master #59
@ -31,6 +31,8 @@ namespace AxibugEmuOnline.Editors
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.LabelField(dispacather.Current.Name);
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Repaint();
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}
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 1045b92cbd63c45bab65c540449a8ad3
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folderAsset: yes
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DefaultImporter:
|
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -1,157 +0,0 @@
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Shader "TextMeshPro/Distance Field (UIDissolve)" {
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Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
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_Bevel ("Bevel", Range(0,1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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_Ambient ("Ambient", Range(1,0)) = 0.5
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_BumpMap ("Normal map", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0,1)) = 0
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_BumpFace ("Bump Face", Range(0,1)) = 0
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_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_NoiseTex("Noise Texture (A)", 2D) = "white" {}
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}
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SubShader {
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment frag
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#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma shader_feature __ GLOW_ON
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
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#define UI_DISSOLVE 1
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#define DISSOLVE 1
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#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
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#include "UI-Effect-TMPro.cginc"
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#pragma shader_feature __ ADD SUBTRACT FILL
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fixed4 frag(pixel_t IN) : SV_Target
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{
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half4 color = PixShader(IN);
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// Dissolve
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color = ApplyTransitionEffect(color, IN.eParam);
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color.rgb *= color.a;
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#if UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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#endif
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return color * IN.color.a;
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}
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ENDCG
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}
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}
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Fallback "TextMeshPro/Mobile/Distance Field (UIDissolve)"
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CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
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}
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@ -1,15 +0,0 @@
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fileFormatVersion: 2
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guid: 983d3d7238f4540e3af421a4abb25e26
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ShaderImporter:
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externalObjects: {}
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defaultTextures:
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- _FaceTex: {instanceID: 0}
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- _OutlineTex: {instanceID: 0}
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- _BumpMap: {instanceID: 0}
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- _Cube: {instanceID: 0}
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- _MainTex: {instanceID: 0}
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- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,173 +0,0 @@
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Shader "TextMeshPro/Distance Field (UIEffect)" {
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Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
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_Bevel ("Bevel", Range(0,1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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_Ambient ("Ambient", Range(1,0)) = 0.5
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_BumpMap ("Normal map", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0,1)) = 0
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_BumpFace ("Bump Face", Range(0,1)) = 0
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_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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||||
_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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||||
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment frag
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#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma shader_feature __ GLOW_ON
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL
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#pragma shader_feature __ ADD SUBTRACT FILL
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#pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR
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#pragma shader_feature __ EX
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float4 _MainTex_TexelSize;
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
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#define UI_EFFECT 1
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#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
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#include "UI-Effect-TMPro.cginc"
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fixed4 frag(pixel_t IN) : SV_Target
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{
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fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam));
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fixed effectFactor = param.x;
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fixed colorFactor = param.y;
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fixed blurFactor = param.z;
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#if PIXEL
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half2 pixelSize = max(2, (1-effectFactor*0.95) * float2(_TextureWidth, _TextureHeight));
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UV(IN).xy = round(UV(IN).xy * pixelSize) / pixelSize;
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#endif
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#if defined(UI_BLUR) && EX
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half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4, IN.uvMask);
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#elif defined(UI_BLUR)
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half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4);
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#else
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half4 color = PixShader(IN) * IN.color.a;
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#endif
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#if defined (UI_TONE)
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color = ApplyToneEffect(color, effectFactor);
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#endif
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color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor));
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color.rgb *= color.a;
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return color * IN.color.a;
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}
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ENDCG
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}
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}
|
||||
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Fallback "TextMeshPro/Mobile/Distance Field (UIEffect)"
|
||||
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fdc3d2db3815548ae9eea37e1be79f36
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _FaceTex: {instanceID: 0}
|
||||
- _OutlineTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _Cube: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,156 +0,0 @@
|
||||
Shader "TextMeshPro/Distance Field (UIHsvModifier)" {
|
||||
|
||||
Properties {
|
||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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||||
_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"
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58c5c12ea67b943f2bb08cdba8767f41
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _FaceTex: {instanceID: 0}
|
||||
- _OutlineTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _Cube: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,154 +0,0 @@
|
||||
Shader "TextMeshPro/Distance Field (UIShiny)" {
|
||||
|
||||
Properties {
|
||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
|
||||
|
||||
_Bevel ("Bevel", Range(0,1)) = 0.5
|
||||
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
||||
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
||||
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||
|
||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||
_Ambient ("Ambient", Range(1,0)) = 0.5
|
||||
|
||||
_BumpMap ("Normal map", 2D) = "bump" {}
|
||||
_BumpOutline ("Bump Outline", Range(0,1)) = 0
|
||||
_BumpFace ("Bump Face", Range(0,1)) = 0
|
||||
|
||||
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
|
||||
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
||||
|
||||
_WeightNormal ("Weight Normal", float) = 0
|
||||
_WeightBold ("Weight Bold", float) = 0.5
|
||||
|
||||
_ShaderFlags ("Flags", float) = 0
|
||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_TextureWidth ("Texture Width", float) = 512
|
||||
_TextureHeight ("Texture Height", float) = 512
|
||||
_GradientScale ("Gradient Scale", float) = 5.0
|
||||
_ScaleX ("Scale X", float) = 1.0
|
||||
_ScaleY ("Scale Y", float) = 1.0
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment frag
|
||||
#pragma shader_feature __ BEVEL_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
#pragma shader_feature __ GLOW_ON
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
|
||||
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
|
||||
|
||||
#define UI_SHINY 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "UI-Effect-TMPro.cginc"
|
||||
|
||||
fixed4 frag(pixel_t IN) : SV_Target
|
||||
{
|
||||
half4 color = PixShader(IN);
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
// Shiny
|
||||
color = ApplyShinyEffect(color, IN.eParam);
|
||||
|
||||
return color * IN.color.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "TextMeshPro/Mobile/Distance Field (UIShiny)"
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a9c01b59189f4a738528999fa0aa9fe
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _FaceTex: {instanceID: 0}
|
||||
- _OutlineTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _Cube: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,157 +0,0 @@
|
||||
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"
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa7d8d6e393ae4a9b94b2331c7d0097c
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _FaceTex: {instanceID: 0}
|
||||
- _OutlineTex: {instanceID: 0}
|
||||
- _BumpMap: {instanceID: 0}
|
||||
- _Cube: {instanceID: 0}
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,122 +0,0 @@
|
||||
// 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"
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15b053e7702f54708a75b82db8303cba
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,140 +0,0 @@
|
||||
// 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"
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af5de66855c8d4b758264103262d4883
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,120 +0,0 @@
|
||||
// Simplified SDF shader:
|
||||
// - No Shading Option (bevel / bump / env map)
|
||||
// - No Glow Option
|
||||
// - Softness is applied on both side of the outline
|
||||
|
||||
Shader "TextMeshPro/Mobile/Distance Field (UIHsvModifier)" {
|
||||
|
||||
Properties {
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
_WeightNormal ("Weight Normal", float) = 0
|
||||
_WeightBold ("Weight Bold", float) = .5
|
||||
|
||||
_ShaderFlags ("Flags", float) = 0
|
||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_TextureWidth ("Texture Width", float) = 512
|
||||
_TextureHeight ("Texture Height", float) = 512
|
||||
_GradientScale ("Gradient Scale", float) = 5
|
||||
_ScaleX ("Scale X", float) = 1
|
||||
_ScaleY ("Scale Y", float) = 1
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment frag
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
|
||||
|
||||
#define MOBILE 1
|
||||
#define UI_HSV_MODIFIER 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "UI-Effect-TMPro.cginc"
|
||||
|
||||
fixed4 frag(pixel_t IN) : SV_Target
|
||||
{
|
||||
half4 color = PixShader(IN);
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
// Hsv
|
||||
color = ApplyHsvEffect(color, IN.eParam);
|
||||
color.rgb *= IN.color.rgb;
|
||||
|
||||
return color * IN.color.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 374467ba16b434455b8886b70c293a0d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,119 +0,0 @@
|
||||
// Simplified SDF shader:
|
||||
// - No Shading Option (bevel / bump / env map)
|
||||
// - No Glow Option
|
||||
// - Softness is applied on both side of the outline
|
||||
|
||||
Shader "TextMeshPro/Mobile/Distance Field (UIShiny)" {
|
||||
|
||||
Properties {
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
_WeightNormal ("Weight Normal", float) = 0
|
||||
_WeightBold ("Weight Bold", float) = .5
|
||||
|
||||
_ShaderFlags ("Flags", float) = 0
|
||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_TextureWidth ("Texture Width", float) = 512
|
||||
_TextureHeight ("Texture Height", float) = 512
|
||||
_GradientScale ("Gradient Scale", float) = 5
|
||||
_ScaleX ("Scale X", float) = 1
|
||||
_ScaleY ("Scale Y", float) = 1
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment frag
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
|
||||
|
||||
#define MOBILE 1
|
||||
#define UI_SHINY 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "UI-Effect-TMPro.cginc"
|
||||
|
||||
fixed4 frag(pixel_t IN) : SV_Target
|
||||
{
|
||||
half4 color = PixShader(IN);
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
// Shiny
|
||||
color = ApplyShinyEffect(color, IN.eParam);
|
||||
|
||||
return color * IN.color.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f852f73c234534dbc9da0e57e661dc9d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,122 +0,0 @@
|
||||
// Simplified SDF shader:
|
||||
// - No Shading Option (bevel / bump / env map)
|
||||
// - No Glow Option
|
||||
// - Softness is applied on both side of the outline
|
||||
|
||||
Shader "TextMeshPro/Mobile/Distance Field (UITransition)" {
|
||||
|
||||
Properties {
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
_WeightNormal ("Weight Normal", float) = 0
|
||||
_WeightBold ("Weight Bold", float) = .5
|
||||
|
||||
_ShaderFlags ("Flags", float) = 0
|
||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_TextureWidth ("Texture Width", float) = 512
|
||||
_TextureHeight ("Texture Height", float) = 512
|
||||
_GradientScale ("Gradient Scale", float) = 5
|
||||
_ScaleX ("Scale X", float) = 1
|
||||
_ScaleY ("Scale Y", float) = 1
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment frag
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
|
||||
|
||||
#define MOBILE 1
|
||||
#define ADD 1
|
||||
#define UI_TRANSITION 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "UI-Effect-TMPro.cginc"
|
||||
#pragma shader_feature __ FADE CUTOFF DISSOLVE
|
||||
|
||||
fixed4 frag(pixel_t IN) : SV_Target
|
||||
{
|
||||
half4 color = PixShader(IN);
|
||||
|
||||
// Transition
|
||||
color = ApplyTransitionEffect(color, IN.eParam);
|
||||
color.rgb *= color.a;
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color * IN.color.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3158328dfc0344d72bc0e7eaa29cac0e
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,90 +0,0 @@
|
||||
Shader "TextMeshPro/Sprite (UIDissolve)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#define TMP_SPRITE 1
|
||||
#define UI_DISSOLVE 1
|
||||
#define DISSOLVE 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
|
||||
#pragma shader_feature __ ADD SUBTRACT FILL
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
// Dissolve
|
||||
color = ApplyTransitionEffect(color, IN.eParam);
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43184227f35f24905865f36834c4fea9
|
||||
timeCreated: 1450517184
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,110 +0,0 @@
|
||||
Shader "TextMeshPro/Sprite (UIEffect)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL
|
||||
#pragma shader_feature __ ADD SUBTRACT FILL
|
||||
#pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR
|
||||
#pragma shader_feature __ EX
|
||||
|
||||
#define TMP_SPRITE 1
|
||||
#define UI_EFFECT 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam));
|
||||
fixed effectFactor = param.x;
|
||||
fixed colorFactor = param.y;
|
||||
fixed blurFactor = param.z;
|
||||
|
||||
#if PIXEL
|
||||
half2 pixelSize = max(2, (1-effectFactor*0.95) * _MainTex_TexelSize.zw);
|
||||
IN.texcoord = round(IN.texcoord * pixelSize) / pixelSize;
|
||||
#endif
|
||||
|
||||
#if defined(UI_BLUR) && EX
|
||||
half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2, IN.uvMask) + _TextureSampleAdd);
|
||||
#elif defined(UI_BLUR)
|
||||
half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2) + _TextureSampleAdd);
|
||||
#else
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
|
||||
#endif
|
||||
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
#if defined (UI_TONE)
|
||||
color = ApplyToneEffect(color, effectFactor);
|
||||
#endif
|
||||
|
||||
color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor));
|
||||
color.a *= IN.color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 466007890ce83421082c2d58b0121dcd
|
||||
timeCreated: 1450517184
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,87 +0,0 @@
|
||||
Shader "TextMeshPro/Sprite (UIHsvModifier)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#define TMP_SPRITE 1
|
||||
#define UI_HSV_MODIFIER 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = tex2D(_MainTex, IN.texcoord);// + _TextureSampleAdd) * IN.color;
|
||||
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
// Hsv
|
||||
color = (ApplyHsvEffect(color, IN.eParam)+ _TextureSampleAdd) * IN.color;
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c6bc77283bff44c7aad3f18690f024b
|
||||
timeCreated: 1450517184
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,87 +0,0 @@
|
||||
Shader "TextMeshPro/Sprite (UIShiny)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#define TMP_SPRITE 1
|
||||
#define UI_SHINY 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
// Shiny
|
||||
color = ApplyShinyEffect(color, IN.eParam);
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c518dd47762104054aeb15fbb2092350
|
||||
timeCreated: 1450517184
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,90 +0,0 @@
|
||||
Shader "TextMeshPro/Sprite (UITransition)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
_NoiseTex("Noise Texture (A)", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#define TMP_SPRITE 1
|
||||
#define UI_TRANSITION 1
|
||||
#define ADD 1
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc"
|
||||
#include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc"
|
||||
#pragma shader_feature __ FADE CUTOFF DISSOLVE
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
// Transition
|
||||
color = ApplyTransitionEffect(color, IN.eParam);
|
||||
color.rgb *= color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI"
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a91c64bfdfa7448cb176a87750a6b64
|
||||
timeCreated: 1450517184
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,452 +0,0 @@
|
||||
#ifndef UI_EFFECT_TMPRO_INCLUDED
|
||||
#define UI_EFFECT_TMPRO_INCLUDED
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
float4 _FaceTex_ST;
|
||||
float4 _OutlineTex_ST;
|
||||
|
||||
|
||||
#if MOBILE
|
||||
#define UV(x) x.texcoord0
|
||||
#define UV2(x) x.texcoord1
|
||||
|
||||
struct vertex_t {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
#if EX
|
||||
float2 uvMask : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
struct pixel_t {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 faceColor : COLOR;
|
||||
fixed4 outlineColor : COLOR1;
|
||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||
#endif
|
||||
fixed4 color : COLOR2;
|
||||
#if UI_DISSOLVE || UI_TRANSITION
|
||||
half3 eParam : TEXCOORD5;
|
||||
#elif UI_SHINY
|
||||
half2 eParam : TEXCOORD5;
|
||||
#else
|
||||
half eParam : TEXCOORD5;
|
||||
#endif
|
||||
#if EX
|
||||
half4 uvMask : TEXCOORD6;
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
|
||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float layerScale = scale;
|
||||
|
||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||
|
||||
// float opacity = input.color.a;
|
||||
//#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
// opacity = 1.0;
|
||||
//#endif
|
||||
|
||||
fixed4 faceColor = input.color * _FaceColor;
|
||||
// fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||
// faceColor.rgb *= faceColor.a;
|
||||
|
||||
fixed4 outlineColor = _OutlineColor;
|
||||
// outlineColor.a *= opacity;
|
||||
// outlineColor.rgb *= outlineColor.a;
|
||||
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
|
||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 layerOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Structure for pixel shader
|
||||
#if UI_DISSOLVE || UI_TRANSITION
|
||||
half3 param = UnpackToVec3(input.texcoord0.y);
|
||||
#elif UI_SHINY
|
||||
half2 param = UnpackToVec2(input.texcoord0.y);
|
||||
#else
|
||||
half param = input.texcoord0.y;
|
||||
#endif
|
||||
|
||||
#if UI_EFFECT
|
||||
input.texcoord0 = UnpackToVec2(input.texcoord0.x) * 2 - 0.5;
|
||||
#else
|
||||
input.texcoord0 = UnpackToVec2(input.texcoord0.x);
|
||||
#endif
|
||||
pixel_t output = {
|
||||
vPosition,
|
||||
faceColor,
|
||||
outlineColor,
|
||||
float4(input.texcoord0, maskUV.x, maskUV.y),
|
||||
half4(scale, bias - outline, bias + outline, bias),
|
||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
||||
half2(layerScale, layerBias),
|
||||
#endif
|
||||
input.color,
|
||||
param,
|
||||
#if EX
|
||||
half4(UnpackToVec2(input.uvMask.x), UnpackToVec2(input.uvMask.y)),
|
||||
#endif
|
||||
};
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
// PIXEL SHADER
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||
|
||||
#ifdef OUTLINE_ON
|
||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||
c *= saturate(d - input.param.y);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
half sd = saturate(d - input.param.z);
|
||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||
c *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
// c *= input.texcoord1.z;
|
||||
#endif
|
||||
|
||||
// Dissolve
|
||||
//c = ApplyTransitionEffect(c, input.eParam);
|
||||
//c.rgb *= c.a;
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(c.a - 0.001);
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
#else
|
||||
#define UV(x) x.atlas
|
||||
#define UV2(x) x.texcoord2
|
||||
|
||||
struct vertex_t {
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
#if EX
|
||||
float2 uvMask : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
struct pixel_t {
|
||||
float4 position : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 atlas : TEXCOORD0; // Atlas
|
||||
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
|
||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||
fixed4 underlayColor : COLOR1;
|
||||
#endif
|
||||
float4 textures : TEXCOORD5;
|
||||
#if UI_DISSOLVE || UI_TRANSITION
|
||||
half3 eParam : TEXCOORD6;
|
||||
#elif UI_SHINY
|
||||
half2 eParam : TEXCOORD6;
|
||||
#else
|
||||
half eParam : TEXCOORD6;
|
||||
#endif
|
||||
#if EX
|
||||
half4 uvMask : TEXCOORD7;
|
||||
#endif
|
||||
};
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
|
||||
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float bias =(.5 - weight) + (.5 / scale);
|
||||
|
||||
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
|
||||
|
||||
#if GLOW_ON
|
||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||
#endif
|
||||
|
||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 underlayColor = _UnderlayColor;
|
||||
underlayColor.rgb *= underlayColor.a;
|
||||
|
||||
float bScale = scale;
|
||||
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
|
||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 bOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Support for texture tiling and offset
|
||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
#if UI_DISSOLVE || UI_TRANSITION
|
||||
half3 param = UnpackToVec3(input.texcoord0.y);
|
||||
#elif UI_SHINY
|
||||
half2 param = UnpackToVec2(input.texcoord0.y);
|
||||
#else
|
||||
half param = input.texcoord0.y;
|
||||
#endif
|
||||
|
||||
#if UI_EFFECT
|
||||
input.texcoord0 = UnpackToVec2(input.texcoord0.x) * 2 - 0.5;
|
||||
#else
|
||||
input.texcoord0 = UnpackToVec2(input.texcoord0.x);
|
||||
#endif
|
||||
pixel_t output = {
|
||||
vPosition,
|
||||
input.color,
|
||||
input.texcoord0,
|
||||
float4(alphaClip, scale, bias, weight),
|
||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
||||
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4(input.texcoord0 + bOffset, bScale, bBias),
|
||||
underlayColor,
|
||||
#endif
|
||||
float4(faceUV, outlineUV),
|
||||
param,
|
||||
#if EX
|
||||
half4(UnpackToVec2(input.uvMask.x), UnpackToVec2(input.uvMask.y)),
|
||||
#endif
|
||||
};
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
fixed4 PixShader(pixel_t input)// : SV_Target
|
||||
{
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
// #ifndef UNDERLAY_ON
|
||||
// clip(c - input.param.x);
|
||||
// #endif
|
||||
|
||||
float scale = input.param.y;
|
||||
float bias = input.param.z;
|
||||
float weight = input.param.w;
|
||||
float sd = (bias - c) * scale;
|
||||
|
||||
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||
|
||||
half4 faceColor = _FaceColor;
|
||||
half4 outlineColor = _OutlineColor;
|
||||
|
||||
// faceColor.rgb *= input.color.rgb;
|
||||
|
||||
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||
n = normalize(n- bump);
|
||||
|
||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||
|
||||
float3 col = GetSpecular(n, light);
|
||||
faceColor.rgb += col*faceColor.a;
|
||||
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
||||
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
//#if UNITY_UI_ALPHACLIP
|
||||
// clip(faceColor.a - 0.001);
|
||||
//#endif
|
||||
|
||||
return faceColor;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(UI_BLUR)
|
||||
fixed4 Tex2DBlurring (pixel_t IN, half2 blur, half4 mask)
|
||||
{
|
||||
#if FASTBLUR && EX
|
||||
const int KERNEL_SIZE = 5;
|
||||
const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486};
|
||||
#elif MEDIUMBLUR && EX
|
||||
const int KERNEL_SIZE = 9;
|
||||
const float KERNEL_[9] = { 0.0438, 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719, 0.0438};
|
||||
#elif DETAILBLUR && EX
|
||||
const int KERNEL_SIZE = 13;
|
||||
const float KERNEL_[13] = { 0.0438, 0.1138, 0.2486, 0.4566, 0.7046, 0.9141, 1.0, 0.9141, 0.7046, 0.4566, 0.2486, 0.1138, 0.0438};
|
||||
#elif FASTBLUR
|
||||
const int KERNEL_SIZE = 3;
|
||||
const float KERNEL_[3] = { 0.4566, 1.0, 0.4566};
|
||||
#elif MEDIUMBLUR
|
||||
const int KERNEL_SIZE = 5;
|
||||
const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486};
|
||||
#elif DETAILBLUR
|
||||
const int KERNEL_SIZE = 7;
|
||||
const float KERNEL_[7] = { 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719};
|
||||
#else
|
||||
const int KERNEL_SIZE = 1;
|
||||
const float KERNEL_[1] = { 1.0 };
|
||||
#endif
|
||||
float4 o = 0;
|
||||
float sum = 0;
|
||||
float2 shift = 0;
|
||||
half alpha = IN.color.a;
|
||||
half2 texcood = UV(IN);
|
||||
#if UNDERLAY_ON
|
||||
half2 texcood2 = UV2(IN);
|
||||
#endif
|
||||
for(int x = 0; x < KERNEL_SIZE; x++)
|
||||
{
|
||||
shift.x = blur.x * (float(x) - KERNEL_SIZE/2);
|
||||
for(int y = 0; y < KERNEL_SIZE; y++)
|
||||
{
|
||||
shift.y = blur.y * (float(y) - KERNEL_SIZE/2);
|
||||
float2 uv = texcood + shift;
|
||||
float weight = KERNEL_[x] * KERNEL_[y];
|
||||
sum += weight;
|
||||
UV(IN).xy = uv;
|
||||
IN.color.a = weight;
|
||||
|
||||
#if UNDERLAY_ON
|
||||
UV2(IN).xy = texcood2 + shift;
|
||||
#endif
|
||||
|
||||
#if EX
|
||||
fixed masked = min(mask.x <= uv.x, uv.x <= mask.z) * min(mask.y <= uv.y, uv.y <= mask.w);
|
||||
o += lerp(fixed4(0, 0, 0, 0), PixShader(IN) * weight, masked);
|
||||
#else
|
||||
o += PixShader(IN) * weight;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
IN.color.a = alpha;
|
||||
return o / sum;// * alpha;
|
||||
}
|
||||
|
||||
fixed4 Tex2DBlurring (pixel_t IN, half2 blur)
|
||||
{
|
||||
return Tex2DBlurring(IN, blur, half4(0,0,1,1));
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#endif // UI_EFFECT_TMPRO_INCLUDED
|
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|
@ -5,7 +5,6 @@ using System.IO;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.Rendering.PostProcessing;
|
||||
using static AxibugEmuOnline.Client.HttpAPI;
|
||||
using static AxibugEmuOnline.Client.Manager.LogManager;
|
||||
|
||||
|
@ -5,8 +5,7 @@ namespace AxibugEmuOnline.Client
|
||||
{
|
||||
public abstract class CommandChanger : IKeyMapperChanger
|
||||
{
|
||||
public string Name { get; private set; }
|
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|
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public string Name => GetType().Name;
|
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public abstract object GetConfig();
|
||||
}
|
||||
}
|
||||
|
@ -5,6 +5,7 @@ namespace AxibugEmuOnline.Client
|
||||
{
|
||||
public class GamingChanger : CommandChanger
|
||||
{
|
||||
|
||||
Dictionary<KeyCode, EnumCommand> m_uiKeyMapper = new Dictionary<KeyCode, EnumCommand>();
|
||||
public GamingChanger()
|
||||
{
|
||||
|
@ -70,8 +70,6 @@ namespace AxibugEmuOnline.Client.Manager
|
||||
|
||||
InGameUI.Instance.Hide();
|
||||
LaunchUI.Instance.ShowMainMenu();
|
||||
|
||||
CommandDispatcher.Instance.Current = CommandDispatcher.Instance.Normal;
|
||||
}
|
||||
|
||||
public void ResetGame()
|
||||
|
@ -14,6 +14,7 @@ namespace AxibugEmuOnline.Client
|
||||
private List<Filter> m_filters;
|
||||
private Dictionary<EnumPlatform, Filter> m_filterPlatforms = new Dictionary<EnumPlatform, Filter>();
|
||||
private AlphaWraper m_previewFilterWraper;
|
||||
FilterRomSetting m_filterRomSetting;
|
||||
/// <summary>
|
||||
/// 滤镜列表
|
||||
/// </summary>
|
||||
@ -23,6 +24,8 @@ namespace AxibugEmuOnline.Client
|
||||
{
|
||||
m_filterPorfile = filterVolume.profile;
|
||||
m_filters = m_filterPorfile.settings.Where(setting => setting is FilterEffect).Select(setting => new Filter(setting as FilterEffect)).ToList();
|
||||
var json = PlayerPrefs.GetString(nameof(FilterRomSetting));
|
||||
m_filterRomSetting = JsonUtility.FromJson<FilterRomSetting>(json) ?? new FilterRomSetting();
|
||||
|
||||
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
|
||||
ShutDownFilterPreview();
|
||||
@ -64,12 +67,48 @@ namespace AxibugEmuOnline.Client
|
||||
setting.enabled.Override(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 为指定rom设置滤镜以及滤镜的预设
|
||||
/// </summary>
|
||||
/// <param name="rom">rom对象</param>
|
||||
/// <param name="filter">滤镜</param>
|
||||
/// <param name="preset">滤镜预设</param>
|
||||
public void SetupFilter(RomFile rom, Filter filter, FilterPreset preset)
|
||||
{
|
||||
m_filterRomSetting.Setup(rom, filter, preset);
|
||||
|
||||
string json = m_filterRomSetting.ToJson();
|
||||
PlayerPrefs.SetString(nameof(FilterRomSetting), json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获得指定rom配置的滤镜设置
|
||||
/// </summary>
|
||||
/// <param name="rom">rom对象</param>
|
||||
/// <returns>此元组任意内任意成员都有可能为空</returns>
|
||||
public (Filter filter, FilterPreset preset) GetFilterSetting(RomFile rom)
|
||||
{
|
||||
var value = m_filterRomSetting.Get(rom);
|
||||
Filter filter = null;
|
||||
FilterPreset preset = null;
|
||||
|
||||
filter = Filters.FirstOrDefault(f => f.Name == value.filterName);
|
||||
if (filter != null)
|
||||
{
|
||||
preset = filter.Presets.FirstOrDefault(p => p.Name == value.filterName);
|
||||
}
|
||||
|
||||
return (filter, preset);
|
||||
}
|
||||
|
||||
public class Filter
|
||||
{
|
||||
public string Name => m_setting.Name;
|
||||
public IReadOnlyCollection<EditableParamerter> Paramerters => m_setting.EditableParam;
|
||||
/// <summary> 滤镜预设 </summary>
|
||||
public List<FilterPreset> Presets = new List<FilterPreset>();
|
||||
/// <summary> 滤镜默认预设 </summary>
|
||||
public FilterPreset DefaultPreset = new FilterPreset("DEFAULT");
|
||||
|
||||
internal FilterEffect m_setting;
|
||||
|
||||
@ -184,5 +223,66 @@ namespace AxibugEmuOnline.Client
|
||||
m_cacheReady = true;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class FilterRomSetting
|
||||
{
|
||||
[SerializeField]
|
||||
private List<int> m_romID;
|
||||
[SerializeField]
|
||||
private List<Item> m_items;
|
||||
|
||||
bool m_cacheReady = false;
|
||||
Dictionary<int, Item> m_cache;
|
||||
|
||||
public void Setup(RomFile rom, Filter filter, FilterPreset preset)
|
||||
{
|
||||
prepareCache();
|
||||
|
||||
if (filter == null)
|
||||
m_cache.Remove(rom.ID);
|
||||
else
|
||||
m_cache[rom.ID] = new Item { FilterName = filter.Name, PresetName = preset != null ? preset.Name : null };
|
||||
}
|
||||
|
||||
public string ToJson()
|
||||
{
|
||||
prepareCache();
|
||||
m_romID = m_cache.Keys.ToList();
|
||||
m_items = m_cache.Values.ToList();
|
||||
|
||||
return JsonUtility.ToJson(this);
|
||||
}
|
||||
|
||||
public (string filterName, string presetName) Get(RomFile rom)
|
||||
{
|
||||
prepareCache();
|
||||
|
||||
m_cache.TryGetValue(rom.ID, out var item);
|
||||
return (item.FilterName, item.PresetName);
|
||||
}
|
||||
|
||||
private void prepareCache()
|
||||
{
|
||||
if (m_cacheReady) return;
|
||||
|
||||
if (m_items == null) m_items = new List<Item>();
|
||||
if (m_romID == null) m_romID = new List<int>();
|
||||
m_cache = new Dictionary<int, Item>();
|
||||
for (int i = 0; i < m_romID.Count && i < m_items.Count; i++)
|
||||
{
|
||||
m_cache[m_romID[i]] = m_items[i];
|
||||
}
|
||||
|
||||
m_cacheReady = true;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
struct Item
|
||||
{
|
||||
public string FilterName;
|
||||
public string PresetName;
|
||||
}
|
||||
}
|
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}
|
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}
|
||||
|
@ -2,20 +2,24 @@
|
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%TAG !u! tag:unity3d.com,2011:
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||||
|
@ -4,44 +4,119 @@ using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using VirtualNes.Core;
|
||||
using static UnityEngine.UI.CanvasScaler;
|
||||
|
||||
namespace AxibugEmuOnline.Client
|
||||
{
|
||||
public class VideoProvider : MonoBehaviour
|
||||
{
|
||||
#region UI_REF
|
||||
public NesEmulator NesEmu;
|
||||
public Canvas DrawCanvas;
|
||||
|
||||
public RawImage Image;
|
||||
#endregion
|
||||
|
||||
private IntPtr wrapTexBufferPointer;
|
||||
private Texture2D wrapTex;
|
||||
private int TexBufferSize;
|
||||
|
||||
private Texture2D pPal;
|
||||
#region GPU_TURBO
|
||||
//图像数据字节数
|
||||
private int TexBufferSize_gpu;
|
||||
//图像数据指针
|
||||
private IntPtr wrapTexBufferPointer_gpu;
|
||||
//Unity 2D纹理对象,用于UI上绘制最终输出画面
|
||||
private Texture2D wrapTex_gpu;
|
||||
//nes调色板数据,已转换为unity纹理对象
|
||||
private Texture2D pPal_gpu;
|
||||
private Material GPUTurboMat_gpu;
|
||||
#endregion
|
||||
|
||||
#region CPU
|
||||
//图像数据字节数
|
||||
private int TexBufferSize_cpu;
|
||||
//图像数据指针
|
||||
private GCHandle wrapTexBufferGH;
|
||||
private IntPtr wrapTexBufferPointer_cpu;
|
||||
//Unity 2D纹理对象,用于UI上绘制最终输出画面
|
||||
private Texture2D wrapTex_cpu;
|
||||
#endregion
|
||||
|
||||
public bool GPUTurbo = true;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
DrawCanvas.worldCamera = Camera.main;
|
||||
GPUTurboMat_gpu = Image.material;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (wrapTexBufferGH.IsAllocated)
|
||||
wrapTexBufferGH.Free();
|
||||
}
|
||||
|
||||
public unsafe void SetDrawData(uint* screenData)
|
||||
{
|
||||
if (wrapTex == null)
|
||||
PrepareUI(screenData);
|
||||
if (GPUTurbo) PrepareForGPU(screenData);
|
||||
else PrepareForCPU(screenData);
|
||||
|
||||
if (GPUTurbo)
|
||||
{
|
||||
wrapTex = new Texture2D(272, 240, TextureFormat.RGBA32, false);
|
||||
wrapTex.filterMode = FilterMode.Point;
|
||||
wrapTex_gpu.LoadRawTextureData(wrapTexBufferPointer_gpu, TexBufferSize_gpu);
|
||||
wrapTex_gpu.Apply();
|
||||
}
|
||||
else
|
||||
{
|
||||
wrapTex_cpu.LoadRawTextureData(wrapTexBufferPointer_cpu, TexBufferSize_cpu);
|
||||
wrapTex_cpu.Apply();
|
||||
}
|
||||
}
|
||||
|
||||
wrapTexBufferPointer = (IntPtr)screenData;
|
||||
private unsafe void PrepareUI(uint* screenData)
|
||||
{
|
||||
if (GPUTurbo)
|
||||
{
|
||||
if (Image.material != GPUTurboMat_gpu) Image.material = GPUTurboMat_gpu;
|
||||
|
||||
Image.texture = wrapTex;
|
||||
Image.material.SetTexture("_MainTex", wrapTex);
|
||||
if (wrapTex_gpu == null)
|
||||
{
|
||||
wrapTex_gpu = new Texture2D(PPU.SCREEN_WIDTH, PPU.SCREEN_HEIGHT, TextureFormat.RGBA32, false);
|
||||
wrapTex_gpu.filterMode = FilterMode.Point;
|
||||
wrapTexBufferPointer_gpu = (IntPtr)screenData;
|
||||
|
||||
TexBufferSize = wrapTex.width * wrapTex.height * 4;
|
||||
TexBufferSize_gpu = wrapTex_gpu.width * wrapTex_gpu.height * 4;
|
||||
}
|
||||
|
||||
if (Image.texture != wrapTex_gpu) Image.texture = wrapTex_gpu;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Image.material == GPUTurboMat_gpu) Image.material = null;
|
||||
|
||||
if (wrapTex_cpu == null)
|
||||
{
|
||||
wrapTex_cpu = new Texture2D(PPU.SCREEN_WIDTH - 16, PPU.SCREEN_HEIGHT, TextureFormat.RGBA32, false);
|
||||
wrapTex_cpu.filterMode = FilterMode.Point;
|
||||
|
||||
uint[] cpuTexBuffer = new uint[wrapTex_cpu.width * wrapTex_cpu.height];
|
||||
|
||||
wrapTexBufferGH = GCHandle.Alloc(cpuTexBuffer, GCHandleType.Pinned);
|
||||
wrapTexBufferPointer_cpu = wrapTexBufferGH.AddrOfPinnedObject();
|
||||
TexBufferSize_cpu = cpuTexBuffer.Length * 4;
|
||||
}
|
||||
if (Image.texture != wrapTex_cpu) Image.texture = wrapTex_cpu;
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe void PrepareForGPU(uint* screenData)
|
||||
{
|
||||
if (pPal_gpu == null)
|
||||
{
|
||||
var palRaw = PaletteDefine.m_cnPalette[0];
|
||||
pPal = new Texture2D(palRaw.Length, 1, TextureFormat.RGBA32, false);
|
||||
pPal.filterMode = FilterMode.Point;
|
||||
|
||||
pPal_gpu = new Texture2D(palRaw.Length, 1, TextureFormat.RGBA32, false);
|
||||
pPal_gpu.filterMode = FilterMode.Point;
|
||||
|
||||
for (int i = 0; i < palRaw.Length; i++)
|
||||
{
|
||||
uint colorRaw = palRaw[i];
|
||||
@ -51,14 +126,48 @@ namespace AxibugEmuOnline.Client
|
||||
temp.g = argbColor[1] / 255f;
|
||||
temp.b = argbColor[0] / 255f;
|
||||
temp.a = 1;
|
||||
pPal.SetPixel(i, 0, temp);
|
||||
pPal_gpu.SetPixel(i, 0, temp);
|
||||
}
|
||||
pPal_gpu.Apply();
|
||||
GPUTurboMat_gpu.SetTexture("_PalTex", pPal_gpu);
|
||||
}
|
||||
pPal.Apply();
|
||||
Image.material.SetTexture("_PalTex", pPal);
|
||||
}
|
||||
|
||||
wrapTex.LoadRawTextureData(wrapTexBufferPointer, TexBufferSize);
|
||||
wrapTex.Apply();
|
||||
private unsafe void PrepareForCPU(uint* screenData)
|
||||
{
|
||||
int pScn = 0;
|
||||
int width;
|
||||
|
||||
var Dst = (uint*)wrapTexBufferPointer_cpu;
|
||||
var pDst = 0;
|
||||
var palRaw = PaletteDefine.m_cnPalette[0];
|
||||
|
||||
for (int line = 0; line < PPU.SCREEN_HEIGHT; line++)
|
||||
{
|
||||
width = PPU.SCREEN_WIDTH - 16;
|
||||
|
||||
while (width > 0)
|
||||
{
|
||||
var edx = screenData[pScn + 8];
|
||||
|
||||
uint index = edx & 0xFF;
|
||||
var colorData = palRaw[index];
|
||||
//dst中颜色排列为abgr,而colorData排列为argb
|
||||
uint r = (colorData & 0x00FF0000) >> 16; // 提取Red通道
|
||||
uint g = (colorData & 0x0000FF00) >> 8; // 提取Green通道
|
||||
uint b = (colorData & 0x000000FF); // 提取Blue通道
|
||||
|
||||
uint abgr = 0xFF000000 | (b << 16) | (g << 8) | (r << 0);
|
||||
|
||||
Dst[pDst] = abgr;
|
||||
|
||||
pScn += 1;
|
||||
pDst += 1;
|
||||
width -= 1;
|
||||
}
|
||||
|
||||
pScn += 16;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4,6 +4,7 @@ namespace AxibugEmuOnline.Client
|
||||
{
|
||||
public interface IKeyMapperChanger
|
||||
{
|
||||
string Name { get; }
|
||||
object GetConfig();
|
||||
}
|
||||
public interface ICommandListener
|
||||
|
@ -38,6 +38,7 @@ namespace AxibugEmuOnline.Client
|
||||
|
||||
m_stepPerformer = new StepPerformer(this);
|
||||
|
||||
//menus.Add(new InGameUI_FilterSetting(this));
|
||||
menus.Add(new InGameUI_Reset(this));
|
||||
menus.Add(new InGameUI_SaveState(this));
|
||||
menus.Add(new InGameUI_LoadState(this));
|
||||
@ -84,6 +85,16 @@ namespace AxibugEmuOnline.Client
|
||||
Eventer.Instance.RegisterEvent<int>(EEvent.OnRoomWaitStepChange, OnServerStepUpdate);
|
||||
|
||||
gameObject.SetActiveEx(true);
|
||||
|
||||
var filterSetting = App.filter.GetFilterSetting(currentRom);
|
||||
if (filterSetting.filter != null)
|
||||
{
|
||||
var filter = filterSetting.filter;
|
||||
var preset = filterSetting.preset ?? filter.DefaultPreset;
|
||||
|
||||
filter.ApplyPreset(preset);
|
||||
App.filter.EnableFilter(filter);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnServerStepUpdate(int step)
|
||||
@ -95,6 +106,8 @@ namespace AxibugEmuOnline.Client
|
||||
{
|
||||
CommandDispatcher.Instance.UnRegistController(this);
|
||||
gameObject.SetActiveEx(false);
|
||||
|
||||
App.filter.ShutDownFilter();
|
||||
}
|
||||
|
||||
protected override void OnCmdOptionMenu()
|
||||
@ -120,8 +133,6 @@ namespace AxibugEmuOnline.Client
|
||||
Eventer.Instance.UnregisterEvent<int>(EEvent.OnRoomWaitStepChange, OnServerStepUpdate);
|
||||
App.roomMgr.SendLeavnRoom();
|
||||
App.emu.StopGame();
|
||||
|
||||
CommandDispatcher.Instance.Current = CommandDispatcher.Instance.Normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -38,6 +38,12 @@ namespace AxibugEmuOnline.Client
|
||||
CommandDispatcher.Instance.Current = CommandDispatcher.Instance.Normal;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (CommandDispatcher.Instance.Current == CommandDispatcher.Instance.Gaming && App.emu.Core.IsNull())
|
||||
CommandDispatcher.Instance.Current = CommandDispatcher.Instance.Normal;
|
||||
}
|
||||
|
||||
public void HideMainMenu()
|
||||
{
|
||||
BG.gameObject.SetActiveEx(false);
|
||||
|
@ -218,6 +218,10 @@ namespace AxibugEmuOnline.Client
|
||||
{
|
||||
if (m_bPoped)
|
||||
{
|
||||
Vector2 start = new Vector2(-MenuRoot.rect.width, MenuRoot.anchoredPosition.y);
|
||||
Vector2 end = new Vector2(0, MenuRoot.anchoredPosition.y);
|
||||
|
||||
|
||||
ReleaseRuntimeMenus();
|
||||
m_runtimeMenuItems.Clear();
|
||||
|
||||
@ -225,8 +229,7 @@ namespace AxibugEmuOnline.Client
|
||||
|
||||
CommandDispatcher.Instance.UnRegistController(this);
|
||||
Canvas.ForceUpdateCanvases();
|
||||
Vector2 start = new Vector2(-MenuRoot.rect.width, MenuRoot.anchoredPosition.y);
|
||||
Vector2 end = new Vector2(0, MenuRoot.anchoredPosition.y);
|
||||
|
||||
DOTween.To(
|
||||
() => start,
|
||||
(value) =>
|
||||
|
@ -49,6 +49,8 @@ namespace AxibugEmuOnline.Client
|
||||
|
||||
public override bool OnEnterItem()
|
||||
{
|
||||
if (m_romFile == null) return false;
|
||||
|
||||
if (!m_romFile.RomReady)
|
||||
{
|
||||
m_romFile.BeginDownload();
|
||||
|
@ -102,8 +102,12 @@ namespace AxibugEmuOnline.Client
|
||||
srollRect.content.anchoredPosition += new Vector2(0, gap);
|
||||
else
|
||||
{
|
||||
var srcPos = m_selectArrow.position;
|
||||
var endValue = srollRect.content.anchoredPosition + new Vector2(0, gap);
|
||||
DOTween.To(() => srollRect.content.anchoredPosition, (x) => srollRect.content.anchoredPosition = x, endValue, 0.125f);
|
||||
var tween = DOTween.To(
|
||||
() => srollRect.content.anchoredPosition,
|
||||
(x) => srollRect.content.anchoredPosition = x,
|
||||
endValue, 0.125f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,6 +1,5 @@
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using VirtualNes.Core.Debug;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using static VirtualNes.Core.APU_FME7;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
|
@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
public abstract class APU_INTERFACE : IStateBufferObject
|
||||
{
|
||||
|
@ -1,8 +1,5 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
|
@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using VirtualNes.Core.Emu2413;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
|
@ -1,6 +1,4 @@
|
||||
using System;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
|
||||
|
||||
|
@ -1,9 +1,7 @@
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Mapper168 Subor (PPUExtLatch) //
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
using VirtualNes.Core.Debug;
|
||||
using static VirtualNes.MMU;
|
||||
using BYTE = System.Byte;
|
||||
using INT = System.Int32;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
|
@ -1,8 +1,4 @@
|
||||
using VirtualNes.Core.Debug;
|
||||
using static VirtualNes.MMU;
|
||||
using BYTE = System.Byte;
|
||||
using INT = System.Int32;
|
||||
namespace VirtualNes.Core
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
public class _Mapper : Mapper
|
||||
{
|
||||
|
@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
public struct FILEHDR2 : IStateBufferObject
|
||||
{
|
||||
|
@ -1,10 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace VirtualNes.Core
|
||||
namespace VirtualNes.Core
|
||||
{
|
||||
public struct SNDSTAT : IStateBufferObject
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user