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Author SHA1 Message Date
horooko e3e370bee2 Release 2026-06-07 10:03:32 +07:00
horooko f3e479a45b [Add] Task 2026-05-27 11:21:24 +07:00
horooko 0b088d112c Release 2026-05-27 08:29:41 +07:00
horooko b91fe5adae feat: add SceneTemplateSettings and update boot configuration files
- Add ProjectSettings.asset for project settings management
- Update SampleScene.unity with latest scene configuration
- Update BootStateCode.cs enum values
- Update BootSettings.asset with current settings
2026-05-27 05:00:16 +07:00
horooko 3dd611423e fix: add null safety checks to UIView lifecycle methods
- Add this == null guard in Initialize() to prevent NullReferenceException after MonoBehaviour destruction
- Add this == null guard in Release() for consistent safety across lifecycle methods
- Prevent crashes when UI views are accessed during or after object destruction

Исправлена безопасность при работе с UIView:
- Добавлена проверка this == null в Initialize() для предотвращения NullReferenceException после уничтожения MonoBehaviour
- Добавлена проверка this == null в Release() для согласованной безопасности во всех методах жизненного цикла
- Предотвращены краши при обращении к UI видам во время или после разрушения объектов
2026-05-27 04:54:53 +07:00
horooko 134e38c57c feat: add BootStatusUIView for loading progress display with text feedback
- Create new BootStatusUIView MonoBehaviour component with StatusText and ProgressSlider fields
- Implement SetStatus() and SetProgress() methods for updating UI elements
- Replace Transform-based ProgressFill in LoadingUIView with Slider component for better UX
- Integrate BootStatusUIView into LoadState with real-time status updates during loading steps
- Display formatted progress text (e.g., 'Loading 50%') alongside slider updates
- Add SceneTemplateSettings.json to ProjectSettings for scene template configuration
2026-05-27 04:51:27 +07:00
horooko d6f0f5a3eb feat: add TextMesh Pro package with fonts, shaders and resources
- Add TextMesh Pro package including all required assets for rich text rendering
- Include LiberationSans font (TTF) with SDF atlas and fallback assets
- Add multiple shader variants: SDF, Bitmap, Mobile, Surface, Sprite
- Include TMP Settings asset and default style sheets
- Add EmojiOne sprite asset for emoji support
- Add LineBreaking characters configuration files
- Include user documentation PDF

Добавлен пакет TextMesh Pro со шрифтами, шейдерами и ресурсами:
- Добавлен пакет TextMesh Pro включая все необходимые ассеты для рендеринга rich текста
- Включён шрифт LiberationSans (TTF) с SDF атласом и fallback ресурсами
- Добавлены варианты шейдеров: SDF, Bitmap, Mobile, Surface, Sprite
- Включён ассет TMP Settings и стандартные таблицы стилей
- Добавлен спрайт-ассет EmojiOne для поддержки эмодзи
- Добавлены файлы конфигурации разбивки строк (LineBreaking characters)
- Включена пользовательская документация в формате PDF
2026-05-27 04:36:20 +07:00
horooko 6601c8ea22 feat(task-0006): implement menu restart button and signal coordination
- Update MenuUIViewModel with IMenuRestartSignal dependency and Restart() method
- Add RestartButton to MenuUIView with listener management in Initialize/Release
- Connect MenuUIView click handler to ViewModel.Restart() callback
- Fix race condition in MenuRestartSignal.RequestRestart() by nulling completion source first
- Wrap MenuState.WaitAsync() in try-catch for proper view cleanup on cancellation
- Update TASK-0006 status to Ready

Выполнена задача TASK-0006: реализована кнопка Restart и координация сигналов

- Обновлён MenuUIViewModel с зависимостью IMenuRestartSignal и методом Restart()
- Добавлена кнопка RestartButton в MenuUIView с управлением слушателями в Initialize/Release
- Подключен обработчик кликов MenuUIView к колбэку ViewModel.Restart()
- Исправлено состояние гонки в MenuRestartSignal.RequestRestart() путем обнуления completion source
- Обёрнут WaitAsync в MenuState в try-catch для корректной очистки view при отмене
- Обновлён статус TASK-0006 до Ready
2026-05-27 04:35:15 +07:00
horooko fda094dd44 feat(task-0005): implement splash delay and loading progress with reactive properties
- Add SplashState delay timer using BootSettings.SplashDurationSeconds with cancellation support
- Implement LoadState progress tracking via ReactiveProperty<float> with step-by-step updates
- Update LoadingUIViewModel to accept and expose Progress reactive property
- Connect LoadingUIView to ViewModel progress changes using UniRx subscriptions
- Add CompositeDisposable for proper cleanup of UI subscriptions in Release()
- Scale ProgressFill transform based on progress value for visual feedback

Выполнена задача TASK-0005 и реализованы splash и loading состояния:
- Добавлен таймер задержки в SplashState с использованием BootSettings.SplashDurationSeconds и поддержкой отмены
- Реализован трекинг прогресса в LoadState через ReactiveProperty<float> со пошаговыми обновлениями
- Обновлён LoadingUIViewModel для принятия и экспорта реактивного свойства Progress
- Подключён LoadingUIView к изменениям прогресса ViewModel с использованием подписок UniRx
- Добавлен CompositeDisposable для правильной очистки UI подписок в Release()
- Масштабирование ProgressFill на основе значения прогресса для визуальной обратной связи
2026-05-27 04:27:33 +07:00
horooko 51099afc79 feat(task-0004): add ViewModel layer and improve UIView initialization safety
- Create SplashUIViewModel, MenuUIViewModel and LoadingUIViewModel classes implementing IUIViewModel
- Convert UI views to use generic UIView<TVm> pattern for strong typing
- Bind ViewModels in state EnterAsync methods before view initialization
- Add null check validation in UIView.Bind method with ArgumentNullException
- Track initialization state with _isInitialized flag to prevent duplicate Initialize/Release calls

Выполнена задача TASK-0004 и добавлен слой ViewModel:
- Созданы классы SplashUIViewModel, MenuUIViewModel и LoadingUIViewModel с реализацией IUIViewModel
- Преобразованы UI представления для использования общего паттерна UIView<TVm>
- Добавлено связывание ViewModels в методах EnterAsync состояний перед инициализацией вида
- Добавлена проверка на null в методе Bind с выбросом ArgumentNullException
- Добавлен флаг _isInitialized для предотвращения повторных вызовов Initialize/Release
2026-05-27 04:18:52 +07:00
horooko 55e271805b feat(task-0003): implement boot flow service with menu restart signal and state transitions
- Implement BootFlowService with IStatesController injection and RunFlowAsync logic
- Add Splash → Load → Menu loop with cancellation support in boot flow
- Create IMenuRestartSignal interface for menu restart coordination
- Implement MenuRestartSignal using UniTaskCompletionSource
- Update MenuState to wait for restart signal instead of completing immediately
- Register MenuRestartSignal as singleton in GameLifetimeScope DI container

Выполнена задача TASK-0003 и реализован поток загрузки:
- Реализован BootFlowService с внедрением IStatesController и логикой RunFlowAsync
- Добавлен цикл Splash → Load → Menu с поддержкой отмены в потоке загрузки
- Создан интерфейс IMenuRestartSignal для координации перезапуска меню
- Реализован MenuRestartSignal с использованием UniTaskCompletionSource
- Обновлён MenuState для ожидания сигнала перезапуска вместо немедленного завершения
- Зарегистрирован MenuRestartSignal как синглтон в DI контейнере GameLifetimeScope
2026-05-27 04:13:29 +07:00
horooko 2f745ba328 feat(task-0002): implement state controller interface with cancellation support and update task status
- Refactor BootStatesController to implement IStatesController interface
- Move state dictionary creation into constructor, remove static helper method
- Add CancellationToken validation before state transitions in StatesController
- Track current state presence with _hasCurrentState flag for safety
- Update TASK-0002 with Ready status

Выполнена задача TASK-0002 и обновлён статус:
- Рефакторинг BootStatesController для реализации интерфейса IStatesController
- Перемещено создание словаря состояний в конструктор, удалён статический вспомогательный метод
- Добавлена валидация CancellationToken перед переходами между состояниями в StatesController
- Добавлен флаг _hasCurrentState для отслеживания текущего состояния
- Обновлён статус TASK-0002 до Ready
2026-05-27 04:04:59 +07:00
horooko 535ca1a1b5 docs: add workflow, architecture, DI and async rules to agent guidelines
- Add task status management section (Ready → In Progress → Done/Blocked)
- Add architectural rules for C# classes and MonoBehaviour usage
- Add dependency injection rules for Unity components and services
- Add async cancellation and cleanup rules with UniTask and CancellationToken
- Add UI subscription management rules with CompositeDisposable

Обновлены правила работы агента в Agent.md:
- Добавлена секция управления статусами задач (Ready → In Progress → Done/Blocked)
- Добавлены архитектурные правила для C# классов и MonoBehaviour
- Добавлены правила внедрения зависимостей для Unity компонентов и сервисов
- Добавлены правила async отмены и очистки с UniTask и CancellationToken
- Добавлены правила управления подписками UI с CompositeDisposable
2026-05-27 04:00:25 +07:00
horooko 723657f2f7 docs: add task status tracking to agent workflow
- Add Status section requirement in Agent.md guidelines
- Define valid status values (Planned, Ready, In Progress, Done, Blocked)
- Update TASK-0001 with Ready status
- Add Status section to TASK_TEMPLATE.md with Planned default

Обновлена документация агента и отслеживание статусов задач:
- Добавлено требование раздела Статус в руководствах Agent.md
- Определены допустимые значения статусов (Planned, Ready, In Progress, Done, Blocked)
- Обновлён TASK-0001 со статусом Ready
- Добавлен раздел Статус в TASK_TEMPLATE.md с значением Planned по умолчанию
2026-05-27 03:58:04 +07:00
117 changed files with 16198 additions and 662 deletions
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!/ProjectSettings/ !/ProjectSettings/
!/Packages/ !/Packages/
!/docs/ !/docs/
!/Agent/
!.gitignore !.gitignore
!.gitattributes !.gitattributes
!LICENSE !LICENSE
!README.md !README.md
!AI_LOG.md
!SELF_NOTES.md
!Task.md
.DS_Store .DS_Store
.Spotlight-V100 .Spotlight-V100
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# AI_LOG
## Использование AI
AI использовался как помощник при планировании, реализации и проверке проекта. Работа велась итеративно по task-файлам из `Agent/Task/`.
## Какие промпты использовались
- Изучить `TASK-0001` и файл `Agent/Agent.md`, заранее прочитать остальные задачи и подготовить базу под них.
- Спланировать и реализовать TASK-0001 - TASK-0006 (с персональными правками под планирование).
## Где AI ошибся или требовал корректировки
- После реализации lifecycle возник runtime bug `MissingReferenceException`: при уничтожении `LifetimeScope` cancellation вызывал `Release()` уже уничтоженного `MenuUIView`. Это потребовало отдельной диагностики и фикса в базовом `UIView`.
- AI приходилось явно удерживать ограничения проекта. Например не использовать `FindObjectOfType`, не использовать `Singleton.Instance`, не использовать static-state, делать serialized поля через auto property с `[field: SerializeField]` и другие моменты.
- Пытался игнорировать SOLID.
## Что было переписано или уточнено руками
- Правки по stack trace для `MissingReferenceException` на основе этого был исправлен lifecycle в `UIView`.
- Документы написаны с учетом фактической реализации, а не только первоначального плана.
- Исправлены моменты TASK-ок которые нарушали задуманную архитекутру.
- Scene references были настроены вручную.
- Сборка UI с настройкой якорей для адаптивной работы на разных экранах.
- Пронумировал enum, чтобы не ломалась сериализация при добавление стейтов.
## Что проверялось
- Кодстайл проекта, соблюдение namespace.
- Поиск запрещенных паттернов `FindObjectOfType`, `Singleton.Instance`, `static`, `async void`, `Task.Delay`, `Update`, `RemoveAllListeners`.
- Проверка listener `AddListener(OnRestartClicked)` и `RemoveListener(OnRestartClicked)`.
- Проверка, что states не вызывают `EnterStateAsync` сами.
- Проверка, что ViewModel не наследуются от `MonoBehaviour`.
## Что важно проверить вручную
- Открыть `Assets/Scenes/SampleScene.unity`.
- Запустить Play Mode.
- Проверить `Splash -> Loading -> Menu`.
- Проверить, что `Text (Data_Status)` показывает актуальный этап.
- Проверить, что `Slider` идет от `0` до `1`.
- Нажать `Restart` и проверить повторный `Loading -> Menu`.
- Остановить Play Mode на `Menu` и убедиться, что нету Warning-ов и Error-ов.
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# Правила для агента
## Главный источник задачи
Перед началом любой работы по проекту агент обязан прочитать файл:
```text
Agent/TASK.md
```
Именно этот файл считается основным описанием задачи, требований и ограничений.
## Папка с задачами
Детальный план работ хранится в папке:
```text
Agent/Task/
```
Задачи должны называться строго по формату:
```text
TASK-0001.md
TASK-0002.md
TASK-0003.md
```
Новые задачи создаются только со следующим свободным номером. Нельзя пропускать номера без причины и нельзя переиспользовать номер удаленной или завершенной задачи.
Правила шаблона задач описаны в файле:
```text
Agent/Task/TASK_TEMPLATE.md
```
Каждая новая задача обязана соблюдать этот шаблон.
## Порядок работы
1. Сначала прочитать `Agent/TASK.md` полностью.
2. Прочитать `Agent/Task/TASK_TEMPLATE.md`.
3. Прочитать актуальные задачи `Agent/Task/TASK-*.md`.
4. После чтения сверять все решения с требованиями из задачи и конкретных task-файлов.
5. Не реализовывать вариант B или любую функциональность, которой нет в `Agent/TASK.md` или `Agent/Task/TASK-*.md`.
6. Не добавлять лишние архитектурные слои, если они не нужны для выполнения задачи.
7. Приоритет: минимальная корректная реализация, чистый жизненный цикл, понятный код.
## Правила заведения задач
- Новые задачи создавать только в `Agent/Task/`.
- Имя файла должно быть `TASK-XXXX.md`, где `XXXX` — номер из четырех цифр.
- Заголовок задачи должен начинаться с того же номера, что и имя файла.
- Структура задачи должна соответствовать `Agent/Task/TASK_TEMPLATE.md`.
- В задаче должны быть разделы `Цель`, `Что сделать`, `Технические требования`, `Критерии готовности`, `Заметки`.
- Задача должна быть достаточно крупной, чтобы не дробить работу на слишком много файлов.
- Задача должна быть достаточно конкретной, чтобы по критериям готовности можно было проверить результат.
- Нельзя заводить задачи по варианту B.
## Ограничения
- Использовать VContainer для DI.
- Использовать UniTask для async-операций.
- Использовать UniRx для реактивных значений и подписок.
- Не использовать `FindObjectOfType`.
- Не использовать `Singleton.Instance`.
- Не хранить состояние в `static`.
- Не использовать `async void`, кроме Unity-колбэков.
- Все async-операции выполнять через UniTask и `CancellationToken`.
- Все подписки должны корректно освобождаться.
## Цель
Сделать только задачу `Boot Flow` из `Agent/TASK.md` и подготовить проект так, чтобы его можно было проверить по описанным требованиям.
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# Задача: Unity / C# Middle
## Кратко
Нужно реализовать загрузочный поток приложения в Unity через собственную state machine.
Проект создается с нуля. Базовые абстракции, сервисы, View/ViewModel и state machine нужно написать самостоятельно, потому что это часть оценки.
Ориентировочное время выполнения: около 1,5 часов. Если ушло больше или меньше времени, это нормально, но нужно честно указать это в документации.
## Технические требования
- Unity 2022 LTS+.
- C#.
- Использовать VContainer, UniTask и UniRx.
- Опционально можно использовать Odin Inspector и DOTween.
## Архитектурные требования
### Reactive
Использовать UniRx для реактивных значений и подписок.
Если дополнительно понадобится собственная обертка `ReactiveValue<T>`, она должна поддерживать сигнатуру подписки:
```csharp
IDisposable Subscribe(Action<T> cb, bool invokeImmediately = true)
```
Требования:
- каждая подписка должна корректно диспозиться;
- нельзя использовать голые `event Action` без отписки.
### Async
Все async-операции должны быть реализованы только через UniTask и `CancellationToken`.
Запрещено использовать `async void`, кроме Unity-колбэков.
### Dependency Injection
Использовать VContainer.
Все сервисы регистрируются как интерфейсы:
```csharp
builder.Register<Impl>(Lifetime.Singleton).As<IInterface>();
```
Запрещено использовать:
- `FindObjectOfType`;
- `Singleton.Instance`;
- `static`-хранилища состояния.
### UI
Нужно сделать базовую пару View/ViewModel:
```csharp
public class UIView : MonoBehaviour
{
public virtual void Initialize() { }
public virtual void Release() { }
}
public class UIView<TVm> : UIView where TVm : IUIViewModel
{
}
```
Требования:
- ViewModel должна быть обычным C#-классом, не `MonoBehaviour`;
- логика находится во ViewModel;
- View хранит только Unity-ссылки и биндинги.
### Services
Сервисы должны иметь асинхронный жизненный цикл:
```csharp
UniTask InitializeAsync(CancellationToken ct)
UniTask ReleaseAsync(CancellationToken ct)
```
Требования:
- сервисы оформляются как `Service : IService`;
- фоновые циклы стартуют в `InitializeAsync`;
- фоновые циклы останавливаются через `CancellationTokenSource.Cancel()` в `ReleaseAsync`.
### Config
Конфиги должны быть `ScriptableObject` с суффиксом `*Settings`.
Регистрация в `LifetimeScope`:
```csharp
[SerializeField] private SomeSettings _settings;
protected override void Configure(IContainerBuilder builder)
{
builder.RegisterInstance(_settings);
}
```
## Задача: Boot Flow
Реализовать загрузочный поток приложения через собственную state machine из трех состояний.
### 1. База state machine
Нужно реализовать собственные абстракции:
- `IState`;
- `IStatesController<TEnum>`;
- `StatesController<TEnum>`.
В `StatesController<TEnum>` должен быть метод:
```csharp
UniTask EnterStateAsync(TEnum code, CancellationToken ct)
```
Контракт перехода между состояниями:
```csharp
await currentState.ExitAsync(ct);
await newState.EnterAsync(ct);
```
Требования:
- `CancellationToken` пробрасывается через всю цепочку вызовов;
- `CancellationToken` должен реально отменять внутренние ожидания;
- повторные входы в состояния не должны ломать UI и подписки.
### 2. Состояния
Нужно реализовать три состояния.
#### SplashState
Поведение:
- показывает лого;
- ждет 1 секунду через `UniTask.Delay(..., ct)`;
- переходит в следующее состояние.
#### LoadState
Поведение:
- имитирует загрузку;
- выполняет 5 шагов по 200 мс;
- хранит `ReactiveValue<float> Progress` со значением от `0` до `1`;
- обновляет `Progress` после каждого шага.
#### MenuState
Поведение:
- показывает `MenuUIView`;
- содержит одну кнопку `Restart`;
- по клику на `Restart` возвращает приложение в `LoadState`.
### 3. UI
Нужно реализовать `LoadingUIView`.
Требования:
- `LoadingUIView` подписывается на `LoadState.Progress`;
- прогресс-бар обновляется через DOTween или ручной Lerp;
- при `ExitAsync` все подписки должны корректно очищаться;
- при повторном входе в `LoadState` не должно быть `NullReferenceException` и дублирующихся подписок.
## Что сдать
- GitHub-репозиторий или zip-архив без `Library/`, `Temp/`, `obj/`.
- `README.md` с инструкцией запуска.
- В `README.md` добавить 5-10 строк о том, что было бы доделано при наличии еще 2 часов.
- `SELF_NOTES.md` с описанием собственных решений.
- `AI_LOG.md` с описанием использования AI. Если AI не использовался, нужно написать почему.
## SELF_NOTES.md
В `SELF_NOTES.md` нужно своими словами описать:
- какие идеи были рассмотрены и почему выбрана текущая реализация;
- какие места в коде были придуманы и написаны самостоятельно, без AI;
- что в коде понятно до последней строки;
- что осталось непонятным или воспринимается как магия;
- ответы на 2-3 ключевых вопроса вида: почему здесь сделано именно так.
## AI_LOG.md
В `AI_LOG.md` нужно описать:
- какие промпты использовались;
- где AI ошибся;
- что было переписано руками;
- если AI не использовался, почему было принято такое решение.
## Что не требуется
Не нужно тратить время на:
- красивый арт;
- сложные анимации;
- звук;
- мобильную сборку.
Главное: архитектурные слои, стиль кода, корректная работа жизненного цикла и понимание собственных решений.
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# TASK-0001: Composition Root и зависимости
## Цель
Настроить корневую точку композиции проекта через VContainer так, чтобы orchestration-логика жила в plain C# классах, а MonoBehaviour использовались только как View-компоненты сцены.
## Что сделать
- Создать `GameLifetimeScope`.
- Зарегистрировать сервисы и контроллеры через VContainer как managed dependencies.
- Зарегистрировать `BootstrapEntryPoint` как entry point приложения.
- Зарегистрировать `BootStatesController` как `IStatesController<BootStateCode>` и при необходимости как self.
- Зарегистрировать `SplashState`, `LoadState`, `MenuState`.
- Зарегистрировать scene View через `RegisterComponent(...)`.
- Зарегистрировать settings asset через `[SerializeField]` и `RegisterInstance(...)`.
## Технические требования
- Использовать VContainer.
- Сервисы регистрировать через `builder.Register<Impl>(Lifetime.Singleton).As<IInterface>()`.
- Не использовать `RegisterInstance(...)` для сервисов и controller-объектов.
- `RegisterInstance(...)` использовать только для settings/config assets.
- Не использовать `FindObjectOfType`, `Singleton.Instance` и `static`-хранилища состояния.
- MonoBehaviour не должны содержать orchestration-логику boot flow.
## Критерии готовности
- В сцене есть один `GameLifetimeScope`.
- Все boot flow зависимости собираются через VContainer.
- View-компоненты подключаются через ссылки из сцены, а не через поиск объектов.
- Entry point запускается контейнером.
- Сервисы и state machine не создаются вручную через `new` внутри MonoBehaviour.
## Заметки
Scene View допустимо регистрировать как компоненты, потому что они физически живут в сцене. Settings asset допустимо регистрировать через `RegisterInstance(...)`, потому что это данные, а не сервис с жизненным циклом.
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# TASK-0002: Базовая архитектура Boot Flow
## Цель
Создать минимальную архитектурную основу для boot flow: сервисный lifecycle, state-контракты и generic state controller.
## Что сделать
- Создать `IService` с методами `InitializeAsync(CancellationToken ct)` и `ReleaseAsync(CancellationToken ct)`.
- Создать базовый `Service : IService`, если это упростит общую структуру.
- Создать `IState` с методами `EnterAsync(CancellationToken ct)` и `ExitAsync(CancellationToken ct)`.
- Создать `IStatesController<TEnum>` с методом `EnterStateAsync(TEnum code, CancellationToken ct)`.
- Реализовать `StatesController<TEnum>`.
- Создать `BootStateCode` для состояний `Splash`, `Load`, `Menu`.
- Создать `BootStatesController`, который собирает конкретные boot states и передает их в базовый controller.
## Технические требования
- Использовать UniTask для всех async-методов.
- Во все async-операции передавать `CancellationToken`.
- Контракт перехода должен быть строгим: сначала `ExitAsync` текущего state, затем `EnterAsync` нового state.
- `StatesController<TEnum>` не должен знать бизнес-логику boot flow.
- State не должен сам решать, какой state будет следующим.
## Критерии готовности
- `EnterStateAsync` вызывает `ExitAsync` текущего state перед `EnterAsync` нового state.
- Первый вход в state работает без попытки выйти из отсутствующего текущего state.
- Повторный вход в другой state не оставляет предыдущий state активным.
- `CancellationToken` проброшен через `EnterStateAsync`, `ExitAsync` и `EnterAsync`.
## Заметки
Generic state machine должна уметь только переключать состояния. Сценарий `Splash -> Load -> Menu -> Load` должен жить отдельно, чтобы не смешивать control flow и инфраструктуру state machine.
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# TASK-0003: BootFlowService и запуск сценария
## Цель
Реализовать внешний flow coordinator, который запускает и управляет сценарием загрузки приложения.
## Что сделать
- Создать `BootFlowService : Service` или сервис с аналогичным lifecycle.
- Реализовать сценарий `Splash -> Load -> Menu -> Load -> Menu ...`.
- Сделать так, чтобы `SplashState` выполнялся один раз при старте.
- После `MenuState` возвращаться в `LoadState` по restart-сигналу.
- Создать `BootstrapEntryPoint`, который запускается через VContainer entry point.
- Запустить `BootFlowService` из entry point через UniTask.
- Корректно обработать штатную отмену, не логируя ее как ошибку.
## Технические требования
- Использовать `IAsyncStartable` или подходящий VContainer entry point для запуска.
- Не запускать boot flow из `MonoBehaviour.Start()` вручную.
- Не делать самопереключающиеся states, которые вызывают `EnterStateAsync(...)` изнутри своего `EnterAsync(...)`.
- `OperationCanceledException` считать нормальным завершением при уничтожении scope или остановке flow.
- Все ожидания должны использовать токен, полученный сверху.
## Критерии готовности
- При старте выполняется последовательность `Splash -> Load -> Menu`.
- Нажатие `Restart` запускает новый цикл `Load -> Menu`.
- При отмене токена boot flow завершается без зависших UniTask.
- Orchestration-код находится в plain C# классе, не во View.
## Заметки
Рекомендуемый сценарий: внешний сервис вызывает `_states.EnterStateAsync(...)` последовательно. Это проще защищать на ревью и не создает проблем с reentrancy внутри states.
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# TASK-0004: UI база и ViewModel слой
## Цель
Создать базовый UI слой, в котором View отвечает только за Unity-ссылки и биндинги, а логика находится во ViewModel или state/flow сервисах.
## Что сделать
- Создать `IUIViewModel`.
- Создать `UIView : MonoBehaviour` с методами `Initialize()` и `Release()`.
- Создать `UIView<TVm> : UIView where TVm : IUIViewModel`.
- Добавить явную привязку ViewModel во View через метод вроде `Bind(TVm vm)` или `Setup(TVm vm)`.
- Сделать `Release()` идемпотентным для всех View.
- Подготовить View для splash, loading и menu экранов.
## Технические требования
- ViewModel должна быть обычным C#-классом, не `MonoBehaviour`.
- Runtime-данные передавать во View явно, а не через DI-поля MonoBehaviour.
- View не должна содержать orchestration-логику boot flow.
- Все подписки и listeners должны сниматься в `Release()`.
- Повторный вызов `Release()` не должен приводить к ошибкам.
## Критерии готовности
- Есть базовые классы `UIView` и `UIView<TVm>`.
- ViewModel можно передать во View явно перед `Initialize()`.
- `Release()` безопасен при повторном вызове.
- View не вызывает `FindObjectOfType`, не хранит глобальное состояние и не управляет переходами state machine.
## Заметки
MonoBehaviour должны оставаться presentation layer. Это соответствует задаче: логика находится в VM или сервисах, View только показывает состояние и прокидывает UI-события.
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# TASK-0005: SplashState, LoadState и прогресс
## Цель
Реализовать splash и loading состояния с настоящей отменой async-операций и реактивным прогрессом через UniRx.
## Что сделать
- Реализовать `SplashState`.
- В `SplashState.EnterAsync` показать splash View и подождать 1 секунду через `UniTask.Delay(..., cancellationToken: ct)`.
- В `SplashState.ExitAsync` скрыть или release-нуть splash View.
- Реализовать `LoadState`.
- В `LoadState` создать реактивный прогресс от `0` до `1` через UniRx.
- Наружу отдавать progress как read-only значение или read-only интерфейс.
- В `LoadState.EnterAsync` сбрасывать progress в `0f`.
- Выполнить 5 шагов загрузки по 200 мс с обновлениями `0.2f`, `0.4f`, `0.6f`, `0.8f`, `1f`.
- Реализовать `LoadingUIView`, подписанный на progress.
## Технические требования
- Использовать UniTask и `CancellationToken` во всех delay.
- Использовать UniRx для progress и подписок.
- Подписки хранить в `CompositeDisposable` и очищать в `Release()`.
- `LoadingUIView` не должна менять progress, только читать его.
- Не обновлять progress UI через `Update()`.
- При использовании tween/lerp останавливать предыдущую визуализацию перед запуском новой.
## Критерии готовности
- `SplashState` отменяется через внешний `CancellationToken`.
- `LoadState` выставляет ожидаемую последовательность progress значений.
- `LoadingUIView` корректно обновляет progress bar.
- При выходе из `LoadState` подписки очищаются.
- Повторный вход в `LoadState` не создает дублирующихся подписок и не вызывает `NullReferenceException`.
## Заметки
В этом проекте важнее чистый lifecycle и гигиена подписок, чем сложная анимация progress bar. Достаточно прямого обновления или простого lerp.
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# TASK-0006: MenuState и Restart
## Цель
Реализовать меню с кнопкой `Restart`, которое завершает `MenuState` и возвращает flow к загрузке.
## Что сделать
- Реализовать `MenuState`.
- Реализовать `MenuUIView`.
- Реализовать `MenuUIViewModel` или аналогичный plain C# объект для restart-сигнала.
- В `MenuState.EnterAsync` показать menu View и ожидать restart.
- Ожидание restart реализовать через `UniTaskCompletionSource` или аналогичный UniTask-friendly механизм.
- По нажатию кнопки `Restart` завершать ожидание `MenuState.EnterAsync`.
- В `MenuState.ExitAsync` release-нуть menu View и очистить подписки/listeners.
## Технические требования
- Кнопку подключать через `Button.onClick.AddListener(...)`.
- В `Release()` снимать ровно тот же listener через `RemoveListener(...)`.
- Не использовать `RemoveAllListeners()` как основной способ очистки.
- Не использовать анонимную лямбду, которую невозможно симметрично снять.
- Не переводить state machine напрямую из `MenuUIView`.
- Restart-событие должно попадать во flow через ViewModel/state, а не через глобальное состояние.
## Критерии готовности
- `MenuState.EnterAsync` завершается после нажатия `Restart`.
- После завершения `MenuState` внешний `BootFlowService` запускает `LoadState`.
- Несколько циклов `Menu -> Restart -> Load -> Menu` не дублируют callbacks.
- Повторный `Release()` у `MenuUIView` не падает.
## Заметки
Для кнопки лучше использовать method group или заранее сохраненный delegate. Это упрощает симметричный `AddListener`/`RemoveListener` и снижает риск дублирующихся callbacks.
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# TASK-0007: Документация и проверка
## Цель
Подготовить проект к сдаче: описать запуск, собственные решения, использование AI и проверить основной сценарий.
## Что сделать
- Создать или обновить `README.md`.
- В `README.md` указать версию Unity, используемые пакеты и стартовую сцену.
- В `README.md` описать, как проверить цикл `Splash -> Load -> Menu -> Restart -> Load`.
- В `README.md` добавить 5-10 строк о том, что было бы доделано при наличии еще 2 часов.
- Создать `SELF_NOTES.md`.
- В `SELF_NOTES.md` объяснить ключевые архитектурные решения.
- Создать `AI_LOG.md`.
- В `AI_LOG.md` описать использование AI или честно указать, что AI не использовался.
- По возможности добавить несколько небольших Edit Mode или Play Mode тестов на pure C# слой.
## Технические требования
- В `SELF_NOTES.md` объяснить выбор внешнего flow coordinator вместо самопереключающихся states.
- В `SELF_NOTES.md` объяснить разделение plain C# orchestration и MonoBehaviour View.
- В `SELF_NOTES.md` описать гигиену подписок и повторных входов.
- Если тесты добавляются, не усложнять проект сверх задачи.
## Критерии готовности
- `README.md` содержит инструкцию запуска и сценарий проверки.
- `SELF_NOTES.md` содержит объяснение 2-3 ключевых решений.
- `AI_LOG.md` присутствует и честно описывает использование AI.
- Основной цикл вручную проверен: `Splash -> Load -> Menu -> Restart -> Load`.
- В документации указано фактически потраченное время или место для его заполнения.
## Заметки
Документы являются частью оценки. В них нужно показать понимание решений, а не просто перечислить файлы проекта.
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# TASK-000X: Название задачи
## Цель
Кратко описать, какой результат должен появиться после выполнения задачи.
## Что сделать
- Описать конкретные действия, которые нужно выполнить.
- Не добавлять лишние пункты, не относящиеся к текущей задаче.
- Формулировать действия так, чтобы их можно было проверить после выполнения.
## Технические требования
- Указать обязательные технологии, ограничения и архитектурные правила для задачи.
- Если специальных требований нет, написать: `Нет дополнительных требований кроме Agent/TASK.md`.
## Критерии готовности
- Описать проверяемые признаки завершения задачи.
- Каждый критерий должен быть конкретным и однозначным.
## Заметки
Дополнительный контекст, пояснения и важные решения. Если заметок нет, написать: `Нет`.
File diff suppressed because it is too large Load Diff
@@ -16,6 +16,7 @@ namespace QuizPleaseTest.Boot.Composition
[field: SerializeField] public SplashUIView SplashView { get; private set; } [field: SerializeField] public SplashUIView SplashView { get; private set; }
[field: SerializeField] public LoadingUIView LoadingView { get; private set; } [field: SerializeField] public LoadingUIView LoadingView { get; private set; }
[field: SerializeField] public MenuUIView MenuView { get; private set; } [field: SerializeField] public MenuUIView MenuView { get; private set; }
[field: SerializeField] public BootStatusUIView BootStatusView { get; private set; }
protected override void Configure(IContainerBuilder builder) protected override void Configure(IContainerBuilder builder)
{ {
@@ -24,11 +25,15 @@ namespace QuizPleaseTest.Boot.Composition
builder.RegisterComponent(SplashView); builder.RegisterComponent(SplashView);
builder.RegisterComponent(LoadingView); builder.RegisterComponent(LoadingView);
builder.RegisterComponent(MenuView); builder.RegisterComponent(MenuView);
builder.RegisterComponent(BootStatusView);
builder.Register<BootFlowService>(Lifetime.Singleton) builder.Register<BootFlowService>(Lifetime.Singleton)
.As<IBootFlowService>() .As<IBootFlowService>()
.As<IService>(); .As<IService>();
builder.Register<MenuRestartSignal>(Lifetime.Singleton)
.As<IMenuRestartSignal>();
builder.Register<BootStatesController>(Lifetime.Singleton) builder.Register<BootStatesController>(Lifetime.Singleton)
.As<IStatesController<BootStateCode>>() .As<IStatesController<BootStateCode>>()
.AsSelf(); .AsSelf();
+25 -2
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@@ -1,19 +1,42 @@
using System.Threading; using System.Threading;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using QuizPleaseTest.Boot.States;
using QuizPleaseTest.Common.Services; using QuizPleaseTest.Common.Services;
using QuizPleaseTest.Common.StateMachine;
namespace QuizPleaseTest.Boot.Flow namespace QuizPleaseTest.Boot.Flow
{ {
public class BootFlowService : Service, IBootFlowService public class BootFlowService : Service, IBootFlowService
{ {
public override UniTask InitializeAsync(CancellationToken ct) private readonly IStatesController<BootStateCode> _statesController;
public BootFlowService(IStatesController<BootStateCode> statesController)
{ {
return UniTask.CompletedTask; _statesController = statesController;
}
public override async UniTask InitializeAsync(CancellationToken ct)
{
await RunFlowAsync(ct);
} }
public override UniTask ReleaseAsync(CancellationToken ct) public override UniTask ReleaseAsync(CancellationToken ct)
{ {
return UniTask.CompletedTask; return UniTask.CompletedTask;
} }
private async UniTask RunFlowAsync(CancellationToken ct)
{
await _statesController.EnterStateAsync(BootStateCode.Splash, ct);
await _statesController.EnterStateAsync(BootStateCode.Load, ct);
while (!ct.IsCancellationRequested)
{
await _statesController.EnterStateAsync(BootStateCode.Menu, ct);
await _statesController.EnterStateAsync(BootStateCode.Load, ct);
}
ct.ThrowIfCancellationRequested();
}
} }
} }
@@ -0,0 +1,11 @@
using System.Threading;
using Cysharp.Threading.Tasks;
namespace QuizPleaseTest.Boot.Flow
{
public interface IMenuRestartSignal
{
UniTask WaitAsync(CancellationToken ct);
void RequestRestart();
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a2222222222222222222222222222222
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,25 @@
using System.Threading;
using Cysharp.Threading.Tasks;
namespace QuizPleaseTest.Boot.Flow
{
public class MenuRestartSignal : IMenuRestartSignal
{
private UniTaskCompletionSource _restartCompletionSource;
public UniTask WaitAsync(CancellationToken ct)
{
ct.ThrowIfCancellationRequested();
_restartCompletionSource = new UniTaskCompletionSource();
return _restartCompletionSource.Task.AttachExternalCancellation(ct);
}
public void RequestRestart()
{
UniTaskCompletionSource restartCompletionSource = _restartCompletionSource;
_restartCompletionSource = null;
restartCompletionSource?.TrySetResult();
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a3333333333333333333333333333333
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+3 -3
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@@ -2,8 +2,8 @@ namespace QuizPleaseTest.Boot.States
{ {
public enum BootStateCode public enum BootStateCode
{ {
Splash, Splash = 0,
Load, Load = 1,
Menu Menu = 2
} }
} }
@@ -1,29 +1,31 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using QuizPleaseTest.Common.StateMachine; using QuizPleaseTest.Common.StateMachine;
namespace QuizPleaseTest.Boot.States namespace QuizPleaseTest.Boot.States
{ {
public class BootStatesController : StatesController<BootStateCode> public class BootStatesController : IStatesController<BootStateCode>
{ {
private readonly StatesController<BootStateCode> _statesController;
public BootStatesController( public BootStatesController(
SplashState splashState, SplashState splashState,
LoadState loadState, LoadState loadState,
MenuState menuState) MenuState menuState)
: base(CreateStates(splashState, loadState, menuState))
{ {
_statesController = new StatesController<BootStateCode>(
new Dictionary<BootStateCode, IState>
{
{ BootStateCode.Splash, splashState },
{ BootStateCode.Load, loadState },
{ BootStateCode.Menu, menuState }
});
} }
private static IReadOnlyDictionary<BootStateCode, IState> CreateStates( public UniTask EnterStateAsync(BootStateCode code, CancellationToken ct)
SplashState splashState,
LoadState loadState,
MenuState menuState)
{ {
return new Dictionary<BootStateCode, IState> return _statesController.EnterStateAsync(code, ct);
{
{ BootStateCode.Splash, splashState },
{ BootStateCode.Load, loadState },
{ BootStateCode.Menu, menuState }
};
} }
} }
} }
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@@ -1,23 +1,58 @@
using System;
using System.Threading; using System.Threading;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using QuizPleaseTest.Boot.Settings;
using QuizPleaseTest.Boot.UI; using QuizPleaseTest.Boot.UI;
using QuizPleaseTest.Common.StateMachine; using QuizPleaseTest.Common.StateMachine;
using UniRx;
using UnityEngine;
namespace QuizPleaseTest.Boot.States namespace QuizPleaseTest.Boot.States
{ {
public class LoadState : IState public class LoadState : IState
{ {
private readonly LoadingUIView _view; private readonly LoadingUIView _view;
private readonly BootStatusUIView _statusView;
private readonly BootSettings _settings;
private readonly ReactiveProperty<float> _progress = new ReactiveProperty<float>(0f);
public LoadState(LoadingUIView view) public IReadOnlyReactiveProperty<float> Progress => _progress;
public LoadState(LoadingUIView view, BootStatusUIView statusView, BootSettings settings)
{ {
_view = view; _view = view;
_statusView = statusView;
_settings = settings;
} }
public UniTask EnterAsync(CancellationToken ct) public async UniTask EnterAsync(CancellationToken ct)
{ {
_progress.Value = 0f;
_statusView.SetStatus("Loading 0%");
_statusView.SetProgress(0f);
_view.Bind(new LoadingUIViewModel(Progress));
_view.Initialize(); _view.Initialize();
return UniTask.CompletedTask;
int loadSteps = _settings.LoadSteps > 0 ? _settings.LoadSteps : 1;
int stepDurationMs = _settings.LoadStepDurationMs > 0 ? _settings.LoadStepDurationMs : 0;
try
{
for (int step = 1; step <= loadSteps; step++)
{
await UniTask.Delay(stepDurationMs, cancellationToken: ct);
float progress = (float)step / loadSteps;
_progress.Value = progress;
_statusView.SetStatus($"Loading {Mathf.RoundToInt(progress * 100f)}%");
_statusView.SetProgress(progress);
}
}
catch (OperationCanceledException) when (ct.IsCancellationRequested)
{
_view.Release();
throw;
}
} }
public UniTask ExitAsync(CancellationToken ct) public UniTask ExitAsync(CancellationToken ct)
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@@ -1,5 +1,7 @@
using System;
using System.Threading; using System.Threading;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using QuizPleaseTest.Boot.Flow;
using QuizPleaseTest.Boot.UI; using QuizPleaseTest.Boot.UI;
using QuizPleaseTest.Common.StateMachine; using QuizPleaseTest.Common.StateMachine;
@@ -8,16 +10,33 @@ namespace QuizPleaseTest.Boot.States
public class MenuState : IState public class MenuState : IState
{ {
private readonly MenuUIView _view; private readonly MenuUIView _view;
private readonly BootStatusUIView _statusView;
private readonly IMenuRestartSignal _restartSignal;
public MenuState(MenuUIView view) public MenuState(MenuUIView view, BootStatusUIView statusView, IMenuRestartSignal restartSignal)
{ {
_view = view; _view = view;
_statusView = statusView;
_restartSignal = restartSignal;
} }
public UniTask EnterAsync(CancellationToken ct) public async UniTask EnterAsync(CancellationToken ct)
{ {
_statusView.SetStatus("Menu");
_statusView.SetProgress(1f);
_view.Bind(new MenuUIViewModel(_restartSignal));
_view.Initialize(); _view.Initialize();
return UniTask.CompletedTask;
try
{
await _restartSignal.WaitAsync(ct);
}
catch (OperationCanceledException) when (ct.IsCancellationRequested)
{
_view.Release();
throw;
}
} }
public UniTask ExitAsync(CancellationToken ct) public UniTask ExitAsync(CancellationToken ct)
+24 -3
View File
@@ -1,23 +1,44 @@
using System;
using System.Threading; using System.Threading;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using QuizPleaseTest.Boot.Settings;
using QuizPleaseTest.Boot.UI; using QuizPleaseTest.Boot.UI;
using QuizPleaseTest.Common.StateMachine; using QuizPleaseTest.Common.StateMachine;
using UnityEngine;
namespace QuizPleaseTest.Boot.States namespace QuizPleaseTest.Boot.States
{ {
public class SplashState : IState public class SplashState : IState
{ {
private readonly SplashUIView _view; private readonly SplashUIView _view;
private readonly BootStatusUIView _statusView;
private readonly BootSettings _settings;
public SplashState(SplashUIView view) public SplashState(SplashUIView view, BootStatusUIView statusView, BootSettings settings)
{ {
_view = view; _view = view;
_statusView = statusView;
_settings = settings;
} }
public UniTask EnterAsync(CancellationToken ct) public async UniTask EnterAsync(CancellationToken ct)
{ {
_statusView.SetStatus("Splash");
_statusView.SetProgress(0f);
_view.Bind(new SplashUIViewModel());
_view.Initialize(); _view.Initialize();
return UniTask.CompletedTask;
int delayMs = Mathf.Max(0, Mathf.RoundToInt(_settings.SplashDurationSeconds * 1000f));
try
{
await UniTask.Delay(delayMs, cancellationToken: ct);
}
catch (OperationCanceledException) when (ct.IsCancellationRequested)
{
_view.Release();
throw;
}
} }
public UniTask ExitAsync(CancellationToken ct) public UniTask ExitAsync(CancellationToken ct)
@@ -0,0 +1,32 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace QuizPleaseTest.Boot.UI
{
public class BootStatusUIView : MonoBehaviour
{
[field: SerializeField] public TMP_Text StatusText { get; private set; }
[field: SerializeField] public Slider ProgressSlider { get; private set; }
public void SetStatus(string status)
{
if (StatusText == null)
{
return;
}
StatusText.text = status;
}
public void SetProgress(float progress)
{
if (ProgressSlider == null)
{
return;
}
ProgressSlider.value = Mathf.Clamp01(progress);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a7777777777777777777777777777777
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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+37 -1
View File
@@ -1,8 +1,44 @@
using QuizPleaseTest.Common.UI; using QuizPleaseTest.Common.UI;
using UniRx;
using UnityEngine;
using UnityEngine.UI;
namespace QuizPleaseTest.Boot.UI namespace QuizPleaseTest.Boot.UI
{ {
public class LoadingUIView : UIView public class LoadingUIView : UIView<LoadingUIViewModel>
{ {
[field: SerializeField] public Slider ProgressSlider { get; private set; }
private CompositeDisposable _disposables;
public override void Initialize()
{
base.Initialize();
_disposables?.Dispose();
_disposables = new CompositeDisposable();
SetProgress(ViewModel.Progress.Value);
ViewModel.Progress
.Subscribe(SetProgress)
.AddTo(_disposables);
}
public override void Release()
{
_disposables?.Dispose();
_disposables = null;
base.Release();
}
private void SetProgress(float progress)
{
if (ProgressSlider == null)
{
return;
}
ProgressSlider.value = Mathf.Clamp01(progress);
}
} }
} }
@@ -0,0 +1,16 @@
using System;
using QuizPleaseTest.Common.UI;
using UniRx;
namespace QuizPleaseTest.Boot.UI
{
public class LoadingUIViewModel : IUIViewModel
{
public IReadOnlyReactiveProperty<float> Progress { get; }
public LoadingUIViewModel(IReadOnlyReactiveProperty<float> progress)
{
Progress = progress ?? throw new ArgumentNullException(nameof(progress));
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a5555555555555555555555555555555
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+32 -1
View File
@@ -1,8 +1,39 @@
using QuizPleaseTest.Common.UI; using QuizPleaseTest.Common.UI;
using UnityEngine;
using UnityEngine.UI;
namespace QuizPleaseTest.Boot.UI namespace QuizPleaseTest.Boot.UI
{ {
public class MenuUIView : UIView public class MenuUIView : UIView<MenuUIViewModel>
{ {
[field: SerializeField] public Button RestartButton { get; private set; }
public override void Initialize()
{
base.Initialize();
if (RestartButton == null)
{
return;
}
RestartButton.onClick.RemoveListener(OnRestartClicked);
RestartButton.onClick.AddListener(OnRestartClicked);
}
public override void Release()
{
if (RestartButton != null)
{
RestartButton.onClick.RemoveListener(OnRestartClicked);
}
base.Release();
}
private void OnRestartClicked()
{
ViewModel.Restart();
}
} }
} }
+21
View File
@@ -0,0 +1,21 @@
using System;
using QuizPleaseTest.Boot.Flow;
using QuizPleaseTest.Common.UI;
namespace QuizPleaseTest.Boot.UI
{
public class MenuUIViewModel : IUIViewModel
{
private readonly IMenuRestartSignal _restartSignal;
public MenuUIViewModel(IMenuRestartSignal restartSignal)
{
_restartSignal = restartSignal ?? throw new ArgumentNullException(nameof(restartSignal));
}
public void Restart()
{
_restartSignal.RequestRestart();
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a6666666666666666666666666666666
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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+1 -1
View File
@@ -2,7 +2,7 @@ using QuizPleaseTest.Common.UI;
namespace QuizPleaseTest.Boot.UI namespace QuizPleaseTest.Boot.UI
{ {
public class SplashUIView : UIView public class SplashUIView : UIView<SplashUIViewModel>
{ {
} }
} }
@@ -0,0 +1,8 @@
using QuizPleaseTest.Common.UI;
namespace QuizPleaseTest.Boot.UI
{
public class SplashUIViewModel : IUIViewModel
{
}
}
@@ -0,0 +1,11 @@
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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@@ -9,6 +9,7 @@ namespace QuizPleaseTest.Common.StateMachine
{ {
private readonly IReadOnlyDictionary<TEnum, IState> _states; private readonly IReadOnlyDictionary<TEnum, IState> _states;
private IState _currentState; private IState _currentState;
private bool _hasCurrentState;
public StatesController(IReadOnlyDictionary<TEnum, IState> states) public StatesController(IReadOnlyDictionary<TEnum, IState> states)
{ {
@@ -17,18 +18,25 @@ namespace QuizPleaseTest.Common.StateMachine
public async UniTask EnterStateAsync(TEnum code, CancellationToken ct) public async UniTask EnterStateAsync(TEnum code, CancellationToken ct)
{ {
ct.ThrowIfCancellationRequested();
if (!_states.TryGetValue(code, out IState newState)) if (!_states.TryGetValue(code, out IState newState))
{ {
throw new InvalidOperationException($"State is not registered: {code}"); throw new InvalidOperationException($"State is not registered: {code}");
} }
if (_currentState != null) if (_hasCurrentState)
{ {
await _currentState.ExitAsync(ct); await _currentState.ExitAsync(ct);
_currentState = null;
_hasCurrentState = false;
} }
ct.ThrowIfCancellationRequested();
await newState.EnterAsync(ct);
_currentState = newState; _currentState = newState;
await _currentState.EnterAsync(ct); _hasCurrentState = true;
} }
} }
} }
@@ -1,3 +1,5 @@
using System;
namespace QuizPleaseTest.Common.UI namespace QuizPleaseTest.Common.UI
{ {
public class UIView<TVm> : UIView where TVm : IUIViewModel public class UIView<TVm> : UIView where TVm : IUIViewModel
@@ -6,6 +8,11 @@ namespace QuizPleaseTest.Common.UI
public virtual void Bind(TVm viewModel) public virtual void Bind(TVm viewModel)
{ {
if (viewModel == null)
{
throw new ArgumentNullException(nameof(viewModel));
}
ViewModel = viewModel; ViewModel = viewModel;
} }
+24
View File
@@ -4,13 +4,37 @@ namespace QuizPleaseTest.Common.UI
{ {
public class UIView : MonoBehaviour public class UIView : MonoBehaviour
{ {
private bool _isInitialized;
public virtual void Initialize() public virtual void Initialize()
{ {
if (this == null)
{
return;
}
if (_isInitialized)
{
return;
}
_isInitialized = true;
gameObject.SetActive(true); gameObject.SetActive(true);
} }
public virtual void Release() public virtual void Release()
{ {
if (this == null)
{
return;
}
if (!_isInitialized)
{
return;
}
_isInitialized = false;
gameObject.SetActive(false); gameObject.SetActive(false);
} }
} }
+1 -1
View File
@@ -12,6 +12,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: b4444444444444444444444444444444, type: 3} m_Script: {fileID: 11500000, guid: b4444444444444444444444444444444, type: 3}
m_Name: BootSettings m_Name: BootSettings
m_EditorClassIdentifier: m_EditorClassIdentifier:
<SplashDurationSeconds>k__BackingField: 1 <SplashDurationSeconds>k__BackingField: 5
<LoadSteps>k__BackingField: 5 <LoadSteps>k__BackingField: 5
<LoadStepDurationMs>k__BackingField: 200 <LoadStepDurationMs>k__BackingField: 200
+8
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@@ -0,0 +1,8 @@
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folderAsset: yes
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folderAsset: yes
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@@ -0,0 +1,46 @@
Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
@@ -0,0 +1,8 @@
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timeCreated: 1484171296
licenseType: Pro
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timeCreated: 1484171297
licenseType: Pro
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@@ -0,0 +1,8 @@
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fixed4 color : COLOR;
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float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v)
{
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
v2f OUT;
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0);
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 128e987d567d4e2c824d754223b3f3b0
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,317 @@
Shader "TextMeshPro/Distance Field Overlay" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest Always
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
float scale = input.param.y;
float bias = input.param.z;
float weight = input.param.w;
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n- bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col*faceColor.a;
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: dd89cf5b9246416f84610a006f916af7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,310 @@
Shader "TextMeshPro/Distance Field SSD" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull[_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest[unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma shader_feature __ FORCE_LINEAR
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 color : COLOR;
float2 atlas : TEXCOORD0;
float weight : TEXCOORD1;
float2 mask : TEXCOORD2; // Position in object space(xy)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
float4 SRGBToLinear(float4 rgba) {
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
output.position = vPosition;
output.color = color;
output.atlas = input.texcoord0;
output.weight = weight;
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = input.texcoord0 + bOffset;
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale);
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n - bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col * faceColor.a;
faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if (UNDERLAY_ON || UNDERLAY_INNER)
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 14eb328de4b8eb245bb7cea29e4ac00b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,247 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_MaskTex ("Mask Texture", 2D) = "white" {}
_MaskInverse ("Inverse", float) = 0
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
float _MaskWipeControl;
float _MaskEdgeSoftness;
fixed4 _MaskEdgeColor;
bool _MaskInverse;
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Structure for pixel shader
pixel_t output = {
vPosition,
faceColor,
outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias),
#endif
};
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
//#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
//#endif
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
c *= a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: bc1ede39bf3643ee8e493720e4259791
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,240 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest Always
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: a02a7d8c237544f1962732b55a9aebf1
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,106 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_MaskTex ("Mask Texture", 2D) = "white" {}
_MaskInverse ("Inverse", float) = 0
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro_Mobile.cginc"
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c8d12adcee749c344b8117cf7c7eb912
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,240 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: fe393ace9b354375a9cb14cdbbc28be4
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,138 @@
// Simplified version of the SDF Surface shader :
// - No support for Bevel, Bump or envmap
// - Diffuse only lighting
// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
// Should not be directly exposed to the user
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_CullMode ("Cull Mode", Float) = 0
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
//_MaskSoftness ("Mask Softness", float) = 0
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
LOD 300
Cull [_CullMode]
CGPROGRAM
#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
#pragma target 3.0
#pragma shader_feature __ GLOW_ON
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#include "TMPro_Surface.cginc"
ENDCG
// Pass to render object as a shadow caster
Pass
{
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
Fog {Mode Off}
ZWrite On ZTest LEqual Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;
float alphaClip : TEXCOORD2;
};
uniform float4 _MainTex_ST;
uniform float4 _OutlineTex_ST;
float _OutlineWidth;
float _FaceDilate;
float _ScaleRatioA;
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
return o;
}
uniform sampler2D _MainTex;
float4 frag(v2f i) : COLOR
{
fixed4 texcol = tex2D(_MainTex, i.uv).a;
clip(texcol.a - i.alphaClip);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 85187c2149c549c5b33f0cdb02836b17
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,158 @@
Shader "TextMeshPro/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0.5
_BumpFace ("Bump Face", Range(0,1)) = 0.5
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
// Should not be directly exposed to the user
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_CullMode ("Cull Mode", Float) = 0
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
//_MaskSoftness ("Mask Softness", float) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 300
Cull [_CullMode]
CGPROGRAM
#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
#pragma target 3.0
#pragma shader_feature __ GLOW_ON
#pragma glsl
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#define BEVEL_ON 1
#include "TMPro_Surface.cginc"
ENDCG
// Pass to render object as a shadow caster
Pass
{
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
Fog {Mode Off}
ZWrite On
ZTest LEqual
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;
float alphaClip : TEXCOORD2;
};
uniform float4 _MainTex_ST;
uniform float4 _OutlineTex_ST;
float _OutlineWidth;
float _FaceDilate;
float _ScaleRatioA;
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
return o;
}
uniform sampler2D _MainTex;
float4 frag(v2f i) : COLOR
{
fixed4 texcol = tex2D(_MainTex, i.uv).a;
clip(texcol.a - i.alphaClip);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: f7ada0af4f174f0694ca6a487b8f543d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
+317
View File
@@ -0,0 +1,317 @@
Shader "TextMeshPro/Distance Field" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
float scale = input.param.y;
float bias = input.param.z;
float weight = input.param.w;
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n- bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col*faceColor.a;
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 68e6db2ebdc24f95958faec2be5558d6
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,116 @@
Shader "TextMeshPro/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: cf81c85f95fe47e1a27f6ae460cf182c
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
+84
View File
@@ -0,0 +1,84 @@
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
{
half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
faceColor.rgb *= faceColor.a;
outlineColor.rgb *= outlineColor.a;
faceColor = lerp(faceColor, outlineColor, outlineAlpha);
faceColor *= faceAlpha;
return faceColor;
}
float3 GetSurfaceNormal(float4 h, float bias)
{
bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
h += bias+_BevelOffset;
float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h+.5);
if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
h = min(h, 1.0-_BevelClamp);
h *= _Bevel * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
return cross(va, vb);
}
float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
{
// Read "height field"
float4 h = {tex2D(_MainTex, uv - delta.xz).a,
tex2D(_MainTex, uv + delta.xz).a,
tex2D(_MainTex, uv - delta.zy).a,
tex2D(_MainTex, uv + delta.zy).a};
return GetSurfaceNormal(h, bias);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
float4 GetGlowColor(float d, float scale)
{
float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
glow = saturate(abs(glow/(1.0 + t)));
glow = 1.0-pow(glow, _GlowPower);
glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
float alpha = underlying.a + (1-underlying.a)*overlying.a;
return float4(blended, alpha);
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 407bc68d299748449bbf7f48ee690f8d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,157 @@
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
float4 underlayColor : COLOR2;
#endif
};
float4 SRGBToLinear(float4 rgba) {
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
float opacity = color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
output.position = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
#endif
output.mask = mask;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
output.underlayColor = underlayColor;
#endif
return output;
}
float4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
#endif
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float bias = input.param.x * scale - 0.5;
float sd = saturate(d * scale - bias - input.param.z);
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#ifdef MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
faceColor *= a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
faceColor *= input.texcoord2.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor;
}

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