode
{
None = 0,
Grayscale = 1,
Sepia = 2,
Nega = 3,
Pixel = 4,
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Abstract effect base for UI.
/// </summary>
[DisallowMultipleComponent]
public abstract class UIEffectBase : BaseMeshEffect, IParameterTexture
#if UNITY_EDITOR
, ISerializationCallbackReceiver
#endif
{
protected static readonly Vector2[] splitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero };
protected static readonly List<UIVertex> tempVerts = new List<UIVertex>();
[HideInInspector]
[SerializeField] int m_Version;
[SerializeField] protected Material m_EffectMaterial;
/// <summary>
/// Gets or sets the parameter index.
/// </summary>
public int parameterIndex { get; set; }
/// <summary>
/// Gets the parameter texture.
/// </summary>
public virtual ParameterTexture ptex { get { return null; } }
/// <summary>
/// Gets target graphic for effect.
/// </summary>
public Graphic targetGraphic { get { return graphic; } }
/// <summary>
/// Gets material for effect.
/// </summary>
public Material effectMaterial { get { return m_EffectMaterial; } }
#if UNITY_EDITOR
protected override void Reset()
{
m_Version = 300;
OnValidate();
}
/// <summary>
/// Raises the validate event.
/// </summary>
protected override void OnValidate()
{
base.OnValidate ();
var mat = GetMaterial();
if (m_EffectMaterial != mat)
{
m_EffectMaterial = mat;
UnityEditor.EditorUtility.SetDirty(this);
}
ModifyMaterial();
SetVerticesDirty ();
SetDirty ();
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
UnityEditor.EditorApplication.delayCall += UpgradeIfNeeded;
}
protected bool IsShouldUpgrade(int expectedVersion)
{
if (m_Version < expectedVersion)
{
Debug.LogFormat(gameObject, "<b>{0}({1})</b> has been upgraded: <i>version {2} -> {3}</i>", name, GetType().Name, m_Version, expectedVersion);
m_Version = expectedVersion;
//UnityEditor.EditorApplication.delayCall += () =>
{
UnityEditor.EditorUtility.SetDirty(this);
if (!Application.isPlaying && gameObject && gameObject.scene.IsValid())
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(gameObject.scene);
}
}
;
return true;
}
return false;
}
protected virtual void UpgradeIfNeeded()
{
}
/// <summary>
/// Gets the material.
/// </summary>
/// <returns>The material.</returns>
protected virtual Material GetMaterial()
{
return null;
}
#endif
/// <summary>
/// Modifies the material.
/// </summary>
public virtual void ModifyMaterial()
{
targetGraphic.material = isActiveAndEnabled ? m_EffectMaterial : null;
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
if (ptex != null)
{
ptex.Register(this);
}
ModifyMaterial();
SetVerticesDirty();
SetDirty();
}
/// <summary>
/// This function is called when the behaviour becomes disabled () or inactive.
/// </summary>
protected override void OnDisable()
{
base.OnDisable ();
ModifyMaterial ();
SetVerticesDirty();
if (ptex != null)
{
ptex.Unregister(this);
}
}
/// <summary>
/// Mark the UIEffect as dirty.
/// </summary>
protected virtual void SetDirty()
{
SetVerticesDirty();
}
protected override void OnDidApplyAnimationProperties()
{
SetDirty();
}
}
}

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timeCreated: 1485321967
licenseType: Pro
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fileFormatVersion: 2
guid: ee1bfc8c299e6482cb7175ba2f94495a
folderAsset: yes
timeCreated: 1487152270
licenseType: Pro
DefaultImporter:
userData:
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@ -0,0 +1,86 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Coffee.UIExtensions.Editors
{
public class BaseMeshEffectEditor : Editor
{
List<MaterialEditor> _materialEditors = new List<MaterialEditor> ();
protected virtual void OnEnable ()
{
ClearMaterialEditors ();
}
protected virtual void OnDisable ()
{
ClearMaterialEditors ();
}
void ClearMaterialEditors ()
{
foreach (var e in _materialEditors)
{
if (e)
{
DestroyImmediate (e);
}
}
_materialEditors.Clear ();
}
protected void ShowMaterialEditors (Material [] materials, int startIndex, int count)
{
for (int i = 0; i < count; i++)
{
if (_materialEditors.Count == i)
{
_materialEditors.Add (null);
}
var mat = materials [startIndex + i];
var editor = _materialEditors [i];
if (editor && editor.target != mat)
{
DestroyImmediate (editor);
editor = null;
}
if (!editor)
{
editor = _materialEditors [i] = Editor.CreateEditor (mat) as MaterialEditor;
}
editor.DrawHeader ();
editor.OnInspectorGUI ();
}
}
protected void ShowCanvasChannelsWarning ()
{
BaseMeshEffect effect = target as BaseMeshEffect;
if (!effect || !effect.graphic)
{
return;
}
#if UNITY_5_6_OR_NEWER
AdditionalCanvasShaderChannels channels = effect.requiredChannels;
var canvas = effect.graphic.canvas;
if (canvas && (canvas.additionalShaderChannels & channels) != channels)
{
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox (string.Format ("Enable {1} of Canvas.additionalShaderChannels to use {0}.", effect.GetType ().Name, channels), MessageType.Warning);
if (GUILayout.Button ("Fix"))
{
canvas.additionalShaderChannels |= channels;
}
EditorGUILayout.EndHorizontal ();
}
#endif
}
}
}

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fileFormatVersion: 2
guid: 7ddf2f64ff7af4a9f9b5ba45f40302bf
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,53 @@
using System.Collections;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// Remove deprecated files in old .unitypackage, after compiling.
/// </summary>
public class DeprecatedRemover
{
/// <summary>
/// GUIDs of deprecated files.
/// </summary>
static readonly List<string> DeprecatedFiles = new List<string>()
{
"156b57fee6ef941958e66a129ce387e2", // UICustomEffect.cs
"a4961e148a8cd4fe0b84dddc2741894a", // UICustomEffectEditor.cs
"7b1ed09bdf5e54042b5cd1fbe69361bf", // MaterialBundle.cs
};
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
static void RemoveFiles()
{
// The deprecated file path that exists.
var files = DeprecatedFiles.Select(x => AssetDatabase.GUIDToAssetPath(x))
.Where(x => File.Exists(x))
.ToArray();
if (files.Any())
{
StringBuilder sb = new StringBuilder();
sb.AppendFormat("<b><color=orange>[{0}]</color></b> {1} files have been removed.\n", typeof(DeprecatedRemover).Name, files.Length);
foreach (var path in files)
{
AssetDatabase.DeleteAsset(path);
sb.AppendFormat(" - {0}\n", path);
}
AssetDatabase.Refresh();
UnityEngine.Debug.Log(sb);
}
}
#endif
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 6955fce24c79542af9ba39b3cf6f610f
timeCreated: 1536108312
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,181 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.UI;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIDissolve))]
[CanEditMultipleObjects]
public class UIDissolveEditor : BaseMeshEffectEditor
{
static int s_NoiseTexId;
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spWidth = serializedObject.FindProperty("m_Width");
_spColor = serializedObject.FindProperty("m_Color");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spColorMode = serializedObject.FindProperty("m_ColorMode");
_spNoiseTexture = serializedObject.FindProperty("m_NoiseTexture");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spReverse = serializedObject.FindProperty("m_Reverse");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
s_NoiseTexId = Shader.PropertyToID ("_NoiseTex");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIDissolve)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIDissolve)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIDissolve)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UIDissolve> ())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty(s_NoiseTexId))
{
ColorMode colorMode =
mat.IsKeywordEnabled ("ADD") ? ColorMode.Add
: mat.IsKeywordEnabled ("SUBTRACT") ? ColorMode.Subtract
: mat.IsKeywordEnabled ("FILL") ? ColorMode.Fill
: ColorMode.Multiply;
Texture noiseTexture = mat.GetTexture(s_NoiseTexId);
if (d.colorMode != colorMode || d.noiseTexture != noiseTexture)
{
var so = new SerializedObject (d);
so.FindProperty ("m_ColorMode").intValue = (int)colorMode;
so.FindProperty ("m_NoiseTexture").objectReferenceValue = noiseTexture;
so.ApplyModifiedProperties ();
}
}
}
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spColor);
bool isAnyTMPro = targets.Cast<UIDissolve>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope (isAnyTMPro))
{
EditorGUILayout.PropertyField (_spColorMode);
EditorGUILayout.PropertyField (_spNoiseTexture);
}
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
EditorGUILayout.PropertyField(_spReverse);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIDissolve).Play();
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIDissolve).Stop();
}
}
var c = target as UIDissolve;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {
if(mat.shader == _spriteShader)
{
mat.shaderKeywords = c.material.shaderKeywords;
mat.SetTexture ("_NoiseTex", c.material.GetTexture ("_NoiseTex"));
}
});
ShowCanvasChannelsWarning ();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spColor;
SerializedProperty _spSoftness;
SerializedProperty _spColorMode;
SerializedProperty _spNoiseTexture;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spReverse;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}

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fileFormatVersion: 2
guid: f7f7349a5d61649b69946853317db047
timeCreated: 1538806040
licenseType: Pro
MonoImporter:
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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