diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 0000000..f7c7c9e Binary files /dev/null and b/.DS_Store differ diff --git a/.gitignore b/.gitignore index 0a046de..888daae 100644 --- a/.gitignore +++ b/.gitignore @@ -1,23 +1,35 @@ # This .gitignore file should be placed at the root of your Unity project directory # -# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore +# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore # +.utmp/ /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /[Ll]ogs/ +/[Uu]ser[Ss]ettings/ +*.log + +# By default unity supports Blender asset imports, *.blend1 blender files do not need to be commited to version control. +*.blend1 +*.blend1.meta + +# MemoryCaptures can get excessive in size. +# They also could contain extremely sensitive data /[Mm]emoryCaptures/ -# Never ignore Asset meta data -!/[Aa]ssets/**/*.meta +# Recordings can get excessive in size +/[Rr]ecordings/ # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* # Autogenerated Jetbrains Rider plugin -[Aa]ssets/Plugins/Editor/JetBrains* +/[Aa]ssets/Plugins/Editor/JetBrains* +# Jetbrains Rider personal-layer settings +*.DotSettings.user # Visual Studio cache directory .vs/ @@ -51,9 +63,38 @@ ExportedObj/ # Unity3D generated file on crash reports sysinfo.txt +# Mono auto generated files +mono_crash.* + # Builds *.apk +*.aab *.unitypackage +*.unitypackage.meta +*.app # Crashlytics generated file crashlytics-build.properties + +# TestRunner generated files +InitTestScene*.unity* + +# Addressables default ignores, before user customizations +/ServerData +/[Aa]ssets/StreamingAssets/aa* +/[Aa]ssets/AddressableAssetsData/link.xml* +/[Aa]ssets/Addressables_Temp* +# By default, Addressables content builds will generate addressables_content_state.bin +# files in platform-specific subfolders, for example: +# /Assets/AddressableAssetsData/OSX/addressables_content_state.bin +/[Aa]ssets/AddressableAssetsData/*/*.bin* + +# Visual Scripting auto-generated files +/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db +/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db.meta +/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers +/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers.meta + +# Auto-generated scenes by play mode tests +/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity* +.editorconfig diff --git a/.vscode/extensions.json b/.vscode/extensions.json new file mode 100644 index 0000000..ddb6ff8 --- /dev/null +++ b/.vscode/extensions.json @@ -0,0 +1,5 @@ +{ + "recommendations": [ + "visualstudiotoolsforunity.vstuc" + ] +} diff --git a/.vscode/launch.json b/.vscode/launch.json new file mode 100644 index 0000000..da60e25 --- /dev/null +++ b/.vscode/launch.json @@ -0,0 +1,10 @@ +{ + "version": "0.2.0", + "configurations": [ + { + "name": "Attach to Unity", + "type": "vstuc", + "request": "attach" + } + ] +} \ No newline at end of file diff --git a/.vscode/settings.json b/.vscode/settings.json new file mode 100644 index 0000000..f691bad --- /dev/null +++ b/.vscode/settings.json @@ -0,0 +1,60 @@ +{ + "files.exclude": { + "**/.DS_Store": true, + "**/.git": true, + "**/.vs": true, + "**/.gitmodules": true, + "**/.vsconfig": true, + "**/*.booproj": true, + "**/*.pidb": true, + "**/*.suo": true, + "**/*.user": true, + "**/*.userprefs": true, + "**/*.unityproj": true, + "**/*.dll": true, + "**/*.exe": true, + "**/*.pdf": true, + "**/*.mid": true, + "**/*.midi": true, + "**/*.wav": true, + "**/*.gif": true, + "**/*.ico": true, + "**/*.jpg": true, + "**/*.jpeg": true, + "**/*.png": true, + "**/*.psd": true, + "**/*.tga": true, + "**/*.tif": true, + "**/*.tiff": true, + "**/*.3ds": true, + "**/*.3DS": true, + "**/*.fbx": true, + "**/*.FBX": true, + "**/*.lxo": true, + "**/*.LXO": true, + "**/*.ma": true, + "**/*.MA": true, + "**/*.obj": true, + 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I will be happy to help you. + +Contact: plaggy.net@gmail.com + +Best Regards, + +Marcel Plagmann +plaggy.net \ No newline at end of file diff --git a/Assets/3D Assets/FoodContainer/Read me.txt.meta b/Assets/3D Assets/FoodContainer/Read me.txt.meta new file mode 100644 index 0000000..91697c7 --- /dev/null +++ b/Assets/3D Assets/FoodContainer/Read me.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 72a8c31b2548c364e87bf77fd65c8e2f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3D Assets/FoodContainer/glTF.meta b/Assets/3D Assets/FoodContainer/glTF.meta new file mode 100644 index 0000000..1e1ae8f --- /dev/null +++ b/Assets/3D Assets/FoodContainer/glTF.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 65755f664dbf8544da39921c20e9e646 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3D Assets/FoodContainer/glTF/scene.bin b/Assets/3D 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{ + Debug.Log("Spin"); + animator.SetTrigger("Spin"); + } + } + + public void Squirt() + { + if (animator) + { + Debug.Log("Squirt"); + animator.SetTrigger("Straw_Back"); + } + } + + public void Unsquirt() + { + if (animator) + { + Debug.Log("Unsquirt"); + animator.SetTrigger("Straw_Forward"); + } + } + + public void Scoop() + { + if (animator) + { + Debug.Log("Scoop"); + animator.SetTrigger("Scoop"); + } + } + + public void Descoop() + { + if (animator) + { + Debug.Log("Descoop"); + animator.SetTrigger("Descoop"); + } + } + + public void Zipline(bool ziplineOrNot) + { + if (animator) + { + Debug.Log("Zipline state change: " + ziplineOrNot); + animator.SetBool("Zipline", ziplineOrNot); + } + } +} diff --git a/Assets/Scripts/AnimationManager.cs.meta b/Assets/Scripts/AnimationManager.cs.meta new file mode 100644 index 0000000..cbadf42 --- /dev/null +++ b/Assets/Scripts/AnimationManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0e6efcc95c2461142bda607b746e5362 \ No newline at end of file diff --git a/Assets/Scripts/CheckPointScript.cs b/Assets/Scripts/CheckPointScript.cs new file mode 100644 index 0000000..bcf1596 --- /dev/null +++ b/Assets/Scripts/CheckPointScript.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +public class CheckPointScript : MonoBehaviour +{ + private RespawnScript[] allRespawnScripts; + private BoxCollider boxCollider; + + private void Awake() + { + boxCollider = GetComponent(); + + // Use FindObjectsByType for multiple objects; FindObjectsSortMode.None gets all objects with RespawnScript in no particular order (faster) + allRespawnScripts = FindObjectsByType(FindObjectsSortMode.None); + } + + private void OnTriggerEnter(Collider other) + { + if (other.gameObject.CompareTag("Player")) + { + // Debug.Log("Checkpoint achieved: " + this.gameObject.transform.position); + + // Update all RespawnScript components + foreach (RespawnScript respawn in allRespawnScripts) + { + respawn.respawnPoint = this.gameObject; + } + + boxCollider.enabled = false; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/CheckPointScript.cs.meta b/Assets/Scripts/CheckPointScript.cs.meta new file mode 100644 index 0000000..2a08027 --- /dev/null +++ b/Assets/Scripts/CheckPointScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 195a4bdf7d0789a438de02c0687c3af8 \ No newline at end of file diff --git a/Assets/Scripts/GooglyEyes.cs b/Assets/Scripts/GooglyEyes.cs new file mode 100644 index 0000000..a5d0fed --- /dev/null +++ b/Assets/Scripts/GooglyEyes.cs @@ -0,0 +1,52 @@ +using UnityEngine; + + +public class GooglyEyes : MonoBehaviour { + public float rPupil = 0.5f; + public float rEye = 1f; + + public float speed = 1f; + public float gravMultiplier = 1f; + public float Bounciness = 0.4f; + public float Friction = 0.4f; + + private Vector3 LastForward; + private Vector3 LastPosition; + private Vector3 AppliedVelocity = Vector3.zero; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() { + this.LastPosition = this.transform.parent.position; + } + + // Update is called once per frame + void Update() { + float maxDist = rEye - rPupil; + + var CurrentPosition = this.transform.parent.position; + var Gravity = this.transform.InverseTransformDirection(Physics.gravity); + + this.AppliedVelocity += Gravity * this.gravMultiplier * Time.deltaTime; + this.AppliedVelocity += this.transform.InverseTransformDirection(this.LastPosition - CurrentPosition) * 500f * Time.deltaTime; + this.AppliedVelocity.z = 0; + + var EyePos = this.transform.localPosition; + EyePos += this.AppliedVelocity * this.speed * Time.deltaTime; + if (EyePos.magnitude > maxDist) { + var Normal = -EyePos.normalized; + this.AppliedVelocity = Vector3.Reflect(this.AppliedVelocity, Normal); + var normalComponent = Vector3.Project(this.AppliedVelocity, Normal); + var tangetComponent = this.AppliedVelocity - normalComponent; + this.AppliedVelocity = normalComponent * this.Bounciness + tangetComponent * Friction; + EyePos = EyePos.normalized * maxDist; + } + EyePos.z = this.transform.localPosition.z; + this.transform.localPosition = EyePos; + this.LastPosition = this.transform.parent.position; + + + + + + } +} diff --git a/Assets/Scripts/GooglyEyes.cs.meta b/Assets/Scripts/GooglyEyes.cs.meta new file mode 100644 index 0000000..cb8f78d --- /dev/null +++ b/Assets/Scripts/GooglyEyes.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ca04ba1a5b7877a48b4841d9e983a45e \ No newline at end of file diff --git a/Assets/Scripts/Interactions.meta b/Assets/Scripts/Interactions.meta new file mode 100644 index 0000000..048a62d --- /dev/null +++ b/Assets/Scripts/Interactions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4baf3c2de23bfca448788437a8130473 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interactions/BirdAnimationManager.cs b/Assets/Scripts/Interactions/BirdAnimationManager.cs new file mode 100644 index 0000000..bd4e629 --- /dev/null +++ b/Assets/Scripts/Interactions/BirdAnimationManager.cs @@ -0,0 +1,24 @@ +using UnityEngine; + +public class BirdAnimationManager : MonoBehaviour +{ + [SerializeField] + public Animator animator; + + public void Fly(bool flyOrNot) + { + if (animator) + { + if (flyOrNot) + { + Debug.Log("Flying"); + } + else + { + Debug.Log("Not flying"); + } + + animator.SetBool("flying", flyOrNot); + } + } +} diff --git a/Assets/Scripts/Interactions/BirdAnimationManager.cs.meta b/Assets/Scripts/Interactions/BirdAnimationManager.cs.meta new file mode 100644 index 0000000..6b0cf6a --- /dev/null +++ b/Assets/Scripts/Interactions/BirdAnimationManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: aeabb8f070afccd43875e78aa1cb5cba \ No newline at end of file diff --git a/Assets/Scripts/Interactions/Container.cs b/Assets/Scripts/Interactions/Container.cs new file mode 100644 index 0000000..d9ce20b --- /dev/null +++ b/Assets/Scripts/Interactions/Container.cs @@ -0,0 +1,207 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +public class Container : MonoBehaviour, IInteractable +{ + [Serializable] + public struct PreloadItem + { + public ScoopableObject.ScoopType type; + public Material material; + } + + [Header("Visual levels ordered bottom → top")] + public List containerLevels; + + [Header("Initial Contents (bottom → top)")] + [Tooltip("Optional: pre-fill the container. The first entry is the bottom layer, the last is the top.")] + public List initialContents = new(); + + [Header("Respawn setup for 'water > 2' rule")] + public GameObject PlayerCapsule; + public GameObject RespawnPoint; + + // Runtime stacks + private readonly List stackedMaterials = new(); + private readonly List stackedTypes = new(); + + public bool CanInteract() => stackedMaterials.Count > 0; + + public bool Interact(Interactor interactor) + { + var cup = interactor.GetComponentInChildren(); + if (cup == null || cup.IsFull || cup.IsInCooldown) + return false; + + if (TryRemove(out var mat, out var type)) + { + cup.Scoop(type, mat, null); + return true; + } + + return false; + } + + public bool TryAdd(ScoopableObject.ScoopType type, Material material) + { + if (containerLevels.Count == 0 || stackedMaterials.Count >= containerLevels.Count) + return false; + + type = NormalizeForContainer(type); + int index = stackedMaterials.Count; + stackedMaterials.Add(material); + stackedTypes.Add(type); + + var level = containerLevels[index]; + ApplyLevelVisual(level, material, true); + SetLevelColliderTrigger(level, type == ScoopableObject.ScoopType.Water); // Simplified! + UpdateWaterRules(); + return true; + } + + public bool TryRemove(out Material mat, out ScoopableObject.ScoopType type) + { + mat = null; + type = default; + if (stackedMaterials.Count == 0) return false; + + int topIndex = stackedMaterials.Count - 1; + mat = stackedMaterials[topIndex]; + type = stackedTypes[topIndex]; + + // Use the normalize function instead of manual conversion + type = NormalizeForContainer(type); + + stackedMaterials.RemoveAt(topIndex); + stackedTypes.RemoveAt(topIndex); + + var level = containerLevels[topIndex]; + ApplyLevelVisual(level, null, false); + SetLevelColliderTrigger(level, false); + UpdateWaterRules(); + return true; + } + + // Prefill logic + private void Start() + { + ApplyInitialContents(); + } + +#if UNITY_EDITOR + private void OnValidate() + { + if (!isActiveAndEnabled) return; + if (!Application.isPlaying) + { + ApplyInitialContents(fromOnValidate:true); + } + } +#endif + + private void ApplyInitialContents(bool fromOnValidate = false) //fromOnValidate is used only to ensure we are not trying to set game objects active during on validate calls because unity warnings. + { + if (containerLevels == null) return; + + // Clear visuals for all levels + for (int i = 0; i < containerLevels.Count; i++) + { + var level = containerLevels[i]; + if (level == null) continue; + ApplyLevelVisual(level, null, false); + SetLevelColliderTrigger(level, false); + } + + // Reset stacks + stackedMaterials.Clear(); + stackedTypes.Clear(); + + if (initialContents == null || initialContents.Count == 0) + { + UpdateWaterRules(); + return; + } + + // Clamp to capacity + int maxLayers = Mathf.Min(initialContents.Count, containerLevels.Count); + + // Fill bottom to top + for (int i = 0; i < maxLayers; i++) + { + var item = initialContents[i]; + if (item.material == null) continue; + + // Normalize the type before storing + var normalizedType = NormalizeForContainer(item.type); + stackedMaterials.Add(item.material); + stackedTypes.Add(normalizedType); + + var level = containerLevels[i]; + ApplyLevelVisual(level, item.material, true, fromOnValidate); + SetLevelColliderTrigger(level, normalizedType == ScoopableObject.ScoopType.Water); + } + + UpdateWaterRules(); + } + + private static ScoopableObject.ScoopType NormalizeForContainer(ScoopableObject.ScoopType t) + { + return t switch + { + ScoopableObject.ScoopType.DirtCup => ScoopableObject.ScoopType.Dirt, + ScoopableObject.ScoopType.PouringWater => ScoopableObject.ScoopType.Water, + _ => t + }; + } + + private void ApplyLevelVisual(GameObject level, Material mat, bool active, bool fromOnValidate = false) + { + if (level == null) return; + var mr = level.GetComponent(); + if (mr != null) mr.material = mat; + if (!fromOnValidate) level.SetActive(active); + } + + private void SetLevelColliderTrigger(GameObject level, bool isTrigger) + { + if (level == null) return; + var box = level.GetComponentInChildren(true); + if (box != null) box.isTrigger = isTrigger; + } + + private void UpdateWaterRules() + { + // Count water types - simplified since normalization ensures only Water exists + int waterCount = 0; + for (int i = 0; i < stackedTypes.Count; i++) + if (stackedTypes[i] == ScoopableObject.ScoopType.Water) waterCount++; + + if (containerLevels == null || containerLevels.Count == 0) return; + + var bottom = containerLevels[0]; + if (bottom == null) return; + + var existing = bottom.GetComponent(); + + if (waterCount > 2) + { + if (existing == null) + existing = bottom.AddComponent(); + + if (existing != null) + { + existing.player = PlayerCapsule; + existing.respawnPoint = RespawnPoint; + } + } + else + { + if (existing != null) + { + if (Application.isPlaying) Destroy(existing); + else DestroyImmediate(existing); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/Container.cs.meta b/Assets/Scripts/Interactions/Container.cs.meta new file mode 100644 index 0000000..6c57709 --- /dev/null +++ b/Assets/Scripts/Interactions/Container.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 641a0d09198556d449ec78b69e4a926a \ No newline at end of file diff --git a/Assets/Scripts/Interactions/CupController.cs b/Assets/Scripts/Interactions/CupController.cs new file mode 100644 index 0000000..af70ff8 --- /dev/null +++ b/Assets/Scripts/Interactions/CupController.cs @@ -0,0 +1,144 @@ +using StarterAssets; +using UnityEngine; +using UnityEngine.EventSystems; +using System; + +public class CupController : MonoBehaviour { + [Header("Cup Components")] + public SkinnedMeshRenderer cupBodyRenderer; + + public ThirdPersonController movementController; + public EquipmentManager equipmentManager; + public Material defaultMaterial; + public Transform spawnPoint; + public GameObject dirtCupPrefab; + + [Header("Cup Properties")] + public float cooldownDuration = 0.2f; + + [Header("Equipment State")] + [SerializeField] private bool _hasStraw = false; + + [Header("AnimationManager")] + public AnimationManager animationManager; + + // Cup state properties + public bool IsFull { get; private set; } + public bool IsInCooldown => cooldownTimer > 0f; + public bool HasStraw => _hasStraw; + + // Private fields + private ScoopableObject.ScoopType heldType; + private Material heldMaterial; + private GameObject heldObject; + private float cooldownTimer = 0f; + + //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + //public event + + // public event Action OnScoop; + + + + + + //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + protected virtual void Update() { + // Handle pause menu + if (Time.timeScale == 0f) return; + if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject()) return; + + // Update cooldown + if (IsInCooldown) cooldownTimer -= Time.deltaTime; + //this.animationManager.Walk(this.movementController.CurrentVelocity.magnitude); + // Handle base interactions + if (Input.GetMouseButtonDown(0) && IsFull && !IsInCooldown) + TryDescoop(); + else if (Input.GetKeyDown(KeyCode.R)) { + animationManager.Spin(); + } + } + + //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + public virtual void SetStrawEquipped(bool on) { + _hasStraw = on; + } + + public virtual void Scoop(ScoopableObject.ScoopType type, Material mat, GameObject sourceObject) { + heldType = type; + heldMaterial = mat; + heldObject = (type == ScoopableObject.ScoopType.Object || type == ScoopableObject.ScoopType.DirtCup) ? sourceObject : null; + + this.SetMatieral(mat); + + if (type != ScoopableObject.ScoopType.PouringWater && IsFull == false) { + animationManager.Scoop(); + } + if (heldObject != null) heldObject.SetActive(false); + + IsFull = true; + cooldownTimer = cooldownDuration; + } + + protected virtual void TryDescoop() { + //Handles descooping into a container + if (IsFull && heldType is not ScoopableObject.ScoopType.Object) { + if (Physics.Raycast(transform.position, transform.forward, out var hit, 3f)) { + if (hit.collider.TryGetComponent(out var container)) { + if (container.TryAdd(heldType, heldMaterial)) { + animationManager.Descoop(); + EmptyCup(); + cooldownTimer = cooldownDuration; + return; + } + } + } + } + + // Handle object descooping + if (heldType is ScoopableObject.ScoopType.Object && heldObject != null) { + heldObject.transform.position = spawnPoint.position; + heldObject.SetActive(true); + } else if (heldType is ScoopableObject.ScoopType.Dirt || heldType is ScoopableObject.ScoopType.DirtCup) { + if (dirtCupPrefab != null) { + GameObject.Instantiate(dirtCupPrefab).transform.position = spawnPoint.position; + } + } else { + //If we think there should be an object but its null, make dirt to still have something spawn. + if (heldType is ScoopableObject.ScoopType.Object) { + if (dirtCupPrefab != null) { + GameObject.Instantiate(dirtCupPrefab).transform.position = spawnPoint.position; + } + } + } + + if (IsFull) { + animationManager.Descoop(); + EmptyCup(); + } + cooldownTimer = cooldownDuration; + } + + public void EmptyCup() { + this.SetMatieral(defaultMaterial); + + IsFull = false; + heldObject = null; + heldMaterial = null; + } + + // Protected accessors for derived classes + public ScoopableObject.ScoopType HeldType => heldType; + protected Material HeldMaterial => heldMaterial; + protected GameObject HeldObject => heldObject; + + private void SetMatieral(Material mat) { + var mats = cupBodyRenderer.materials; + if (mats.Length > 1) { + mats[1] = mat; + cupBodyRenderer.materials = mats; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/CupController.cs.meta b/Assets/Scripts/Interactions/CupController.cs.meta new file mode 100644 index 0000000..31a9480 --- /dev/null +++ b/Assets/Scripts/Interactions/CupController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 87eb243b216bbe2469797c9dfa3e67f1 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/EquipmentInteractable.cs b/Assets/Scripts/Interactions/EquipmentInteractable.cs new file mode 100644 index 0000000..ccb0e23 --- /dev/null +++ b/Assets/Scripts/Interactions/EquipmentInteractable.cs @@ -0,0 +1,25 @@ +using UnityEngine; + +[RequireComponent(typeof(Collider))] +[DisallowMultipleComponent] +public class EquipmentInteractable : MonoBehaviour, IInteractable +{ + public EquipmentType type; + + public bool CanInteract() => true; + + public bool Interact(Interactor interactor) + { + if (Input.GetKeyDown(KeyCode.E) ) + { + var mgr = interactor.GetComponentInChildren(); + if (!mgr) return false; + + // If nothing equipped, equip this; otherwise unequip current item + if (!mgr.EquippedOn) return mgr.TryEquip(this); + return mgr.TryUnequip(); + } + + return false; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/EquipmentInteractable.cs.meta b/Assets/Scripts/Interactions/EquipmentInteractable.cs.meta new file mode 100644 index 0000000..da069de --- /dev/null +++ b/Assets/Scripts/Interactions/EquipmentInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3474362238e35754cbfb81ad7e9edc85 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/EquipmentManager.cs b/Assets/Scripts/Interactions/EquipmentManager.cs new file mode 100644 index 0000000..3ccde6f --- /dev/null +++ b/Assets/Scripts/Interactions/EquipmentManager.cs @@ -0,0 +1,102 @@ +using UnityEngine; + +public enum EquipmentType { None, Straw, BucketHandle, JetPack } + +[DisallowMultipleComponent] +public class EquipmentManager : MonoBehaviour +{ + [Header("Cup reference")] + public CupController cup; // Uses cup.spawnPoint to drop on unequip + + [Header("Cup visuals (inactive by default)")] + public GameObject strawVisual; // Child on the cup + public GameObject bucketHandleVisual; // Child on the cup + public GameObject jetPackVisual; // Child on the cup + + [Header("Equipment Properties")] + public EquipmentType CurrentType { get; private set; } = EquipmentType.None; + public bool EquippedOn => CurrentType != EquipmentType.None; + + private EquipmentInteractable currentPickup; // World pickup that was taken + + [Header("AnimationManager")] + public AnimationManager animationManager; + + void Awake() + { + this.cup ??= GetComponentInChildren(); //"this" is redundant, but good to have to differentiate between local and object vars. Also null coalescing operator ^.^ + this.SetVisuals(EquipmentType.None); + } + + private void SetVisuals(EquipmentType eqipType) + { + this.CurrentType = eqipType; //Avoids us needing to set it and call this function. + if (strawVisual) strawVisual.SetActive(eqipType is EquipmentType.Straw); + if (bucketHandleVisual) bucketHandleVisual.SetActive(eqipType is EquipmentType.BucketHandle); + if (jetPackVisual) jetPackVisual.SetActive(eqipType is EquipmentType.JetPack); + + // Gate squirting on the cup (expects small helper in CupController) + if (cup) cup.SetStrawEquipped(eqipType is EquipmentType.Straw); + } + + private bool IsZiplining() + { + // Returns active GameObjects with Zipline tag + // Fine for single-player, would need to be changed for multi-player + var tagged = GameObject.FindGameObjectsWithTag("Zipline"); + foreach (var go in tagged) + { + var z = go.GetComponent(); + if (z && z.isActiveAndEnabled && z.zipping) + return true; + } + return false; + } + + public bool TryEquip(EquipmentInteractable pickup) + { + if (EquippedOn || pickup == null) return false; + + switch (pickup.type) + { + case EquipmentType.Straw: SetVisuals(EquipmentType.Straw); break; + case EquipmentType.BucketHandle: SetVisuals(EquipmentType.BucketHandle); break; + case EquipmentType.JetPack: SetVisuals(EquipmentType.JetPack); break; + default: return false; + } + + currentPickup = pickup; + + // Hide world pickup while equipped (no physics changes) + pickup.gameObject.SetActive(false); + + // Play scoop animation + animationManager.Scoop(); + + return true; + } + + public bool TryUnequip() + { + if (!EquippedOn) return false; + if (IsZiplining()) { Debug.LogWarning("[EquipmentManager] Cannot unequip while ziplining."); return false; } + if (!cup || !cup.spawnPoint) { Debug.LogWarning("[EquipmentManager] Cup or spawnPoint missing; cannot drop equipment."); return false; } + + if (currentPickup) + { + // Translate to pour spawn point and reactivate + Transform pour = cup.spawnPoint; + pour.rotation = Quaternion.Euler(pour.eulerAngles.x, pour.eulerAngles.y, currentPickup.transform.eulerAngles.z); + currentPickup.transform.SetPositionAndRotation(pour.position, pour.rotation); + currentPickup.gameObject.SetActive(true); + } + + // Play descoop animation + animationManager.Descoop(); + + currentPickup = null; + this.SetVisuals(EquipmentType.None); + + return true; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/EquipmentManager.cs.meta b/Assets/Scripts/Interactions/EquipmentManager.cs.meta new file mode 100644 index 0000000..3746c05 --- /dev/null +++ b/Assets/Scripts/Interactions/EquipmentManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c68fed565f024d9469413d4886db10fd \ No newline at end of file diff --git a/Assets/Scripts/Interactions/IInteractable.cs b/Assets/Scripts/Interactions/IInteractable.cs new file mode 100644 index 0000000..682d011 --- /dev/null +++ b/Assets/Scripts/Interactions/IInteractable.cs @@ -0,0 +1,5 @@ +public interface IInteractable +{ + public bool CanInteract(); + public bool Interact(Interactor interactor); +} diff --git a/Assets/Scripts/Interactions/IInteractable.cs.meta b/Assets/Scripts/Interactions/IInteractable.cs.meta new file mode 100644 index 0000000..b3df09d --- /dev/null +++ b/Assets/Scripts/Interactions/IInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 479ad3ea38b4beb489ff097c58a82b78 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/InteractionTesting.cs b/Assets/Scripts/Interactions/InteractionTesting.cs new file mode 100644 index 0000000..41b9e45 --- /dev/null +++ b/Assets/Scripts/Interactions/InteractionTesting.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +public class InteractionTesting : MonoBehaviour, IInteractable +{ + public bool CanInteract() + { + return true; + } + + public bool Interact(Interactor interactor) + { + Debug.Log("Interacted"); + + return true; + } +} diff --git a/Assets/Scripts/Interactions/InteractionTesting.cs.meta b/Assets/Scripts/Interactions/InteractionTesting.cs.meta new file mode 100644 index 0000000..79f2d9e --- /dev/null +++ b/Assets/Scripts/Interactions/InteractionTesting.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cda9e2e55ffa2a341b4819d8aba98e08 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/Interactor.cs b/Assets/Scripts/Interactions/Interactor.cs new file mode 100644 index 0000000..b902b11 --- /dev/null +++ b/Assets/Scripts/Interactions/Interactor.cs @@ -0,0 +1,133 @@ +using UnityEngine; +using System; +using System.Linq; + +public class Interactor : MonoBehaviour +{ + [Header("Cast shape & distances")] + [SerializeField] private float _castDistance = 10f; + [SerializeField] private float _castRadius = 5f; + [SerializeField] private Vector3 _raycastOffset = new Vector3(0, 0.25f, 0); + + [Header("Per-input layer masks")] // These masks are needed to allow for the interaction system to differentiate between what type of item is being interacted with + // If not separated, it results in collider issues when interacting with objects that are next to each other (e.g., bucket handle and zipline) + [SerializeField] private LayerMask _equipmentMask; // Equipment layer only + [SerializeField] private LayerMask _scoopableMask; // Scoopable objects and containers layer + [SerializeField] private LayerMask _ziplineMask; // Zipline layer only + + [Header("Player")] + [SerializeField] public GameObject player; + + void Update() + { + if (Input.GetMouseButtonDown(0)) // If left mouse button, scoop or descoop + { + TryInteract(_scoopableMask, i => i is ScoopableObject || i is Container, QueryTriggerInteraction.Collide); + // QueryTriggerInteraction.Collide means query should register with hits with trigger colliders + } + + if (Input.GetKeyDown(KeyCode.Q)) // If press Q, can can zipline + { + TryInteract(_ziplineMask, i => i is Zipline, QueryTriggerInteraction.Ignore); + // QueryTriggerInteraction.Ignore means query never reports trigger hits + } + + if (Input.GetKeyDown(KeyCode.E)) // If press E, then an equip/unequip + { + if (!TryInteract(_equipmentMask, i => i is EquipmentInteractable, QueryTriggerInteraction.Ignore)) + { + var equipMgr = GetComponentInChildren(); + if (equipMgr && equipMgr.EquippedOn) equipMgr.TryUnequip(); + } + } + } + + bool TryInteract(LayerMask mask, Predicate typeFilter, + QueryTriggerInteraction qti = QueryTriggerInteraction.Ignore) + { + if (FindBest(mask, typeFilter, out IInteractable interactable, qti)) + { + Debug.Log("TryInteract success"); + return interactable.CanInteract() && interactable.Interact(this); // Can interact and action was, if true, executed + } + + Debug.Log("TryInteract failed"); + return false; + } + + // This function tries to utilize the layers to find the best interactable object + // by performing a sphere cast in the player's forward direction and scoring + // candidates based on distance and alignment with the player's view + bool FindBest(LayerMask mask, Predicate typeFilter, out IInteractable best, QueryTriggerInteraction qti = QueryTriggerInteraction.Ignore) + { + Vector3 origin = transform.position + _raycastOffset; + Vector3 dir = transform.forward; + + var hits = Physics.SphereCastAll(new Ray(origin, dir), _castRadius, _castDistance, mask, qti); + if (hits.Length > 0) + { + // Score: distance along ray (ascending) with small penalty for off-center angle + IInteractable candidate = null; + float bestScore = float.PositiveInfinity; + + foreach (var h in hits) + { + var it = h.collider.GetComponentInParent() ?? h.collider.GetComponent(); + if (it == null) continue; + if (typeFilter != null && !typeFilter(it)) continue; + + // Penalize objects far from center of view + Vector3 to = (h.collider.bounds.center - origin); + float forward = Mathf.Max(0f, Vector3.Dot(to.normalized, dir)); + float anglePenalty = 1f - forward; // 0 when centered, 1 when 90° + float score = h.distance + anglePenalty * 0.5f; // tune 0.5f if needed + + if (score < bestScore) { bestScore = score; candidate = it; } + } + + if (candidate != null) { best = candidate; return true; } + } + + // Fallback: area overlap detection - if the sphere cast missed, check for any + // interactable objects within a spherical area around the midpoint of the cast + // distance and select the one that's nearest and most aligned with the player's + // forward direction + Collider[] overlaps = Physics.OverlapSphere(origin + dir * (_castDistance * 0.5f), _castRadius, mask, qti); + if (overlaps.Length > 0) + { + IInteractable candidate = null; + float bestScore = float.PositiveInfinity; + + foreach (var c in overlaps) + { + var it = c.GetComponentInParent() ?? c.GetComponent(); + if (it == null) continue; + if (typeFilter != null && !typeFilter(it)) continue; + + Vector3 p = c.bounds.ClosestPoint(origin); + Vector3 v = p - origin; + float along = Vector3.Dot(v, dir); + if (along < 0f) continue; // behind us + + float lateral = (v - dir * along).magnitude; // Distance off the ray + float score = along + lateral * 0.25f; // Prefer closer + centered + + if (score < bestScore) { bestScore = score; candidate = it; } + } + + if (candidate != null) { best = candidate; return true; } + } + + best = null; + return false; + } + + // Draws raycasting to understand how it behaves in the Scene mode + void OnDrawGizmosSelected() + { + Vector3 origin = transform.position + _raycastOffset; + Vector3 center = origin + transform.forward * (_castDistance * 0.5f); + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(center, _castRadius); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/Interactor.cs.meta b/Assets/Scripts/Interactions/Interactor.cs.meta new file mode 100644 index 0000000..f585e06 --- /dev/null +++ b/Assets/Scripts/Interactions/Interactor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0e67075a995c19a43a6079b50365231a \ No newline at end of file diff --git a/Assets/Scripts/Interactions/JetpackMechanic.cs b/Assets/Scripts/Interactions/JetpackMechanic.cs new file mode 100644 index 0000000..b89fcdf --- /dev/null +++ b/Assets/Scripts/Interactions/JetpackMechanic.cs @@ -0,0 +1,73 @@ +using UnityEngine; +using System.Collections.Generic; + +public class JetpackMechanic : MonoBehaviour { + //Public~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + [Header("Squirting Setup")] + public WaterProjectileConfig projectileConfig; + public Transform lNozzle, rNozzle; + //Private~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + private CupController cupController; // Reference to CupController on the same GameObject + private WaterManager waterManager; + private float fireTimer = 0f; + + //################################################################################################### + void Awake() { + if (!this.StrictTryGetComponent(out this.cupController)) this.enabled = false; + if (!this.StrictTryGetComponent(out this.waterManager)) this.enabled = false; + + // Setup projectile layer collision rules + if (this.projectileConfig != null) { + int projLayer = LayerMask.NameToLayer(this.projectileConfig.projectileLayerName); + if (projLayer != -1) Physics.IgnoreLayerCollision(projLayer, projLayer, true); + } + } + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() { + + } + + // Update is called once per frame + void Update() { + + // Handle continuous squirting + if (cupController.equipmentManager.CurrentType is EquipmentType.JetPack && Input.GetKey(KeyCode.Space)) { + this.ProcessSquirting(); + } + } + + //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + private void ProcessSquirting() { + if (this.waterManager.ProcessSquirting() is false) return; + if (this.waterManager.ProcessSquirting() is false) return; + if (this.waterManager.ProcessSquirting() is false) return; + // Emit droplets at fire rate + fireTimer += Time.deltaTime; + float interval = 1f / Mathf.Max(1f, projectileConfig.fireRate * 3); + + this.cupController.movementController.SetVerticalVelocity(4f); //TODO: Expose velocity and interpolate + while (fireTimer >= interval) { + fireTimer -= interval; + this.waterManager.SpawnWaterDroplet(this.lNozzle); + this.waterManager.SpawnWaterDroplet(this.rNozzle); + } + } + + + //################################################################################################### + + + // Debug visualization + private void OnDrawGizmosSelected() { + if (this.lNozzle && this.rNozzle) { + Gizmos.color = Color.cyan; + + Gizmos.DrawWireSphere(this.lNozzle.position, 0.02f); + Gizmos.DrawWireSphere(this.rNozzle.position, 0.02f); + + Gizmos.DrawRay(this.lNozzle.position, this.lNozzle.forward * 0.5f); + Gizmos.DrawRay(this.rNozzle.position, this.rNozzle.forward * 0.5f); + } + } +} diff --git a/Assets/Scripts/Interactions/JetpackMechanic.cs.meta b/Assets/Scripts/Interactions/JetpackMechanic.cs.meta new file mode 100644 index 0000000..1eb26bc --- /dev/null +++ b/Assets/Scripts/Interactions/JetpackMechanic.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8770e2578ee550d4ea13378edd90189a \ No newline at end of file diff --git a/Assets/Scripts/Interactions/ScoopableObject.cs b/Assets/Scripts/Interactions/ScoopableObject.cs new file mode 100644 index 0000000..0627002 --- /dev/null +++ b/Assets/Scripts/Interactions/ScoopableObject.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +public class ScoopableObject : MonoBehaviour, IInteractable +{ + public enum ScoopType { Dirt, Water, PouringWater, Object, Container, DirtCup } + public ScoopType interactionType; + public Material objectMaterial; + + public bool CanInteract() => true; + + public bool Interact(Interactor interactor) + { + var cup = interactor.GetComponentInChildren(); + if (cup == null || cup.IsFull || cup.IsInCooldown) return false; + + if (interactionType != ScoopType.Container) + { + cup.Scoop(interactionType, objectMaterial, gameObject); + return true; + } + + var container = GetComponent(); + if (container != null && container.TryRemove(out var mat, out var type)) + { + cup.Scoop(type, mat, null); + return true; + } + + return false; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/ScoopableObject.cs.meta b/Assets/Scripts/Interactions/ScoopableObject.cs.meta new file mode 100644 index 0000000..87f1d39 --- /dev/null +++ b/Assets/Scripts/Interactions/ScoopableObject.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b4bd85d06e1817846a2024b85e7854b7 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/SquirtImpactable.cs b/Assets/Scripts/Interactions/SquirtImpactable.cs new file mode 100644 index 0000000..8e03244 --- /dev/null +++ b/Assets/Scripts/Interactions/SquirtImpactable.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +public class SquirtImpactable : MonoBehaviour +{ + public float maxHP = 50f; + public float currentHP = 50f; + + [Tooltip("When HP <= threshold, scale *= factor once.")] + public float[] thresholds = new float[] { 75f, 50f, 25f }; + + [Tooltip("Scale multiplier applied each threshold.")] + public float thresholdScaleFactor = 0.75f; + + bool[] used; + + void Awake() + { + currentHP = Mathf.Clamp(currentHP, 0f, maxHP); + used = new bool[thresholds.Length]; + } + + public void ApplySquirtHit(float damage) + { + if (currentHP <= 0f) return; + + float prev = currentHP; + currentHP = Mathf.Max(0f, currentHP - Mathf.Max(0f, damage)); + + for (int i = 0; i < thresholds.Length; i++) + { + if (!used[i] && prev > thresholds[i] && currentHP <= thresholds[i]) + { + used[i] = true; + transform.localScale *= thresholdScaleFactor; + } + } + + if (currentHP <= 0f) + { + // Destroy on "death" + Destroy(gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/SquirtImpactable.cs.meta b/Assets/Scripts/Interactions/SquirtImpactable.cs.meta new file mode 100644 index 0000000..16a6a85 --- /dev/null +++ b/Assets/Scripts/Interactions/SquirtImpactable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: efbcb3985ce508c479b16aa3de5cbdbe \ No newline at end of file diff --git a/Assets/Scripts/Interactions/SquirtMechanic.cs b/Assets/Scripts/Interactions/SquirtMechanic.cs new file mode 100644 index 0000000..a5ab982 --- /dev/null +++ b/Assets/Scripts/Interactions/SquirtMechanic.cs @@ -0,0 +1,105 @@ +using UnityEngine; + +public class SquirtMechanic : MonoBehaviour +{ + [Header("Squirting Setup")] + public WaterProjectileConfig projectileConfig; + public Transform strawTip; + + // Reference to CupController on the same GameObject + private CupController cupController; + private WaterManager waterManager; //Used to spawn water + + // Squirting-specific state + public bool squirtOn = false; + // private float currentWater = 0f; + private float fireTimer = 0f; + private Collider[] selfColliders; + + [Header("AnimationManager")] + public AnimationManager animationManager; + + void Awake() + { + if (!this.StrictTryGetComponent(out this.cupController)) this.enabled = false; + if (!this.StrictTryGetComponent(out this.waterManager)) this.enabled = false; + + selfColliders = GetComponentsInChildren(); + + // Setup projectile layer collision rules + if (projectileConfig != null) + { + int projLayer = LayerMask.NameToLayer(projectileConfig.projectileLayerName); + if (projLayer != -1) + { + Physics.IgnoreLayerCollision(projLayer, projLayer, true); + } + } + } + + void Update() + { + // Handle pause menu (same logic as CupController) + if (Time.timeScale == 0f) return; + if (UnityEngine.EventSystems.EventSystem.current != null && + UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject()) return; + + // Handle squirting input + if (Input.GetKeyDown(KeyCode.Mouse1) && cupController.HasStraw && waterManager.WaterLevel > 0) + { + animationManager.Squirt(); + squirtOn = true; + } else if (Input.GetKey(KeyCode.Mouse1) && cupController.HasStraw ) + { + ProcessSquirting(); + } else if (Input.GetKeyUp(KeyCode.Mouse1) && squirtOn == true) + { + animationManager.Unsquirt(); + squirtOn = false; + fireTimer = 0f; + } + } + + // This method gets called by CupController when straw equipment changes + public void OnStrawEquipmentChanged(bool hasStraw) + { + // Stop ongoing squirt if straw is removed + if (!hasStraw && squirtOn) + { + animationManager.Unsquirt(); + squirtOn = false; + fireTimer = 0f; + } + } + + + private void ProcessSquirting() + { + if (projectileConfig == null) return; + if (waterManager.ProcessSquirting() is false) return; + + // Emit droplets at fire rate + fireTimer += Time.deltaTime; + float interval = 1f / Mathf.Max(1f, projectileConfig.fireRate); + + while (fireTimer >= interval && cupController.movementController._isAimingActive) { + fireTimer -= interval; + this.waterManager.SpawnWaterDroplet(this.strawTip); + } + + //Points squitting nozzle towards camera look direction + var tempForward = this.strawTip.forward; + tempForward.y = this.cupController.movementController.CinemachineCameraTarget.transform.forward.y + 0.25f; //Add bias to shoot up + this.strawTip.forward = tempForward; + } + + + // Debug visualization + void OnDrawGizmosSelected() { + if (strawTip != null) { + Gizmos.color = Color.cyan; + Gizmos.DrawWireSphere(strawTip.position, 0.02f); + Gizmos.DrawRay(strawTip.position, strawTip.forward * 0.5f); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/SquirtMechanic.cs.meta b/Assets/Scripts/Interactions/SquirtMechanic.cs.meta new file mode 100644 index 0000000..b1de799 --- /dev/null +++ b/Assets/Scripts/Interactions/SquirtMechanic.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 934f6825e418847428fba3d4151f22da \ No newline at end of file diff --git a/Assets/Scripts/Interactions/WaterManager.cs b/Assets/Scripts/Interactions/WaterManager.cs new file mode 100644 index 0000000..5940ef9 --- /dev/null +++ b/Assets/Scripts/Interactions/WaterManager.cs @@ -0,0 +1,148 @@ +using UnityEngine; +using System.Linq; +using Unity.VisualScripting; + + +//The manager is used by both the straw and the jetpack to produce water droplets and track water consumption +public class WaterManager : MonoBehaviour { + //Public~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + public WaterProjectileConfig projectileConfig; + + //Private~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + [Header("Debugging")] + [SerializeField] + private bool ConsumesWater = true; + [ReadOnly, SerializeField] + private float currentWater = 0f; + public float WaterLevel => this.currentWater; + + private CupController cupController; + private Collider[] selfColliders; + + //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + // public bool HasWater => this.currentWater > 0f; + + private bool HasWater() { + // Access CupController's properties directly + return cupController.IsFull + && (cupController.HeldType == ScoopableObject.ScoopType.Water || + cupController.HeldType == ScoopableObject.ScoopType.PouringWater); + } + + //################################################################################################### + void Awake() { + if (!this.StrictTryGetComponent(out cupController)) this.enabled = false; + + this.selfColliders = GetComponentsInChildren(); + + // Setup projectile layer collision rules + if (this.projectileConfig != null && this.projectileConfig.TryGetProjectileLayer(out int projLayer)) { + Physics.IgnoreLayerCollision(projLayer, projLayer); + } + } + + void Update() { + // Refills if previously empty + if (currentWater == 0 && HasWater()) { + currentWater = 100f; + } + if (currentWater > 0 && !HasWater()) { + currentWater = 0; + } + } + + // This method gets called by the animation state when scooping + public void OnWaterScooped(ScoopableObject.ScoopType type) { + // Fill water capacity for water types + if (type == ScoopableObject.ScoopType.Water || type == ScoopableObject.ScoopType.PouringWater) { + currentWater = projectileConfig != null ? projectileConfig.maxWater : 100f; + } + } + + // This method gets called by the animation state when cup is emptied + public void OnCupEmptied() { + this.currentWater = 0f; + } + //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + + + //This is called by the Squirt SquirtMechanic and JetpackMechanic scripts to produce water. + //Returns if spawning is successful. TODO: add water consumption + public void SpawnWaterDroplet(Transform spawner) => this.GenerateWaterDroplet(spawner); + public void SpawnWaterDroplet(params Transform[] spawners) { + foreach (var spawner in spawners) this.GenerateWaterDroplet(spawner); + } + + //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + public bool ProcessSquirting() { //Returns if there is enough water available to process squirt. + if (projectileConfig == null) return false; + if (this.ConsumesWater is false) return true; + // Consume water continuously + float consume = projectileConfig.squirtRate * Time.deltaTime; + currentWater = Mathf.Max(0f, currentWater - consume); + if (currentWater == 0f) { + this.cupController.EmptyCup(); + return false; + } else return true; + } + + //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + private void GenerateWaterDroplet(Transform spawner) { + if (spawner == null || this.projectileConfig == null) return; + + // Calculate spawn position and rotation + const float spawnOffset = 0.06f; + Vector3 spawnPos = spawner.position + spawner.forward * spawnOffset; + Quaternion spawnRot = Quaternion.FromToRotation(Vector3.up, spawner.forward); + + // Create projectile + if (CreateProjectile(spawnPos, spawnRot, out GameObject go)) { + SetupProjectilePhysics(go, spawner.forward); // Setup physics + InitializeWaterProjectile(go); // Initialize WaterProjectile component + // ProcessSquirting(); + } + } + + private bool CreateProjectile(Vector3 position, Quaternion rotation, out GameObject go) { + if (projectileConfig.waterProjectilePrefab != null) { + go = Instantiate(projectileConfig.waterProjectilePrefab, position, rotation); + } else { + // Fallback: create sphere + go = GameObject.CreatePrimitive(PrimitiveType.Sphere); + (go.transform.position, go.transform.rotation, go.transform.localScale) = (position, rotation, Vector3.one * 0.1f); + var mr = go.GetComponent(); + if (mr && projectileConfig.waterMaterial) mr.material = projectileConfig.waterMaterial; + } + + // Set layer + if (this.projectileConfig.TryGetProjectileLayer(out int projLayer)) go.layer = projLayer; + return go != null; //This is from original SpawnWaterDroplet function, this needs reworked + } + + private void SetupProjectilePhysics(GameObject go, Vector3 direction) { + var col = go.GetOrAddComponent(); + var rb = go.GetOrAddComponent(); + + col.isTrigger = true; + rb.useGravity = true; + rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; + rb.interpolation = RigidbodyInterpolation.Interpolate; + + // Apply force + // var cupVel = cupController.movementController.CurrentVelocity * 0.75f; + // cupVel.y = 0; + // rb.linearVelocity = cupVel; + rb.AddForce(direction * projectileConfig.muzzleSpeed, ForceMode.VelocityChange); + } + + private void InitializeWaterProjectile(GameObject go) { + var proj = go.GetOrAddComponent(); + // Filter out null/disabled colliders + var validColliders = selfColliders?.Where((col) => col != null && col.enabled).ToArray(); + proj.Init(projectileConfig.damage, projectileConfig.lifetime, validColliders); + } + + //################################################################################################### + //Utility functions + +} diff --git a/Assets/Scripts/Interactions/WaterManager.cs.meta b/Assets/Scripts/Interactions/WaterManager.cs.meta new file mode 100644 index 0000000..7a41513 --- /dev/null +++ b/Assets/Scripts/Interactions/WaterManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6c5cf44be52c8ee4db16bed1e29ecead \ No newline at end of file diff --git a/Assets/Scripts/Interactions/WaterProjectile.cs b/Assets/Scripts/Interactions/WaterProjectile.cs new file mode 100644 index 0000000..0a43868 --- /dev/null +++ b/Assets/Scripts/Interactions/WaterProjectile.cs @@ -0,0 +1,93 @@ +using UnityEngine; +using System.Collections.Generic; + +[RequireComponent(typeof(Collider))] +[RequireComponent(typeof(Rigidbody))] +public class WaterProjectile : MonoBehaviour +{ + public float damage = 1f; + public float life = 3f; + + private Collider myCol; + private Rigidbody myRid; + private readonly List<(Collider a, Collider b)> ignoredPairs = new(); + private float timer; + + void Awake() + { + InitializeCollider(); + } + + private void InitializeCollider() + { + if (myCol == null) + { + myCol = GetComponent(); + myCol.isTrigger = true; + + myRid = GetComponent(); + myRid.useGravity = true; + } + } + + public void Init(float dmg, float lifetime, Collider[] ignoreThese) + { + damage = dmg; + life = lifetime; + + InitializeCollider(); + + if (ignoreThese != null) + { + foreach (var c in ignoreThese) + { + if (c == null || c == myCol || !c.enabled) continue; + + Physics.IgnoreCollision(myCol, c, true); + ignoredPairs.Add((myCol, c)); + } + } + } + + void Update() + { + //If it has velocity, make cylinder rotate with the arc. + if (this.myRid.linearVelocity.sqrMagnitude > 1f) + { + this.transform.up = this.myRid.linearVelocity.normalized; + } + + + + timer += Time.deltaTime; + if (timer >= life) Destroy(gameObject); + + } + + void OnTriggerEnter(Collider other) + { + // Check if we should ignore this collider + foreach (var pair in ignoredPairs) + if (other == pair.b) return; + + // Look for SquirtImpactable component + SquirtImpactable impact = other.GetComponent(); + + if (impact != null) + { + impact.ApplySquirtHit(damage); + Destroy(gameObject); + return; + } + + // Hit something without SquirtImpactable + Destroy(gameObject); + } + + void OnDestroy() + { + foreach (var pair in ignoredPairs) + if (pair.a && pair.b) Physics.IgnoreCollision(pair.a, pair.b, false); + ignoredPairs.Clear(); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/WaterProjectile.cs.meta b/Assets/Scripts/Interactions/WaterProjectile.cs.meta new file mode 100644 index 0000000..b68d613 --- /dev/null +++ b/Assets/Scripts/Interactions/WaterProjectile.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0f28d30e016ac444d84db66ab7a47549 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/WaterProjectileConfig.cs b/Assets/Scripts/Interactions/WaterProjectileConfig.cs new file mode 100644 index 0000000..83844fc --- /dev/null +++ b/Assets/Scripts/Interactions/WaterProjectileConfig.cs @@ -0,0 +1,25 @@ +using UnityEngine; + +public class WaterProjectileConfig : MonoBehaviour +{ + [Header("Projectile Properties")] + public float damage = 1f; + public float lifetime = 3f; + public float muzzleSpeed = 12f; + public float fireRate = 5f; + + [Header("Water Consumption")] + public float squirtRate = 10f; + public float maxWater = 100f; + + [Header("Visuals")] + public Material waterMaterial; + public GameObject waterProjectilePrefab; + // public GameObject waterSplashPrefab; + + [Header("Layer")] + public string projectileLayerName = "WaterProjectile"; + + + public bool TryGetProjectileLayer(out int layer) => ((layer = LayerMask.NameToLayer(this.projectileLayerName)) != -1); +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/WaterProjectileConfig.cs.meta b/Assets/Scripts/Interactions/WaterProjectileConfig.cs.meta new file mode 100644 index 0000000..7645889 --- /dev/null +++ b/Assets/Scripts/Interactions/WaterProjectileConfig.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: aed6d1a1ea0b4f1418772c8f2331aa1c \ No newline at end of file diff --git a/Assets/Scripts/Interactions/Zipline.cs b/Assets/Scripts/Interactions/Zipline.cs new file mode 100644 index 0000000..348f920 --- /dev/null +++ b/Assets/Scripts/Interactions/Zipline.cs @@ -0,0 +1,547 @@ +using StarterAssets; +using UnityEngine; +using UnityEngine.InputSystem; + +public class Zipline : MonoBehaviour, IInteractable +{ + [Header("Endpoints & visuals")] + [SerializeField] public Zipline targetZip; + [SerializeField] private LineRenderer cable; + [Tooltip("Start anchor of this zipline")] + public Transform zipTransform; + + [Header("Parallel Ziplines")] + [Tooltip("The zipline parallel to this one on the left side")] + [SerializeField] public Zipline leftParallelZipline; + [Tooltip("The zipline parallel to this one on the right side")] + [SerializeField] public Zipline rightParallelZipline; + [Tooltip("Cooldown time between zipline switches in seconds")] + [SerializeField] private float switchCooldown = 0.5f; + [Tooltip("Time window for double-tap detection in seconds")] + [SerializeField] private float doubleTapWindow = 0.3f; + [Tooltip("Duration of the smooth transition when switching ziplines")] + [SerializeField] private float switchTransitionDuration = 0.4f; + [Tooltip("How much to swing in the opposite direction before switching (wind-up)")] + [SerializeField] private float switchWindupAmount = 0.8f; + private float _lastSwitchTime = -999f; + private bool _isSwitching = false; + private float _switchTransitionProgress = 0f; + private float _switchDirection = 0f; + + [Header("Dodge Mechanics")] + [Tooltip("Enable dodge/swing mechanic while on zipline")] + [SerializeField] private bool enableDodge = true; + [Tooltip("Maximum horizontal swing distance from the cable")] + [SerializeField] private float maxDodgeDistance = 1.5f; + [Tooltip("How quickly the player swings left/right")] + [SerializeField] private float dodgeSpeed = 3f; + [Tooltip("How quickly the player returns to center when not dodging")] + [SerializeField] private float dodgeReturnSpeed = 2f; + [Tooltip("Rotation angle when fully dodged to the side")] + [SerializeField] private float dodgeRotationAngle = 15f; + [Tooltip("Smoothing applied to dodge rotation changes")] + [SerializeField] private float dodgeSmoothTime = 0.1f; + private float _currentDodgeOffset = 0f; + private float _targetDodgeOffset = 0f; + private float _dodgeVelocity = 0f; + + [Header("Motion (parametric, no physics)")] + [Tooltip("Meters per second along the cable")] + [SerializeField] private float zipSpeed = 10f; + + [Tooltip("Local offset while hanging relative to cable-forward/world-up frame. Use negative Y to hang below.")] + [SerializeField] private Vector3 hangLocalOffset = new Vector3(0f, -1.0f, 0f); + + [Tooltip("Forward nudge (meters) on exit to avoid clipping the end anchor")] + [SerializeField] private float exitForward = 0.6f; + + [Tooltip("Downward nudge (meters) on exit so the CharacterController re-ground checks cleanly")] + [SerializeField] private float exitDown = 0.5f; + + [Tooltip("Rotate the rider to face along the cable")] + [SerializeField] private bool faceAlongCable = true; + + [Header("Camera while zipping")] + [Tooltip("If true, we override the camera to always be behind & under the rider along the cable.")] + [SerializeField] private bool overrideCameraOnZip = true; + + [Tooltip("Camera local offset in cable space while zipping. Z negative = behind the rider, Y negative = below.")] + [SerializeField] private Vector3 camLocalOffset = new Vector3(0f, -1.2f, -3.0f); + + [Tooltip("Extra upward tilt (degrees) so more of the player is visible")] + [SerializeField] private float camLookUpPitch = 10f; + + [Tooltip("Override FOV while zipping (<= 0 means no override)")] + [SerializeField] private float ziplineFOV = 65f; + + [Tooltip("How quickly the camera follows the target pose")] + [SerializeField] private float camFollowLerp = 12f; + + [Header("Runtime (read-only)")] + public bool zipping = false; + + [Header("AnimationManager")] + public AnimationManager animationManager; + + [Header("Obstacle Detection")] + [Tooltip("Distance to check ahead for obstacles")] + [SerializeField] private float obstacleCheckDistance = 0.5f; + [Tooltip("Radius for obstacle detection sphere cast")] + [SerializeField] private float obstacleCheckRadius = 0.5f; + [SerializeField] private LayerMask obstacleLayer = -1; // Set to "Default" layer in Inspector + + + private Vector3 _startPos, _endPos, _dir; + private float _length, _t; + + private GameObject _rider; + // Good to handle when the player gets off the zipline, providing smooth fall rather than a snap to the ground + private ThirdPersonController _riderTPC; + private bool _tpcPrevEnabled; + + private Camera _cam; + private Behaviour _cinemachineBrain; + private bool _cinemachineWasEnabled; + private float _origFOV; + private bool _hadOrigFOV; + + private InputAction _moveAction; + + private float _lastLeftTapTime = -999f; + private float _lastRightTapTime = -999f; + private bool _leftWasPressed = false; + private bool _rightWasPressed = false; + + private void Awake() + { + if (cable && zipTransform && targetZip && targetZip.zipTransform) + { + cable.positionCount = 2; + cable.SetPosition(0, zipTransform.position); + cable.SetPosition(1, targetZip.zipTransform.position); + } + } + + public bool CanInteract() => + !zipping && zipTransform && targetZip && targetZip.zipTransform; + + public bool Interact(Interactor interactor) + { + if (!CanInteract()) return false; + if (!Input.GetKeyDown(KeyCode.Q)) return false; + + GameObject player = interactor ? interactor.GetComponent()?.gameObject : null; + if (interactor != null && interactor.GetType() == typeof(Interactor)) + player = interactor.GetComponent()?.player ?? player; + + if (player == null) player = interactor?.gameObject; + + StartZipline(player); + return true; + } + + private void Update() + { + if (!zipping || _rider == null) return; + + animationManager.Zipline(true); + + float unitsPer01 = Mathf.Max(0.01f, _length); + _t = Mathf.Min(1f, _t + (zipSpeed / unitsPer01) * Time.deltaTime); + + if (!_isSwitching) + { + HandleDodgeAndSwitchInput(); + } + + Vector3 basePos = Vector3.LerpUnclamped(_startPos, _endPos, _t); + Quaternion cableRot = Quaternion.LookRotation(_dir, Vector3.up); + + if (_isSwitching) + { + _switchTransitionProgress += Time.deltaTime / switchTransitionDuration; + + float arcOffset = CalculateSwitchArcOffset(_switchTransitionProgress, _switchDirection); + _currentDodgeOffset = arcOffset; + + if (_switchTransitionProgress >= 1f) + { + _isSwitching = false; + _currentDodgeOffset = 0f; + _targetDodgeOffset = 0f; + _dodgeVelocity = 0f; + } + } + else + { + _currentDodgeOffset = Mathf.SmoothDamp(_currentDodgeOffset, _targetDodgeOffset, ref _dodgeVelocity, dodgeSmoothTime); + } + + Quaternion finalRotation = cableRot; + if (faceAlongCable) + { + float dodgeRotation = (_currentDodgeOffset / maxDodgeDistance) * dodgeRotationAngle; + finalRotation = cableRot * Quaternion.Euler(0f, 0f, -dodgeRotation); + } + + Vector3 rotatedHangOffset = finalRotation * hangLocalOffset; + Vector3 finalPosition = basePos + rotatedHangOffset; + + _rider.transform.SetPositionAndRotation(finalPosition, finalRotation); + Physics.SyncTransforms(); + + // Check for obstacles ahead + CheckForObstaclesAhead(finalPosition); + + if (overrideCameraOnZip) + DriveCamera(basePos, cableRot); + + if (_t >= 1f) + { + animationManager.Zipline(false); + ResetZipline(); + } + } + + private void CheckForObstaclesAhead(Vector3 currentPos) + { + RaycastHit[] hits = Physics.SphereCastAll( + currentPos, + obstacleCheckRadius, + _dir, + obstacleCheckDistance, + obstacleLayer + ); + + foreach (RaycastHit hit in hits) + { + RespawnScript respawn = hit.collider.GetComponentInChildren(); + if (respawn != null && respawn.player != null && respawn.respawnPoint != null) + { + CharacterController controller = respawn.player.GetComponent(); + if (controller != null) + { + animationManager.Zipline(false); + ResetZipline(); // ↠MOVE THIS BEFORE RESPAWN + + controller.enabled = false; + respawn.player.transform.position = respawn.respawnPoint.transform.position; + controller.enabled = true; + + return; + } + } + } + } + + private float CalculateSwitchArcOffset(float progress, float direction) + { + float windupPhase = 0.3f; + + if (progress < windupPhase) + { + float windupProgress = progress / windupPhase; + float eased = EaseOutQuad(windupProgress); + return -direction * switchWindupAmount * maxDodgeDistance * eased; + } + else + { + float swingPhase = (progress - windupPhase) / (1f - windupPhase); + float eased = EaseInOutCubic(swingPhase); + + float startOffset = -direction * switchWindupAmount * maxDodgeDistance; + float endOffset = 0f; + + return Mathf.Lerp(startOffset, endOffset, eased); + } + } + + private float EaseOutQuad(float t) + { + return 1f - (1f - t) * (1f - t); + } + + private float EaseInOutCubic(float t) + { + return t < 0.5f ? 4f * t * t * t : 1f - Mathf.Pow(-2f * t + 2f, 3f) / 2f; + } + + private void HandleDodgeAndSwitchInput() + { + bool leftPressed = false; + bool rightPressed = false; + float horizontalAxis = 0f; + + if (_moveAction != null && _moveAction.enabled) + { + Vector2 moveInput = _moveAction.ReadValue(); + horizontalAxis = moveInput.x; + + leftPressed = moveInput.x < -0.5f && !_leftWasPressed; + rightPressed = moveInput.x > 0.5f && !_rightWasPressed; + + _leftWasPressed = moveInput.x < -0.5f; + _rightWasPressed = moveInput.x > 0.5f; + } + else + { + leftPressed = Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow); + rightPressed = Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow); + + horizontalAxis = Input.GetAxisRaw("Horizontal"); + } + + if (leftPressed) + { + if (Time.time - _lastLeftTapTime <= doubleTapWindow) + { + TrySwitchToParallelZipline(leftParallelZipline, -1f); + _lastLeftTapTime = -999f; + } + else + { + _lastLeftTapTime = Time.time; + } + } + + if (rightPressed) + { + if (Time.time - _lastRightTapTime <= doubleTapWindow) + { + TrySwitchToParallelZipline(rightParallelZipline, 1f); + _lastRightTapTime = -999f; + } + else + { + _lastRightTapTime = Time.time; + } + } + + if (enableDodge) + { + if (Mathf.Abs(horizontalAxis) > 0.1f) + { + _targetDodgeOffset -= horizontalAxis * dodgeSpeed * Time.deltaTime; + _targetDodgeOffset = Mathf.Clamp(_targetDodgeOffset, -maxDodgeDistance, maxDodgeDistance); + } + else + { + _targetDodgeOffset = Mathf.MoveTowards(_targetDodgeOffset, 0f, dodgeReturnSpeed * Time.deltaTime); + } + } + } + + private void TrySwitchToParallelZipline(Zipline targetParallelZip, float switchDirection) + { + if (targetParallelZip == null || targetParallelZip.zipping) + return; + + if (Time.time - _lastSwitchTime < switchCooldown) + return; + + Vector3 currentPos = Vector3.LerpUnclamped(_startPos, _endPos, _t); + + Vector3 newStartPos = targetParallelZip.zipTransform.position; + Vector3 newEndPos = targetParallelZip.targetZip.zipTransform.position; + Vector3 newDir = (newEndPos - newStartPos).normalized; + + Vector3 toCurrentPos = currentPos - newStartPos; + float projectedT = Vector3.Dot(toCurrentPos, newDir) / Vector3.Distance(newStartPos, newEndPos); + + Vector3 closestPointOnNewZipline = Vector3.LerpUnclamped(newStartPos, newEndPos, projectedT); + float distance = Vector3.Distance(currentPos, closestPointOnNewZipline); + + if (projectedT >= 0f && projectedT <= 1f) + { + ResetZiplineState(); + + targetParallelZip.StartZiplineAtProgress(_rider, projectedT, switchDirection); + + _lastSwitchTime = Time.time; + } + } + + public void StartZiplineAtProgress(GameObject player, float progress, float switchDirection = 0f) + { + if (zipping || player == null || zipTransform == null || targetZip == null || targetZip.zipTransform == null) + return; + + var equipMgr = player.GetComponentInChildren(); + if (equipMgr == null || equipMgr.CurrentType != EquipmentType.BucketHandle) + { + Debug.LogWarning("[Zipline] Requires Bucket Handle equipped."); + return; + } + + _rider = player; + _riderTPC = _rider.GetComponent(); + + if (_riderTPC != null) + { + _tpcPrevEnabled = _riderTPC.enabled; + _riderTPC.enabled = false; + } + + _startPos = zipTransform.position; + _endPos = targetZip.zipTransform.position; + _dir = (_endPos - _startPos).normalized; + _length = Vector3.Distance(_startPos, _endPos); + _t = Mathf.Clamp01(progress); + + _currentDodgeOffset = 0f; + _targetDodgeOffset = 0f; + _dodgeVelocity = 0f; + + if (Mathf.Abs(switchDirection) > 0.01f) + { + _isSwitching = true; + _switchTransitionProgress = 0f; + _switchDirection = switchDirection; + } + else + { + _isSwitching = false; + } + + zipping = true; + + SetupInputActions(); + + if (overrideCameraOnZip) + SetupCameraOverride(); + } + + public void StartZipline(GameObject player) + { + StartZiplineAtProgress(player, 0f, 0f); + } + + private void SetupInputActions() + { + var playerInput = _rider?.GetComponent(); + if (playerInput != null) + { + _moveAction = playerInput.actions.FindAction("Move"); + } + + _lastLeftTapTime = -999f; + _lastRightTapTime = -999f; + _leftWasPressed = false; + _rightWasPressed = false; + } + + private void ResetZiplineState() + { + if (_rider != null) + { + if (_riderTPC != null) _riderTPC.enabled = _tpcPrevEnabled; + } + + if (overrideCameraOnZip) + TeardownCameraOverride(); + + _moveAction = null; + _currentDodgeOffset = 0f; + _targetDodgeOffset = 0f; + _dodgeVelocity = 0f; + _lastLeftTapTime = -999f; + _lastRightTapTime = -999f; + _leftWasPressed = false; + _rightWasPressed = false; + _isSwitching = false; + + zipping = false; + } + + private void ResetZipline() + { + if (!zipping) return; + + if (_rider != null) + { + Vector3 exitPos = _endPos + _dir * Mathf.Max(0f, exitForward) + Vector3.down * Mathf.Max(0f, exitDown); + Quaternion exitRot = Quaternion.Euler(0, 0, 0); + + _rider.transform.SetPositionAndRotation(exitPos, exitRot); + } + + ResetZiplineState(); + + _rider = null; + _riderTPC = null; + } + + private void SetupCameraOverride() + { + _cam = Camera.main; + if (_cam == null) return; + + var brain = _cam.GetComponent("CinemachineBrain") as Behaviour; + if (brain != null) + { + _cinemachineBrain = brain; + _cinemachineWasEnabled = brain.enabled; + brain.enabled = false; + } + + if (ziplineFOV > 0f) + { + _origFOV = _cam.fieldOfView; + _hadOrigFOV = true; + _cam.fieldOfView = ziplineFOV; + } + else + { + _hadOrigFOV = false; + } + } + + private void TeardownCameraOverride() + { + if (_cam != null && _hadOrigFOV) + _cam.fieldOfView = _origFOV; + + if (_cinemachineBrain != null) + { + _cinemachineBrain.enabled = _cinemachineWasEnabled; + _cinemachineBrain = null; + } + + _cam = null; + _hadOrigFOV = false; + } + + private void DriveCamera(Vector3 basePosOnCable, Quaternion cableRotation) + { + if (_cam == null) return; + + Vector3 desiredPos = basePosOnCable + (cableRotation * camLocalOffset); + Vector3 lookTarget = _rider != null ? _rider.transform.position : (basePosOnCable + cableRotation * Vector3.forward); + Quaternion desiredRot = Quaternion.LookRotation((lookTarget - desiredPos).normalized, Vector3.up) + * Quaternion.Euler(camLookUpPitch, 0f, 0f); + + _cam.transform.position = Vector3.Lerp(_cam.transform.position, desiredPos, 1f - Mathf.Exp(-camFollowLerp * Time.deltaTime)); + _cam.transform.rotation = Quaternion.Slerp(_cam.transform.rotation, desiredRot, 1f - Mathf.Exp(-camFollowLerp * Time.deltaTime)); + } + + private void OnDrawGizmosSelected() + { + if (!Application.isPlaying || !zipping) return; + + Gizmos.color = Color.yellow; + if (leftParallelZipline != null) + { + Vector3 currentPos = Vector3.LerpUnclamped(_startPos, _endPos, _t); + Vector3 leftStart = leftParallelZipline.zipTransform.position; + Gizmos.DrawLine(currentPos, leftStart); + } + + Gizmos.color = Color.cyan; + if (rightParallelZipline != null) + { + Vector3 currentPos = Vector3.LerpUnclamped(_startPos, _endPos, _t); + Vector3 rightStart = rightParallelZipline.zipTransform.position; + Gizmos.DrawLine(currentPos, rightStart); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/Zipline.cs.meta b/Assets/Scripts/Interactions/Zipline.cs.meta new file mode 100644 index 0000000..ab08ffc --- /dev/null +++ b/Assets/Scripts/Interactions/Zipline.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f79cdd8484aabdb4ba687befc6cea43a \ No newline at end of file diff --git a/Assets/Scripts/Interactions/ZiplineObstacle.cs b/Assets/Scripts/Interactions/ZiplineObstacle.cs new file mode 100644 index 0000000..7c5df87 --- /dev/null +++ b/Assets/Scripts/Interactions/ZiplineObstacle.cs @@ -0,0 +1,77 @@ +using UnityEngine; + +public class ZiplineObstacle : MonoBehaviour +{ + [Header("Movement")] + [Tooltip("Speed the obstacle moves along the zipline")] + [SerializeField] private float moveSpeed = 8f; + + [Header("Collision")] + [Tooltip("Respawn collider (should be slightly larger than visual)")] + [SerializeField] private Collider respawnCollider; + + private BirdAnimationManager animationManager; + + private Vector3 _startPos; + private Vector3 _endPos; + private Vector3 _direction; + private float _length; + private float _t = 0f; + private bool _isActive = false; + private Vector3 _hangOffset; + private Quaternion _initialRotation; + + public void Initialize(Vector3 startPos, Vector3 endPos, Vector3 hangOffset) + { + _startPos = startPos; + _endPos = endPos; + _direction = (endPos - startPos).normalized; + _length = Vector3.Distance(startPos, endPos); + _t = 0f; + _isActive = true; + _hangOffset = hangOffset; + + _initialRotation = transform.rotation; + + if (respawnCollider == null) + { + respawnCollider = GetComponentInChildren(); + } + + // animationManager = FindAnyObjectByType(); + Debug.Log("animation manager: ", animationManager); + if (animationManager != null) + { + animationManager.Fly(true); + } + } + + private void Update() + { + if (!_isActive) return; + + float path_length = Mathf.Max(0.01f, _length); + _t += (moveSpeed / path_length) * Time.deltaTime; + + if (_t >= 1f) + { + if (animationManager != null) + { + animationManager.Fly(false); + } + + Destroy(gameObject); + return; + } + + Vector3 basePos = Vector3.Lerp(_startPos, _endPos, _t); + Quaternion cableRotation = Quaternion.LookRotation(_direction, Vector3.up); + + Vector3 rotatedOffset = cableRotation * _hangOffset; + Vector3 finalPosition = basePos + rotatedOffset; + + Quaternion finalRotation = cableRotation * _initialRotation; + + transform.SetPositionAndRotation(finalPosition, finalRotation); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/ZiplineObstacle.cs.meta b/Assets/Scripts/Interactions/ZiplineObstacle.cs.meta new file mode 100644 index 0000000..bb59150 --- /dev/null +++ b/Assets/Scripts/Interactions/ZiplineObstacle.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c7e8497f83b0238439b4fb53ebd2baa1 \ No newline at end of file diff --git a/Assets/Scripts/Interactions/ZiplineObstacleSpawner.cs b/Assets/Scripts/Interactions/ZiplineObstacleSpawner.cs new file mode 100644 index 0000000..6035510 --- /dev/null +++ b/Assets/Scripts/Interactions/ZiplineObstacleSpawner.cs @@ -0,0 +1,217 @@ +using System.Collections.Generic; +using UnityEngine; + +public class ZiplineObstacleSpawner : MonoBehaviour +{ + [Header("Obstacle Prefabs")] + [Tooltip("Prefab for obstacles that spawn ON the zipline")] + [SerializeField] private GameObject onZiplineObstaclePrefab; + + [Tooltip("Prefab for obstacles that spawn BETWEEN ziplines")] + [SerializeField] private GameObject betweenZiplinesObstaclePrefab; + + [Header("On-Zipline Obstacles")] + [Tooltip("Minimum time between obstacle spawns on ziplines")] + [SerializeField] private float onZiplineMinSpawnInterval = 3f; + + [Tooltip("Maximum time between obstacle spawns on ziplines")] + [SerializeField] private float onZiplineMaxSpawnInterval = 6f; + + [Tooltip("Hang offset for on-zipline obstacles")] + [SerializeField] private Vector3 onZiplineHangOffset = new Vector3(0f, -0.5f, 0f); + + [Header("Between-Zipline Obstacles")] + [Tooltip("Minimum time between obstacle spawns between ziplines")] + [SerializeField] private float betweenZiplinesMinSpawnInterval = 4f; + + [Tooltip("Maximum time between obstacle spawns between ziplines")] + [SerializeField] private float betweenZiplinesMaxSpawnInterval = 8f; + + [Tooltip("Hang offset for between-zipline obstacles")] + [SerializeField] private Vector3 betweenZiplinesHangOffset = new Vector3(0f, 0f, 0f); + + [Tooltip("Random offset from center (0.5). Example: 0.2 means obstacles spawn randomly between 0.3 and 0.7")] + [Range(0f, 0.5f)] + [SerializeField] private float betweenZiplinesRandomness = 0.2f; + + [Header("Zipline References")] + [Tooltip("All ziplines in the system that can spawn obstacles")] + [SerializeField] private List ziplines = new List(); + + [Header("Spawn Control")] + [Tooltip("Enable obstacle spawning")] + [SerializeField] private bool enableSpawning = true; + + private float _nextOnZiplineSpawnTime; + private float _nextBetweenZiplinesSpawnTime; + private Transform _obstacleContainer; + private RespawnScript _templateRespawnScript; + + private void Start() + { + _obstacleContainer = new GameObject("Zipline Obstacles").transform; + + CacheTemplateRespawnScript(); + ResetSpawnTimers(); + } + + private void CacheTemplateRespawnScript() + { + GameObject respawning = GameObject.Find("Respawning"); + if (respawning != null) + { + Transform respawnCollider = respawning.transform.Find("RespawnCollider"); + if (respawnCollider != null) + { + _templateRespawnScript = respawnCollider.GetComponent(); + } + } + + if (_templateRespawnScript == null) + { + _templateRespawnScript = FindFirstObjectByType(); + } + } + + private void SetupRespawnScript(GameObject obstacle) + { + if (_templateRespawnScript == null) return; + + RespawnScript[] respawnScripts = obstacle.GetComponentsInChildren(); + foreach (RespawnScript respawn in respawnScripts) + { + respawn.player = _templateRespawnScript.player; + respawn.respawnPoint = _templateRespawnScript.respawnPoint; + } + } + + private void Update() + { + if (!enableSpawning) return; + + if (Time.time >= _nextOnZiplineSpawnTime && onZiplineObstaclePrefab != null) + { + TrySpawnOnZiplineObstacle(); + _nextOnZiplineSpawnTime = Time.time + Random.Range(onZiplineMinSpawnInterval, onZiplineMaxSpawnInterval); + } + + if (Time.time >= _nextBetweenZiplinesSpawnTime && betweenZiplinesObstaclePrefab != null) + { + TrySpawnBetweenZiplinesObstacle(); + _nextBetweenZiplinesSpawnTime = Time.time + Random.Range(betweenZiplinesMinSpawnInterval, betweenZiplinesMaxSpawnInterval); + } + } + + private void TrySpawnOnZiplineObstacle() + { + if (ziplines.Count == 0) + { + Debug.LogWarning("[ZiplineObstacleSpawner] No ziplines in list!"); + return; + } + + // Gets indicies [0, 2, 4] out of the 6 ziplines, so can reorder ziplines in Inspector to change up which ziplines get obstacles spawned on them + int evenIndex = Random.Range(0, (ziplines.Count + 1) / 2) * 2; + Zipline targetZipline = ziplines[evenIndex]; + + if (targetZipline == null) + { + Debug.LogWarning("[ZiplineObstacleSpawner] Selected zipline is null!"); + return; + } + + if (targetZipline.targetZip == null) + { + Debug.LogWarning($"[ZiplineObstacleSpawner] Zipline {targetZipline.name} has no targetZip!"); + return; + } + + Vector3 startPos = targetZipline.targetZip.zipTransform.position; + Vector3 endPos = targetZipline.zipTransform.position; + + GameObject obstacle = Instantiate(onZiplineObstaclePrefab, _obstacleContainer); + SetupRespawnScript(obstacle); + + ZiplineObstacle obstacleScript = obstacle.GetComponent(); + + if (obstacleScript != null) + { + obstacleScript.Initialize(startPos, endPos, onZiplineHangOffset); + } + else + { + Debug.LogError("[ZiplineObstacleSpawner] Obstacle prefab missing ZiplineObstacle component!"); + Destroy(obstacle); + } + } + + private void TrySpawnBetweenZiplinesObstacle() + { + List<(Zipline left, Zipline right)> parallelPairs = FindParallelZiplinePairs(); + + Debug.Log(parallelPairs); + + if (parallelPairs.Count == 0) + { + Debug.Log("[ZiplineObstacleSpawner] No parallel zipline pairs found"); + return; + } + + var pair = parallelPairs[Random.Range(0, parallelPairs.Count)]; + + Vector3 leftStart = pair.left.targetZip.zipTransform.position; + Vector3 leftEnd = pair.left.zipTransform.position; + Vector3 rightStart = pair.right.targetZip.zipTransform.position; + Vector3 rightEnd = pair.right.zipTransform.position; + + // Can change the directly below line of code to be either value in the future rather than a range + // float randomOffset = Random.Range(-betweenZiplinesRandomness, betweenZiplinesRandomness); + float randomOffset = (Random.value < 0.5f) ? -betweenZiplinesRandomness : betweenZiplinesRandomness; + float lerpFactor = 0.5f + randomOffset; + + Vector3 startPos = Vector3.Lerp(leftStart, rightStart, lerpFactor); + Vector3 endPos = Vector3.Lerp(leftEnd, rightEnd, lerpFactor); + + GameObject obstacle = Instantiate(betweenZiplinesObstaclePrefab, _obstacleContainer); + SetupRespawnScript(obstacle); + + ZiplineObstacle obstacleScript = obstacle.GetComponent(); + + if (obstacleScript != null) + { + obstacleScript.Initialize(startPos, endPos, betweenZiplinesHangOffset); + } + else + { + Debug.LogError("[ZiplineObstacleSpawner] Obstacle prefab missing ZiplineObstacle component!"); + Destroy(obstacle); + } + } + + private List<(Zipline left, Zipline right)> FindParallelZiplinePairs() + { + List<(Zipline, Zipline)> pairs = new List<(Zipline, Zipline)>(); + + foreach (var zipline in ziplines) + { + if (zipline == null) continue; + + if (zipline.leftParallelZipline != null && !pairs.Contains((zipline.leftParallelZipline, zipline))) + { + pairs.Add((zipline, zipline.leftParallelZipline)); + } + if (zipline.rightParallelZipline != null && !pairs.Contains((zipline, zipline.rightParallelZipline))) + { + pairs.Add((zipline, zipline.rightParallelZipline)); + } + } + + return pairs; + } + + private void ResetSpawnTimers() + { + _nextOnZiplineSpawnTime = Time.time + Random.Range(onZiplineMinSpawnInterval, onZiplineMaxSpawnInterval); + _nextBetweenZiplinesSpawnTime = Time.time + Random.Range(betweenZiplinesMinSpawnInterval, betweenZiplinesMaxSpawnInterval); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Interactions/ZiplineObstacleSpawner.cs.meta b/Assets/Scripts/Interactions/ZiplineObstacleSpawner.cs.meta new file mode 100644 index 0000000..09ec0f4 --- /dev/null +++ b/Assets/Scripts/Interactions/ZiplineObstacleSpawner.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d4b70d9c19a22d74b8c85690afb827f6 \ No newline at end of file diff --git a/Assets/Scripts/Menus.meta b/Assets/Scripts/Menus.meta new file mode 100644 index 0000000..74d687f --- /dev/null +++ b/Assets/Scripts/Menus.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0a9e6e98d1706b243af2889953f234eb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Menus/AudioManager.cs b/Assets/Scripts/Menus/AudioManager.cs new file mode 100644 index 0000000..5b0511f --- /dev/null +++ b/Assets/Scripts/Menus/AudioManager.cs @@ -0,0 +1,112 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.SceneManagement; +using UnityEngine.Audio; +using UnityEngine.InputSystem.XR; + +public class AudioManager : MonoBehaviour +{ + [Header("Audio Sources")] + public AudioSource musicSource; + public AudioSource sfxSource; + public AudioMixer audioMixer; + + [Header("Audio Clips")] + [Header("Menus")] + public AudioClip menuBackground; + public AudioClip button; + + [Header("Level Music")] + public AudioClip section1BackgroundMusic; + + [Header("Movement")] + public AudioClip[] footsteps; + public AudioClip landing; + [Range(0, 1)] public float FootstepAudioVolume = 0.5f; + + [Header("Misc")] + public AudioClip pickup_dirt; + public AudioClip pickup_item; + + public static AudioManager audioManagerInstance; + + private void Awake() + { + if (audioManagerInstance == null) + { + audioManagerInstance = this; + DontDestroyOnLoad(gameObject); + } + else + { + Destroy(gameObject); + } + } + + void Start() + { + if (SceneManager.GetActiveScene().buildIndex == 0) + { + PlayMusic(menuBackground); + } + else + { + PlayMusic(section1BackgroundMusic); + } + } + + public void PlayMusic(AudioClip musicClip) + { + if (musicSource != null && musicClip != null) + { + musicSource.clip = musicClip; + musicSource.loop = true; + musicSource.Play(); + } + } + + public void PlaySFX(AudioClip sfxClip) + { + if (sfxSource != null && sfxClip != null) + { + sfxSource.clip = sfxClip; + sfxSource.PlayOneShot(sfxClip); + } + } + + public void StopMusic() + { + if (musicSource != null) + { + musicSource.Stop(); + } + } + + public void StopSFX() + { + if (sfxSource != null) + { + sfxSource.Stop(); + } + } + + public void PlayFootstep(Vector3 position) + { + if (footsteps.Length > 0 && sfxSource != null) + { + int index = Random.Range(0, footsteps.Length); + + sfxSource.transform.position = position; + sfxSource.PlayOneShot(footsteps[index], FootstepAudioVolume); + } + } + + public void PlayLanding(Vector3 position) + { + if (landing != null && sfxSource != null) + { + sfxSource.transform.position = position; + sfxSource.PlayOneShot(landing, FootstepAudioVolume); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Menus/AudioManager.cs.meta b/Assets/Scripts/Menus/AudioManager.cs.meta new file mode 100644 index 0000000..74e92c8 --- /dev/null +++ b/Assets/Scripts/Menus/AudioManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cc84fa863b313b346809ba368ee0d3e5 \ No newline at end of file diff --git a/Assets/Scripts/Menus/MenuController.cs b/Assets/Scripts/Menus/MenuController.cs new file mode 100644 index 0000000..125a28c --- /dev/null +++ b/Assets/Scripts/Menus/MenuController.cs @@ -0,0 +1,355 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; +using UnityEngine.SceneManagement; +using UnityEngine.Audio; +using TMPro; +using UnityEngine.Rendering.Universal; +using UnityEngine.Rendering; +using System.Collections.Generic; +using System.Linq; + +public class MenuController: MonoBehaviour +{ + [Header("Volume Settings")] + [SerializeField] private Slider musicVolSlider = null; + [SerializeField] private Slider sfxVolSlider = null; + public AudioMixer audioMixer; + [SerializeField] private float musicVolDefault = 0.5f; + [SerializeField] private float sfxVolDefault = 0.1f; + private float _musicVolume; + private float _sfxVolume; + + /* + [Header("Gameplay Setting")] + [SerializeField] private Slider mouseSensSlider = null; + [SerializeField] private float mouseSensDefault = 5f; + [SerializeField] private MouseSensitivityHandler mouseHandler; + public float mouseSens = 5f; + */ + + [Header("Graphics Settings")] + [SerializeField] private Slider brightnessSlider = null; + [SerializeField] private TMP_Dropdown qualityDropdown = null; + [SerializeField] private TMP_Dropdown resolutionDropdown = null; + [SerializeField] private Toggle fullscreenToggle = null; + [SerializeField] private float brightnessDefault = 0.0f; + [SerializeField] private int qualityDefault = 0; + [SerializeField] private int resolutionDefault = 0; + [SerializeField] private bool isFullscreenDefault = false; + private float _brightnessLevel; + private int _qualityLevel; + private int _resolution; + private bool _isFullscreen; + [SerializeField] private Volume postProcessingVolume; + private ColorAdjustments colorAdjustments; + private Resolution[] resolutions; + + [Header("Confirmation")] + [SerializeField] private GameObject confirmationPrompt = null; + + + private bool isStartup = true; + + + private void Start() + { + // Setup the screen sizes dropdown options + resolutions = Screen.resolutions + .Where(r => r.refreshRateRatio.value.Equals(Screen.currentResolution.refreshRateRatio.value)) + .ToArray(); + + resolutionDropdown.ClearOptions(); + + List options = new List(); + + int currentResolutionIndex = 0; + + for (int i = 0; i < resolutions.Length; i++) + { + string option = resolutions[i].width + " x " + resolutions[i].height; + options.Add(option); + + if (resolutions[i].width == Screen.width && + resolutions[i].height == Screen.height) + { + currentResolutionIndex = i; + } + } + + resolutionDropdown.AddOptions(options.Distinct().ToList()); + + if (PlayerPrefs.HasKey("resolution")) + { + resolutionDropdown.value = PlayerPrefs.GetInt("resolution"); + } + else + { + resolutionDropdown.value = currentResolutionIndex; + } + + resolutionDropdown.RefreshShownValue(); + + // Set up defaults + // Instead of blindly resetting, check if player has played before + if (SceneManager.GetActiveScene().buildIndex == 0) + { + if (PlayerPrefs.HasKey("hasPlayedBefore")) + { + LoadPlayerSettings(); + } + else + { + ResetButton(); + PlayerPrefs.SetInt("hasPlayedBefore", 1); // Mark that player has played + } + } + + // Meant to help mute initial button sound at start of game bootup + isStartup = false; + + Time.timeScale = 1f; + PauseMenu.GameIsPaused = false; + if (SceneManager.GetActiveScene().buildIndex != 0) + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + else + { + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + } + + private void LoadPlayerSettings() + { + _musicVolume = PlayerPrefs.GetFloat("musicVolume", musicVolDefault); + SetMusicVolume(_musicVolume); + musicVolSlider.value = _musicVolume; + + _sfxVolume = PlayerPrefs.GetFloat("sfxVolume", sfxVolDefault); + SetSFXVolume(_sfxVolume); + sfxVolSlider.value = _sfxVolume; + + _brightnessLevel = PlayerPrefs.GetFloat("brightness", brightnessDefault); + SetBrightness(_brightnessLevel); + brightnessSlider.value = _brightnessLevel; + + _qualityLevel = PlayerPrefs.GetInt("quality", qualityDefault); + SetQuality(_qualityLevel); + qualityDropdown.value = _qualityLevel; + + _resolution = PlayerPrefs.GetInt("resolution", resolutionDefault); + SetResolution(_resolution); + resolutionDropdown.value = _resolution; + + _isFullscreen = PlayerPrefs.GetInt("isFullscreen", (isFullscreenDefault ? 1 : 0)) == 1; + SetFullscreen(_isFullscreen); + fullscreenToggle.isOn = _isFullscreen; + + GraphicsApply(); + } + + public void PlayButtonSound() + { + AudioManager.audioManagerInstance.PlaySFX(AudioManager.audioManagerInstance.button); + } + + public void PlayButton() + { + PlayButtonSound(); + + SceneManager.LoadScene(1); + + AudioManager.audioManagerInstance.StopMusic(); + AudioManager.audioManagerInstance.PlayMusic(AudioManager.audioManagerInstance.menuBackground); + } + + public void QuitButton() + { + PlayButtonSound(); + + Application.Quit(); + } + + public float SliderToDb(float value) + { + return Mathf.Log10(Mathf.Clamp(value, 0.0001f, 1f)) * 20f; + } + + public void SetMusicVolume(float volume) + { + _musicVolume = volume; + audioMixer.SetFloat("music_volume", SliderToDb(volume)); + } + + public void SetSFXVolume(float volume) + { + _sfxVolume = volume; + audioMixer.SetFloat("sfx_volume", SliderToDb(volume)); + } + + public void MusicVolumeApply() + { + PlayerPrefs.SetFloat("musicVolume", _musicVolume); + } + + public void SFXVolumeApply() + { + PlayerPrefs.SetFloat("sfxVolume", _sfxVolume); + } + + /* + public void SetMouseSensitivity(float sensitivity) + { + mouseSens = sensitivity; + if (mouseHandler != null) + { + mouseHandler.SetSensitivity(sensitivity); + mouseHandler.AdjustSpeed(sensitivity); + } + } + + public void MouseSensitivityApply() + { + PlayerPrefs.SetFloat("sensitivity", mouseSens); + } + */ + + public void SetBrightness(float brightness) + { + _brightnessLevel = brightness; + } + + public void SetFullscreen(bool isFullScreen) + { + if (!isStartup) PlayButtonSound(); + _isFullscreen = isFullScreen; + } + + public void SetQuality(int qualityIndex) + { + if (!isStartup) PlayButtonSound(); + _qualityLevel = qualityIndex; + } + + public void SetResolution(int resolutionIndex) + { + if (!isStartup) PlayButtonSound(); + _resolution = resolutionIndex; + } + + public void GraphicsApply() + { + PlayerPrefs.SetFloat("brightness", _brightnessLevel); + if (postProcessingVolume.profile.TryGet(out colorAdjustments)) + { + if (colorAdjustments != null) + colorAdjustments.postExposure.value = _brightnessLevel; + } + /* + else + { + Debug.LogError("Color Adjustments not found in volume."); + } + */ + + PlayerPrefs.SetInt("quality", _qualityLevel); + QualitySettings.SetQualityLevel(_qualityLevel); + + PlayerPrefs.SetInt("isFullscreen", (_isFullscreen ? 1 : 0)); + Screen.fullScreenMode = _isFullscreen + ? FullScreenMode.ExclusiveFullScreen + : FullScreenMode.Windowed; + + PlayerPrefs.SetInt("resolution", _resolution); + Resolution resolution = resolutions[_resolution]; + Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreenMode); + } + + public void PlayConfirmationBox() + { + StartCoroutine(ConfirmationBox()); + } + + public IEnumerator ConfirmationBox() + { + confirmationPrompt.SetActive(true); + yield return new WaitForSecondsRealtime(2); + confirmationPrompt.SetActive(false); + } + + public void ApplyButton() + { + MusicVolumeApply(); + SFXVolumeApply(); + + // MouseSensitivityApply(); + + GraphicsApply(); + + PlayConfirmationBox(); + + /* + Debug.Log(_musicVolume); + Debug.Log(_sfxVolume); + Debug.Log(_brightnessLevel); + Debug.Log(mouseSens); + Debug.Log(_qualityLevel); + Debug.Log(_resolution); + Debug.Log(_isFullscreen); + */ + + // PrintURPSettings(); + } + + public void ResetButton() + { + /* + SetMouseSensitivity(mouseSensDefault); + mouseSensSlider.value = mouseSensDefault; + MouseSensitivityApply(); + */ + + // Debug.Log(brightnessDefault); + SetBrightness(brightnessDefault); + brightnessSlider.value = brightnessDefault; + + SetQuality(qualityDefault); + qualityDropdown.value = qualityDefault; + + SetResolution(resolutionDefault); + resolutionDropdown.value = resolutionDefault; + + SetFullscreen(isFullscreenDefault); + fullscreenToggle.isOn = isFullscreenDefault; + + GraphicsApply(); + + SetMusicVolume(musicVolDefault); + musicVolSlider.value = musicVolDefault; + MusicVolumeApply(); + + SetSFXVolume(sfxVolDefault); + sfxVolSlider.value = sfxVolDefault; + SFXVolumeApply(); + } + + /* + void PrintURPSettings() + { + var urpAsset = QualitySettings.renderPipeline as UniversalRenderPipelineAsset; + + if (urpAsset == null) + { + Debug.LogWarning("Current quality level does not use a URP Asset."); + return; + } + + Debug.Log("Render Scale: " + urpAsset.renderScale); + Debug.Log("MSAA Level: " + urpAsset.msaaSampleCount); + Debug.Log("Shadow Distance: " + urpAsset.shadowDistance); + } + */ +} diff --git a/Assets/Scripts/Menus/MenuController.cs.meta b/Assets/Scripts/Menus/MenuController.cs.meta new file mode 100644 index 0000000..2cf5d7f --- /dev/null +++ b/Assets/Scripts/Menus/MenuController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 80ba2be255aba494986d0596fe64855c \ No newline at end of file diff --git a/Assets/Scripts/Menus/MouseSensitivityHandler.cs b/Assets/Scripts/Menus/MouseSensitivityHandler.cs new file mode 100644 index 0000000..1c659c4 --- /dev/null +++ b/Assets/Scripts/Menus/MouseSensitivityHandler.cs @@ -0,0 +1,57 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +public class MouseSensitivityHandler : MonoBehaviour +{ + [Header("Sensitivity Settings")] + public float sensitivity = 5f; + public bool invertY = false; + + [Header("Camera Control")] + [SerializeField] private Transform playerBody; // Horizontal rotation (Y-axis) + [SerializeField] private Transform cameraPivot; // Vertical rotation (X-axis) + + [Header("Clamping")] + public float minY = 0f; + public float maxY = 10f; + + private float xRotation = 0f; + + private void Start() + { + if (SceneManager.GetActiveScene().name != "TitleScreen") + { + // Load saved sensitivity or default to 0.5 + sensitivity = PlayerPrefs.GetFloat("sensitivity", 0.5f); + } + } + + private void Update() + { + float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime; + float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime; + + if (invertY) + mouseY = -mouseY; + + xRotation -= mouseY; + xRotation = Mathf.Clamp(xRotation, minY, maxY); + + cameraPivot.localRotation = Quaternion.Euler(xRotation, 0f, 0f); + playerBody.Rotate(Vector3.up * mouseX); + } + + public void SetSensitivity(float newSensitivity) + { + sensitivity = newSensitivity; + AdjustSpeed(newSensitivity); + PlayerPrefs.SetFloat("sensitivity", newSensitivity); + } + + public void AdjustSpeed(float newSpeed) + { + sensitivity = newSpeed * 10f; // Match reference behavior + PlayerPrefs.SetFloat("sensitivity", sensitivity); + Debug.Log($"[MouseHandler] Adjusted sensitivity to {sensitivity}"); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Menus/MouseSensitivityHandler.cs.meta b/Assets/Scripts/Menus/MouseSensitivityHandler.cs.meta new file mode 100644 index 0000000..6d3e3fd --- /dev/null +++ b/Assets/Scripts/Menus/MouseSensitivityHandler.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bdcc271eb99a80c49a6aed4e17765ca2 \ No newline at end of file diff --git a/Assets/Scripts/Menus/PauseMenu.cs b/Assets/Scripts/Menus/PauseMenu.cs new file mode 100644 index 0000000..2a34dc3 --- /dev/null +++ b/Assets/Scripts/Menus/PauseMenu.cs @@ -0,0 +1,61 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class PauseMenu : MonoBehaviour +{ + public static bool GameIsPaused = false; + public GameObject pause_menu; + + void Update() + { + if (Input.GetKeyDown(KeyCode.K)) // This is temporary for testing purposes since it conflicts with Esc when in Play Mode + //if (Input.GetKeyDown(KeyCode.Escape)) + { + if (GameIsPaused) + { + Resume(); + } + else + { + Pause(); + } + } + } + + public void Pause() + { + pause_menu.SetActive(true); + Time.timeScale = 0f; + GameIsPaused = true; + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + + public void Resume() + { + pause_menu.SetActive(false); + Time.timeScale = 1f; + GameIsPaused = false; + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + public void MainMenuButton() + { + MenuController menuController = FindAnyObjectByType(); + if (menuController != null) + { + menuController.PlayButtonSound(); + } + + pause_menu.SetActive(false); + Time.timeScale = 1f; + GameIsPaused = false; + + SceneManager.LoadScene(0); + + AudioManager.audioManagerInstance.StopMusic(); + AudioManager.audioManagerInstance.PlayMusic(AudioManager.audioManagerInstance.menuBackground); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Menus/PauseMenu.cs.meta b/Assets/Scripts/Menus/PauseMenu.cs.meta new file mode 100644 index 0000000..5f6f2fa --- /dev/null +++ b/Assets/Scripts/Menus/PauseMenu.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: dba62d8c6edbb624d9e309a362836c8f \ No newline at end of file diff --git a/Assets/Scripts/Menus/SliderSoundFeedback.cs b/Assets/Scripts/Menus/SliderSoundFeedback.cs new file mode 100644 index 0000000..b0188cb --- /dev/null +++ b/Assets/Scripts/Menus/SliderSoundFeedback.cs @@ -0,0 +1,10 @@ +using UnityEngine; +using UnityEngine.EventSystems; + +public class SliderSoundFeedback : MonoBehaviour, IPointerUpHandler +{ + public void OnPointerUp(PointerEventData eventData) + { + AudioManager.audioManagerInstance.PlaySFX(AudioManager.audioManagerInstance.button); + } +} diff --git a/Assets/Scripts/Menus/SliderSoundFeedback.cs.meta b/Assets/Scripts/Menus/SliderSoundFeedback.cs.meta new file mode 100644 index 0000000..08b0727 --- /dev/null +++ b/Assets/Scripts/Menus/SliderSoundFeedback.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4f1f1281fd337a64d896a5545b372086 \ No newline at end of file diff --git a/Assets/Scripts/RespawnScript.cs b/Assets/Scripts/RespawnScript.cs new file mode 100644 index 0000000..736f87b --- /dev/null +++ b/Assets/Scripts/RespawnScript.cs @@ -0,0 +1,23 @@ +using UnityEngine; + +public class RespawnScript : MonoBehaviour +{ + public GameObject player; + public GameObject respawnPoint; + + private void OnTriggerEnter(Collider other) + { + if (other.gameObject.CompareTag("Player")) + { + // Debug.Log("Respawning player to: " + respawnPoint.transform.position); + + CharacterController controller = player.GetComponent(); + if (controller != null) + { + controller.enabled = false; // Disable character controller temporarily to disable physics and enable position transformation + player.transform.position = respawnPoint.transform.position; + controller.enabled = true; + } + } + } +} diff --git a/Assets/Scripts/RespawnScript.cs.meta b/Assets/Scripts/RespawnScript.cs.meta new file mode 100644 index 0000000..76823b3 --- /dev/null +++ b/Assets/Scripts/RespawnScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a38610a610201a34d86fbfa93cca77e5 \ No newline at end of file diff --git a/Assets/Scripts/Utilities.meta b/Assets/Scripts/Utilities.meta new file mode 100644 index 0000000..7fb8fbd --- /dev/null +++ b/Assets/Scripts/Utilities.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3285b953663adfd408f6806835bc1d55 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utilities/Extentions.cs b/Assets/Scripts/Utilities/Extentions.cs new file mode 100644 index 0000000..c632daf --- /dev/null +++ b/Assets/Scripts/Utilities/Extentions.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +public static class GameObjectExtentions { + public static bool StrictTryGetComponent(this M self, out T result) where T : Component where M : MonoBehaviour { + if (self.gameObject.TryGetComponent(out result) is false) { + Debug.LogError($"{typeof(M)} requires a {typeof(T)} component on the same GameObject!"); + return false; + } else return true; + } + + + public static T GetOrAddComponent(this MonoBehaviour self) where T : Component where V : T + => self.gameObject.TryGetComponent(out T result) ? result : self.gameObject.AddComponent(); + public static T GetOrAddComponent(this MonoBehaviour self) where T : Component + => self.gameObject.TryGetComponent(out T result) ? result : self.gameObject.AddComponent(); + + + public static T GetOrAddComponent(this GameObject go) where T : Component where V : T + => go.TryGetComponent(out T result) ? result : go.AddComponent(); +} + diff --git a/Assets/Scripts/Utilities/Extentions.cs.meta b/Assets/Scripts/Utilities/Extentions.cs.meta new file 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public bool analogMovement; + + [Header("Mouse Cursor Settings")] + public bool cursorLocked = true; + public bool cursorInputForLook = true; + + [Header("AnimationManager")] + public AnimationManager animationManager; + + private ThirdPersonController controller; + private void Awake() + { + this.controller = this.GetComponent(); + } + + + private void Update() + { + HandleJumpAnimation(); + + float horizontal = move.x; + float vertical = move.y; + + float speed = new Vector2(horizontal, vertical).magnitude; + + if (this.controller.Grounded && animationManager != null) + { + animationManager.Walk(speed); + } else { + Debug.LogWarning("AnimationManager reference is missing in StarterAssetsInputs."); + } + } + + private void HandleJumpAnimation() + { + if (this.controller.Grounded is false && animationManager != null) + { + // When jumping, set speed to 0 so we don't walk in mid air .-. + animationManager.Walk(0f); + } + } + + +#if ENABLE_INPUT_SYSTEM + public void OnMove(InputValue value) + { + MoveInput(value.Get()); + } + + public void OnLook(InputValue value) + { + if(cursorInputForLook) + { + LookInput(value.Get()); + } + } + + public void OnJump(InputValue value) + { + JumpInput(value.isPressed); + } + + public void OnSprint(InputValue value) + { + SprintInput(value.isPressed); + } +#endif + + + public void MoveInput(Vector2 newMoveDirection) + { + move = newMoveDirection; + } + + public void LookInput(Vector2 newLookDirection) + { + look = newLookDirection; + } + + public void JumpInput(bool newJumpState) + { + jump = newJumpState; + } + + public void SprintInput(bool newSprintState) + { + sprint = newSprintState; + } + + private void OnApplicationFocus(bool hasFocus) + { + SetCursorState(cursorLocked); + } + + private void SetCursorState(bool newState) + { + Cursor.lockState = newState ? 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0000000..7f1b3b1 --- /dev/null +++ b/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs @@ -0,0 +1,35 @@ +using UnityEngine; + +public class BasicRigidBodyPush : MonoBehaviour +{ + public LayerMask pushLayers; + public bool canPush; + [Range(0.5f, 5f)] public float strength = 1.1f; + + private void OnControllerColliderHit(ControllerColliderHit hit) + { + if (canPush) PushRigidBodies(hit); + } + + private void PushRigidBodies(ControllerColliderHit hit) + { + // https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html + + // make sure we hit a non kinematic rigidbody + Rigidbody body = hit.collider.attachedRigidbody; + if (body == null || body.isKinematic) return; + + // make sure we only push desired layer(s) + var bodyLayerMask = 1 << body.gameObject.layer; + if ((bodyLayerMask & pushLayers.value) == 0) return; + + // We dont want to push objects below us + if (hit.moveDirection.y < -0.3f) return; + + // Calculate push direction from move direction, horizontal motion only + Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z); + + // Apply the push and take strength into account + body.AddForce(pushDir * strength, ForceMode.Impulse); + } +} \ No newline at end of file diff --git a/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs.meta b/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs.meta new file mode 100644 index 0000000..94295a2 --- /dev/null +++ b/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 909d917d73a63f940ac158d02e936645 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.5 + assetPath: Assets/StarterAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs + uploadId: 691128 diff --git a/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/ThirdPersonController.cs b/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/ThirdPersonController.cs new file mode 100644 index 0000000..409e47f --- /dev/null +++ b/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/ThirdPersonController.cs @@ -0,0 +1,507 @@ +using Cinemachine; +using Unity.VisualScripting; +using UnityEngine; +using UnityEngine.EventSystems; + +#if ENABLE_INPUT_SYSTEM +using UnityEngine.InputSystem; +using UnityEngine.InputSystem.Composites; +#endif + +/* Note: animations are called via the controller for both the character and capsule using animator null checks + */ + +namespace StarterAssets +{ + [RequireComponent(typeof(CharacterController))] +#if ENABLE_INPUT_SYSTEM + [RequireComponent(typeof(PlayerInput))] +#endif + public class ThirdPersonController : MonoBehaviour + { + [Header("Player")] + [Tooltip("Move speed of the character in m/s")] + public float MoveSpeed = 2.0f; + + [Tooltip("Sprint speed of the character in m/s")] + public float SprintSpeed = 5.335f; + + [Tooltip("Player mouse look sensitivity")] + public Vector2 lookSensitivity = new Vector2(3, 3); + + [Tooltip("Player aim sensitivity")] + public Vector2 AimSensitivity = new Vector2(1.5f, 1.5f); + + [Tooltip("Move speed of the character in m/s while aiming")] + public float AimSpeed = 1.3333333f; + + [Tooltip("Aim transition time in s")] + public float AimTransitionTime = 0.15f; + + public Vector3 AimShoulderOffset = new Vector3(0.4f, -0.1f, 0.5f); + + public Vector3 AimShoulderFullPitchOffset = new Vector3(0.3f, -0.05f, 0.8f); + + public float AimRayOffset = 0.5f; + + + [Tooltip("How fast the character turns to face movement direction")] + [Range(0.0f, 0.3f)] + public float RotationSmoothTime = 0.12f; + + [Tooltip("Acceleration and deceleration")] + public float SpeedChangeRate = 10.0f; + + private AudioManager _audioManager; + + [Space(10)] + [Tooltip("The height the player can jump")] + public float JumpHeight = 1.2f; + + [Tooltip("The character uses its own gravity value. The engine default is -9.81f")] + public float Gravity = -15.0f; + [Tooltip("If gravity should be applied to the character. Disable to float.")] + public bool ApplyGravity = true; + + [Space(10)] + [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")] + public float JumpTimeout = 0.50f; + + [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")] + public float FallTimeout = 0.15f; + + [Header("Player Grounded")] + [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")] + public bool Grounded = true; + + [Tooltip("Useful for rough ground")] + public float GroundedOffset = -0.14f; + + [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")] + public float GroundedRadius = 0.28f; + + [Tooltip("What layers the character uses as ground")] + public LayerMask GroundLayers; + + [Header("Cinemachine")] + [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")] + public GameObject CinemachineCameraTarget; + + public CinemachineVirtualCamera CinemachineCamData; + + [Tooltip("How far in degrees can you move the camera up")] + public float TopClamp = 70.0f; + + [Tooltip("How far in degrees can you move the camera down")] + public float BottomClamp = -30.0f; + + [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")] + public float CameraAngleOverride = 0.0f; + + [Tooltip("For locking the camera position on all axis")] + public bool LockCameraPosition = false; + + // cinemachine + public float _cinemachineTargetYaw; + public float _cinemachineTargetPitch; + + // player + private float _speed; + private float _animationBlend; + private float _targetRotation = 0.0f; + private float _rotationVelocity; + private float _verticalVelocity; + private float _terminalVelocity = 53.0f; + + // aim ids + [SerializeField] + private float _aimTransitionTime = 0.0f; + [SerializeField] + private bool _isAiming = false; + // Has finished transition + public bool _isAimingActive = false; + private float _targetAim = 0.0f; + + // If currently aiming what is the location that is being aimed at + private Vector3 _aimLocation; + + // timeout deltatime + private float _jumpTimeoutDelta; + private float _fallTimeoutDelta; + + // animation IDs + private int _animIDSpeed; + private int _animIDGrounded; + private int _animIDJump; + private int _animIDFreeFall; + private int _animIDMotionSpeed; + +#if ENABLE_INPUT_SYSTEM + private PlayerInput _playerInput; +#endif + private Animator _animator; + private CharacterController _controller; + private StarterAssetsInputs _input; + private GameObject _mainCamera; + + private const float _threshold = 0.01f; + + private bool _hasAnimator; + + + + private bool IsCurrentDeviceMouse + { + get + { +#if ENABLE_INPUT_SYSTEM + return _playerInput.currentControlScheme == "KeyboardMouse"; +#else + return false; +#endif + } + } + + private void Awake() + { + // get a reference to our main camera + if (_mainCamera == null) + { + _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); + } + + _audioManager = AudioManager.audioManagerInstance; + } + + private void Start() + { + _cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y; + + _hasAnimator = TryGetComponent(out _animator); + _controller = GetComponent(); + _input = GetComponent(); +#if ENABLE_INPUT_SYSTEM + _playerInput = GetComponent(); +#else + Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); +#endif + + AssignAnimationIDs(); + + // reset our timeouts on start + _jumpTimeoutDelta = JumpTimeout; + _fallTimeoutDelta = FallTimeout; + } + + private void Update() + { + _hasAnimator = TryGetComponent(out _animator); + + JumpAndGravity(); + GroundedCheck(); + Move(); + } + + private void LateUpdate() + { + CameraRotation(); + } + + private void AssignAnimationIDs() + { + _animIDSpeed = Animator.StringToHash("Speed"); + _animIDGrounded = Animator.StringToHash("Grounded"); + _animIDJump = Animator.StringToHash("Jump"); + _animIDFreeFall = Animator.StringToHash("FreeFall"); + _animIDMotionSpeed = Animator.StringToHash("MotionSpeed"); + } + + private void GroundedCheck() + { + // set sphere position, with offset + Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, + transform.position.z); + Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, + QueryTriggerInteraction.Ignore); + + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDGrounded, Grounded); + } + } + + private void CameraRotation() + { + // Block camera rotation when game is paused + if (PauseMenu.GameIsPaused) + return; + + // if there is an input and camera position is not fixed + if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition) + { + //Don't multiply mouse input by Time.deltaTime; + float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; + + Vector2 effectiveSensitivity = _isAimingActive ? AimSensitivity : lookSensitivity; + + _cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier * effectiveSensitivity.x; + _cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier * effectiveSensitivity.y; + } + + // clamp our rotations so our values are limited 360 degrees + _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue); + _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); + + // Cinemachine will follow this target + CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, + _cinemachineTargetYaw, 0.0f); + } + public Vector3 CurrentVelocity => this._controller.velocity; + private void Move() { + _isAiming = Input.GetKey(KeyCode.Mouse1); + + // Handles transition between aiming and not aiming to allow for camera/animation transition + if (_isAiming && !_isAimingActive) { + _aimTransitionTime += Time.deltaTime; + if (_aimTransitionTime >= AimTransitionTime) { + _aimTransitionTime = AimTransitionTime; + _isAimingActive = true; + } + } else if (!_isAiming && _isAimingActive) { + _aimTransitionTime -= Time.deltaTime; + if (_aimTransitionTime <= 0) { + _aimTransitionTime = 0; + _isAimingActive = false; + } + } + + // set target speed based on move speed, sprint speed and if sprint is pressed + + float targetSpeed; + if (_isAimingActive) { + targetSpeed = AimSpeed; + } else { + targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; + } + + Cinemachine3rdPersonFollow personFollow = CinemachineCamData.GetCinemachineComponent(); + + // Adjusts camera based on aim state + float mid = (BottomClamp + TopClamp) / 2; + float midDiff = TopClamp - mid; + float pitchScale = (Mathf.Abs(_cinemachineTargetPitch - mid) / midDiff); + Vector3 trueOffSet; + if (_aimTransitionTime > 0) { + trueOffSet = Vector3.Lerp(AimShoulderOffset, AimShoulderFullPitchOffset, pitchScale); + } else { + trueOffSet = new Vector3(0, 0, 0); + } + personFollow.CameraSide = Mathf.Lerp(0.5f, 0.5f + trueOffSet.x, _aimTransitionTime / AimTransitionTime); + personFollow.ShoulderOffset.y = Mathf.Lerp(0f, 0 + trueOffSet.y, _aimTransitionTime / AimTransitionTime); + personFollow.ShoulderOffset.z = Mathf.Lerp(0f, 0 + trueOffSet.z, _aimTransitionTime / AimTransitionTime); + + // Raycasts from camera to check where to shoot + Vector3 rayHitPoint = new Vector3(); + if (_aimTransitionTime > 0) { + Ray cameraRay = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); + Ray trueRay = new Ray(cameraRay.origin + cameraRay.direction * AimRayOffset, cameraRay.direction); + + RaycastHit cameraHit; + Physics.Raycast(trueRay, out cameraHit); + // Checks middle + if (cameraHit.collider == null) { + rayHitPoint = trueRay.origin + trueRay.direction * 1000; + } else { + rayHitPoint = cameraHit.point; + } + } + + // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon + + // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is no input, set the target speed to 0 + if (_input.move == Vector2.zero) targetSpeed = 0.0f; + + // a reference to the players current horizontal velocity + float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; + + float speedOffset = 0.1f; + float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; + + // accelerate or decelerate to target speed + if (currentHorizontalSpeed < targetSpeed - speedOffset || + currentHorizontalSpeed > targetSpeed + speedOffset) { + // creates curved result rather than a linear one giving a more organic speed change + // note T in Lerp is clamped, so we don't need to clamp our speed + _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, + Time.deltaTime * SpeedChangeRate); + + // round speed to 3 decimal places + _speed = Mathf.Round(_speed * 1000f) / 1000f; + } else { + _speed = targetSpeed; + } + + _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate); + if (_animationBlend < 0.01f) _animationBlend = 0f; + + // normalise input direction + Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; + + // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is a move input rotate player when the player is moving + if (_input.move != Vector2.zero || _aimTransitionTime > 0) { + _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + + _mainCamera.transform.eulerAngles.y; + float rotation; + + // Alters rotation based off of aim transition state + if (_aimTransitionTime <= 0) { + rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, RotationSmoothTime); + } else { + Vector3 rayDiff = rayHitPoint - gameObject.transform.position; + float resultRot = Mathf.Atan2(rayDiff.x, rayDiff.z) * Mathf.Rad2Deg; + rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, resultRot, ref _rotationVelocity, RotationSmoothTime / 3); + } + + // rotate to face input direction relative to camera position + transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f); + } + + + Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward; + + // move the player + _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); + + // update animator if using character + if (_hasAnimator) { + _animator.SetFloat(_animIDSpeed, _animationBlend); + _animator.SetFloat(_animIDMotionSpeed, inputMagnitude); + } + } + + + + + + + + + //This is used to implement flying from the jetpack. + public void SetVerticalVelocity(float newVelocity) => this._verticalVelocity = newVelocity; + private void JumpAndGravity() + { + if (Grounded) { + // reset the fall timeout timer + _fallTimeoutDelta = FallTimeout; + + // update animator if using character + if (_hasAnimator) { + _animator.SetBool(_animIDJump, false); + _animator.SetBool(_animIDFreeFall, false); + } + + // stop our velocity dropping infinitely when grounded + if (_verticalVelocity < 0.0f) { + _verticalVelocity = -2f; + } + + // Jump + if (_input.jump && _jumpTimeoutDelta <= 0.0f) { + // the square root of H * -2 * G = how much velocity needed to reach desired height + _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); + + // update animator if using character + if (_hasAnimator) { + _animator.SetBool(_animIDJump, true); + } + } + + // jump timeout + if (_jumpTimeoutDelta >= 0.0f) { + _jumpTimeoutDelta -= Time.deltaTime; + } + } else { + // reset the jump timeout timer + _jumpTimeoutDelta = JumpTimeout; + + // fall timeout + if (_fallTimeoutDelta >= 0.0f) { + _fallTimeoutDelta -= Time.deltaTime; + } else { + // update animator if using character + if (_hasAnimator) { + _animator.SetBool(_animIDFreeFall, true); + } + } + + // if we are not grounded, do not jump + _input.jump = false; + } + + if (ApplyGravity || _verticalVelocity > 0f) { + // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time) + if (_verticalVelocity < _terminalVelocity) { + _verticalVelocity += Gravity * Time.deltaTime; + } + } else _verticalVelocity = 0f; + + + } + + + + + + + + + + + + + + + + + + private static float ClampAngle(float lfAngle, float lfMin, float lfMax) { + if (lfAngle < -360f) lfAngle += 360f; + if (lfAngle > 360f) lfAngle -= 360f; + return Mathf.Clamp(lfAngle, lfMin, lfMax); + } + + private void OnDrawGizmosSelected() + { + Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f); + Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f); + + if (Grounded) Gizmos.color = transparentGreen; + else Gizmos.color = transparentRed; + + // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider + Gizmos.DrawSphere( + new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), + GroundedRadius); + } + + private void OnFootstep(AnimationEvent animationEvent) + { + if (animationEvent.animatorClipInfo.weight > 0.5f && _audioManager != null) + { + _audioManager.PlayFootstep(transform.TransformPoint(_controller.center)); + } + } + + private void OnLand(AnimationEvent animationEvent) + { + if (animationEvent.animatorClipInfo.weight > 0.5f && _audioManager != null) + { + _audioManager.PlayLanding(transform.TransformPoint(_controller.center)); + } + } + } +} \ No newline at end of file diff --git a/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta b/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta new file mode 100644 index 0000000..3dc06aa --- /dev/null +++ b/Assets/StarterThirdPersonAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 26e54e5a728a9234ab24fcf1460ed8a2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 196526 + packageName: Starter Assets - ThirdPerson | Updates in new CharacterController + package + packageVersion: 1.1.5 + assetPath: Assets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonController.cs + uploadId: 691128 diff --git a/Assets/TextMesh Pro.meta b/Assets/TextMesh Pro.meta new file mode 100644 index 0000000..f9da8b5 --- /dev/null +++ b/Assets/TextMesh Pro.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f54d1bd14bd3ca042bd867b519fee8cc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts.meta b/Assets/TextMesh Pro/Fonts.meta new file mode 100644 index 0000000..f0c2972 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ab70aee4d56447429c680537fbf93ed +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt new file mode 100644 index 0000000..f2473f9 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt @@ -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. \ No newline at end of file diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta new file mode 100644 index 0000000..fa60cea --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e59c59b81ab47f9b6ec5781fa725d2c +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans.ttf b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf new file mode 100644 index 0000000..626dd93 Binary files /dev/null and b/Assets/TextMesh 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b/Assets/TextMesh Pro/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e9f693669af91aa45ad615fc681ed29f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl new file mode 100644 index 0000000..b611994 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl @@ -0,0 +1,178 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096.0); + output.y = uv - 4096.0 * output.x; + + return output * 0.001953125; +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb); + float alpha = underlying.a + (1 - underlying.a) * overlying.a; + return float4(blended / alpha, alpha); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal) +{ + float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0); + + // Read "height field" + float4 h = float4( + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a); + + bool raisedBevel = _BevelType; + + h += _BevelOffset; + + float bevelWidth = max(.01, _BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h + .5); + + if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0); + h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)); + h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp)); + h *= _BevelAmount * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(-1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, 1.0, h.w - h.z)); + + float3 f = float3(1, 1, 1); + if (isFront) f = float3(1, 1, -1); + nornmal = cross(va, vb) * f; +} + +void EvaluateLight_float(float4 faceColor, float3 n, out float4 color) +{ + n.z = abs(n.z); + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0)); + + float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a; + //faceColor.rgb += col * faceColor.a; + col *= 1 - (dot(n, light) * _Diffuse); + col *= lerp(_Ambient, 1, n.z * n.z); + + //fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + //faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + + color = float4(col, faceColor.a); +} + +// Add custom function to handle time in HDRP + + +// +void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV) +{ + outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y); +} + +void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset) +{ + uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight); +} + +void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR) +{ + float2 pixelSize = position.w; + pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight))); + SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale; +} + +// UV : Texture coordinate of the source distance field texture +// TextureSize : Size of the source distance field texture +// Filter : Enable perspective filter (soften) +void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR) +{ + if(Filter) + { + float2 a = float2(ddx(UV.x), ddy(UV.x)); + float2 b = float2(ddx(UV.y), ddy(UV.y)); + float s = lerp(dot(a,a), dot(b,b), 0.5); + SSR = rsqrt(s) / TextureSize; + } + else + { + float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))); + SSR = s / TextureSize; + } +} + +// SSR : Screen Space Ratio +// SD : Signed Distance (encoded : Distance / SDR + .5) +// SDR : Signed Distance Ratio +// +// IsoPerimeter : Dilate / Contract the shape +void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space + outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha) +} + +void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha) +{ + softness *= SSR * SDR; + float4 d = (SD - 0.5f) * SDR; + if(outline) d.w = max(max(d.x, d.y), d.z); + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void Composite_float(float4 overlying, float4 underlying, out float4 outColor) +{ + outColor = BlendARGB(overlying, underlying); +} + +// Face only +void Layer1_float(float alpha, float4 color0, out float4 outColor) +{ + color0.a *= alpha; + outColor = color0; +} + +// Face + 1 Outline +void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor) +{ + color1.a *= alpha.y; + color0.rgb *= color0.a; color1.rgb *= color1.a; + outColor = lerp(color1, color0, alpha.x); + outColor.rgb /= outColor.a; +} + +// Face + 3 Outline +void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor) +{ + color3.a *= alpha.w; + color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a; + outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x); + outColor.rgb /= outColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta new file mode 100644 index 0000000..001b14e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 96de908384869cd409c75efa351d5edf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..7e0f35c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Bitmap Custom Atlas" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + 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)); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // 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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 0000000..0a416c8 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..b89e267 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,155 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _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] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).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 + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 0000000..d5fb125 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..caa527f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _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] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + 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)); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + 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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 0000000..7eb1870 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..757a617 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,326 @@ +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 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(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 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _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; + float4 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. + uniform float4 _FaceTex_ST; + uniform float4 _OutlineTex_ST; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 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.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float 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 = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 0000000..56284e9 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100644 index 0000000..27c14bc --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,321 @@ +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 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(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 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _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 + { + 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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; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + 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.texcoord0.w, 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 = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + 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; + + float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / 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; + 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UNLIT.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f63d574838ccfb44f84acc05fed0af48 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..603df2c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,258 @@ +// 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 { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _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; + float4 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; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #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); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + + // 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 * maskSoftness + 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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 0000000..3cbdbbb --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..3edca76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,252 @@ +// 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 { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + 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; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = 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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 0000000..e6b149e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 0000000..43b317d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -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 { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100644 index 0000000..9b84c13 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader new file mode 100644 index 0000000..2c8e8da --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader @@ -0,0 +1,389 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + // Draw Outline and Underlay + Name "Outline" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + const float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + //outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = half4(0, 0, 0, 0); + + #if OUTLINE_ON + c = input.outlineColor * saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + + + // Draw face + Name "Face" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + const float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half2(scale, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.y); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta new file mode 100644 index 0000000..75bd98d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0178fcb869bafef4690d177d31d17db8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..b899d6e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,250 @@ +// 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 { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + 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 enable_d3d11_debug_symbols + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = 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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 0000000..2ac6e76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..68d0dfa --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,139 @@ +// 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" {} + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // 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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 0000000..bff8b7a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..281e60d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,159 @@ +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 + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(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) + _SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _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" +} + diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 0000000..26e814c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh 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("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 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _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; + float4 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; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 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.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float 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 = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100644 index 0000000..e1cf3f3 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..4012a08 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,131 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _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; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + + float2 pixelSize = vPosition.w; + pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #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 + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 0000000..50ba195 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100644 index 0000000..5898130 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc @@ -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); +} + diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100644 index 0000000..f21163e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: Version 2.0 + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100644 index 0000000..d145a77 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,165 @@ +struct vertex_t +{ + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float4 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; // x = weight, y = no longer used + 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); +} + +float _UIMaskSoftnessX; +float _UIMaskSoftnessY; + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 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, 0, _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; + + float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); + + #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); + + #if 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 + + #if 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 + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 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; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100644 index 0000000..4415e50 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100644 index 0000000..b806b4f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,80 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 0000000..7b37f2f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100644 index 0000000..2153a9a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,99 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord.w, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + +#if BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; + + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta new file mode 100644 index 0000000..41ef4b1 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d930090c0cd643c7b55f19a38538c162 +ShaderImporter: + 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file mode 100644 index 0000000..873898e --- /dev/null +++ b/Assets/animator.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using System.Collections.Generic; +using System.Diagnostics; +using Debug = UnityEngine.Debug; + +public class animator : MonoBehaviour +{ + [SerializeField] public List fire_materials; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + int fireIter = 0; + Stopwatch stopwatch; + List rends; + + void Start() + { + stopwatch = new Stopwatch(); + rends = new List(); + stopwatch.Start(); + for (int i = 0; i < transform.Find("fire").childCount; i++) { + rends.Add(transform.Find("fire").GetChild(i).gameObject.GetComponent()); + //Debug.Log("aa"); + } + } + + // Update is called once per frame + void Update() + { + if (stopwatch.ElapsedMilliseconds > 50) { + for (int e = 0; e < transform.Find("fire").childCount; e++) { + rends[e].material = fire_materials[fireIter % fire_materials.Count]; + } + fireIter += 1; + stopwatch = new Stopwatch(); + stopwatch.Start(); + } + } +} diff --git a/Assets/animator.cs.meta b/Assets/animator.cs.meta new file mode 100644 index 0000000..01324eb --- /dev/null +++ b/Assets/animator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e18cc6fe996984abf9f5e8f5ed66ac41 \ No newline at end of file diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..1124104 --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,64 @@ +{ + "dependencies": { + "com.unity.2d.sprite": "1.0.0", + "com.unity.ai.navigation": "2.0.5", + "com.unity.burst": "1.8.18", + "com.unity.cinemachine": "2.10.3", + "com.unity.collab-proxy": "2.8.2", + "com.unity.collections": "2.5.1", + "com.unity.ext.nunit": "2.0.5", + "com.unity.ide.rider": "3.0.31", + "com.unity.ide.visualstudio": "2.0.22", + "com.unity.inputsystem": "1.11.2", + "com.unity.mathematics": "1.3.2", + "com.unity.multiplayer.center": "1.0.0", + "com.unity.nuget.mono-cecil": "1.11.4", + 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0000000..482590c --- /dev/null +++ b/ProjectSettings/XRSettings.asset @@ -0,0 +1,10 @@ +{ + "m_SettingKeys": [ + "VR Device Disabled", + "VR Device User Alert" + ], + "m_SettingValues": [ + "False", + "False" + ] +} \ No newline at end of file diff --git a/README.md b/README.md index c80af4b..b832778 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,2 @@ -# ProjectTemplate -This is a project template for SGD semester projects. +# fall-2025-the-last-cup +The Last Cup is a 3D puzzle platformer being developed by members of UVA SGD in Fall 2025 diff --git a/gitattributes.txt b/gitattributes.txt new file mode 100644 index 0000000..dfe0770 --- /dev/null +++ b/gitattributes.txt @@ -0,0 +1,2 @@ +# Auto detect text files and perform LF normalization +* text=auto