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version: 9 + version: 7 diff --git a/Assets/Materials/3d/luigi/mat_luigi_big.mat b/Assets/Materials/3d/luigi/mat_luigi_big.mat index 900633f7a6..203c407efc 100644 --- a/Assets/Materials/3d/luigi/mat_luigi_big.mat +++ b/Assets/Materials/3d/luigi/mat_luigi_big.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -32,8 +32,7 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: 2000 stringTagMap: {} - disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -166,4 +165,3 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 diff --git a/Assets/Materials/3d/luigi/mat_luigi_propeller.mat b/Assets/Materials/3d/luigi/mat_luigi_propeller.mat index c12d53f87f..827c9d1db0 100644 --- a/Assets/Materials/3d/luigi/mat_luigi_propeller.mat +++ b/Assets/Materials/3d/luigi/mat_luigi_propeller.mat @@ -19,8 +19,7 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: 2000 stringTagMap: {} - 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disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -133,4 +132,3 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 diff --git a/Assets/Materials/3d/mario/mat_mario_big.mat b/Assets/Materials/3d/mario/mat_mario_big.mat index 0c2ad3dee7..b1d546e42f 100644 --- a/Assets/Materials/3d/mario/mat_mario_big.mat +++ b/Assets/Materials/3d/mario/mat_mario_big.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -32,8 +32,7 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: 2000 stringTagMap: {} - disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -130,4 +129,3 @@ Material: - 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disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -132,7 +131,6 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 --- !u!114 &8618431479323141276 MonoBehaviour: m_ObjectHideFlags: 11 @@ -145,4 +143,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 diff --git a/Assets/Materials/3d/mario/mat_mario_small_body.mat b/Assets/Materials/3d/mario/mat_mario_small_body.mat index 7b98f4c669..cf2b6c8aa5 100644 --- a/Assets/Materials/3d/mario/mat_mario_small_body.mat +++ b/Assets/Materials/3d/mario/mat_mario_small_body.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -32,8 +32,7 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: 2000 stringTagMap: {} - disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -132,4 +131,3 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 diff --git a/Assets/Materials/3d/mario/mat_mario_small_head.mat b/Assets/Materials/3d/mario/mat_mario_small_head.mat index 55b4f7be17..fee92999d2 100644 --- a/Assets/Materials/3d/mario/mat_mario_small_head.mat +++ b/Assets/Materials/3d/mario/mat_mario_small_head.mat @@ -19,8 +19,7 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: 2000 stringTagMap: {} - disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -119,7 +118,6 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 --- !u!114 &3376538259669455030 MonoBehaviour: m_ObjectHideFlags: 11 @@ -132,4 +130,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 diff --git a/Assets/Materials/3d/spinner/mat_biss.mat b/Assets/Materials/3d/spinner/mat_biss.mat index 3c14a2df0e..357aa3e1aa 100644 --- a/Assets/Materials/3d/spinner/mat_biss.mat +++ b/Assets/Materials/3d/spinner/mat_biss.mat @@ -23,7 +23,6 @@ Material: disabledShaderPasses: - SHADOWCASTER - DepthOnly - - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -124,7 +123,6 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 --- !u!114 &2085930610458528267 MonoBehaviour: m_ObjectHideFlags: 11 @@ -137,4 +135,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 diff --git a/Assets/Materials/3d/spinner/mat_env_s_j1.mat b/Assets/Materials/3d/spinner/mat_env_s_j1.mat index 509365f034..66e3b1449d 100644 --- a/Assets/Materials/3d/spinner/mat_env_s_j1.mat +++ b/Assets/Materials/3d/spinner/mat_env_s_j1.mat @@ -19,8 +19,7 @@ Material: m_CustomRenderQueue: -1 stringTagMap: RenderType: Opaque - disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -138,7 +137,6 @@ Material: - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 --- !u!114 &5544448858525862033 MonoBehaviour: m_ObjectHideFlags: 11 @@ -151,4 +149,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 diff --git a/Assets/Materials/3d/spinner/mat_env_s_j_top.mat b/Assets/Materials/3d/spinner/mat_env_s_j_top.mat index 1d065e621d..c4d4557101 100644 --- a/Assets/Materials/3d/spinner/mat_env_s_j_top.mat +++ b/Assets/Materials/3d/spinner/mat_env_s_j_top.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -32,8 +32,7 @@ Material: m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque - disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -130,4 +129,3 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 diff --git a/Assets/Materials/3d/spinner/mat_spin_j_obj4.mat b/Assets/Materials/3d/spinner/mat_spin_j_obj4.mat index b8933fc628..64d891656d 100644 --- a/Assets/Materials/3d/spinner/mat_spin_j_obj4.mat +++ b/Assets/Materials/3d/spinner/mat_spin_j_obj4.mat @@ -19,8 +19,7 @@ Material: m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque - disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -117,7 +116,6 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] - m_AllowLocking: 1 --- !u!114 &221197470208277316 MonoBehaviour: m_ObjectHideFlags: 11 @@ -130,4 +128,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 7 diff --git a/Assets/Models/Players/mario_big/mario_big_source.blend b/Assets/Models/Players/mario_big/mario_big_source.blend index a533cb6970..5c59028307 100644 Binary files a/Assets/Models/Players/mario_big/mario_big_source.blend and b/Assets/Models/Players/mario_big/mario_big_source.blend differ diff --git a/Assets/Models/Players/mario_big/mario_big_source.blend1 b/Assets/Models/Players/mario_big/mario_big_source.blend1 index d54ee6f78a..05bad480a8 100644 Binary files a/Assets/Models/Players/mario_big/mario_big_source.blend1 and b/Assets/Models/Players/mario_big/mario_big_source.blend1 differ diff --git a/Assets/Models/blue_shell/mat_shell.mat b/Assets/Models/blue_shell/mat_shell.mat index 6f3243630f..1e21cfdb5d 100644 --- a/Assets/Models/blue_shell/mat_shell.mat +++ b/Assets/Models/blue_shell/mat_shell.mat @@ -19,8 +19,7 @@ Material: m_DoubleSidedGI: 0 m_CustomRenderQueue: 2000 stringTagMap: {} - disabledShaderPasses: - - MOTIONVECTORS + disabledShaderPasses: [] m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -152,7 +151,6 @@ Material: - 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"EnableAutoUpdate": true, + "EnableAutoUpdate": false, "UpdateDelay": 10 }, "NetworkConditions": { diff --git a/Assets/PipelineAsset.asset b/Assets/PipelineAsset.asset index 08ac2c62ac..2db29aab4a 100644 --- a/Assets/PipelineAsset.asset +++ b/Assets/PipelineAsset.asset @@ -12,8 +12,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} m_Name: PipelineAsset m_EditorClassIdentifier: - k_AssetVersion: 12 - k_AssetPreviousVersion: 12 + k_AssetVersion: 11 + k_AssetPreviousVersion: 11 m_RendererType: 1 m_RendererData: {fileID: 0} m_RendererDataList: @@ -33,10 +33,6 @@ MonoBehaviour: m_EnableLODCrossFade: 1 m_LODCrossFadeDitheringType: 1 m_ShEvalMode: 0 - m_LightProbeSystem: 0 - m_ProbeVolumeMemoryBudget: 1024 - m_SupportProbeVolumeStreaming: 0 - m_ProbeVolumeSHBands: 1 m_MainLightRenderingMode: 1 m_MainLightShadowsSupported: 0 m_MainLightShadowmapResolution: 2048 @@ -77,29 +73,15 @@ MonoBehaviour: m_ColorGradingLutSize: 32 m_UseFastSRGBLinearConversion: 0 m_SupportDataDrivenLensFlare: 1 - m_SupportScreenSpaceLensFlare: 1 m_ShadowType: 1 m_LocalShadowsSupported: 0 m_LocalShadowsAtlasResolution: 256 m_MaxPixelLights: 0 m_ShadowAtlasResolution: 256 m_VolumeFrameworkUpdateMode: 0 - m_VolumeProfile: {fileID: 0} m_Textures: blueNoise64LTex: {fileID: 2800000, guid: e3d24661c1e055f45a7560c033dbb837, type: 3} bayerMatrixTex: {fileID: 2800000, guid: f9ee4ed84c1d10c49aabb9b210b0fc44, type: 3} - apvScenesData: - m_ObsoleteSerializedBakingSets: [] - sceneToBakingSet: - m_Keys: [] - m_Values: [] - bakingSets: [] - sceneBounds: - m_Keys: [] - m_Values: [] - hasProbeVolumes: - m_Keys: [] - m_Values: m_PrefilteringModeMainLightShadows: 0 m_PrefilteringModeAdditionalLight: 0 m_PrefilteringModeAdditionalLightShadows: 0 @@ -122,10 +104,6 @@ MonoBehaviour: m_PrefilterDBufferMRT1: 1 m_PrefilterDBufferMRT2: 1 m_PrefilterDBufferMRT3: 1 - m_PrefilterSoftShadowsQualityLow: 1 - m_PrefilterSoftShadowsQualityMedium: 1 - m_PrefilterSoftShadowsQualityHigh: 1 - m_PrefilterSoftShadows: 0 m_PrefilterScreenCoord: 1 m_PrefilterNativeRenderPass: 1 m_ShaderVariantLogLevel: 0 diff --git a/Assets/Resources/Fonts/Materials/MarioFont CheckMark.mat b/Assets/Resources/Fonts/Materials/MarioFont CheckMark.mat index 0329e4acda..2fc0c73177 100644 --- a/Assets/Resources/Fonts/Materials/MarioFont CheckMark.mat +++ b/Assets/Resources/Fonts/Materials/MarioFont CheckMark.mat @@ -109,4 +109,3 @@ Material: - 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serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} @@ -91310,6 +91181,7 @@ Transform: - {fileID: 620476320} - {fileID: 54883023} m_Father: {fileID: 1134437054} + m_RootOrder: -1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &2121398054 GameObject: @@ -91343,6 +91215,7 @@ RectTransform: m_Children: - {fileID: 1016765439} m_Father: {fileID: 740033670} + m_RootOrder: -1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -91419,6 +91292,7 @@ RectTransform: m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 7709824} + m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -91488,17 +91362,15 @@ MonoBehaviour: m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_TextWrappingMode: 1 + m_enableWordWrapping: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 - m_ActiveFontFeatures: 6e72656b m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 - m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -91570,6 +91442,7 @@ RectTransform: m_Children: - {fileID: 909781086} m_Father: {fileID: 1619623747} + m_RootOrder: 3 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -91655,6 +91528,7 @@ RectTransform: - {fileID: 1439874740} - {fileID: 1342071682} m_Father: {fileID: 574816555} + m_RootOrder: -1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 1, y: 0} m_AnchorMax: {x: 1, y: 0} @@ -91811,6 +91685,7 @@ RectTransform: - {fileID: 1603668785} - {fileID: 1018226061} m_Father: {fileID: 537353956} + m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -91901,6 +91776,7 @@ RectTransform: m_Children: - {fileID: 1413575177} m_Father: {fileID: 1619623747} + m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} @@ -91959,13 +91835,3 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2146222518} m_CullTransparentMesh: 0 ---- !u!1660057539 &9223372036854775807 -SceneRoots: - m_ObjectHideFlags: 0 - m_Roots: - - {fileID: 887693662} - - {fileID: 1703307465} - - {fileID: 1619623747} - - {fileID: 307554754} - - {fileID: 355157176} - - {fileID: 33231777} diff --git a/Assets/Scripts/BuildInfo.cs b/Assets/Scripts/BuildInfo.cs index 06c235a911..407f36a57f 100644 --- a/Assets/Scripts/BuildInfo.cs +++ b/Assets/Scripts/BuildInfo.cs @@ -1 +1 @@ -public static class BuildInfo{public static string BUILD_TIME = "11/22/2023 5:25:51 AM";} +public static class BuildInfo{public static string BUILD_TIME = "11/25/2023 4:24:16 AM";} diff --git a/Assets/Scripts/Camera/CameraController.cs b/Assets/Scripts/Camera/CameraController.cs index 6712c5a894..4efaf8605a 100644 --- a/Assets/Scripts/Camera/CameraController.cs +++ b/Assets/Scripts/Camera/CameraController.cs @@ -2,6 +2,7 @@ using UnityEngine; using Fusion; +using NSMB.Entities.Collectable.Powerups; using NSMB.Entities.Player; using NSMB.Game; using NSMB.Utils; @@ -50,12 +51,9 @@ public bool IsControllingCamera { //---Private Variables private readonly List secondaryPositioners = new(); - private PropertyReader currentPositionReader; public void OnValidate() { if (!controller) controller = GetComponentInParent(); - - currentPositionReader = GetPropertyReader(nameof(CurrentPosition)); } public void Awake() { @@ -63,24 +61,12 @@ public void Awake() { TargetCamera.GetComponentsInChildren(secondaryPositioners); } - public override void Render() { + public void LateUpdate() { if (!IsControllingCamera) return; - Vector3 newPosition; - - if (TryGetSnapshotsBuffers(out var from, out var to, out float alpha)) { - (var fromVector, var toVector) = currentPositionReader.Read(from, to); - - Utils.UnwrapLocations(fromVector, toVector, out var fromVectorRelative, out var toVectorRelative); - Vector2 lerped = Vector2.Lerp(fromVectorRelative, toVectorRelative, alpha); - Utils.WrapWorldLocation(ref lerped); - - newPosition = lerped; - newPosition.z = CurrentPosition.z; - } else { - newPosition = CurrentPosition; - } + float delta = Runner.DeltaTime - (Runner.SimulationTime - Runner.LocalRenderTime); + Vector3 newPosition = CalculateNewPosition(delta); Vector3 shakeOffset = Vector3.zero; if ((_screenShake -= Time.deltaTime) > 0) diff --git a/Assets/Scripts/Camera/CameraController.cs.meta b/Assets/Scripts/Camera/CameraController.cs.meta index 4634ca8587..3bbbd76dbd 100644 --- a/Assets/Scripts/Camera/CameraController.cs.meta +++ b/Assets/Scripts/Camera/CameraController.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 4 + executionOrder: 2 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Scripts/Entity/BasicEntity.cs b/Assets/Scripts/Entity/BasicEntity.cs index aed2846103..a8e06a87a5 100644 --- a/Assets/Scripts/Entity/BasicEntity.cs +++ b/Assets/Scripts/Entity/BasicEntity.cs @@ -16,7 +16,7 @@ public abstract class BasicEntity : NetworkBehaviour, IBlockBumpable { //---Networked Variables [Networked] public NetworkBool FacingRight { get; set; } - [Networked] public NetworkBool IsActive { get; set; } = true; + [Networked] public NetworkBool IsActive { get; set; } [Networked] public TickTimer DespawnTimer { get; set; } [Networked] protected NetworkBool FirstSpawn { get; set; } = true; [Networked] protected Vector2 SpawnLocation { get; set; } @@ -42,12 +42,10 @@ public virtual void OnValidate() { public override void Spawned() { if (FirstSpawn) { - SpawnLocation = transform.position; + SpawnLocation = body ? body.Position : transform.position; if (IsRespawningEntity) DespawnEntity(); - else - RespawnEntity(); } GameManager.Instance.networkObjects.Add(Object); OnFacingRightChanged(); diff --git a/Assets/Scripts/Entity/Enemy/HoldableEntity.cs b/Assets/Scripts/Entity/Enemy/HoldableEntity.cs index d652e06741..c570e192b7 100644 --- a/Assets/Scripts/Entity/Enemy/HoldableEntity.cs +++ b/Assets/Scripts/Entity/Enemy/HoldableEntity.cs @@ -46,11 +46,9 @@ public override void FixedUpdateNetwork() { body.Position = Holder.body.Position + (Vector2) holderOffset; hitbox.enabled = false; - body.IsKinematic = true; CheckForEntityCollisions(); } else { hitbox.enabled = true; - body.IsKinematic = false; base.FixedUpdateNetwork(); } } @@ -93,11 +91,11 @@ public virtual void Pickup(PlayerController player) { //---IPlayerInteractable overrides public override void InteractWithPlayer(PlayerController player, PhysicsDataStruct.IContactStruct contact = null) { - // Don't interact with our lovely holder + //don't interact with our lovely holder if (Holder == player) return; - // Temporary invincibility + //temporary invincibility if (PreviousHolder == player && !ThrowInvincibility.ExpiredOrNotRunning(Runner)) return; diff --git a/Assets/Scripts/Entity/Enemy/HoldableEntity.cs.meta b/Assets/Scripts/Entity/Enemy/HoldableEntity.cs.meta index e6147025c1..0c21d3a3eb 100644 --- a/Assets/Scripts/Entity/Enemy/HoldableEntity.cs.meta +++ b/Assets/Scripts/Entity/Enemy/HoldableEntity.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 2 + executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Scripts/Entity/Enemy/KillableEntity.cs b/Assets/Scripts/Entity/Enemy/KillableEntity.cs index e352978490..9bce7dc5b1 100644 --- a/Assets/Scripts/Entity/Enemy/KillableEntity.cs +++ b/Assets/Scripts/Entity/Enemy/KillableEntity.cs @@ -108,8 +108,18 @@ public virtual void Start() { } public override void Spawned() { - base.Spawned(); + if (FirstSpawn) { + SpawnLocation = body ? body.Position : transform.position; + + if (IsRespawningEntity) + DespawnEntity(); + } + GameManager.Instance.networkObjects.Add(Object); OnFacingRightChanged(); + OnIsActiveChanged(); + + changeDetector = GetChangeDetector(ChangeDetector.Source.SimulationState); + FirstSpawn = false; } public override void Render() { diff --git a/Assets/Scripts/Entity/EntityMover.cs b/Assets/Scripts/Entity/EntityMover.cs index bb4ebe2f48..70570a5383 100644 --- a/Assets/Scripts/Entity/EntityMover.cs +++ b/Assets/Scripts/Entity/EntityMover.cs @@ -4,6 +4,7 @@ using Fusion; using NSMB.Tiles; using NSMB.Utils; +using Org.BouncyCastle.Pqc.Crypto.Frodo; [SimulationBehaviour(Modes = SimulationModes.Server | SimulationModes.Host | SimulationModes.Client, Stages = SimulationStages.Resimulate | SimulationStages.Forward)] public class EntityMover : NetworkBehaviour, IBeforeTick, IAfterTick, IAfterAllTicks, IRemotePrefabCreated { @@ -97,8 +98,9 @@ public unsafe override void Render() { newPosition = Utils.WrapWorldLocation(toVector); } else { // Normal interpolation (over level seams, too)... - Utils.UnwrapLocations(fromVector, toVector, out Vector2 fromVectorRelative, out Vector2 toVectorRelative); - newPosition = Vector2.Lerp(fromVectorRelative, toVectorRelative, alpha); + Utils.UnwrapLocations(fromVector, toVector, out Vector2 fromFloatRelative, out Vector2 toFloatRelative); + Vector2 difference = toFloatRelative - fromFloatRelative; + newPosition = Vector2.Lerp(fromVector, fromVector + difference, alpha); newPosition = Utils.WrapWorldLocation(newPosition); } } diff --git a/Assets/Scripts/Entity/KillplaneKill.cs b/Assets/Scripts/Entity/KillplaneKill.cs index 68d01726b6..d84ae0bc2c 100644 --- a/Assets/Scripts/Entity/KillplaneKill.cs +++ b/Assets/Scripts/Entity/KillplaneKill.cs @@ -4,7 +4,7 @@ using NSMB.Entities; using NSMB.Game; -public class KillplaneKill : NetworkBehaviour { +public class KillplaneKill : SimulationBehaviour { //---Serialized Variables [SerializeField] private float killTime = 0f; @@ -20,18 +20,18 @@ public void OnValidate() { } public override void FixedUpdateNetwork() { - // Used when we are networked + //used when we are networked if (!entity) return; - // If it is not running, check if we're below the stage + //if it is not running, check if we're below the stage if (!entity.DespawnTimer.IsRunning && transform.position.y < GameManager.Instance.LevelMinY) entity.DespawnTimer = TickTimer.CreateFromSeconds(Runner, killTime); } public void Update() { // Used when we aren't networked - if (killed || Object) + if (killed || (Object && Object.IsValid)) return; if (transform.position.y >= GameManager.Instance.LevelMinY) diff --git a/Assets/Scripts/Entity/Player/PlayerAnimationController.cs b/Assets/Scripts/Entity/Player/PlayerAnimationController.cs index 8b84de5d24..e319221de8 100644 --- a/Assets/Scripts/Entity/Player/PlayerAnimationController.cs +++ b/Assets/Scripts/Entity/Player/PlayerAnimationController.cs @@ -276,7 +276,7 @@ public void UpdateAnimatorVariables() { animator.SetBool("fireballKnockback", controller.IsWeakKnockback); animator.SetBool("knockforwards", controller.IsForwardsKnockback); - float animatedVelocity = controller.IsOnGround ? Mathf.Abs(body.Velocity.x) : body.Velocity.magnitude; + float animatedVelocity = body.Velocity.magnitude; if (controller.IsStuckInBlock) { animatedVelocity = 0; } else if (controller.IsPropellerFlying) { diff --git a/Assets/Scripts/Entity/Player/PlayerAnimationController.cs.meta b/Assets/Scripts/Entity/Player/PlayerAnimationController.cs.meta index e105033d5b..cbc74bdd54 100644 --- a/Assets/Scripts/Entity/Player/PlayerAnimationController.cs.meta +++ b/Assets/Scripts/Entity/Player/PlayerAnimationController.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 1 + executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Scripts/Entity/Player/PlayerController.cs b/Assets/Scripts/Entity/Player/PlayerController.cs index 130d5bd0fa..3217637b5b 100644 --- a/Assets/Scripts/Entity/Player/PlayerController.cs +++ b/Assets/Scripts/Entity/Player/PlayerController.cs @@ -2533,7 +2533,7 @@ private void HandleMovement(NetworkButtons heldButtons, NetworkButtons pressedBu bool canJump = jumpPressed || (Runner.SimulationTime <= JumpBufferTime && (IsOnGround || WallSliding)); bool doJump = (canJump && (IsOnGround || Runner.SimulationTime <= CoyoteTime)) || (!IsSwimming && SwimJump); bool doWalljump = canJump && !IsOnGround && WallSliding; - bool doGroundpound = pressedButtons.IsSet(PlayerControls.Down) || (IsPropellerFlying && heldButtons.IsSet(PlayerControls.Down)); + bool doGroundpound = pressedButtons.IsSet(PlayerControls.Down); /* //GROUNDPOUND BUFFERING @@ -2582,13 +2582,8 @@ private void HandleMovement(NetworkButtons heldButtons, NetworkButtons pressedBu if (PropellerLaunchTimer.IsActive(Runner)) { IsSwimming = false; float remainingTime = PropellerLaunchTimer.RemainingTime(Runner) ?? 0f; - if (remainingTime > 0.9f) { - body.Velocity = new(body.Velocity.x, propellerLaunchVelocity); - } else { - float targetVelocity = propellerLaunchVelocity - (remainingTime < 0.4f ? (1 - (remainingTime * 2.5f)) * propellerLaunchVelocity : 0); - body.Velocity = new(body.Velocity.x, Mathf.Min(body.Velocity.y + (24f * Runner.DeltaTime), targetVelocity)); - } - + float targetVelocity = propellerLaunchVelocity - (remainingTime < 0.4f ? (1 - (remainingTime * 2.5f)) * propellerLaunchVelocity : 0); + body.Velocity = new(body.Velocity.x, Mathf.Min(body.Velocity.y + (24f * Runner.DeltaTime), targetVelocity)); if (IsOnGround) body.Position += Vector2.up * 0.05f; } else if (((jumpHeld && Settings.Instance.controlsPropellerJump) || powerupAction) && !IsDrilling && body.Velocity.y < -0.1f && (PropellerSpinTimer.RemainingTime(Runner) ?? 0f) < propellerSpinTime * 0.25f) { @@ -2751,7 +2746,7 @@ private void HandleMovement(NetworkButtons heldButtons, NetworkButtons pressedBu } } else if (IsPropellerFlying) { if (IsDrilling) { - body.Velocity = new(Mathf.Clamp(body.Velocity.x, -WalkingMaxSpeed * (1/4f), WalkingMaxSpeed * (1/4f)), -drillVelocity); + body.Velocity = new(Mathf.Clamp(body.Velocity.x, -WalkingMaxSpeed, WalkingMaxSpeed), -drillVelocity); } else { float remainingTime = PropellerLaunchTimer.RemainingTime(Runner) ?? 0f; float htv = WalkingMaxSpeed * 1.18f + (remainingTime * 2f); @@ -3069,7 +3064,6 @@ protected override void HandleRenderChanges(bool fillBuffer, ref NetworkBehaviou case nameof(IsWaterWalking): OnIsWaterWalkingChanged(); break; case nameof(KnockbackAnimCounter): OnKnockbackAnimCounterChanged(); break; case nameof(BlockBumpSoundCounter): OnBlockBumpSoundCounterChanged(); break; - case nameof(ThrowAnimCounter): OnThrowAnimCounterChanged(); break; case nameof(MegaTimer): OnMegaTimerChanged(); break; case nameof(MegaStartTimer): OnMegaStartTimerChanged(); break; case nameof(IsStationaryMegaShrink): OnIsStationaryMegaShrinkChanged(); break; diff --git a/Assets/Scripts/Entity/Powerups/Powerup.cs.meta b/Assets/Scripts/Entity/Powerups/Powerup.cs.meta index 1dd3b5940e..580b243324 100644 --- a/Assets/Scripts/Entity/Powerups/Powerup.cs.meta +++ b/Assets/Scripts/Entity/Powerups/Powerup.cs.meta @@ -4,8 +4,8 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 5 + executionOrder: 0 icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Entity/World Elements/FrozenCube.cs b/Assets/Scripts/Entity/World Elements/FrozenCube.cs index 02579d7f2d..941cb22666 100644 --- a/Assets/Scripts/Entity/World Elements/FrozenCube.cs +++ b/Assets/Scripts/Entity/World Elements/FrozenCube.cs @@ -49,7 +49,6 @@ public override void Spawned() { ApplyConstraints(); FrozenEntity.Freeze(this); - FrozenEntity.PlaySound(Enums.Sounds.Enemy_Generic_Freeze); // Move entity inside us if (!FrozenEntity.IsCarryable) { diff --git a/Assets/Scripts/Entity/World Elements/FrozenCube.cs.meta b/Assets/Scripts/Entity/World Elements/FrozenCube.cs.meta index 74e48ff364..33402f332f 100644 --- a/Assets/Scripts/Entity/World Elements/FrozenCube.cs.meta +++ b/Assets/Scripts/Entity/World Elements/FrozenCube.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 3 + executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Scripts/Entity/World Elements/GenericMover.cs.meta b/Assets/Scripts/Entity/World Elements/GenericMover.cs.meta index c08f9974e2..42ed7ef275 100644 --- a/Assets/Scripts/Entity/World Elements/GenericMover.cs.meta +++ b/Assets/Scripts/Entity/World Elements/GenericMover.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: -50 + executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Scripts/Entity/WrappingHitbox.cs b/Assets/Scripts/Entity/WrappingHitbox.cs index 04ee04223a..297a66883b 100644 --- a/Assets/Scripts/Entity/WrappingHitbox.cs +++ b/Assets/Scripts/Entity/WrappingHitbox.cs @@ -44,8 +44,7 @@ private void UpdateChildColliders(int index) { childCollider.offset = ourCollider.offset + (((body.Position.x < GameManager.Instance.LevelMiddleX) ? offset : -offset) / body.transform.lossyScale); childCollider.sharedMaterial = ourCollider.sharedMaterial; childCollider.size = ourCollider.size; - childCollider.compositeOperation = ourCollider.compositeOperation; - childCollider.compositeOrder = ourCollider.compositeOrder; + childCollider.usedByComposite = ourCollider.usedByComposite; childCollider.usedByEffector = ourCollider.usedByEffector; } } diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index b049dc70aa..989d146c3f 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -165,8 +165,7 @@ public void Awake() { public async void Start() { // Handles spawning in editor - if (!NetworkHandler.Runner.SessionInfo) { - Debug.Log($"no sessioinfo {NetworkHandler.Runner.SessionInfo}"); + if (!NetworkHandler.Runner.SessionInfo.IsValid) { // Join a singleplayer room if we're not in one await NetworkHandler.CreateRoom(new() { Scene = SceneRef.FromIndex(SceneManager.GetActiveScene().buildIndex), diff --git a/Assets/Scripts/UI/CopyNdsTextureRect.cs.meta b/Assets/Scripts/UI/CopyNdsTextureRect.cs.meta index 12dc8d4bbe..0dacc04f8c 100644 --- a/Assets/Scripts/UI/CopyNdsTextureRect.cs.meta +++ b/Assets/Scripts/UI/CopyNdsTextureRect.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 7 + executionOrder: 1 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/Scripts/UI/Menu/ForceDisableWrapping.cs b/Assets/Scripts/UI/Menu/ForceDisableWrapping.cs index 5d66ec2b5f..08eb5a2442 100644 --- a/Assets/Scripts/UI/Menu/ForceDisableWrapping.cs +++ b/Assets/Scripts/UI/Menu/ForceDisableWrapping.cs @@ -4,6 +4,6 @@ public class ForceDisableWrapping : MonoBehaviour { public void Start() { - GetComponent().textWrappingMode = TextWrappingModes.NoWrap; + GetComponent().enableWordWrapping = false; } } \ No newline at end of file diff --git a/Assets/Scripts/UI/Menu/MainMenuManager.cs b/Assets/Scripts/UI/Menu/MainMenuManager.cs index d0ec2763aa..be1361fbbd 100644 --- a/Assets/Scripts/UI/Menu/MainMenuManager.cs +++ b/Assets/Scripts/UI/Menu/MainMenuManager.cs @@ -710,7 +710,7 @@ private void OnLanguageChanged(TranslationManager tm) { characterDropdown.ClearOptions(); foreach (CharacterData character in ScriptableManager.Instance.characters) { string name = tm.GetTranslation(character.translationString); - characterDropdown.options.Add(new TMP_Dropdown.OptionData(name, character.readySprite, Color.white)); + characterDropdown.options.Add(new TMP_Dropdown.OptionData(name, character.readySprite)); } characterDropdown.SetValueWithoutNotify(selectedCharacter); characterDropdown.RefreshShownValue(); diff --git a/Assets/Scripts/UI/UserNametag.cs.meta b/Assets/Scripts/UI/UserNametag.cs.meta index 165875a5e1..aee8e80e63 100644 --- a/Assets/Scripts/UI/UserNametag.cs.meta +++ b/Assets/Scripts/UI/UserNametag.cs.meta @@ -4,7 +4,7 @@ MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] - executionOrder: 8 + executionOrder: 3 icon: {instanceID: 0} userData: assetBundleName: diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index 70c5d61687..ac0fcd0959 100644 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset @@ -2,20 +2,24 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2180264 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: LiberationSans SDF Material m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 1 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -67,6 +71,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _Ambient: 0.5 - _Bevel: 0.5 @@ -107,9 +112,9 @@ Material: - _Parallax: 0.02 - _PerspectiveFilter: 0.875 - _Reflectivity: 10 - - _ScaleRatioA: 0.90909094 + - _ScaleRatioA: 0.9 - _ScaleRatioB: 0.73125 - - _ScaleRatioC: 0.7386364 + - _ScaleRatioC: 0.73125 - _ScaleX: 1 - _ScaleY: 1 - _ShaderFlags: 0 @@ -148,6 +153,7 @@ Material: - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} + m_BuildTextureStacks: [] --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -160,18 +166,22 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3} m_Name: LiberationSans SDF - Fallback m_EditorClassIdentifier: + hashCode: -1699145518 + material: {fileID: 2180264} + materialHashCode: 462855346 m_Version: 1.1.0 - m_Material: {fileID: 2180264} m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 + m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, + type: 3} m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} m_AtlasPopulationMode: 1 - InternalDynamicOS: 0 m_FaceInfo: m_FaceIndex: 0 m_FamilyName: Liberation Sans m_StyleName: Regular m_PointSize: 86 m_Scale: 1 + m_UnitsPerEM: 0 m_LineHeight: 98.8916 m_AscentLine: 77.853516 m_CapLine: 59 @@ -192,7 +202,7 @@ MonoBehaviour: m_AtlasTextures: - {fileID: 28268798066460806} m_AtlasTextureIndex: 0 - m_IsMultiAtlasTexturesEnabled: 1 + m_IsMultiAtlasTexturesEnabled: 0 m_ClearDynamicDataOnBuild: 1 m_UsedGlyphRects: [] m_FreeGlyphRects: @@ -231,21 +241,15 @@ MonoBehaviour: m_KerningTable: kerningPairs: [] m_FontFeatureTable: - m_MultipleSubstitutionRecords: [] - m_LigatureSubstitutionRecords: [] m_GlyphPairAdjustmentRecords: [] - m_MarkToBaseAdjustmentRecords: [] - m_MarkToMarkAdjustmentRecords: [] fallbackFontAssets: [] m_FallbackFontAssetTable: [] m_CreationSettings: sourceFontFileName: sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 - faceIndex: 0 pointSizeSamplingMode: 0 pointSize: 86 padding: 9 - paddingMode: 0 packingMode: 4 atlasWidth: 512 atlasHeight: 512 @@ -317,15 +321,21 @@ Texture2D: Hash: 00000000000000000000000000000000 m_ForcedFallbackFormat: 4 m_DownscaleFallback: 0 + m_IsAlphaChannelOptional: 0 serializedVersion: 2 m_Width: 0 m_Height: 0 m_CompleteImageSize: 0 + m_MipsStripped: 0 m_TextureFormat: 1 m_MipCount: 1 m_IsReadable: 1 + m_IsPreProcessed: 0 + m_IgnoreMipmapLimit: 0 + m_MipmapLimitGroupName: m_StreamingMipmaps: 0 m_StreamingMipmapsPriority: 0 + m_VTOnly: 0 m_AlphaIsTransparency: 0 m_ImageCount: 1 m_TextureDimension: 2 @@ -339,9 +349,11 @@ Texture2D: m_WrapW: 0 m_LightmapFormat: 0 m_ColorSpace: 0 + m_PlatformBlob: image data: 0 _typelessdata: m_StreamData: + serializedVersion: 2 offset: 0 size: 0 path: diff --git a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset index 018d42f8c1..ceb609b29a 100644 --- a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset +++ b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset @@ -3,9 +3,8 @@ --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -13,12 +12,6 @@ MonoBehaviour: m_Name: Default Style Sheet m_EditorClassIdentifier: m_StyleList: - - m_Name: Normal - m_HashCode: -1183493901 - m_OpeningDefinition: - m_ClosingDefinition: - m_OpeningTagArray: - m_ClosingTagArray: - m_Name: H1 m_HashCode: 2425 m_OpeningDefinition: <#40ff80>* @@ -26,25 +19,19 @@ MonoBehaviour: m_OpeningTagArray: 3c00000073000000690000007a000000650000003d00000032000000650000006d0000003e0000003c000000620000003e0000003c000000230000003400000030000000660000006600000038000000300000003e0000002a000000 m_ClosingTagArray: 2a0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000 - m_Name: Quote - m_HashCode: 93368250 + m_HashCode: 92254330 m_OpeningDefinition: m_ClosingDefinition: m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000 m_ClosingTagArray: 3c0000002f000000690000003e0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f00000077000000690000006400000074000000680000003e0000003c0000002f0000006d000000610000007200000067000000690000006e0000003e000000 - - m_Name: A - m_HashCode: 65 - m_OpeningDefinition: - m_ClosingDefinition: - m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000003400000030000000610000003000000066000000660000003e0000003c000000750000003e000000 - m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000 - m_Name: Link - m_HashCode: 2656128 + m_HashCode: 2687968 m_OpeningDefinition: <#40a0ff> m_ClosingDefinition: m_OpeningTagArray: 3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000 m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f0000006c000000690000006e0000006b0000003e000000 - m_Name: Title - m_HashCode: 97690656 + m_HashCode: 98732960 m_OpeningDefinition: m_ClosingDefinition: m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000 diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset b/Assets/TextMesh Pro/Resources/TMP Settings.asset index fb47ad0dc2..47aa64cd74 100644 --- a/Assets/TextMesh Pro/Resources/TMP Settings.asset +++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset @@ -11,18 +11,15 @@ MonoBehaviour: m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3} m_Name: TMP Settings - m_EditorClassIdentifier: - assetVersion: 2 - m_TextWrappingMode: 1 + m_EditorClassIdentifier: + m_enableWordWrapping: 1 m_enableKerning: 1 - m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 m_enableTintAllSprites: 0 m_enableParseEscapeCharacters: 1 m_EnableRaycastTarget: 1 m_GetFontFeaturesAtRuntime: 1 m_missingGlyphCharacter: 0 - m_ClearDynamicDataOnBuild: 1 m_warningsDisabled: 0 m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_defaultFontAssetPath: Fonts/ @@ -35,17 +32,15 @@ MonoBehaviour: m_IsTextObjectScaleStatic: 0 m_fallbackFontAssets: [] m_matchMaterialPreset: 1 - m_HideSubTextObjects: 0 m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, type: 2} m_defaultSpriteAssetPath: Sprite Assets/ m_enableEmojiSupport: 1 m_MissingCharacterSpriteUnicode: 0 - m_EmojiFallbackTextAssets: [] m_defaultColorGradientPresetsPath: Color Gradient Presets/ m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, type: 2} - m_StyleSheetsResourcePath: + m_StyleSheetsResourcePath: m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3} m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl deleted file mode 100644 index b611994655..0000000000 --- a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl +++ /dev/null @@ -1,178 +0,0 @@ -float2 UnpackUV(float uv) -{ - float2 output; - output.x = floor(uv / 4096.0); - output.y = uv - 4096.0 * output.x; - - return output * 0.001953125; -} - -float4 BlendARGB(float4 overlying, float4 underlying) -{ - overlying.rgb *= overlying.a; - underlying.rgb *= underlying.a; - float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb); - float alpha = underlying.a + (1 - underlying.a) * overlying.a; - return float4(blended / alpha, alpha); -} - -float3 GetSpecular(float3 n, float3 l) -{ - float spec = pow(max(0.0, dot(n, l)), _Reflectivity); - return _SpecularColor.rgb * spec * _SpecularPower; -} - -void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal) -{ - float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0); - - // Read "height field" - float4 h = float4( - SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a, - SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a, - SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a, - SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a); - - bool raisedBevel = _BevelType; - - h += _BevelOffset; - - float bevelWidth = max(.01, _BevelWidth); - - // Track outline - h -= .5; - h /= bevelWidth; - h = saturate(h + .5); - - if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0); - h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)); - h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp)); - h *= _BevelAmount * bevelWidth * _GradientScale * -2.0; - - float3 va = normalize(float3(-1.0, 0.0, h.y - h.x)); - float3 vb = normalize(float3(0.0, 1.0, h.w - h.z)); - - float3 f = float3(1, 1, 1); - if (isFront) f = float3(1, 1, -1); - nornmal = cross(va, vb) * f; -} - -void EvaluateLight_float(float4 faceColor, float3 n, out float4 color) -{ - n.z = abs(n.z); - float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0)); - - float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a; - //faceColor.rgb += col * faceColor.a; - col *= 1 - (dot(n, light) * _Diffuse); - col *= lerp(_Ambient, 1, n.z * n.z); - - //fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); - //faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - - color = float4(col, faceColor.a); -} - -// Add custom function to handle time in HDRP - - -// -void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV) -{ - outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y); -} - -void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset) -{ - uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight); -} - -void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR) -{ - float2 pixelSize = position.w; - pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight))); - SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale; -} - -// UV : Texture coordinate of the source distance field texture -// TextureSize : Size of the source distance field texture -// Filter : Enable perspective filter (soften) -void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR) -{ - if(Filter) - { - float2 a = float2(ddx(UV.x), ddy(UV.x)); - float2 b = float2(ddx(UV.y), ddy(UV.y)); - float s = lerp(dot(a,a), dot(b,b), 0.5); - SSR = rsqrt(s) / TextureSize; - } - else - { - float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))); - SSR = s / TextureSize; - } -} - -// SSR : Screen Space Ratio -// SD : Signed Distance (encoded : Distance / SDR + .5) -// SDR : Signed Distance Ratio -// -// IsoPerimeter : Dilate / Contract the shape -void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha) -{ - softness *= SSR * SDR; - float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space - outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha) -} - -void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha) -{ - softness *= SSR * SDR; - float d = (SD - 0.5f) * SDR; - outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); -} - -void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha) -{ - softness *= SSR * SDR; - float d = (SD - 0.5f) * SDR; - outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); -} - -void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha) -{ - softness *= SSR * SDR; - float4 d = (SD - 0.5f) * SDR; - if(outline) d.w = max(max(d.x, d.y), d.z); - outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); -} - -void Composite_float(float4 overlying, float4 underlying, out float4 outColor) -{ - outColor = BlendARGB(overlying, underlying); -} - -// Face only -void Layer1_float(float alpha, float4 color0, out float4 outColor) -{ - color0.a *= alpha; - outColor = color0; -} - -// Face + 1 Outline -void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor) -{ - color1.a *= alpha.y; - color0.rgb *= color0.a; color1.rgb *= color1.a; - outColor = lerp(color1, color0, alpha.x); - outColor.rgb /= outColor.a; -} - -// Face + 3 Outline -void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor) -{ - color3.a *= alpha.w; - color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a; - outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x); - outColor.rgb /= outColor.a; -} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta deleted file mode 100644 index 001b14e6f0..0000000000 --- a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 96de908384869cd409c75efa351d5edf -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - preprocessorOverride: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader index 7e0f35c32b..bab2b2c677 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -1,26 +1,26 @@ Shader "TextMeshPro/Bitmap Custom Atlas" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - _FaceColor ("Text Color", Color) = (1,1,1,1) - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _Padding ("Padding", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 } SubShader{ @@ -55,18 +55,15 @@ SubShader{ #include "UnityCG.cginc" - #include "UnityUI.cginc" - struct appdata_t - { + struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f - { + struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -84,9 +81,15 @@ SubShader{ uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; - uniform float _UIMaskSoftnessX; - uniform float _UIMaskSoftnessY; - uniform int _UIVertexColorAlwaysGammaSpace; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } v2f vert (appdata_t v) { @@ -98,10 +101,6 @@ SubShader{ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - v.color.rgb = UIGammaToLinear(v.color.rgb); - } fixed4 faceColor = v.color; faceColor *= _FaceColor; @@ -109,14 +108,13 @@ SubShader{ OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); float2 pixelSize = vPosition.w; pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); // Clamp _ClipRect to 16bit. - const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader index b89e267210..006a271ee4 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -1,25 +1,25 @@ Shader "TextMeshPro/Mobile/Bitmap" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _Color ("Text Color", Color) = (1,1,1,1) - _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + _MainTex ("Font Atlas", 2D) = "white" {} + [HDR]_Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _VertexOffsetX("Vertex OffsetX", float) = 0 + _VertexOffsetY("Vertex OffsetY", float) = 0 + _MaskSoftnessX("Mask SoftnessX", float) = 0 + _MaskSoftnessY("Mask SoftnessY", float) = 0 - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 } SubShader { @@ -55,18 +55,15 @@ SubShader { #include "UnityCG.cginc" - #include "UnityUI.cginc" - struct appdata_t - { + struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f - { + struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -82,9 +79,6 @@ SubShader { uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; - uniform float _UIMaskSoftnessX; - uniform float _UIMaskSoftnessY; - uniform int _UIVertexColorAlwaysGammaSpace; v2f vert (appdata_t v) { @@ -94,11 +88,8 @@ SubShader { vert.y += _VertexOffsetY; vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - v.color.rgb = UIGammaToLinear(v.color.rgb); - } - OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); OUT.color = v.color; OUT.color *= _Color; OUT.color.rgb *= _DiffusePower; @@ -108,9 +99,8 @@ SubShader { //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); // Clamp _ClipRect to 16bit. - const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader index caa527f7e8..8ce4937a02 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -1,25 +1,25 @@ Shader "TextMeshPro/Bitmap" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - _FaceColor ("Text Color", Color) = (1,1,1,1) + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 } SubShader{ @@ -54,18 +54,15 @@ SubShader{ #include "UnityCG.cginc" - #include "UnityUI.cginc" - struct appdata_t - { + struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f - { + struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -83,9 +80,15 @@ SubShader{ uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; - uniform float _UIMaskSoftnessX; - uniform float _UIMaskSoftnessY; - uniform int _UIVertexColorAlwaysGammaSpace; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } v2f vert (appdata_t v) { @@ -97,10 +100,6 @@ SubShader{ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - v.color.rgb = UIGammaToLinear(v.color.rgb); - } fixed4 faceColor = v.color; faceColor *= _FaceColor; @@ -108,14 +107,13 @@ SubShader{ OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); float2 pixelSize = vPosition.w; pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); // Clamp _ClipRect to 16bit. - const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader index 6b1743a284..b8483267fb 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF External Outline.shader @@ -1,6 +1,8 @@ -Shader "TextMeshPro/Distance Field External Outline" { +Shader "TextMeshPro/Distance Field External Outline" +{ - Properties { + 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 @@ -80,8 +82,9 @@ Shader "TextMeshPro/Distance Field External Outline" { _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 - _CullMode ("Cull Mode", Float) = 0 _ColorMask ("Color Mask", Float) = 15 + + _CullMode ("Cull Mode", Float) = 0 } CGINCLUDE @@ -96,7 +99,7 @@ Shader "TextMeshPro/Distance Field External Outline" { float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; @@ -115,18 +118,13 @@ Shader "TextMeshPro/Distance Field External Outline" { float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; #endif - float4 textures : TEXCOORD5; }; - // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - int _UIVertexColorAlwaysGammaSpace; + float4 _FaceTex_ST; + float4 _OutlineTex_ST; - pixel_t VertShaderOutlined(vertex_t input, float outlineScale) + pixel_t VertShaderOutlined(vertex_t input, float outlineScale) { pixel_t output; @@ -135,7 +133,7 @@ Shader "TextMeshPro/Distance Field External Outline" { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord0.w, 0); + float bold = step(input.texcoord1.y, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -146,8 +144,11 @@ Shader "TextMeshPro/Distance Field External Outline" { float2 pixelSize = vPosition.w; pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); - if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) + scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, + abs(dot(UnityObjectToWorldNormal(input.normal.xyz), + normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; @@ -180,21 +181,17 @@ Shader "TextMeshPro/Distance Field External Outline" { float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Support for texture tiling and offset - float2 textureUV = input.texcoord1; + float2 textureUV = UnpackUV(input.texcoord1.x); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - input.color.rgb = UIGammaToLinear(input.color.rgb); - } output.position = vPosition; output.color = input.color; output.atlas = input.texcoord0; output.param = float4(alphaClip, scale, bias * outlineScale, weight); - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, + 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader index 757a617313..c50c5930d9 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -4,10 +4,10 @@ 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) + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - _SpecularColor ("Specular", Color) = (1,1,1,1) + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -127,18 +127,17 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t - { + struct vertex_t { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t - { + + struct pixel_t { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -148,20 +147,16 @@ SubShader { float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; - #endif - + #endif float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. - uniform float4 _FaceTex_ST; - uniform float4 _OutlineTex_ST; - uniform float _UIMaskSoftnessX; - uniform float _UIMaskSoftnessY; - uniform int _UIVertexColorAlwaysGammaSpace; + float4 _FaceTex_ST; + float4 _OutlineTex_ST; pixel_t VertShader(vertex_t input) { @@ -172,7 +167,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord0.w, 0); + float bold = step(input.texcoord1.y, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -183,7 +178,7 @@ SubShader { float2 pixelSize = vPosition.w; pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -193,13 +188,13 @@ SubShader { float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); - #if GLOW_ON + #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif + #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; @@ -210,28 +205,23 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Support for texture tiling and offset - float2 textureUV = input.texcoord1; + float2 textureUV = UnpackUV(input.texcoord1.x); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - input.color.rgb = UIGammaToLinear(input.color.rgb); - } output.position = vPosition; output.color = input.color; output.atlas = input.texcoord0; output.param = float4(alphaClip, scale, bias, weight); - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); @@ -249,9 +239,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - #ifndef UNDERLAY_ON + #ifndef UNDERLAY_ON clip(c - input.param.x); - #endif + #endif float scale = input.param.y; float bias = input.param.z; @@ -271,7 +261,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -288,35 +278,36 @@ SubShader { 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 + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + // 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 + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif return faceColor * input.color.a; } + ENDCG } } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader index 27c14bc6ac..ed48574d55 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -4,10 +4,10 @@ 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) + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - _SpecularColor ("Specular", Color) = (1,1,1,1) + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -109,8 +109,7 @@ SubShader { Blend One OneMinusSrcAlpha ColorMask[_ColorMask] - Pass - { + Pass { CGPROGRAM #pragma target 3.0 #pragma vertex VertShader @@ -128,18 +127,17 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t - { + struct vertex_t { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t - { + + struct pixel_t { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -149,23 +147,18 @@ SubShader { float2 mask : TEXCOORD2; // Position in object space(xy) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float2 texcoord2 : TEXCOORD4; float4 underlayColor : COLOR1; - #endif - + #endif float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - int _UIVertexColorAlwaysGammaSpace; - float4 SRGBToLinear(float4 rgba) - { + float4 SRGBToLinear(float4 rgba) { return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); } @@ -178,7 +171,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord0.w, 0); + float bold = step(input.texcoord1.y, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -189,31 +182,27 @@ SubShader { float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); // Support for texture tiling and offset - float2 textureUV = input.texcoord1; + float2 textureUV = UnpackUV(input.texcoord1.x); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - input.color.rgb = UIGammaToLinear(input.color.rgb); - } float4 color = input.color; - #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) color = SRGBToLinear(input.color); - #endif + #endif output.position = vPosition; output.color = color; @@ -221,10 +210,10 @@ SubShader { output.weight = weight; output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = input.texcoord0 + bOffset; output.underlayColor = underlayColor; - #endif + #endif output.textures = float4(faceUV, outlineUV); return output; @@ -237,9 +226,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y)); - pixelSize *= _TextureHeight * 0.75; - float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); + float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); float weight = input.weight; float bias = (.5 - weight) + (.5 / scale); @@ -258,7 +247,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -275,45 +264,45 @@ SubShader { 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 + #endif - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float bScale = scale; bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); - #endif + #endif - #if UNDERLAY_ON + #if UNDERLAY_ON float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); - #endif + #endif - #if UNDERLAY_INNER + #if UNDERLAY_INNER float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); - #endif + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); faceColor *= m.x * m.y; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif return faceColor * input.color.a; + } + + ENDCG } - ENDCG - } } Fallback "TextMeshPro/Mobile/Distance Field" diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph deleted file mode 100644 index 4f7157caf7..0000000000 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph +++ /dev/null @@ -1,12074 +0,0 @@ -{ - 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internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 2 - userData: - assetBundleName: - assetBundleVariant: - script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader index 603df2c767..7019aaf4b0 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field - Masking" { Properties { - _FaceColor ("Face Color", Color) = (1,1,1,1) + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_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) + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -99,41 +99,35 @@ SubShader { #include "UnityUI.cginc" #include "TMPro_Properties.cginc" - struct vertex_t - { + struct vertex_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t - { + 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) + #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif + #endif }; float _MaskWipeControl; float _MaskEdgeSoftness; fixed4 _MaskEdgeColor; bool _MaskInverse; - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { - float bold = step(input.texcoord0.w, 0); + float bold = step(input.texcoord1.y, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -144,7 +138,7 @@ SubShader { pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -156,10 +150,6 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - input.color.rgb = UIGammaToLinear(input.color.rgb); - } float opacity = input.color.a; #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; @@ -173,7 +163,7 @@ SubShader { outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); @@ -181,12 +171,11 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 layerOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); // Structure for pixel shader pixel_t output = { @@ -195,11 +184,11 @@ SubShader { outlineColor, float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), half4(scale, bias - outline, bias + outline, bias), - half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)), - #if (UNDERLAY_ON | UNDERLAY_INNER) + 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 + #endif }; return output; @@ -212,41 +201,41 @@ SubShader { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); - #ifdef OUTLINE_ON + #ifdef OUTLINE_ON c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c *= saturate(d - input.param.y); - #endif + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - //#if UNITY_UI_CLIP_RECT + // 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 + //#endif - float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); - float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; - a = saturate(t / _MaskEdgeSoftness); - c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); - c *= a; + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); - #endif + #endif return c; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader index 3edca76c6b..ce82bed5d2 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field Overlay" { Properties { - _FaceColor ("Face Color", Color) = (1,1,1,1) + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_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) + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -93,18 +93,16 @@ SubShader { #include "UnityUI.cginc" #include "TMPro_Properties.cginc" - struct vertex_t - { + struct vertex_t { UNITY_VERTEX_INPUT_INSTANCE_ID float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t - { + struct pixel_t { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 vertex : SV_POSITION; @@ -113,17 +111,12 @@ SubShader { 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) + #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif + #endif }; - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - int _UIVertexColorAlwaysGammaSpace; - pixel_t VertShader(vertex_t input) { @@ -134,7 +127,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord0.w, 0); + float bold = step(input.texcoord1.y, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -145,7 +138,7 @@ SubShader { pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -157,14 +150,10 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - input.color.rgb = UIGammaToLinear(input.color.rgb); - } float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; - #endif + #endif fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; faceColor.rgb *= faceColor.a; @@ -174,14 +163,14 @@ SubShader { outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - #if (UNDERLAY_ON | UNDERLAY_INNER) + #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 + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); @@ -193,8 +182,7 @@ SubShader { output.outlineColor = outlineColor; output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); output.param = half4(scale, bias - outline, bias + outline, bias); - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.underlayParam = half2(layerScale, layerBias); @@ -212,35 +200,35 @@ SubShader { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); - #ifdef OUTLINE_ON + #ifdef OUTLINE_ON c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c *= saturate(d - input.param.y); - #endif + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + // 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 + #endif - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); - #endif + #endif return c; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader index 43b317d3fb..df4d5b0b0f 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field SSD" { Properties { - _FaceColor ("Face Color", Color) = (1,1,1,1) + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_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) + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader deleted file mode 100644 index 2c8e8dad9b..0000000000 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader +++ /dev/null @@ -1,389 +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 - 2 Pass" { - -Properties { - _FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _UnderlayColor ("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = .5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5 - _ScaleX ("Scale X", float) = 1 - _ScaleY ("Scale Y", float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - - // Draw Outline and Underlay - Name "Outline" - - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - fixed4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved - half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif - }; - - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - const float bold = step(input.texcoord0.w, 0); - - float4 vert = input.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); - if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float layerScale = scale; - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - float bias = (0.5 - weight) * scale - 0.5; - const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - - float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - fixed4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - //outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2))); - - #if (UNDERLAY_ON | UNDERLAY_INNER) - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 layerOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Populate structure for pixel shader - output.vertex = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); - output.param = half4(scale, bias - outline, bias + outline, bias); - - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); - output.underlayParam = half2(layerScale, layerBias); - #endif - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = half4(0, 0, 0, 0); - - #if OUTLINE_ON - c = input.outlineColor * saturate(d - input.param.y); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif - - #if UNDERLAY_INNER - half sd = saturate(d - input.param.z); - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - c *= m.x * m.y; - #endif - - #if (UNDERLAY_ON | UNDERLAY_INNER) - c *= input.texcoord1.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(c.a - 0.001); - #endif - - return c; - } - ENDCG - } - - - // Draw face - Name "Face" - - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - }; - - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - int _UIVertexColorAlwaysGammaSpace; - - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - const float bold = step(input.texcoord0.w, 0); - - float4 vert = input.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); - if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - float bias = (0.5 - weight) * scale - 0.5; - - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - input.color.rgb = UIGammaToLinear(input.color.rgb); - } - float opacity = input.color.a; - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Populate structure for pixel shader - output.vertex = vPosition; - output.faceColor = faceColor; - output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); - output.param = half2(scale, bias); - - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = input.faceColor * saturate(d - input.param.y); - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - c *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(c.a - 0.001); - #endif - - return c; - } - ENDCG - } - -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta deleted file mode 100644 index 75bd98d82a..0000000000 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 0178fcb869bafef4690d177d31d17db8 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader index b899d6e9d7..d3f5866c87 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field" { Properties { - _FaceColor ("Face Color", Color) = (1,1,1,1) + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_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) + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -81,7 +81,6 @@ SubShader { Pass { CGPROGRAM - #pragma enable_d3d11_debug_symbols #pragma vertex VertShader #pragma fragment PixShader #pragma shader_feature __ OUTLINE_ON @@ -99,7 +98,7 @@ SubShader { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; @@ -118,9 +117,6 @@ SubShader { #endif }; - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { @@ -131,7 +127,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord0.w, 0); + float bold = step(input.texcoord1.y, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -142,7 +138,7 @@ SubShader { pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -154,11 +150,7 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - input.color.rgb = UIGammaToLinear(input.color.rgb); - } - float opacity = input.color.a; + float opacity = input.color.a; #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; #endif @@ -190,9 +182,7 @@ SubShader { output.outlineColor = outlineColor; output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); output.param = half4(scale, bias - outline, bias + outline, bias); - - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.underlayParam = half2(layerScale, layerBias); diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader index 68d0dfaafc..be764aeb95 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" { Properties { _FaceTex ("Fill Texture", 2D) = "white" {} - _FaceColor ("Fill Color", Color) = (1,1,1,1) + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -99,8 +99,7 @@ SubShader { #pragma multi_compile_shadowcaster #include "UnityCG.cginc" - struct v2f - { + struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; float2 uv2 : TEXCOORD3; diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader index 281e60db73..bcb2bb273a 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Fill Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - _FaceColor ("Fill Color", Color) = (1,1,1,1) + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -28,12 +28,12 @@ Properties { _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - _SpecColor ("Specular Color", Color) = (0,0,0,1) + [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) _FaceShininess ("Face Shininess", Range(0,1)) = 0 _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -118,8 +118,7 @@ SubShader { #pragma multi_compile_shadowcaster #include "UnityCG.cginc" - struct v2f - { + struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; float2 uv2 : TEXCOORD3; diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph deleted file mode 100644 index 7922d39342..0000000000 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph +++ /dev/null @@ -1,11932 +0,0 @@ -{ - "m_SGVersion": 3, - "m_Type": "UnityEditor.ShaderGraph.GraphData", - "m_ObjectId": "386c36a1c4c34ea29deb680fb82cfe8b", - "m_Properties": [ - { - "m_Id": "dc75c4e3a1bc4bb0a128086c2b0679a5" - }, - { - "m_Id": "867a4ae13c0d4a028c71bc1063824c14" - }, - { - "m_Id": "22b7f3c2bb7b48c0a7fdeb50e33e7d5e" - }, - { - "m_Id": "53073e5ea924459fa6681a4943e9f947" - }, - { - "m_Id": "7a046f410ce64aa88438b0bfd412c045" - }, - { - "m_Id": "636180f6e0504f2baaa5cc086980cb47" - }, - { - "m_Id": "74b41464cbed4e9e8e23af5ab9be40cf" - }, - { - "m_Id": "8ed907a2cc7949b68a283ae243ea1977" - }, - { - "m_Id": "cb3c0c3f08654b068bea44c4ffb15f4a" - 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_FaceColor ("Face Color", Color) = (1,1,1,1) + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - _OutlineColor ("Outline Color", Color) = (0,0,0,1) + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - _SpecularColor ("Specular", Color) = (1,1,1,1) + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -127,18 +127,17 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t - { + struct vertex_t { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t - { + + struct pixel_t { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -148,20 +147,16 @@ SubShader { float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; - #endif - - float4 textures : TEXCOORD5; + #endif + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { @@ -172,7 +167,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord0.w, 0); + float bold = step(input.texcoord1.y, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -183,7 +178,7 @@ SubShader { float2 pixelSize = vPosition.w; pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; @@ -193,13 +188,13 @@ SubShader { float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); - #if GLOW_ON + #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif + #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; @@ -210,28 +205,23 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Support for texture tiling and offset - float2 textureUV = input.texcoord1; + float2 textureUV = UnpackUV(input.texcoord1.x); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - input.color.rgb = UIGammaToLinear(input.color.rgb); - } output.position = vPosition; output.color = input.color; output.atlas = input.texcoord0; output.param = float4(alphaClip, scale, bias, weight); - const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); @@ -249,9 +239,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - #ifndef UNDERLAY_ON + #ifndef UNDERLAY_ON clip(c - input.param.x); - #endif + #endif float scale = input.param.y; float bias = input.param.z; @@ -271,7 +261,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -288,35 +278,36 @@ SubShader { 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 + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + #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 + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif - return faceColor * input.color.a; + return faceColor * input.color.a; } + ENDCG } } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader index 4012a081db..a5b6a75a9a 100644 --- a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -2,18 +2,20 @@ Shader "TextMeshPro/Sprite" { Properties { - _MainTex ("Sprite Texture", 2D) = "white" {} - _Color ("Tint", Color) = (1,1,1,1) + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color("Tint", Color) = (1,1,1,1) + _ColorOffset("Tint Offset", vector) = (0,0,0) + _Overlay("Overlay", Color) = (0,0,0,0) - _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 + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 - _CullMode ("Cull Mode", Float) = 0 - _ColorMask ("Color Mask", Float) = 15 - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } @@ -27,6 +29,7 @@ Shader "TextMeshPro/Sprite" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" + "DisableBatching"="True" } Stencil @@ -51,7 +54,6 @@ Shader "TextMeshPro/Sprite" CGPROGRAM #pragma vertex vert #pragma fragment frag - #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" @@ -64,59 +66,43 @@ Shader "TextMeshPro/Sprite" float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - float4 worldPosition : TEXCOORD1; - float4 mask : TEXCOORD2; - UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; }; sampler2D _MainTex; fixed4 _Color; + fixed3 _ColorOffset; + fixed3 _Overlay; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; - float _UIMaskSoftnessX; - float _UIMaskSoftnessY; - int _UIVertexColorAlwaysGammaSpace; + float _VerticalOffsetX; + float _FirstCharOffset; + float _SecondCharOffset; v2f vert(appdata_t v) { v2f OUT; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); - float4 vPosition = UnityObjectToClipPos(v.vertex); - OUT.worldPosition = v.vertex; - OUT.vertex = vPosition; - - float2 pixelSize = vPosition.w; - pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.worldPosition = v.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); - - if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) - { - v.color.rgb = UIGammaToLinear(v.color.rgb); - } - OUT.color = v.color * _Color; + OUT.color = clamp(v.color * (_Color + half4(_ColorOffset.xyz, 0)), 0, 1); return OUT; } fixed4 frag(v2f IN) : SV_Target { - half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color + half4(_Overlay, 0.0); - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color *= m.x * m.y; + #ifdef UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP @@ -125,7 +111,7 @@ Shader "TextMeshPro/Sprite" return color; } - ENDCG + ENDCG } } } diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta index f21163e223..0d6eb56ce1 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -4,6 +4,6 @@ ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] - userData: Version 2.0 + userData: assetBundleName: assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc index d145a773fc..5969fec1a3 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -1,22 +1,20 @@ -struct vertex_t -{ +struct vertex_t { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; - float4 texcoord0 : TEXCOORD0; + float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; -struct pixel_t -{ +struct pixel_t { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; float4 faceColor : COLOR; float4 outlineColor : COLOR1; float4 texcoord0 : TEXCOORD0; - float4 param : TEXCOORD1; // x = weight, y = no longer used + float4 param : TEXCOORD1; // weight, scaleRatio float2 mask : TEXCOORD2; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD3; @@ -24,14 +22,10 @@ struct pixel_t #endif }; -float4 SRGBToLinear(float4 rgba) -{ +float4 SRGBToLinear(float4 rgba) { return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); } -float _UIMaskSoftnessX; -float _UIMaskSoftnessY; - pixel_t VertShader(vertex_t input) { pixel_t output; @@ -41,7 +35,7 @@ pixel_t VertShader(vertex_t input) UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord0.w, 0); + float bold = step(input.texcoord1.y, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -77,7 +71,7 @@ pixel_t VertShader(vertex_t input) output.faceColor = faceColor; output.outlineColor = outlineColor; output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); - output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0); + output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); float2 mask = float2(0, 0); #if UNITY_UI_CLIP_RECT @@ -105,9 +99,8 @@ float4 PixShader(pixel_t input) : SV_Target float d = tex2D(_MainTex, input.texcoord0.xy).a; - float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); - pixelSize *= _TextureHeight * 0.75; - float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); + float2 UV = input.texcoord0.xy; + float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; #if (UNDERLAY_ON | UNDERLAY_INNER) float layerScale = scale; @@ -119,7 +112,7 @@ float4 PixShader(pixel_t input) : SV_Target float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); - #if OUTLINE_ON + #ifdef OUTLINE_ON float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); @@ -137,7 +130,7 @@ float4 PixShader(pixel_t input) : SV_Target faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); #endif - #if MASKING + #ifdef MASKING float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; a = saturate(t / _MaskEdgeSoftness); @@ -147,8 +140,7 @@ float4 PixShader(pixel_t input) : SV_Target // Alternative implementation to UnityGet2DClipping with support for softness #if UNITY_UI_CLIP_RECT - half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); - float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); faceColor *= m.x * m.y; #endif diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc index b806b4f956..2e962588cf 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -66,6 +66,11 @@ uniform float _MaskID; uniform sampler2D _MaskTex; uniform float4 _MaskCoord; uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +//uniform float _MaskWipeControl; +//uniform float _MaskEdgeSoftness; +//uniform fixed4 _MaskEdgeColor; +//uniform bool _MaskInverse; + uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc index 2153a9a7ca..622ae87583 100644 --- a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data) UNITY_INITIALIZE_OUTPUT(Input, data); - float bold = step(v.texcoord.w, 0); + float bold = step(v.texcoord1.y, 0); // Generate normal for backface float3 view = ObjSpaceViewDir(v.vertex); @@ -20,12 +20,14 @@ void VertShader(inout appdata_full v, out Input data) pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1); + scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); data.param.y = scale; #endif - data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); } @@ -80,7 +82,7 @@ void PixShader(Input input, inout SurfaceOutput o) float3 n = float3(0, 0, -1); float3 emission = float3(0, 0, 0); #endif - + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); glowColor.a *= input.color.a; diff --git a/Assets/UniversalRenderPipelineGlobalSettings.asset b/Assets/UniversalRenderPipelineGlobalSettings.asset index 2e401fea6f..801156140c 100644 --- a/Assets/UniversalRenderPipelineGlobalSettings.asset +++ b/Assets/UniversalRenderPipelineGlobalSettings.asset @@ -12,12 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3} m_Name: UniversalRenderPipelineGlobalSettings m_EditorClassIdentifier: - m_Settings: - m_SettingsList: [] - m_RuntimeSettings: [] - m_AssetVersion: 5 - m_DefaultVolumeProfile: {fileID: 11400000, guid: 25b8b7bf587a90c4e9a7e5811a94ae23, - type: 2} + k_AssetVersion: 3 m_RenderingLayerNames: - Light Layer default - Bubble Mask Layer @@ -30,35 +25,11 @@ MonoBehaviour: lightLayerName5: Light Layer 5 lightLayerName6: Light Layer 6 lightLayerName7: Light Layer 7 - apvScenesData: - m_ObsoleteSerializedBakingSets: [] - sceneToBakingSet: - m_Keys: [] - m_Values: [] - bakingSets: [] - sceneBounds: - m_Keys: [] - m_Values: [] - hasProbeVolumes: - m_Keys: [] - m_Values: - m_ShaderStrippingSetting: - m_Version: 0 - m_ExportShaderVariants: 1 - m_ShaderVariantLogLevel: 0 - m_StripRuntimeDebugShaders: 1 - m_URPShaderStrippingSetting: - m_Version: 0 - m_StripUnusedPostProcessingVariants: 1 - m_StripUnusedVariants: 1 - m_StripScreenCoordOverrideVariants: 1 - m_ShaderVariantLogLevel: 0 - m_ExportShaderVariants: 1 m_StripDebugVariants: 1 m_StripUnusedPostProcessingVariants: 1 m_StripUnusedVariants: 1 + m_StripUnusedLODCrossFadeVariants: 1 m_StripScreenCoordOverrideVariants: 1 supportRuntimeDebugDisplay: 0 - references: - version: 2 - RefIds: [] + m_ShaderVariantLogLevel: 0 + m_ExportShaderVariants: 1 diff --git a/NSMB-MarioVsLuigi.sln b/NSMB-MarioVsLuigi.sln index d32e4a34db..72ab85d0f1 100644 --- a/NSMB-MarioVsLuigi.sln +++ b/NSMB-MarioVsLuigi.sln @@ -7,16 +7,16 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Fusion.Unity.Editor", "Fusi EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{14B2D92E-E605-96AE-6EA7-344F19B75ABC}" EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Fusion.Unity", "Fusion.Unity.csproj", "{AD245D0A-6154-3F01-A757-8C3FEB5A5946}" +EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tayx.Graphy", "Tayx.Graphy.csproj", "{DB65BF5A-741F-6341-7634-EDB881064FD9}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{5118849E-C7BE-5C3A-3D56-282521D64AF3}" EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Fusion.Unity", "Fusion.Unity.csproj", "{AD245D0A-6154-3F01-A757-8C3FEB5A5946}" +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.Fusion.CodeGen", "Unity.Fusion.CodeGen.csproj", "{074A08E8-AB84-E895-DA01-90E4D369EAEE}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tayx.Graphy.Editor", "Tayx.Graphy.Editor.csproj", "{5B2CC4E0-AB11-0711-B76F-F86BA30995A7}" EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.Fusion.CodeGen", "Unity.Fusion.CodeGen.csproj", "{074A08E8-AB84-E895-DA01-90E4D369EAEE}" -EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -35,6 +35,10 @@ Global {14B2D92E-E605-96AE-6EA7-344F19B75ABC}.Debug|Any CPU.Build.0 = Debug|Any CPU {14B2D92E-E605-96AE-6EA7-344F19B75ABC}.Release|Any CPU.ActiveCfg = Release|Any CPU {14B2D92E-E605-96AE-6EA7-344F19B75ABC}.Release|Any CPU.Build.0 = Release|Any CPU + {AD245D0A-6154-3F01-A757-8C3FEB5A5946}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {AD245D0A-6154-3F01-A757-8C3FEB5A5946}.Debug|Any CPU.Build.0 = Debug|Any CPU + {AD245D0A-6154-3F01-A757-8C3FEB5A5946}.Release|Any CPU.ActiveCfg = Release|Any CPU + {AD245D0A-6154-3F01-A757-8C3FEB5A5946}.Release|Any CPU.Build.0 = Release|Any CPU {DB65BF5A-741F-6341-7634-EDB881064FD9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {DB65BF5A-741F-6341-7634-EDB881064FD9}.Debug|Any CPU.Build.0 = Debug|Any CPU {DB65BF5A-741F-6341-7634-EDB881064FD9}.Release|Any CPU.ActiveCfg = Release|Any CPU @@ -43,18 +47,14 @@ Global {5118849E-C7BE-5C3A-3D56-282521D64AF3}.Debug|Any CPU.Build.0 = Debug|Any CPU {5118849E-C7BE-5C3A-3D56-282521D64AF3}.Release|Any CPU.ActiveCfg = Release|Any CPU {5118849E-C7BE-5C3A-3D56-282521D64AF3}.Release|Any CPU.Build.0 = Release|Any CPU - {AD245D0A-6154-3F01-A757-8C3FEB5A5946}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {AD245D0A-6154-3F01-A757-8C3FEB5A5946}.Debug|Any CPU.Build.0 = Debug|Any CPU - {AD245D0A-6154-3F01-A757-8C3FEB5A5946}.Release|Any CPU.ActiveCfg = Release|Any CPU - {AD245D0A-6154-3F01-A757-8C3FEB5A5946}.Release|Any CPU.Build.0 = Release|Any CPU - {5B2CC4E0-AB11-0711-B76F-F86BA30995A7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {5B2CC4E0-AB11-0711-B76F-F86BA30995A7}.Debug|Any CPU.Build.0 = Debug|Any CPU - {5B2CC4E0-AB11-0711-B76F-F86BA30995A7}.Release|Any CPU.ActiveCfg = Release|Any CPU - {5B2CC4E0-AB11-0711-B76F-F86BA30995A7}.Release|Any CPU.Build.0 = Release|Any CPU {074A08E8-AB84-E895-DA01-90E4D369EAEE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {074A08E8-AB84-E895-DA01-90E4D369EAEE}.Debug|Any CPU.Build.0 = Debug|Any CPU {074A08E8-AB84-E895-DA01-90E4D369EAEE}.Release|Any CPU.ActiveCfg = Release|Any CPU {074A08E8-AB84-E895-DA01-90E4D369EAEE}.Release|Any CPU.Build.0 = Release|Any CPU + {5B2CC4E0-AB11-0711-B76F-F86BA30995A7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {5B2CC4E0-AB11-0711-B76F-F86BA30995A7}.Debug|Any CPU.Build.0 = Debug|Any CPU + {5B2CC4E0-AB11-0711-B76F-F86BA30995A7}.Release|Any CPU.ActiveCfg = Release|Any CPU + {5B2CC4E0-AB11-0711-B76F-F86BA30995A7}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/Packages/manifest.json b/Packages/manifest.json index af234b3296..4f057dd53a 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,25 +1,26 @@ { "dependencies": { "com.jimmycushnie.noisynodes": "https://github.com/JimmyCushnie/Noisy-Nodes.git", - "com.unity.2d.animation": "10.0.3", + "com.unity.2d.animation": "9.0.4", "com.unity.2d.pixel-perfect": "5.0.3", "com.unity.2d.sprite": "1.0.0", - "com.unity.2d.spriteshape": "10.0.2", + "com.unity.2d.spriteshape": "9.0.2", "com.unity.2d.tilemap": "1.0.0", "com.unity.2d.tilemap.extras": "https://github.com/Unity-Technologies/2d-extras.git#master", "com.unity.burst": "1.8.10", "com.unity.device-simulator.devices": "1.0.0", "com.unity.ide.visualstudio": "2.0.22", - "com.unity.inputsystem": "1.7.0", - "com.unity.memoryprofiler": "1.1.0", + "com.unity.ide.vscode": "1.2.5", + "com.unity.inputsystem": "1.6.3", + "com.unity.memoryprofiler": "1.0.0", "com.unity.nuget.mono-cecil": "1.11.4", "com.unity.nuget.newtonsoft-json": "3.2.1", - "com.unity.render-pipelines.universal": "16.0.4", - "com.unity.test-framework": "1.3.9", - "com.unity.timeline": "1.8.6", + "com.unity.render-pipelines.universal": "14.0.8", + "com.unity.test-framework": "1.1.33", + "com.unity.textmeshpro": "3.0.6", + "com.unity.timeline": "1.7.6", "com.unity.toolchain.win-x86_64-linux-x86_64": "2.0.6", - "com.unity.ugui": "2.0.0", - "com.unity.modules.accessibility": "1.0.0", + "com.unity.ugui": "1.0.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 770ece99c0..55eefe6ec1 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -7,23 +7,23 @@ "dependencies": { "com.unity.shadergraph": "7.1.8" }, - "hash": "1f212c268860dc1dc260bbd60d03246908508b79" + "hash": "2dae176e2f55626785e1dbcedd20a8b4e208acf7" }, "com.unity.2d.animation": { - "version": "10.0.3", + "version": "9.0.4", "depth": 0, "source": "registry", "dependencies": { - "com.unity.2d.common": "9.0.2", + "com.unity.2d.common": "8.0.1", "com.unity.2d.sprite": "1.0.0", - "com.unity.collections": "1.2.4", + "com.unity.collections": "1.1.0", "com.unity.modules.animation": "1.0.0", "com.unity.modules.uielements": "1.0.0" }, "url": "https://packages.unity.com" }, "com.unity.2d.common": { - "version": "9.0.2", + "version": "8.0.1", "depth": 1, "source": "registry", "dependencies": { @@ -31,7 +31,7 @@ "com.unity.mathematics": "1.1.0", "com.unity.modules.uielements": "1.0.0", "com.unity.modules.animation": "1.0.0", - "com.unity.burst": "1.8.4" + "com.unity.burst": "1.7.3" }, "url": "https://packages.unity.com" }, @@ -49,12 +49,12 @@ "dependencies": {} }, "com.unity.2d.spriteshape": { - "version": "10.0.2", + "version": "9.0.2", "depth": 0, "source": "registry", "dependencies": { "com.unity.mathematics": "1.1.0", - "com.unity.2d.common": "9.0.2", + "com.unity.2d.common": "8.0.1", "com.unity.modules.physics2d": "1.0.0" }, "url": "https://packages.unity.com" @@ -78,7 +78,7 @@ "com.unity.ugui": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0" }, - "hash": "a4096eb16f771f97eb0c039d1b6c71f0ebfbd260" + "hash": "8de698ac55b7ed01ec95a43e714c6358505b8110" }, "com.unity.burst": { "version": "1.8.10", @@ -90,12 +90,11 @@ "url": "https://packages.unity.com" }, "com.unity.collections": { - "version": "1.4.0", - "depth": 3, + "version": "1.2.4", + "depth": 1, "source": "registry", "dependencies": { "com.unity.burst": "1.6.6", - "com.unity.nuget.mono-cecil": "1.11.4", "com.unity.test-framework": "1.1.31" }, "url": "https://packages.unity.com" @@ -115,7 +114,7 @@ "url": "https://packages.unity.com" }, "com.unity.ext.nunit": { - "version": "2.0.5", + "version": "1.0.6", "depth": 1, "source": "registry", "dependencies": {}, @@ -130,8 +129,15 @@ }, "url": "https://packages.unity.com" }, + "com.unity.ide.vscode": { + "version": "1.2.5", + "depth": 0, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.inputsystem": { - "version": "1.7.0", + "version": "1.6.3", "depth": 0, "source": "registry", "dependencies": { @@ -147,7 +153,7 @@ "url": "https://packages.unity.com" }, "com.unity.memoryprofiler": { - "version": "1.1.0", + "version": "1.0.0", "depth": 0, "source": "registry", "dependencies": { @@ -170,37 +176,25 @@ "url": "https://packages.unity.com" }, "com.unity.render-pipelines.core": { - "version": "16.0.4", + "version": "14.0.8", "depth": 1, "source": "builtin", "dependencies": { - "com.unity.mathematics": "1.2.4", - "com.unity.ugui": "2.0.0", + "com.unity.ugui": "1.0.0", "com.unity.modules.physics": "1.0.0", "com.unity.modules.terrain": "1.0.0", - "com.unity.modules.jsonserialize": "1.0.0", - "com.unity.rendering.light-transport": "1.0.0" + "com.unity.modules.jsonserialize": "1.0.0" } }, "com.unity.render-pipelines.universal": { - "version": "16.0.4", + "version": "14.0.8", "depth": 0, "source": "builtin", "dependencies": { "com.unity.mathematics": "1.2.1", - "com.unity.burst": "1.8.9", - "com.unity.render-pipelines.core": "16.0.4", - "com.unity.shadergraph": "16.0.4" - } - }, - "com.unity.rendering.light-transport": { - "version": "1.0.0", - "depth": 2, - "source": "builtin", - "dependencies": { - "com.unity.collections": "1.4.0", - "com.unity.mathematics": "1.2.4", - "com.unity.render-pipelines.core": "16.0.1" + "com.unity.burst": "1.8.4", + "com.unity.render-pipelines.core": "14.0.8", + "com.unity.shadergraph": "14.0.8" } }, "com.unity.searcher": { @@ -211,11 +205,11 @@ "url": "https://packages.unity.com" }, "com.unity.shadergraph": { - "version": "16.0.4", + "version": "14.0.8", "depth": 1, "source": "builtin", "dependencies": { - "com.unity.render-pipelines.core": "16.0.4", + "com.unity.render-pipelines.core": "14.0.8", "com.unity.searcher": "4.9.2" } }, @@ -236,18 +230,27 @@ "url": "https://packages.unity.com" }, "com.unity.test-framework": { - "version": "1.3.9", + "version": "1.1.33", "depth": 0, "source": "registry", "dependencies": { - "com.unity.ext.nunit": "2.0.3", + "com.unity.ext.nunit": "1.0.6", "com.unity.modules.imgui": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0" }, "url": "https://packages.unity.com" }, + "com.unity.textmeshpro": { + "version": "3.0.6", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.ugui": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.timeline": { - "version": "1.8.6", + "version": "1.7.6", "depth": 0, "source": "registry", "dependencies": { @@ -269,7 +272,7 @@ "url": "https://packages.unity.com" }, "com.unity.ugui": { - "version": "2.0.0", + "version": "1.0.0", "depth": 0, "source": "builtin", "dependencies": { @@ -277,12 +280,6 @@ "com.unity.modules.imgui": "1.0.0" } }, - "com.unity.modules.accessibility": { - "version": "1.0.0", - "depth": 0, - "source": "builtin", - "dependencies": {} - }, "com.unity.modules.ai": { "version": "1.0.0", "depth": 0, @@ -330,12 +327,6 @@ "com.unity.modules.animation": "1.0.0" } }, - "com.unity.modules.hierarchycore": { - "version": "1.0.0", - "depth": 1, - "source": "builtin", - "dependencies": {} - }, "com.unity.modules.imageconversion": { "version": "1.0.0", "depth": 0, @@ -424,8 +415,7 @@ "dependencies": { "com.unity.modules.ui": "1.0.0", "com.unity.modules.imgui": "1.0.0", - "com.unity.modules.jsonserialize": "1.0.0", - "com.unity.modules.hierarchycore": "1.0.0" + "com.unity.modules.jsonserialize": "1.0.0" } }, "com.unity.modules.umbra": { diff --git a/ProjectSettings/MultiplayerManager.asset b/ProjectSettings/MultiplayerManager.asset deleted file mode 100644 index 8073753a09..0000000000 --- a/ProjectSettings/MultiplayerManager.asset +++ /dev/null @@ -1,7 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!655991488 &1 -MultiplayerManager: - m_ObjectHideFlags: 0 - m_EnableMultiplayerRoles: 0 - m_ActiveMultiplayerRole: 0 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 6a5333acd2..a9f53f10f3 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -3,7 +3,7 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 27 + serializedVersion: 26 productGUID: 47819eafbb940624c85ff39e5af5fe4f AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 @@ -48,7 +48,6 @@ PlayerSettings: defaultScreenHeightWeb: 540 m_StereoRenderingPath: 0 m_ActiveColorSpace: 1 - unsupportedMSAAFallback: 0 m_SpriteBatchVertexThreshold: 300 m_MTRendering: 1 mipStripping: 0 @@ -76,7 +75,6 @@ PlayerSettings: androidMinimumWindowWidth: 400 androidMinimumWindowHeight: 300 androidFullscreenMode: 1 - androidApplicationEntry: 1 defaultIsNativeResolution: 1 macRetinaSupport: 1 runInBackground: 1 @@ -88,7 +86,6 @@ PlayerSettings: hideHomeButton: 0 submitAnalytics: 1 usePlayerLog: 1 - dedicatedServerOptimizations: 0 bakeCollisionMeshes: 0 forceSingleInstance: 0 useFlipModelSwapchain: 1 @@ -96,7 +93,6 @@ PlayerSettings: useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games gpuSkinning: 0 - meshDeformation: 0 xboxPIXTextureCapture: 0 xboxEnableAvatar: 0 xboxEnableKinect: 0 @@ -128,8 +124,9 @@ PlayerSettings: switchAllowGpuScratchShrinking: 0 switchNVNMaxPublicTextureIDCount: 0 switchNVNMaxPublicSamplerIDCount: 0 - switchMaxWorkerMultiple: 8 switchNVNGraphicsFirmwareMemory: 32 + stadiaPresentMode: 0 + stadiaTargetFramerate: 0 vulkanNumSwapchainBuffers: 3 vulkanEnableSetSRGBWrite: 0 vulkanEnablePreTransform: 0 @@ -137,7 +134,8 @@ PlayerSettings: vulkanEnableCommandBufferRecycling: 1 loadStoreDebugModeEnabled: 0 bundleVersion: 1.8.0.0 - preloadedAssets: [] + preloadedAssets: + - {fileID: 11400000, guid: 49335f30d253220488d2d332ade6e901, type: 2} metroInputSource: 0 wsaTransparentSwapchain: 0 m_HolographicPauseOnTrackingLoss: 1 @@ -148,7 +146,6 @@ PlayerSettings: isWsaHolographicRemotingEnabled: 0 enableFrameTimingStats: 0 enableOpenGLProfilerGPURecorders: 1 - allowHDRDisplaySupport: 0 useHDRDisplay: 0 hdrBitDepth: 0 m_ColorGamuts: 00000000 @@ -157,7 +154,6 @@ PlayerSettings: resetResolutionOnWindowResize: 0 androidSupportedAspectRatio: 1 androidMaxAspectRatio: 2.1 - androidMinAspectRatio: 1 applicationIdentifier: Standalone: com.ipodtouch0218.NSMB-MarioVsLuigi buildNumber: @@ -167,7 +163,7 @@ PlayerSettings: tvOS: 0 overrideDefaultApplicationIdentifier: 0 AndroidBundleVersionCode: 1 - AndroidMinSdkVersion: 23 + AndroidMinSdkVersion: 22 AndroidTargetSdkVersion: 0 AndroidPreferredInstallLocation: 1 aotOptions: @@ -177,16 +173,16 @@ PlayerSettings: ForceInternetPermission: 0 ForceSDCardPermission: 0 CreateWallpaper: 0 - androidSplitApplicationBinary: 0 + APKExpansionFiles: 0 keepLoadedShadersAlive: 0 StripUnusedMeshComponents: 1 strictShaderVariantMatching: 0 VertexChannelCompressionMask: 4054 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 13.0 + iOSTargetOSVersionString: 12.0 tvOSSdkVersion: 0 tvOSRequireExtendedGameController: 0 - tvOSTargetOSVersionString: 13.0 + tvOSTargetOSVersionString: 12.0 bratwurstSdkVersion: 0 bratwurstTargetOSVersionString: 16.4 uIPrerenderedIcon: 0 @@ -263,7 +259,6 @@ PlayerSettings: AndroidKeystoreName: AndroidKeyaliasName: AndroidEnableArmv9SecurityFeatures: 0 - AndroidEnableArm64MTE: 0 AndroidBuildApkPerCpuArchitecture: 0 AndroidTVCompatibility: 0 AndroidIsGame: 1 @@ -281,7 +276,6 @@ PlayerSettings: AndroidMinifyDebug: 0 AndroidValidateAppBundleSize: 1 AndroidAppBundleSizeToValidate: 150 - AndroidReportGooglePlayAppDependencies: 1 m_BuildTargetIcons: - m_BuildTarget: m_Icons: @@ -566,7 +560,7 @@ PlayerSettings: switchSocketConcurrencyLimit: 14 switchScreenResolutionBehavior: 2 switchUseCPUProfiler: 0 - switchEnableFileSystemTrace: 0 + switchUseGOLDLinker: 0 switchLTOSetting: 0 switchApplicationID: 0x01004b9000490000 switchNSODependencies: @@ -696,7 +690,7 @@ PlayerSettings: switchSocketBufferEfficiency: 4 switchSocketInitializeEnabled: 1 switchNetworkInterfaceManagerInitializeEnabled: 1 - switchDisableHTCSPlayerConnection: 0 + switchPlayerConnectionEnabled: 1 switchUseNewStyleFilepaths: 0 switchUseLegacyFmodPriorities: 0 switchUseMicroSleepForYield: 1 @@ -805,11 +799,7 @@ PlayerSettings: webGLMemoryLinearGrowthStep: 16 webGLMemoryGeometricGrowthStep: 0.2 webGLMemoryGeometricGrowthCap: 96 - webGLEnableWebGPU: 0 webGLPowerPreference: 2 - webGLWebAssemblyTable: 0 - webGLWebAssemblyBigInt: 0 - webGLCloseOnQuit: 0 scriptingDefineSymbols: Android: CloudRendering: @@ -835,7 +825,6 @@ PlayerSettings: il2cppCompilerConfiguration: {} il2cppCodeGeneration: WebGL: 1 - il2cppStacktraceInformation: {} managedStrippingLevel: {} incrementalIl2cppBuild: {} suppressCommonWarnings: 1 @@ -847,7 +836,6 @@ PlayerSettings: gcWBarrierValidation: 0 apiCompatibilityLevelPerPlatform: Standalone: 3 - editorAssembliesCompatibilityLevel: 1 m_RenderingPath: 1 m_MobileRenderingPath: 1 metroPackageName: NSMB-MVL @@ -934,11 +922,9 @@ PlayerSettings: hmiPlayerDataPath: hmiForceSRGBBlit: 1 embeddedLinuxEnableGamepadInput: 1 - hmiCpuConfiguration: hmiLogStartupTiming: 0 - qnxGraphicConfPath: + hmiCpuConfiguration: apiCompatibilityLevel: 6 - captureStartupLogs: {} activeInputHandler: 2 windowsGamepadBackendHint: 0 cloudProjectId: 3c43f6a5-de2f-4b33-8870-8e6e50f8d55b diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index f3ae5ed7f6..e7e2f19822 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2023.2.0f1 -m_EditorVersionWithRevision: 2023.2.0f1 (d0d63d039a6f) +m_EditorVersion: 2022.3.4f1 +m_EditorVersionWithRevision: 2022.3.4f1 (35713cd46cd7) diff --git a/ProjectSettings/URPProjectSettings.asset b/ProjectSettings/URPProjectSettings.asset index 08faf0336c..cd7fd8c61b 100644 --- a/ProjectSettings/URPProjectSettings.asset +++ b/ProjectSettings/URPProjectSettings.asset @@ -12,4 +12,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3} m_Name: m_EditorClassIdentifier: - m_LastMaterialVersion: 9 + m_LastMaterialVersion: 7