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b/Assets/TextMesh Pro/Examples & Extras/Fonts.meta new file mode 100644 index 0000000..37020f0 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b63e0053080646b9819789bf3bf9fa17 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt new file mode 100644 index 0000000..0ad6de5 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt @@ -0,0 +1,93 @@ +Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk), +with Reserved Font Name Anton. +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. diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta new file mode 100644 index 0000000..7963e08 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 73a79399807f4e8388c2cbb5494681ca +timeCreated: 1484172033 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf new file mode 100644 index 0000000..4ef73dc Binary files /dev/null and b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf differ diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta new file mode 100644 index 0000000..1375b4a --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 997a43b767814dd0a7642ec9b78cba41 +timeCreated: 1484172033 +licenseType: Pro +TrueTypeFontImporter: + serializedVersion: 2 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + use2xBehaviour: 0 + fontNames: [] + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt new file mode 100644 index 0000000..13e7fbe --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt @@ -0,0 +1,93 @@ +Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk), +with Reserved Font Name Bangers. +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. diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta new file mode 100644 index 0000000..c1a298c --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: efe0bf4ac872451e91612d1ae593f480 +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf new file mode 100644 index 0000000..477dfc3 Binary files /dev/null and b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf differ diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta new file mode 100644 index 0000000..cd243dc --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 5dd49b3eacc540408c98eee0de38e0f1 +timeCreated: 1484171297 +licenseType: Pro +TrueTypeFontImporter: + serializedVersion: 2 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + use2xBehaviour: 0 + fontNames: [] + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF b/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF new file mode 100644 index 0000000..16c1059 Binary files /dev/null and b/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF differ diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta new file mode 100644 index 0000000..0668b8d --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 8a2b9e2a607dd2143b58c44bc32410b4 +TrueTypeFontImporter: + externalObjects: {} + serializedVersion: 4 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 0 + characterPadding: 1 + includeFontData: 1 + fontName: Electronic Highway Sign + fontNames: + - Electronic Highway Sign + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + ascentCalculationMode: 1 + useLegacyBoundsCalculation: 0 + shouldRoundAdvanceValue: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt new file mode 100644 index 0000000..22bdace --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt @@ -0,0 +1,92 @@ +Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald' +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. 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Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this... + + + } + else if (BenchmarkType == 1) // TextMesh + { + m_textMesh = gameObject.AddComponent(); + + if (TextMeshFont != null) + { + m_textMesh.font = TextMeshFont; + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + } + else + { + m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + } + + m_textMesh.fontSize = 48; + m_textMesh.anchor = TextAnchor.MiddleCenter; + + //m_textMesh.color = new Color32(255, 255, 0, 255); + } + + + + for (int i = 0; i <= 1000000; i++) + { + if (BenchmarkType == 0) + { + m_textMeshPro.SetText(label01, i % 1000); + if (i % 1000 == 999) + m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01; + + + + } + else if (BenchmarkType == 1) + m_textMesh.text = label02 + (i % 1000).ToString(); + + yield return null; + } + + + yield return null; + } + + + /* + void Update() + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = (m_frame % 1000).ToString(); + } + else if (BenchmarkType == 1) + { + m_textMesh.text = (m_frame % 1000).ToString(); + } + + m_frame += 1; + } + */ + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta new file mode 100644 index 0000000..9910676 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f970ea55f9f84bf79b05dab180b8c125 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs new file mode 100644 index 0000000..38f4a27 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs @@ -0,0 +1,135 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; + + +namespace TMPro.Examples +{ + + public class Benchmark01_UGUI : MonoBehaviour + { + + public int BenchmarkType = 0; + + public Canvas canvas; + public TMP_FontAsset TMProFont; + public Font TextMeshFont; + + private TextMeshProUGUI m_textMeshPro; + //private TextContainer m_textContainer; + private Text m_textMesh; + + private const string label01 = "The <#0050FF>count is: "; + private const string label02 = "The count is: "; + + //private const string label01 = "TextMesh <#0050FF>Pro! The count is: {0}"; + //private const string label02 = "Text Mesh The count is: "; + + //private string m_string; + //private int m_frame; + + private Material m_material01; + private Material m_material02; + + + + IEnumerator Start() + { + + + + if (BenchmarkType == 0) // TextMesh Pro Component + { + m_textMeshPro = gameObject.AddComponent(); + //m_textContainer = GetComponent(); + + + //m_textMeshPro.anchorDampening = true; + + if (TMProFont != null) + m_textMeshPro.font = TMProFont; + + //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this... + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists. + + m_textMeshPro.fontSize = 48; + m_textMeshPro.alignment = TextAlignmentOptions.Center; + //m_textMeshPro.anchor = AnchorPositions.Center; + m_textMeshPro.extraPadding = true; + //m_textMeshPro.outlineWidth = 0.25f; + //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f); + //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON"); + //m_textMeshPro.lineJustification = LineJustificationTypes.Center; + //m_textMeshPro.enableWordWrapping = true; + //m_textMeshPro.lineLength = 60; + //m_textMeshPro.characterSpacing = 0.2f; + //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255); + + m_material01 = m_textMeshPro.font.material; + m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - BEVEL"); // Make sure the LiberationSans SDF exists before calling this... + + + } + else if (BenchmarkType == 1) // TextMesh + { + m_textMesh = gameObject.AddComponent(); + + if (TextMeshFont != null) + { + m_textMesh.font = TextMeshFont; + //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material; + } + else + { + //m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material; + } + + m_textMesh.fontSize = 48; + m_textMesh.alignment = TextAnchor.MiddleCenter; + + //m_textMesh.color = new Color32(255, 255, 0, 255); + } + + + + for (int i = 0; i <= 1000000; i++) + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = label01 + (i % 1000); + if (i % 1000 == 999) + m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01; + + + + } + else if (BenchmarkType == 1) + m_textMesh.text = label02 + (i % 1000).ToString(); + + yield return null; + } + + + yield return null; + } + + + /* + void Update() + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = (m_frame % 1000).ToString(); + } + else if (BenchmarkType == 1) + { + m_textMesh.text = (m_frame % 1000).ToString(); + } + + m_frame += 1; + } + */ + } + +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta new file mode 100644 index 0000000..5a26304 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 8ef7be1c625941f7ba8ed7cc71718c0d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs new file mode 100644 index 0000000..29d75b6 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs @@ -0,0 +1,97 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark02 : MonoBehaviour + { + + public int SpawnType = 0; + public int NumberOfNPC = 12; + + public bool IsTextObjectScaleStatic; + private TextMeshProFloatingText floatingText_Script; + + + void Start() + { + + for (int i = 0; i < NumberOfNPC; i++) + { + + + if (SpawnType == 0) + { + // TextMesh Pro Implementation + GameObject go = new GameObject(); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f)); + + TextMeshPro textMeshPro = go.AddComponent(); + + textMeshPro.autoSizeTextContainer = true; + textMeshPro.rectTransform.pivot = new Vector2(0.5f, 0); + + textMeshPro.alignment = TextAlignmentOptions.Bottom; + textMeshPro.fontSize = 96; + textMeshPro.enableKerning = false; + + textMeshPro.color = new Color32(255, 255, 0, 255); + textMeshPro.text = "!"; + textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + floatingText_Script.IsTextObjectScaleStatic = IsTextObjectScaleStatic; + } + else if (SpawnType == 1) + { + // TextMesh Implementation + GameObject go = new GameObject(); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f)); + + TextMesh textMesh = go.AddComponent(); + textMesh.font = Resources.Load("Fonts/ARIAL"); + textMesh.GetComponent().sharedMaterial = textMesh.font.material; + + textMesh.anchor = TextAnchor.LowerCenter; + textMesh.fontSize = 96; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 1; + } + else if (SpawnType == 2) + { + // Canvas WorldSpace Camera + GameObject go = new GameObject(); + Canvas canvas = go.AddComponent(); + canvas.worldCamera = Camera.main; + + go.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 5f, Random.Range(-95f, 95f)); + + TextMeshProUGUI textObject = new GameObject().AddComponent(); + textObject.rectTransform.SetParent(go.transform, false); + + textObject.color = new Color32(255, 255, 0, 255); + textObject.alignment = TextAlignmentOptions.Bottom; + textObject.fontSize = 96; + textObject.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + } + + + + } + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta new file mode 100644 index 0000000..a5d5a10 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8538afcddc14efbb5d9e94b7ae50197 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs new file mode 100644 index 0000000..7a3e1b9 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs @@ -0,0 +1,92 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.TextCore.LowLevel; + + +namespace TMPro.Examples +{ + + public class Benchmark03 : MonoBehaviour + { + public enum BenchmarkType { TMP_SDF_MOBILE = 0, TMP_SDF__MOBILE_SSD = 1, TMP_SDF = 2, TMP_BITMAP_MOBILE = 3, TEXTMESH_BITMAP = 4 } + + public int NumberOfSamples = 100; + public BenchmarkType Benchmark; + + public Font SourceFont; + + + void Awake() + { + + } + + + void Start() + { + TMP_FontAsset fontAsset = null; + + // Create Dynamic Font Asset for the given font file. + switch (Benchmark) + { + case BenchmarkType.TMP_SDF_MOBILE: + fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); + break; + case BenchmarkType.TMP_SDF__MOBILE_SSD: + fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); + fontAsset.material.shader = Shader.Find("TextMeshPro/Mobile/Distance Field SSD"); + break; + case BenchmarkType.TMP_SDF: + fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); + fontAsset.material.shader = Shader.Find("TextMeshPro/Distance Field"); + break; + case BenchmarkType.TMP_BITMAP_MOBILE: + fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SMOOTH, 256, 256, AtlasPopulationMode.Dynamic); + break; + } + + for (int i = 0; i < NumberOfSamples; i++) + { + switch (Benchmark) + { + case BenchmarkType.TMP_SDF_MOBILE: + case BenchmarkType.TMP_SDF__MOBILE_SSD: + case BenchmarkType.TMP_SDF: + case BenchmarkType.TMP_BITMAP_MOBILE: + { + GameObject go = new GameObject(); + go.transform.position = new Vector3(0, 1.2f, 0); + + TextMeshPro textComponent = go.AddComponent(); + textComponent.font = fontAsset; + textComponent.fontSize = 128; + textComponent.text = "@"; + textComponent.alignment = TextAlignmentOptions.Center; + textComponent.color = new Color32(255, 255, 0, 255); + + if (Benchmark == BenchmarkType.TMP_BITMAP_MOBILE) + textComponent.fontSize = 132; + + } + break; + case BenchmarkType.TEXTMESH_BITMAP: + { + GameObject go = new GameObject(); + go.transform.position = new Vector3(0, 1.2f, 0); + + TextMesh textMesh = go.AddComponent(); + textMesh.GetComponent().sharedMaterial = SourceFont.material; + textMesh.font = SourceFont; + textMesh.anchor = TextAnchor.MiddleCenter; + textMesh.fontSize = 130; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "@"; + } + break; + } + } + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta new file mode 100644 index 0000000..8883bcd --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a73109742c8d47ac822895a473300c29 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs new file mode 100644 index 0000000..e56714d --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs @@ -0,0 +1,85 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark04 : MonoBehaviour + { + + public int SpawnType = 0; + + public int MinPointSize = 12; + public int MaxPointSize = 64; + public int Steps = 4; + + private Transform m_Transform; + //private TextMeshProFloatingText floatingText_Script; + //public Material material; + + + void Start() + { + m_Transform = transform; + + float lineHeight = 0; + float orthoSize = Camera.main.orthographicSize = Screen.height / 2; + float ratio = (float)Screen.width / Screen.height; + + for (int i = MinPointSize; i <= MaxPointSize; i += Steps) + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + GameObject go = new GameObject("Text - " + i + " Pts"); + + if (lineHeight > orthoSize * 2) return; + + go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0); + + TextMeshPro textMeshPro = go.AddComponent(); + + //textMeshPro.fontSharedMaterial = material; + //textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; + //textMeshPro.anchor = AnchorPositions.Left; + textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f); + + textMeshPro.enableWordWrapping = false; + textMeshPro.extraPadding = true; + textMeshPro.isOrthographic = true; + textMeshPro.fontSize = i; + + textMeshPro.text = i + " pts - Lorem ipsum dolor sit..."; + textMeshPro.color = new Color32(255, 255, 255, 255); + + lineHeight += i; + } + else + { + // TextMesh Implementation + // Causes crashes since atlas needed exceeds 4096 X 4096 + /* + GameObject go = new GameObject("Arial " + i); + + //if (lineHeight > orthoSize * 2 * 0.9f) return; + + go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1); + + TextMesh textMesh = go.AddComponent(); + textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + textMesh.renderer.sharedMaterial = textMesh.font.material; + textMesh.anchor = TextAnchor.MiddleLeft; + textMesh.fontSize = i * 10; + + textMesh.color = new Color32(255, 255, 255, 255); + textMesh.text = i + " pts - Lorem ipsum dolor sit..."; + + lineHeight += i; + */ + } + } + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta new file mode 100644 index 0000000..cc271d7 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dc20866c0d5e413ab7559440e15333ae +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs new file mode 100644 index 0000000..dad1482 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs @@ -0,0 +1,292 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class CameraController : MonoBehaviour + { + public enum CameraModes { Follow, Isometric, Free } + + private Transform cameraTransform; + private Transform dummyTarget; + + public Transform CameraTarget; + + public float FollowDistance = 30.0f; + public float MaxFollowDistance = 100.0f; + public float MinFollowDistance = 2.0f; + + public float ElevationAngle = 30.0f; + public float MaxElevationAngle = 85.0f; + public float MinElevationAngle = 0f; + + public float OrbitalAngle = 0f; + + public CameraModes CameraMode = CameraModes.Follow; + + public bool MovementSmoothing = true; + public bool RotationSmoothing = false; + private bool previousSmoothing; + + public float MovementSmoothingValue = 25f; + public float RotationSmoothingValue = 5.0f; + + public float MoveSensitivity = 2.0f; + + private Vector3 currentVelocity = Vector3.zero; + private Vector3 desiredPosition; + private float mouseX; + private float mouseY; + private Vector3 moveVector; + private float mouseWheel; + + // Controls for Touches on Mobile devices + //private float prev_ZoomDelta; + + + private const string event_SmoothingValue = "Slider - Smoothing Value"; + private const string event_FollowDistance = "Slider - Camera Zoom"; + + + void Awake() + { + if (QualitySettings.vSyncCount > 0) + Application.targetFrameRate = 60; + else + Application.targetFrameRate = -1; + + if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) + Input.simulateMouseWithTouches = false; + + cameraTransform = transform; + previousSmoothing = MovementSmoothing; + } + + + // Use this for initialization + void Start() + { + if (CameraTarget == null) + { + // If we don't have a target (assigned by the player, create a dummy in the center of the scene). + dummyTarget = new GameObject("Camera Target").transform; + CameraTarget = dummyTarget; + } + } + + // Update is called once per frame + void LateUpdate() + { + GetPlayerInput(); + + + // Check if we still have a valid target + if (CameraTarget != null) + { + if (CameraMode == CameraModes.Isometric) + { + desiredPosition = CameraTarget.position + Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0, 0, -FollowDistance); + } + else if (CameraMode == CameraModes.Follow) + { + desiredPosition = CameraTarget.position + CameraTarget.TransformDirection(Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * (new Vector3(0, 0, -FollowDistance))); + } + else + { + // Free Camera implementation + } + + if (MovementSmoothing == true) + { + // Using Smoothing + cameraTransform.position = Vector3.SmoothDamp(cameraTransform.position, desiredPosition, ref currentVelocity, MovementSmoothingValue * Time.fixedDeltaTime); + //cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, Time.deltaTime * 5.0f); + } + else + { + // Not using Smoothing + cameraTransform.position = desiredPosition; + } + + if (RotationSmoothing == true) + cameraTransform.rotation = Quaternion.Lerp(cameraTransform.rotation, Quaternion.LookRotation(CameraTarget.position - cameraTransform.position), RotationSmoothingValue * Time.deltaTime); + else + { + cameraTransform.LookAt(CameraTarget); + } + + } + + } + + + + void GetPlayerInput() + { + moveVector = Vector3.zero; + + // Check Mouse Wheel Input prior to Shift Key so we can apply multiplier on Shift for Scrolling + mouseWheel = Input.GetAxis("Mouse ScrollWheel"); + + float touchCount = Input.touchCount; + + if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) || touchCount > 0) + { + mouseWheel *= 10; + + if (Input.GetKeyDown(KeyCode.I)) + CameraMode = CameraModes.Isometric; + + if (Input.GetKeyDown(KeyCode.F)) + CameraMode = CameraModes.Follow; + + if (Input.GetKeyDown(KeyCode.S)) + MovementSmoothing = !MovementSmoothing; + + + // Check for right mouse button to change camera follow and elevation angle + if (Input.GetMouseButton(1)) + { + mouseY = Input.GetAxis("Mouse Y"); + mouseX = Input.GetAxis("Mouse X"); + + if (mouseY > 0.01f || mouseY < -0.01f) + { + ElevationAngle -= mouseY * MoveSensitivity; + // Limit Elevation angle between min & max values. + ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle); + } + + if (mouseX > 0.01f || mouseX < -0.01f) + { + OrbitalAngle += mouseX * MoveSensitivity; + if (OrbitalAngle > 360) + OrbitalAngle -= 360; + if (OrbitalAngle < 0) + OrbitalAngle += 360; + } + } + + // Get Input from Mobile Device + if (touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) + { + Vector2 deltaPosition = Input.GetTouch(0).deltaPosition; + + // Handle elevation changes + if (deltaPosition.y > 0.01f || deltaPosition.y < -0.01f) + { + ElevationAngle -= deltaPosition.y * 0.1f; + // Limit Elevation angle between min & max values. + ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle); + } + + + // Handle left & right + if (deltaPosition.x > 0.01f || deltaPosition.x < -0.01f) + { + OrbitalAngle += deltaPosition.x * 0.1f; + if (OrbitalAngle > 360) + OrbitalAngle -= 360; + if (OrbitalAngle < 0) + OrbitalAngle += 360; + } + + } + + // Check for left mouse button to select a new CameraTarget or to reset Follow position + if (Input.GetMouseButton(0)) + { + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit, 300, 1 << 10 | 1 << 11 | 1 << 12 | 1 << 14)) + { + if (hit.transform == CameraTarget) + { + // Reset Follow Position + OrbitalAngle = 0; + } + else + { + CameraTarget = hit.transform; + OrbitalAngle = 0; + MovementSmoothing = previousSmoothing; + } + + } + } + + + if (Input.GetMouseButton(2)) + { + if (dummyTarget == null) + { + // We need a Dummy Target to anchor the Camera + dummyTarget = new GameObject("Camera Target").transform; + dummyTarget.position = CameraTarget.position; + dummyTarget.rotation = CameraTarget.rotation; + CameraTarget = dummyTarget; + previousSmoothing = MovementSmoothing; + MovementSmoothing = false; + } + else if (dummyTarget != CameraTarget) + { + // Move DummyTarget to CameraTarget + dummyTarget.position = CameraTarget.position; + dummyTarget.rotation = CameraTarget.rotation; + CameraTarget = dummyTarget; + previousSmoothing = MovementSmoothing; + MovementSmoothing = false; + } + + + mouseY = Input.GetAxis("Mouse Y"); + mouseX = Input.GetAxis("Mouse X"); + + moveVector = cameraTransform.TransformDirection(mouseX, mouseY, 0); + + dummyTarget.Translate(-moveVector, Space.World); + + } + + } + + // Check Pinching to Zoom in - out on Mobile device + if (touchCount == 2) + { + Touch touch0 = Input.GetTouch(0); + Touch touch1 = Input.GetTouch(1); + + Vector2 touch0PrevPos = touch0.position - touch0.deltaPosition; + Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition; + + float prevTouchDelta = (touch0PrevPos - touch1PrevPos).magnitude; + float touchDelta = (touch0.position - touch1.position).magnitude; + + float zoomDelta = prevTouchDelta - touchDelta; + + if (zoomDelta > 0.01f || zoomDelta < -0.01f) + { + FollowDistance += zoomDelta * 0.25f; + // Limit FollowDistance between min & max values. + FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance); + } + + + } + + // Check MouseWheel to Zoom in-out + if (mouseWheel < -0.01f || mouseWheel > 0.01f) + { + + FollowDistance -= mouseWheel * 5.0f; + // Limit FollowDistance between min & max values. + FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance); + } + + + } + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta new file mode 100644 index 0000000..75fa178 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2d687537154440a3913a9a3c7977978c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs new file mode 100644 index 0000000..2915c96 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; + +public class ChatController : MonoBehaviour { + + + public TMP_InputField ChatInputField; + + public TMP_Text ChatDisplayOutput; + + public Scrollbar ChatScrollbar; + + void OnEnable() + { + ChatInputField.onSubmit.AddListener(AddToChatOutput); + } + + void OnDisable() + { + ChatInputField.onSubmit.RemoveListener(AddToChatOutput); + } + + + void AddToChatOutput(string newText) + { + // Clear Input Field + ChatInputField.text = string.Empty; + + var timeNow = System.DateTime.Now; + + string formattedInput = "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "] " + newText; + + if (ChatDisplayOutput != null) + { + // No special formatting for first entry + // Add line feed before each subsequent entries + if (ChatDisplayOutput.text == string.Empty) + ChatDisplayOutput.text = formattedInput; + else + ChatDisplayOutput.text += "\n" + formattedInput; + } + + // Keep Chat input field active + ChatInputField.ActivateInputField(); + + // Set the scrollbar to the bottom when next text is submitted. + ChatScrollbar.value = 0; + } + +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta new file mode 100644 index 0000000..fd1d420 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 53d91f98a2664f5cb9af11de72ac54ec +timeCreated: 1487197841 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs new file mode 100644 index 0000000..f9ac60b --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs @@ -0,0 +1,19 @@ +using TMPro; +using UnityEngine; + +public class DropdownSample: MonoBehaviour +{ + [SerializeField] + private TextMeshProUGUI text = null; + + [SerializeField] + private TMP_Dropdown dropdownWithoutPlaceholder = null; + + [SerializeField] + private TMP_Dropdown dropdownWithPlaceholder = null; + + public void OnButtonClick() + { + text.text = dropdownWithPlaceholder.value > -1 ? "Selected values:\n" + dropdownWithoutPlaceholder.value + " - " + dropdownWithPlaceholder.value : "Error: Please make a selection"; + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta new file mode 100644 index 0000000..8046101 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac1eb05af6d391b4eb0f4c070a99f1d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs new file mode 100644 index 0000000..4117707 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using System.Collections; +using TMPro; + +public class EnvMapAnimator : MonoBehaviour { + + //private Vector3 TranslationSpeeds; + public Vector3 RotationSpeeds; + private TMP_Text m_textMeshPro; + private Material m_material; + + + void Awake() + { + //Debug.Log("Awake() on Script called."); + m_textMeshPro = GetComponent(); + m_material = m_textMeshPro.fontSharedMaterial; + } + + // Use this for initialization + IEnumerator Start () + { + Matrix4x4 matrix = new Matrix4x4(); + + while (true) + { + //matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); + matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); + + m_material.SetMatrix("_EnvMatrix", matrix); + + yield return null; + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta new file mode 100644 index 0000000..f42808a --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a4b6f99e8bc54541bbd149b014ff441c +timeCreated: 1449025325 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs new file mode 100644 index 0000000..f7e33fe --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class ObjectSpin : MonoBehaviour + { + +#pragma warning disable 0414 + + public float SpinSpeed = 5; + public int RotationRange = 15; + private Transform m_transform; + + private float m_time; + private Vector3 m_prevPOS; + private Vector3 m_initial_Rotation; + private Vector3 m_initial_Position; + private Color32 m_lightColor; + private int frames = 0; + + public enum MotionType { Rotation, BackAndForth, Translation }; + public MotionType Motion; + + void Awake() + { + m_transform = transform; + m_initial_Rotation = m_transform.rotation.eulerAngles; + m_initial_Position = m_transform.position; + + Light light = GetComponent(); + m_lightColor = light != null ? light.color : Color.black; + } + + + // Update is called once per frame + void Update() + { + if (Motion == MotionType.Rotation) + { + m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); + } + else if (Motion == MotionType.BackAndForth) + { + m_time += SpinSpeed * Time.deltaTime; + m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z); + } + else + { + m_time += SpinSpeed * Time.deltaTime; + + float x = 15 * Mathf.Cos(m_time * .95f); + float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f); + float z = 0f; // *Mathf.Sin(m_time * .9f); + + m_transform.position = m_initial_Position + new Vector3(x, z, y); + + // Drawing light patterns because they can be cool looking. + //if (frames > 2) + // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); + + m_prevPOS = m_transform.position; + frames += 1; + } + } + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta new file mode 100644 index 0000000..43c45a1 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4f19c7f94c794c5097d8bd11e39c750d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs new file mode 100644 index 0000000..d8e56a4 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class ShaderPropAnimator : MonoBehaviour + { + + private Renderer m_Renderer; + private Material m_Material; + + public AnimationCurve GlowCurve; + + public float m_frame; + + void Awake() + { + // Cache a reference to object's renderer + m_Renderer = GetComponent(); + + // Cache a reference to object's material and create an instance by doing so. + m_Material = m_Renderer.material; + } + + void Start() + { + StartCoroutine(AnimateProperties()); + } + + IEnumerator AnimateProperties() + { + //float lightAngle; + float glowPower; + m_frame = Random.Range(0f, 1f); + + while (true) + { + //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f; + //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle); + + glowPower = GlowCurve.Evaluate(m_frame); + m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower); + + m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f); + yield return new WaitForEndOfFrame(); + } + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta new file mode 100644 index 0000000..29547c6 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2787a46a4dc848c1b4b7b9307b614bfd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs new file mode 100644 index 0000000..1c71c48 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class SimpleScript : MonoBehaviour + { + + private TextMeshPro m_textMeshPro; + //private TMP_FontAsset m_FontAsset; + + private const string label = "The <#0050FF>count is: {0:2}"; + private float m_frame; + + + void Start() + { + // Add new TextMesh Pro Component + m_textMeshPro = gameObject.AddComponent(); + + m_textMeshPro.autoSizeTextContainer = true; + + // Load the Font Asset to be used. + //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; + //m_textMeshPro.font = m_FontAsset; + + // Assign Material to TextMesh Pro Component + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material; + //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON"); + + // Set various font settings. + m_textMeshPro.fontSize = 48; + + m_textMeshPro.alignment = TextAlignmentOptions.Center; + + //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation. + //m_textMeshPro.enableAutoSizing = true; + + //m_textMeshPro.characterSpacing = 0.2f; + //m_textMeshPro.wordSpacing = 0.1f; + + //m_textMeshPro.enableCulling = true; + m_textMeshPro.enableWordWrapping = false; + + //textMeshPro.fontColor = new Color32(255, 255, 255, 255); + } + + + void Update() + { + m_textMeshPro.SetText(label, m_frame % 1000); + m_frame += 1 * Time.deltaTime; + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta new file mode 100644 index 0000000..7fbe336 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 9eff140b25d64601aabc6ba32245d099 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs new file mode 100644 index 0000000..205b0fd --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs @@ -0,0 +1,158 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class SkewTextExample : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f)); + //public float AngleMultiplier = 1.0f; + //public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + public float ShearAmount = 1.0f; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(WarpText()); + } + + + private AnimationCurve CopyAnimationCurve(AnimationCurve curve) + { + AnimationCurve newCurve = new AnimationCurve(); + + newCurve.keys = curve.keys; + + return newCurve; + } + + + /// + /// Method to curve text along a Unity animation curve. + /// + /// + /// + IEnumerator WarpText() + { + VertexCurve.preWrapMode = WrapMode.Clamp; + VertexCurve.postWrapMode = WrapMode.Clamp; + + //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh; + + Vector3[] vertices; + Matrix4x4 matrix; + + m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated. + CurveScale *= 10; + float old_CurveScale = CurveScale; + float old_ShearValue = ShearAmount; + AnimationCurve old_curve = CopyAnimationCurve(VertexCurve); + + while (true) + { + if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount) + { + yield return null; + continue; + } + + old_CurveScale = CurveScale; + old_curve = CopyAnimationCurve(VertexCurve); + old_ShearValue = ShearAmount; + + m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate. + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int characterCount = textInfo.characterCount; + + + if (characterCount == 0) continue; + + //vertices = textInfo.meshInfo[0].vertices; + //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex; + + float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x; + float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x; + + + + for (int i = 0; i < characterCount; i++) + { + if (!textInfo.characterInfo[i].isVisible) + continue; + + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the index of the mesh used by this character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + vertices = textInfo.meshInfo[materialIndex].vertices; + + // Compute the baseline mid point for each character + Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine); + //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f); + + // Apply offset to adjust our pivot point. + vertices[vertexIndex + 0] += -offsetToMidBaseline; + vertices[vertexIndex + 1] += -offsetToMidBaseline; + vertices[vertexIndex + 2] += -offsetToMidBaseline; + vertices[vertexIndex + 3] += -offsetToMidBaseline; + + // Apply the Shearing FX + float shear_value = ShearAmount * 0.01f; + Vector3 topShear = new Vector3(shear_value * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0, 0); + Vector3 bottomShear = new Vector3(shear_value * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0, 0); + + vertices[vertexIndex + 0] += -bottomShear; + vertices[vertexIndex + 1] += topShear; + vertices[vertexIndex + 2] += topShear; + vertices[vertexIndex + 3] += -bottomShear; + + + // Compute the angle of rotation for each character based on the animation curve + float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh. + float x1 = x0 + 0.0001f; + float y0 = VertexCurve.Evaluate(x0) * CurveScale; + float y1 = VertexCurve.Evaluate(x1) * CurveScale; + + Vector3 horizontal = new Vector3(1, 0, 0); + //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0); + Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0); + + float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f; + Vector3 cross = Vector3.Cross(horizontal, tangent); + float angle = cross.z > 0 ? dot : 360 - dot; + + matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one); + + vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + vertices[vertexIndex + 0] += offsetToMidBaseline; + vertices[vertexIndex + 1] += offsetToMidBaseline; + vertices[vertexIndex + 2] += offsetToMidBaseline; + vertices[vertexIndex + 3] += offsetToMidBaseline; + } + + + // Upload the mesh with the revised information + m_TextComponent.UpdateVertexData(); + + yield return null; // new WaitForSeconds(0.025f); + } + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta new file mode 100644 index 0000000..4611105 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d412675cfb3441efa3bf8dcd9b7624dc +timeCreated: 1458801336 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs new file mode 100644 index 0000000..ad76118 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using System; + + +namespace TMPro +{ + /// + /// EXample of a Custom Character Input Validator to only allow digits from 0 to 9. + /// + [Serializable] + //[CreateAssetMenu(fileName = "InputValidator - Digits.asset", menuName = "TextMeshPro/Input Validators/Digits", order = 100)] + public class TMP_DigitValidator : TMP_InputValidator + { + // Custom text input validation function + public override char Validate(ref string text, ref int pos, char ch) + { + if (ch >= '0' && ch <= '9') + { + text += ch; + pos += 1; + return ch; + } + + return (char)0; + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta new file mode 100644 index 0000000..f013655 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1a7eb92a01ed499a987bde9def05fbce +timeCreated: 1473112765 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs new file mode 100644 index 0000000..9f022f3 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using TMPro; + + +namespace TMPro.Examples +{ + + public class TMP_ExampleScript_01 : MonoBehaviour + { + public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 }; + + public objectType ObjectType; + public bool isStatic; + + private TMP_Text m_text; + + //private TMP_InputField m_inputfield; + + + private const string k_label = "The count is <#0080ff>{0}"; + private int count; + + void Awake() + { + // Get a reference to the TMP text component if one already exists otherwise add one. + // This example show the convenience of having both TMP components derive from TMP_Text. + if (ObjectType == 0) + m_text = GetComponent() ?? gameObject.AddComponent(); + else + m_text = GetComponent() ?? gameObject.AddComponent(); + + // Load a new font asset and assign it to the text object. + m_text.font = Resources.Load("Fonts & Materials/Anton SDF"); + + // Load a new material preset which was created with the context menu duplicate. + m_text.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF - Drop Shadow"); + + // Set the size of the font. + m_text.fontSize = 120; + + // Set the text + m_text.text = "A <#0080ff>simple line of text."; + + // Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container. + Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity); + + // Set the size of the RectTransform based on the new calculated values. + m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y); + } + + + void Update() + { + if (!isStatic) + { + m_text.SetText(k_label, count % 1000); + count += 1; + } + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta new file mode 100644 index 0000000..af5c4d4 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6f2c5b59b6874405865e2616e4ec276a +timeCreated: 1449625634 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs new file mode 100644 index 0000000..4a858b5 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs @@ -0,0 +1,134 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_FrameRateCounter : MonoBehaviour + { + public float UpdateInterval = 5.0f; + private float m_LastInterval = 0; + private int m_Frames = 0; + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight; + + private string htmlColorTag; + private const string fpsLabel = "{0:2} <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS"; + + private TextMeshPro m_TextMeshPro; + private Transform m_frameCounter_transform; + private Camera m_camera; + + private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + m_camera = Camera.main; + Application.targetFrameRate = 9999; + + GameObject frameCounter = new GameObject("Frame Counter"); + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + + m_frameCounter_transform = frameCounter.transform; + m_frameCounter_transform.SetParent(m_camera.transform); + m_frameCounter_transform.localRotation = Quaternion.identity; + + m_TextMeshPro.enableWordWrapping = false; + m_TextMeshPro.fontSize = 24; + //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); + //m_TextMeshPro.edgeWidth = .15f; + //m_TextMeshPro.isOverlay = true; + + //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0); + //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255); + //m_TextMeshPro.FontMaterial.renderQueue = 4000; + + //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f)); + + Set_FrameCounter_Position(AnchorPosition); + last_AnchorPosition = AnchorPosition; + + + } + + void Start() + { + m_LastInterval = Time.realtimeSinceStartup; + m_Frames = 0; + } + + void Update() + { + if (AnchorPosition != last_AnchorPosition) + Set_FrameCounter_Position(AnchorPosition); + + last_AnchorPosition = AnchorPosition; + + m_Frames += 1; + float timeNow = Time.realtimeSinceStartup; + + if (timeNow > m_LastInterval + UpdateInterval) + { + // display two fractional digits (f2 format) + float fps = m_Frames / (timeNow - m_LastInterval); + float ms = 1000.0f / Mathf.Max(fps, 0.00001f); + + if (fps < 30) + htmlColorTag = ""; + else if (fps < 10) + htmlColorTag = ""; + else + htmlColorTag = ""; + + //string format = System.String.Format(htmlColorTag + "{0:F2} FPS \n{1:F2} <#8080ff>MS",fps, ms); + //m_TextMeshPro.text = format; + + m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); + + m_Frames = 0; + m_LastInterval = timeNow; + } + } + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + //Debug.Log("Changing frame counter anchor position."); + m_TextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f); + + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; + m_TextMeshPro.rectTransform.pivot = new Vector2(0, 1); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; + m_TextMeshPro.rectTransform.pivot = new Vector2(0, 0); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); + break; + case FpsCounterAnchorPositions.TopRight: + m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; + m_TextMeshPro.rectTransform.pivot = new Vector2(1, 1); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomRight: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; + m_TextMeshPro.rectTransform.pivot = new Vector2(1, 0); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); + break; + } + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta new file mode 100644 index 0000000..48fa119 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 686ec78b56aa445795335fbadafcfaa4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs new file mode 100644 index 0000000..0d363ce --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs @@ -0,0 +1,105 @@ +using UnityEngine; +using System.Collections; +using System; + +namespace TMPro +{ + /// + /// Example of a Custom Character Input Validator to only allow phone number in the (800) 555-1212 format. + /// + [Serializable] + //[CreateAssetMenu(fileName = "InputValidator - Phone Numbers.asset", menuName = "TextMeshPro/Input Validators/Phone Numbers")] + public class TMP_PhoneNumberValidator : TMP_InputValidator + { + // Custom text input validation function + public override char Validate(ref string text, ref int pos, char ch) + { + Debug.Log("Trying to validate..."); + + // Return unless the character is a valid digit + if (ch < '0' && ch > '9') return (char)0; + + int length = text.Length; + + // Enforce Phone Number format for every character input. + for (int i = 0; i < length + 1; i++) + { + switch (i) + { + case 0: + if (i == length) + text = "(" + ch; + pos = 2; + break; + case 1: + if (i == length) + text += ch; + pos = 2; + break; + case 2: + if (i == length) + text += ch; + pos = 3; + break; + case 3: + if (i == length) + text += ch + ") "; + pos = 6; + break; + case 4: + if (i == length) + text += ") " + ch; + pos = 7; + break; + case 5: + if (i == length) + text += " " + ch; + pos = 7; + break; + case 6: + if (i == length) + text += ch; + pos = 7; + break; + case 7: + if (i == length) + text += ch; + pos = 8; + break; + case 8: + if (i == length) + text += ch + "-"; + pos = 10; + break; + case 9: + if (i == length) + text += "-" + ch; + pos = 11; + break; + case 10: + if (i == length) + text += ch; + pos = 11; + break; + case 11: + if (i == length) + text += ch; + pos = 12; + break; + case 12: + if (i == length) + text += ch; + pos = 13; + break; + case 13: + if (i == length) + text += ch; + pos = 14; + break; + } + } + + return ch; + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta new file mode 100644 index 0000000..66324f0 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 83680ab1a69f4102ac67d1459fe76e1f +timeCreated: 1473056437 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs new file mode 100644 index 0000000..abbe658 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs @@ -0,0 +1,73 @@ +using UnityEngine; + + +namespace TMPro.Examples +{ + public class TMP_TextEventCheck : MonoBehaviour + { + + public TMP_TextEventHandler TextEventHandler; + + private TMP_Text m_TextComponent; + + void OnEnable() + { + if (TextEventHandler != null) + { + // Get a reference to the text component + m_TextComponent = TextEventHandler.GetComponent(); + + TextEventHandler.onCharacterSelection.AddListener(OnCharacterSelection); + TextEventHandler.onSpriteSelection.AddListener(OnSpriteSelection); + TextEventHandler.onWordSelection.AddListener(OnWordSelection); + TextEventHandler.onLineSelection.AddListener(OnLineSelection); + TextEventHandler.onLinkSelection.AddListener(OnLinkSelection); + } + } + + + void OnDisable() + { + if (TextEventHandler != null) + { + TextEventHandler.onCharacterSelection.RemoveListener(OnCharacterSelection); + TextEventHandler.onSpriteSelection.RemoveListener(OnSpriteSelection); + TextEventHandler.onWordSelection.RemoveListener(OnWordSelection); + TextEventHandler.onLineSelection.RemoveListener(OnLineSelection); + TextEventHandler.onLinkSelection.RemoveListener(OnLinkSelection); + } + } + + + void OnCharacterSelection(char c, int index) + { + Debug.Log("Character [" + c + "] at Index: " + index + " has been selected."); + } + + void OnSpriteSelection(char c, int index) + { + Debug.Log("Sprite [" + c + "] at Index: " + index + " has been selected."); + } + + void OnWordSelection(string word, int firstCharacterIndex, int length) + { + Debug.Log("Word [" + word + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); + } + + void OnLineSelection(string lineText, int firstCharacterIndex, int length) + { + Debug.Log("Line [" + lineText + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); + } + + void OnLinkSelection(string linkID, string linkText, int linkIndex) + { + if (m_TextComponent != null) + { + TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex]; + } + + Debug.Log("Link Index: " + linkIndex + " with ID [" + linkID + "] and Text \"" + linkText + "\" has been selected."); + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta new file mode 100644 index 0000000..9012a15 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d736ce056cf444ca96e424f4d9c42b76 +timeCreated: 1480416736 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs new file mode 100644 index 0000000..505bf64 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs @@ -0,0 +1,254 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using System; + + +namespace TMPro +{ + + public class TMP_TextEventHandler : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + [Serializable] + public class CharacterSelectionEvent : UnityEvent { } + + [Serializable] + public class SpriteSelectionEvent : UnityEvent { } + + [Serializable] + public class WordSelectionEvent : UnityEvent { } + + [Serializable] + public class LineSelectionEvent : UnityEvent { } + + [Serializable] + public class LinkSelectionEvent : UnityEvent { } + + + /// + /// Event delegate triggered when pointer is over a character. + /// + public CharacterSelectionEvent onCharacterSelection + { + get { return m_OnCharacterSelection; } + set { m_OnCharacterSelection = value; } + } + [SerializeField] + private CharacterSelectionEvent m_OnCharacterSelection = new CharacterSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a sprite. + /// + public SpriteSelectionEvent onSpriteSelection + { + get { return m_OnSpriteSelection; } + set { m_OnSpriteSelection = value; } + } + [SerializeField] + private SpriteSelectionEvent m_OnSpriteSelection = new SpriteSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a word. + /// + public WordSelectionEvent onWordSelection + { + get { return m_OnWordSelection; } + set { m_OnWordSelection = value; } + } + [SerializeField] + private WordSelectionEvent m_OnWordSelection = new WordSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a line. + /// + public LineSelectionEvent onLineSelection + { + get { return m_OnLineSelection; } + set { m_OnLineSelection = value; } + } + [SerializeField] + private LineSelectionEvent m_OnLineSelection = new LineSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a link. + /// + public LinkSelectionEvent onLinkSelection + { + get { return m_OnLinkSelection; } + set { m_OnLinkSelection = value; } + } + [SerializeField] + private LinkSelectionEvent m_OnLinkSelection = new LinkSelectionEvent(); + + + + private TMP_Text m_TextComponent; + + private Camera m_Camera; + private Canvas m_Canvas; + + private int m_selectedLink = -1; + private int m_lastCharIndex = -1; + private int m_lastWordIndex = -1; + private int m_lastLineIndex = -1; + + void Awake() + { + // Get a reference to the text component. + m_TextComponent = gameObject.GetComponent(); + + // Get a reference to the camera rendering the text taking into consideration the text component type. + if (m_TextComponent.GetType() == typeof(TextMeshProUGUI)) + { + m_Canvas = gameObject.GetComponentInParent(); + if (m_Canvas != null) + { + if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay) + m_Camera = null; + else + m_Camera = m_Canvas.worldCamera; + } + } + else + { + m_Camera = Camera.main; + } + } + + + void LateUpdate() + { + if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextComponent.rectTransform, Input.mousePosition, m_Camera)) + { + #region Example of Character or Sprite Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextComponent, Input.mousePosition, m_Camera, true); + if (charIndex != -1 && charIndex != m_lastCharIndex) + { + m_lastCharIndex = charIndex; + + TMP_TextElementType elementType = m_TextComponent.textInfo.characterInfo[charIndex].elementType; + + // Send event to any event listeners depending on whether it is a character or sprite. + if (elementType == TMP_TextElementType.Character) + SendOnCharacterSelection(m_TextComponent.textInfo.characterInfo[charIndex].character, charIndex); + else if (elementType == TMP_TextElementType.Sprite) + SendOnSpriteSelection(m_TextComponent.textInfo.characterInfo[charIndex].character, charIndex); + } + #endregion + + + #region Example of Word Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextComponent, Input.mousePosition, m_Camera); + if (wordIndex != -1 && wordIndex != m_lastWordIndex) + { + m_lastWordIndex = wordIndex; + + // Get the information about the selected word. + TMP_WordInfo wInfo = m_TextComponent.textInfo.wordInfo[wordIndex]; + + // Send the event to any listeners. + SendOnWordSelection(wInfo.GetWord(), wInfo.firstCharacterIndex, wInfo.characterCount); + } + #endregion + + + #region Example of Line Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int lineIndex = TMP_TextUtilities.FindIntersectingLine(m_TextComponent, Input.mousePosition, m_Camera); + if (lineIndex != -1 && lineIndex != m_lastLineIndex) + { + m_lastLineIndex = lineIndex; + + // Get the information about the selected word. + TMP_LineInfo lineInfo = m_TextComponent.textInfo.lineInfo[lineIndex]; + + // Send the event to any listeners. + char[] buffer = new char[lineInfo.characterCount]; + for (int i = 0; i < lineInfo.characterCount && i < m_TextComponent.textInfo.characterInfo.Length; i++) + { + buffer[i] = m_TextComponent.textInfo.characterInfo[i + lineInfo.firstCharacterIndex].character; + } + + string lineText = new string(buffer); + SendOnLineSelection(lineText, lineInfo.firstCharacterIndex, lineInfo.characterCount); + } + #endregion + + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextComponent, Input.mousePosition, m_Camera); + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + // Get information about the link. + TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex]; + + // Send the event to any listeners. + SendOnLinkSelection(linkInfo.GetLinkID(), linkInfo.GetLinkText(), linkIndex); + } + #endregion + } + else + { + // Reset all selections given we are hovering outside the text container bounds. + m_selectedLink = -1; + m_lastCharIndex = -1; + m_lastWordIndex = -1; + m_lastLineIndex = -1; + } + } + + + public void OnPointerEnter(PointerEventData eventData) + { + //Debug.Log("OnPointerEnter()"); + } + + + public void OnPointerExit(PointerEventData eventData) + { + //Debug.Log("OnPointerExit()"); + } + + + private void SendOnCharacterSelection(char character, int characterIndex) + { + if (onCharacterSelection != null) + onCharacterSelection.Invoke(character, characterIndex); + } + + private void SendOnSpriteSelection(char character, int characterIndex) + { + if (onSpriteSelection != null) + onSpriteSelection.Invoke(character, characterIndex); + } + + private void SendOnWordSelection(string word, int charIndex, int length) + { + if (onWordSelection != null) + onWordSelection.Invoke(word, charIndex, length); + } + + private void SendOnLineSelection(string line, int charIndex, int length) + { + if (onLineSelection != null) + onLineSelection.Invoke(line, charIndex, length); + } + + private void SendOnLinkSelection(string linkID, string linkText, int linkIndex) + { + if (onLinkSelection != null) + onLinkSelection.Invoke(linkID, linkText, linkIndex); + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta new file mode 100644 index 0000000..03c5199 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1312ae25639a4bae8e25ae223209cc50 +timeCreated: 1452811039 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs new file mode 100644 index 0000000..64e75af --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs @@ -0,0 +1,652 @@ +using System; +using UnityEngine; +using System.Collections; +using UnityEditor; + + +namespace TMPro.Examples +{ + + public class TMP_TextInfoDebugTool : MonoBehaviour + { + // Since this script is used for debugging, we exclude it from builds. + // TODO: Rework this script to make it into an editor utility. + #if UNITY_EDITOR + public bool ShowCharacters; + public bool ShowWords; + public bool ShowLinks; + public bool ShowLines; + public bool ShowMeshBounds; + public bool ShowTextBounds; + [Space(10)] + [TextArea(2, 2)] + public string ObjectStats; + + [SerializeField] + private TMP_Text m_TextComponent; + + private Transform m_Transform; + private TMP_TextInfo m_TextInfo; + + private float m_ScaleMultiplier; + private float m_HandleSize; + + + void OnDrawGizmos() + { + if (m_TextComponent == null) + { + m_TextComponent = GetComponent(); + + if (m_TextComponent == null) + return; + } + + m_Transform = m_TextComponent.transform; + + // Get a reference to the text object's textInfo + m_TextInfo = m_TextComponent.textInfo; + + // Update Text Statistics + ObjectStats = "Characters: " + m_TextInfo.characterCount + " Words: " + m_TextInfo.wordCount + " Spaces: " + m_TextInfo.spaceCount + " Sprites: " + m_TextInfo.spriteCount + " Links: " + m_TextInfo.linkCount + + "\nLines: " + m_TextInfo.lineCount + " Pages: " + m_TextInfo.pageCount; + + // Get the handle size for drawing the various + m_ScaleMultiplier = m_TextComponent.GetType() == typeof(TextMeshPro) ? 1 : 0.1f; + m_HandleSize = HandleUtility.GetHandleSize(m_Transform.position) * m_ScaleMultiplier; + + // Draw line metrics + #region Draw Lines + if (ShowLines) + DrawLineBounds(); + #endregion + + // Draw word metrics + #region Draw Words + if (ShowWords) + DrawWordBounds(); + #endregion + + // Draw character metrics + #region Draw Characters + if (ShowCharacters) + DrawCharactersBounds(); + #endregion + + // Draw Quads around each of the words + #region Draw Links + if (ShowLinks) + DrawLinkBounds(); + #endregion + + // Draw Quad around the bounds of the text + #region Draw Bounds + if (ShowMeshBounds) + DrawBounds(); + #endregion + + // Draw Quad around the rendered region of the text. + #region Draw Text Bounds + if (ShowTextBounds) + DrawTextBounds(); + #endregion + } + + + /// + /// Method to draw a rectangle around each character. + /// + /// + void DrawCharactersBounds() + { + int characterCount = m_TextInfo.characterCount; + + for (int i = 0; i < characterCount; i++) + { + // Draw visible as well as invisible characters + TMP_CharacterInfo characterInfo = m_TextInfo.characterInfo[i]; + + bool isCharacterVisible = i < m_TextComponent.maxVisibleCharacters && + characterInfo.lineNumber < m_TextComponent.maxVisibleLines && + i >= m_TextComponent.firstVisibleCharacter; + + if (m_TextComponent.overflowMode == TextOverflowModes.Page) + isCharacterVisible = isCharacterVisible && characterInfo.pageNumber + 1 == m_TextComponent.pageToDisplay; + + if (!isCharacterVisible) + continue; + + float dottedLineSize = 6; + + // Get Bottom Left and Top Right position of the current character + Vector3 bottomLeft = m_Transform.TransformPoint(characterInfo.bottomLeft); + Vector3 topLeft = m_Transform.TransformPoint(new Vector3(characterInfo.topLeft.x, characterInfo.topLeft.y, 0)); + Vector3 topRight = m_Transform.TransformPoint(characterInfo.topRight); + Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(characterInfo.bottomRight.x, characterInfo.bottomRight.y, 0)); + + // Draw character bounds + if (characterInfo.isVisible) + { + Color color = Color.green; + DrawDottedRectangle(bottomLeft, topRight, color); + } + else + { + Color color = Color.grey; + + float whiteSpaceAdvance = Math.Abs(characterInfo.origin - characterInfo.xAdvance) > 0.01f ? characterInfo.xAdvance : characterInfo.origin + (characterInfo.ascender - characterInfo.descender) * 0.03f; + DrawDottedRectangle(m_Transform.TransformPoint(new Vector3(characterInfo.origin, characterInfo.descender, 0)), m_Transform.TransformPoint(new Vector3(whiteSpaceAdvance, characterInfo.ascender, 0)), color, 4); + } + + float origin = characterInfo.origin; + float advance = characterInfo.xAdvance; + float ascentline = characterInfo.ascender; + float baseline = characterInfo.baseLine; + float descentline = characterInfo.descender; + + //Draw Ascent line + Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(origin, ascentline, 0)); + Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(advance, ascentline, 0)); + + Handles.color = Color.cyan; + Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize); + + // Draw Cap Height & Mean line + float capline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.capLine * characterInfo.scale; + Vector3 capHeightStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0); + Vector3 capHeightEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0); + + float meanline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.meanLine * characterInfo.scale; + Vector3 meanlineStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0); + Vector3 meanlineEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0); + + if (characterInfo.isVisible) + { + // Cap line + Handles.color = Color.cyan; + Handles.DrawDottedLine(capHeightStart, capHeightEnd, dottedLineSize); + + // Mean line + Handles.color = Color.cyan; + Handles.DrawDottedLine(meanlineStart, meanlineEnd, dottedLineSize); + } + + //Draw Base line + Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(origin, baseline, 0)); + Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(advance, baseline, 0)); + + Handles.color = Color.cyan; + Handles.DrawDottedLine(baselineStart, baselineEnd, dottedLineSize); + + //Draw Descent line + Vector3 descentlineStart = m_Transform.TransformPoint(new Vector3(origin, descentline, 0)); + Vector3 descentlineEnd = m_Transform.TransformPoint(new Vector3(advance, descentline, 0)); + + Handles.color = Color.cyan; + Handles.DrawDottedLine(descentlineStart, descentlineEnd, dottedLineSize); + + // Draw Origin + Vector3 originPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0)); + DrawCrosshair(originPosition, 0.05f / m_ScaleMultiplier, Color.cyan); + + // Draw Horizontal Advance + Vector3 advancePosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0)); + DrawSquare(advancePosition, 0.025f / m_ScaleMultiplier, Color.yellow); + DrawCrosshair(advancePosition, 0.0125f / m_ScaleMultiplier, Color.yellow); + + // Draw text labels for metrics + if (m_HandleSize < 0.5f) + { + GUIStyle style = new GUIStyle(GUI.skin.GetStyle("Label")); + style.normal.textColor = new Color(0.6f, 0.6f, 0.6f, 1.0f); + style.fontSize = 12; + style.fixedWidth = 200; + style.fixedHeight = 20; + + Vector3 labelPosition; + float center = (origin + advance) / 2; + + //float baselineMetrics = 0; + //float ascentlineMetrics = ascentline - baseline; + //float caplineMetrics = capline - baseline; + //float meanlineMetrics = meanline - baseline; + //float descentlineMetrics = descentline - baseline; + + // Ascent Line + labelPosition = m_Transform.TransformPoint(new Vector3(center, ascentline, 0)); + style.alignment = TextAnchor.UpperCenter; + Handles.Label(labelPosition, "Ascent Line", style); + //Handles.Label(labelPosition, "Ascent Line (" + ascentlineMetrics.ToString("f3") + ")" , style); + + // Base Line + labelPosition = m_Transform.TransformPoint(new Vector3(center, baseline, 0)); + Handles.Label(labelPosition, "Base Line", style); + //Handles.Label(labelPosition, "Base Line (" + baselineMetrics.ToString("f3") + ")" , style); + + // Descent line + labelPosition = m_Transform.TransformPoint(new Vector3(center, descentline, 0)); + Handles.Label(labelPosition, "Descent Line", style); + //Handles.Label(labelPosition, "Descent Line (" + descentlineMetrics.ToString("f3") + ")" , style); + + if (characterInfo.isVisible) + { + // Cap Line + labelPosition = m_Transform.TransformPoint(new Vector3(center, capline, 0)); + style.alignment = TextAnchor.UpperCenter; + Handles.Label(labelPosition, "Cap Line", style); + //Handles.Label(labelPosition, "Cap Line (" + caplineMetrics.ToString("f3") + ")" , style); + + // Mean Line + labelPosition = m_Transform.TransformPoint(new Vector3(center, meanline, 0)); + style.alignment = TextAnchor.UpperCenter; + Handles.Label(labelPosition, "Mean Line", style); + //Handles.Label(labelPosition, "Mean Line (" + ascentlineMetrics.ToString("f3") + ")" , style); + + // Origin + labelPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0)); + style.alignment = TextAnchor.UpperRight; + Handles.Label(labelPosition, "Origin ", style); + + // Advance + labelPosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0)); + style.alignment = TextAnchor.UpperLeft; + Handles.Label(labelPosition, " Advance", style); + } + } + } + } + + + /// + /// Method to draw rectangles around each word of the text. + /// + /// + void DrawWordBounds() + { + for (int i = 0; i < m_TextInfo.wordCount; i++) + { + TMP_WordInfo wInfo = m_TextInfo.wordInfo[i]; + + bool isBeginRegion = false; + + Vector3 bottomLeft = Vector3.zero; + Vector3 topLeft = Vector3.zero; + Vector3 bottomRight = Vector3.zero; + Vector3 topRight = Vector3.zero; + + float maxAscender = -Mathf.Infinity; + float minDescender = Mathf.Infinity; + + Color wordColor = Color.green; + + // Iterate through each character of the word + for (int j = 0; j < wInfo.characterCount; j++) + { + int characterIndex = wInfo.firstCharacterIndex + j; + TMP_CharacterInfo currentCharInfo = m_TextInfo.characterInfo[characterIndex]; + int currentLine = currentCharInfo.lineNumber; + + bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters || + currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + // Track Max Ascender and Min Descender + maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender); + minDescender = Mathf.Min(minDescender, currentCharInfo.descender); + + if (isBeginRegion == false && isCharacterVisible) + { + isBeginRegion = true; + + bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0); + topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0); + + //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]"); + + // If Word is one character + if (wInfo.characterCount == 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + // Last Character of Word + if (isBeginRegion && j == wInfo.characterCount - 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + // If Word is split on more than one line. + else if (isBeginRegion && currentLine != m_TextInfo.characterInfo[characterIndex + 1].lineNumber) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + maxAscender = -Mathf.Infinity; + minDescender = Mathf.Infinity; + + } + } + + //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo)); + } + + + } + + + /// + /// Draw rectangle around each of the links contained in the text. + /// + /// + void DrawLinkBounds() + { + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + for (int i = 0; i < textInfo.linkCount; i++) + { + TMP_LinkInfo linkInfo = textInfo.linkInfo[i]; + + bool isBeginRegion = false; + + Vector3 bottomLeft = Vector3.zero; + Vector3 topLeft = Vector3.zero; + Vector3 bottomRight = Vector3.zero; + Vector3 topRight = Vector3.zero; + + float maxAscender = -Mathf.Infinity; + float minDescender = Mathf.Infinity; + + Color32 linkColor = Color.cyan; + + // Iterate through each character of the link text + for (int j = 0; j < linkInfo.linkTextLength; j++) + { + int characterIndex = linkInfo.linkTextfirstCharacterIndex + j; + TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex]; + int currentLine = currentCharInfo.lineNumber; + + bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters || + currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + // Track Max Ascender and Min Descender + maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender); + minDescender = Mathf.Min(minDescender, currentCharInfo.descender); + + if (isBeginRegion == false && isCharacterVisible) + { + isBeginRegion = true; + + bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0); + topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0); + + //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]"); + + // If Link is one character + if (linkInfo.linkTextLength == 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + // Last Character of Link + if (isBeginRegion && j == linkInfo.linkTextLength - 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + // If Link is split on more than one line. + else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + maxAscender = -Mathf.Infinity; + minDescender = Mathf.Infinity; + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo)); + } + } + + + /// + /// Draw Rectangles around each lines of the text. + /// + /// + void DrawLineBounds() + { + int lineCount = m_TextInfo.lineCount; + + for (int i = 0; i < lineCount; i++) + { + TMP_LineInfo lineInfo = m_TextInfo.lineInfo[i]; + TMP_CharacterInfo firstCharacterInfo = m_TextInfo.characterInfo[lineInfo.firstCharacterIndex]; + TMP_CharacterInfo lastCharacterInfo = m_TextInfo.characterInfo[lineInfo.lastCharacterIndex]; + + bool isLineVisible = (lineInfo.characterCount == 1 && (firstCharacterInfo.character == 10 || firstCharacterInfo.character == 11 || firstCharacterInfo.character == 0x2028 || firstCharacterInfo.character == 0x2029)) || + i > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && firstCharacterInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + if (!isLineVisible) continue; + + float lineBottomLeft = firstCharacterInfo.bottomLeft.x; + float lineTopRight = lastCharacterInfo.topRight.x; + + float ascentline = lineInfo.ascender; + float baseline = lineInfo.baseline; + float descentline = lineInfo.descender; + + float dottedLineSize = 12; + + // Draw line extents + DrawDottedRectangle(m_Transform.TransformPoint(lineInfo.lineExtents.min), m_Transform.TransformPoint(lineInfo.lineExtents.max), Color.green, 4); + + // Draw Ascent line + Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0)); + Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, ascentline, 0)); + + Handles.color = Color.yellow; + Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize); + + // Draw Base line + Vector3 baseLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0)); + Vector3 baseLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, baseline, 0)); + + Handles.color = Color.yellow; + Handles.DrawDottedLine(baseLineStart, baseLineEnd, dottedLineSize); + + // Draw Descent line + Vector3 descentLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0)); + Vector3 descentLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, descentline, 0)); + + Handles.color = Color.yellow; + Handles.DrawDottedLine(descentLineStart, descentLineEnd, dottedLineSize); + + // Draw text labels for metrics + if (m_HandleSize < 1.0f) + { + GUIStyle style = new GUIStyle(); + style.normal.textColor = new Color(0.8f, 0.8f, 0.8f, 1.0f); + style.fontSize = 12; + style.fixedWidth = 200; + style.fixedHeight = 20; + Vector3 labelPosition; + + // Ascent Line + labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0)); + style.padding = new RectOffset(0, 10, 0, 5); + style.alignment = TextAnchor.MiddleRight; + Handles.Label(labelPosition, "Ascent Line", style); + + // Base Line + labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0)); + Handles.Label(labelPosition, "Base Line", style); + + // Descent line + labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0)); + Handles.Label(labelPosition, "Descent Line", style); + } + } + } + + + /// + /// Draw Rectangle around the bounds of the text object. + /// + void DrawBounds() + { + Bounds meshBounds = m_TextComponent.bounds; + + // Get Bottom Left and Top Right position of each word + Vector3 bottomLeft = m_TextComponent.transform.position + meshBounds.min; + Vector3 topRight = m_TextComponent.transform.position + meshBounds.max; + + DrawRectangle(bottomLeft, topRight, new Color(1, 0.5f, 0)); + } + + + void DrawTextBounds() + { + Bounds textBounds = m_TextComponent.textBounds; + + Vector3 bottomLeft = m_TextComponent.transform.position + (textBounds.center - textBounds.extents); + Vector3 topRight = m_TextComponent.transform.position + (textBounds.center + textBounds.extents); + + DrawRectangle(bottomLeft, topRight, new Color(0f, 0.5f, 0.5f)); + } + + + // Draw Rectangles + void DrawRectangle(Vector3 BL, Vector3 TR, Color color) + { + Gizmos.color = color; + + Gizmos.DrawLine(new Vector3(BL.x, BL.y, 0), new Vector3(BL.x, TR.y, 0)); + Gizmos.DrawLine(new Vector3(BL.x, TR.y, 0), new Vector3(TR.x, TR.y, 0)); + Gizmos.DrawLine(new Vector3(TR.x, TR.y, 0), new Vector3(TR.x, BL.y, 0)); + Gizmos.DrawLine(new Vector3(TR.x, BL.y, 0), new Vector3(BL.x, BL.y, 0)); + } + + void DrawDottedRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f) + { + Handles.color = color; + Handles.DrawDottedLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), size); + Handles.DrawDottedLine(new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), topRight, size); + Handles.DrawDottedLine(topRight, new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), size); + Handles.DrawDottedLine(new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), bottomLeft, size); + } + + void DrawSolidRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f) + { + Handles.color = color; + Rect rect = new Rect(bottomLeft, topRight - bottomLeft); + Handles.DrawSolidRectangleWithOutline(rect, color, Color.black); + } + + void DrawSquare(Vector3 position, float size, Color color) + { + Handles.color = color; + Vector3 bottomLeft = new Vector3(position.x - size, position.y - size, position.z); + Vector3 topLeft = new Vector3(position.x - size, position.y + size, position.z); + Vector3 topRight = new Vector3(position.x + size, position.y + size, position.z); + Vector3 bottomRight = new Vector3(position.x + size, position.y - size, position.z); + + Handles.DrawLine(bottomLeft, topLeft); + Handles.DrawLine(topLeft, topRight); + Handles.DrawLine(topRight, bottomRight); + Handles.DrawLine(bottomRight, bottomLeft); + } + + void DrawCrosshair(Vector3 position, float size, Color color) + { + Handles.color = color; + + Handles.DrawLine(new Vector3(position.x - size, position.y, position.z), new Vector3(position.x + size, position.y, position.z)); + Handles.DrawLine(new Vector3(position.x, position.y - size, position.z), new Vector3(position.x, position.y + size, position.z)); + } + + + // Draw Rectangles + void DrawRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color) + { + Gizmos.color = color; + + Gizmos.DrawLine(bl, tl); + Gizmos.DrawLine(tl, tr); + Gizmos.DrawLine(tr, br); + Gizmos.DrawLine(br, bl); + } + + + // Draw Rectangles + void DrawDottedRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color) + { + var cam = Camera.current; + float dotSpacing = (cam.WorldToScreenPoint(br).x - cam.WorldToScreenPoint(bl).x) / 75f; + UnityEditor.Handles.color = color; + + UnityEditor.Handles.DrawDottedLine(bl, tl, dotSpacing); + UnityEditor.Handles.DrawDottedLine(tl, tr, dotSpacing); + UnityEditor.Handles.DrawDottedLine(tr, br, dotSpacing); + UnityEditor.Handles.DrawDottedLine(br, bl, dotSpacing); + } + #endif + } +} + diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta new file mode 100644 index 0000000..12400bf --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 21256c5b62f346f18640dad779911e20 +timeCreated: 1430348781 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs new file mode 100644 index 0000000..33d56e4 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs @@ -0,0 +1,157 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_TextSelector_A : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + private TextMeshPro m_TextMeshPro; + + private Camera m_Camera; + + private bool m_isHoveringObject; + private int m_selectedLink = -1; + private int m_lastCharIndex = -1; + private int m_lastWordIndex = -1; + + void Awake() + { + m_TextMeshPro = gameObject.GetComponent(); + m_Camera = Camera.main; + + // Force generation of the text object so we have valid data to work with. This is needed since LateUpdate() will be called before the text object has a chance to generated when entering play mode. + m_TextMeshPro.ForceMeshUpdate(); + } + + + void LateUpdate() + { + m_isHoveringObject = false; + + if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextMeshPro.rectTransform, Input.mousePosition, Camera.main)) + { + m_isHoveringObject = true; + } + + if (m_isHoveringObject) + { + #region Example of Character Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, Camera.main, true); + if (charIndex != -1 && charIndex != m_lastCharIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + //Debug.Log("[" + m_TextMeshPro.textInfo.characterInfo[charIndex].character + "] has been selected."); + + m_lastCharIndex = charIndex; + + int meshIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex; + + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + + //m_TextMeshPro.mesh.colors32 = vertexColors; + m_TextMeshPro.textInfo.meshInfo[meshIndex].mesh.colors32 = vertexColors; + } + #endregion + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous link selection if one existed. + if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink) + { + //m_TextPopup_RectTransform.gameObject.SetActive(false); + m_selectedLink = -1; + } + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + + // The following provides an example of how to access the link properties. + //Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text. + + Vector3 worldPointInRectangle; + + RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle); + + switch (linkInfo.GetLinkID()) + { + case "id_01": // 100041637: // id_01 + //m_TextPopup_RectTransform.position = worldPointInRectangle; + //m_TextPopup_RectTransform.gameObject.SetActive(true); + //m_TextPopup_TMPComponent.text = k_LinkText + " ID 01"; + break; + case "id_02": // 100041638: // id_02 + //m_TextPopup_RectTransform.position = worldPointInRectangle; + //m_TextPopup_RectTransform.gameObject.SetActive(true); + //m_TextPopup_TMPComponent.text = k_LinkText + " ID 02"; + break; + } + } + #endregion + + + #region Example of Word Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, Camera.main); + if (wordIndex != -1 && wordIndex != m_lastWordIndex) + { + m_lastWordIndex = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + Vector3 wordPOS = m_TextMeshPro.transform.TransformPoint(m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex].bottomLeft); + wordPOS = Camera.main.WorldToScreenPoint(wordPOS); + + //Debug.Log("Mouse Position: " + Input.mousePosition.ToString("f3") + " Word Position: " + wordPOS.ToString("f3")); + + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[0].colors32; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + m_TextMeshPro.mesh.colors32 = vertexColors; + } + #endregion + } + } + + + public void OnPointerEnter(PointerEventData eventData) + { + Debug.Log("OnPointerEnter()"); + m_isHoveringObject = true; + } + + + public void OnPointerExit(PointerEventData eventData) + { + Debug.Log("OnPointerExit()"); + m_isHoveringObject = false; + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta new file mode 100644 index 0000000..da25ec4 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 103e0a6a1d404693b9fb1a5173e0e979 +timeCreated: 1452811039 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs new file mode 100644 index 0000000..e41fbfa --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs @@ -0,0 +1,547 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using System.Collections; +using System.Collections.Generic; + + +#pragma warning disable 0618 // Disabled warning due to SetVertices being deprecated until new release with SetMesh() is available. + +namespace TMPro.Examples +{ + + public class TMP_TextSelector_B : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IPointerUpHandler + { + public RectTransform TextPopup_Prefab_01; + + private RectTransform m_TextPopup_RectTransform; + private TextMeshProUGUI m_TextPopup_TMPComponent; + private const string k_LinkText = "You have selected link <#ffff00>"; + private const string k_WordText = "Word Index: <#ffff00>"; + + + private TextMeshProUGUI m_TextMeshPro; + private Canvas m_Canvas; + private Camera m_Camera; + + // Flags + private bool isHoveringObject; + private int m_selectedWord = -1; + private int m_selectedLink = -1; + private int m_lastIndex = -1; + + private Matrix4x4 m_matrix; + + private TMP_MeshInfo[] m_cachedMeshInfoVertexData; + + void Awake() + { + m_TextMeshPro = gameObject.GetComponent(); + + + m_Canvas = gameObject.GetComponentInParent(); + + // Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay. + if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay) + m_Camera = null; + else + m_Camera = m_Canvas.worldCamera; + + // Create pop-up text object which is used to show the link information. + m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform; + m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false); + m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren(); + m_TextPopup_RectTransform.gameObject.SetActive(false); + } + + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + // UnSubscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextMeshPro) + { + // Update cached vertex data. + m_cachedMeshInfoVertexData = m_TextMeshPro.textInfo.CopyMeshInfoVertexData(); + } + } + + + void LateUpdate() + { + if (isHoveringObject) + { + // Check if Mouse Intersects any of the characters. If so, assign a random color. + #region Handle Character Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true); + + // Undo Swap and Vertex Attribute changes. + if (charIndex == -1 || charIndex != m_lastIndex) + { + RestoreCachedVertexAttributes(m_lastIndex); + m_lastIndex = -1; + } + + if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + m_lastIndex = charIndex; + + // Get the index of the material / sub text object used by this character. + int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex; + + // Get the index of the first vertex of the selected character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + // Get a reference to the vertices array. + Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices; + + // Determine the center point of the character. + Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of the character to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + // Translate the character to the middle baseline. + vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset; + vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset; + vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset; + vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset; + + float zoomFactor = 1.5f; + + // Setup the Matrix for the scale change. + m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor); + + // Apply Matrix operation on the given character. + vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + // Translate the character back to its original position. + vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset; + vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset; + vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset; + vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset; + + // Change Vertex Colors of the highlighted character + Color32 c = new Color32(255, 255, 192, 255); + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + + + // Get a reference to the meshInfo of the selected character. + TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex]; + + // Get the index of the last character's vertex attributes. + int lastVertexIndex = vertices.Length - 4; + + // Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays. + // We do this to make sure this character is rendered last and over other characters. + meshInfo.SwapVertexData(vertexIndex, lastVertexIndex); + + // Need to update the appropriate + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + } + #endregion + + + #region Word Selection Handling + //Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous word selection. + if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord)) + { + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord]; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int characterIndex = wInfo.firstCharacterIndex + i; + + // Get the index of the material / sub text object used by this character. + int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex; + + // Get the index of the first vertex of this character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex; + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f); + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + // Update Geometry + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + + m_selectedWord = -1; + } + + + // Word Selection Handling + if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + m_selectedWord = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int characterIndex = wInfo.firstCharacterIndex + i; + + // Get the index of the material / sub text object used by this character. + int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex; + + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex; + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f); + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + // Update Geometry + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + + } + #endregion + + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous link selection if one existed. + if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink) + { + m_TextPopup_RectTransform.gameObject.SetActive(false); + m_selectedLink = -1; + } + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + + // Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text. + + Vector3 worldPointInRectangle; + RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle); + + switch (linkInfo.GetLinkID()) + { + case "id_01": // 100041637: // id_01 + m_TextPopup_RectTransform.position = worldPointInRectangle; + m_TextPopup_RectTransform.gameObject.SetActive(true); + m_TextPopup_TMPComponent.text = k_LinkText + " ID 01"; + break; + case "id_02": // 100041638: // id_02 + m_TextPopup_RectTransform.position = worldPointInRectangle; + m_TextPopup_RectTransform.gameObject.SetActive(true); + m_TextPopup_TMPComponent.text = k_LinkText + " ID 02"; + break; + } + } + #endregion + + } + else + { + // Restore any character that may have been modified + if (m_lastIndex != -1) + { + RestoreCachedVertexAttributes(m_lastIndex); + m_lastIndex = -1; + } + } + + } + + + public void OnPointerEnter(PointerEventData eventData) + { + //Debug.Log("OnPointerEnter()"); + isHoveringObject = true; + } + + + public void OnPointerExit(PointerEventData eventData) + { + //Debug.Log("OnPointerExit()"); + isHoveringObject = false; + } + + + public void OnPointerClick(PointerEventData eventData) + { + //Debug.Log("Click at POS: " + eventData.position + " World POS: " + eventData.worldPosition); + + // Check if Mouse Intersects any of the characters. If so, assign a random color. + #region Character Selection Handling + /* + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true); + if (charIndex != -1 && charIndex != m_lastIndex) + { + //Debug.Log("Character [" + m_TextMeshPro.textInfo.characterInfo[index].character + "] was selected at POS: " + eventData.position); + m_lastIndex = charIndex; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + } + */ + #endregion + + + #region Word Selection Handling + //Check if Mouse intersects any words and if so assign a random color to that word. + /* + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous word selection. + if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord)) + { + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord]; + + // Get a reference to the uiVertices array. + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + Color32 c = uiVertices[vertexIndex + 0].color.Tint(1.33333f); + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + + m_selectedWord = -1; + } + + // Handle word selection + if (wordIndex != -1 && wordIndex != m_selectedWord) + { + m_selectedWord = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + // Get a reference to the uiVertices array. + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + Color32 c = uiVertices[vertexIndex + 0].color.Tint(0.75f); + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + } + */ + #endregion + + + #region Link Selection Handling + /* + // Check if Mouse intersects any words and if so assign a random color to that word. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + if (linkIndex != -1) + { + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + int linkHashCode = linkInfo.hashCode; + + //Debug.Log(TMP_TextUtilities.GetSimpleHashCode("id_02")); + + switch (linkHashCode) + { + case 291445: // id_01 + if (m_LinkObject01 == null) + m_LinkObject01 = Instantiate(Link_01_Prefab); + else + { + m_LinkObject01.gameObject.SetActive(true); + } + + break; + case 291446: // id_02 + break; + + } + + // Example of how to modify vertex attributes like colors + #region Vertex Attribute Modification Example + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + for (int i = 0; i < linkInfo.characterCount; i++) + { + TMP_CharacterInfo cInfo = m_TextMeshPro.textInfo.characterInfo[linkInfo.firstCharacterIndex + i]; + + if (!cInfo.isVisible) continue; // Skip invisible characters. + + int vertexIndex = cInfo.vertexIndex; + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + #endregion + } + */ + #endregion + } + + + public void OnPointerUp(PointerEventData eventData) + { + //Debug.Log("OnPointerUp()"); + } + + + void RestoreCachedVertexAttributes(int index) + { + if (index == -1 || index > m_TextMeshPro.textInfo.characterCount - 1) return; + + // Get the index of the material / sub text object used by this character. + int materialIndex = m_TextMeshPro.textInfo.characterInfo[index].materialReferenceIndex; + + // Get the index of the first vertex of the selected character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[index].vertexIndex; + + // Restore Vertices + // Get a reference to the cached / original vertices. + Vector3[] src_vertices = m_cachedMeshInfoVertexData[materialIndex].vertices; + + // Get a reference to the vertices that we need to replace. + Vector3[] dst_vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices; + + // Restore / Copy vertices from source to destination + dst_vertices[vertexIndex + 0] = src_vertices[vertexIndex + 0]; + dst_vertices[vertexIndex + 1] = src_vertices[vertexIndex + 1]; + dst_vertices[vertexIndex + 2] = src_vertices[vertexIndex + 2]; + dst_vertices[vertexIndex + 3] = src_vertices[vertexIndex + 3]; + + // Restore Vertex Colors + // Get a reference to the vertex colors we need to replace. + Color32[] dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + + // Get a reference to the cached / original vertex colors. + Color32[] src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32; + + // Copy the vertex colors from source to destination. + dst_colors[vertexIndex + 0] = src_colors[vertexIndex + 0]; + dst_colors[vertexIndex + 1] = src_colors[vertexIndex + 1]; + dst_colors[vertexIndex + 2] = src_colors[vertexIndex + 2]; + dst_colors[vertexIndex + 3] = src_colors[vertexIndex + 3]; + + // Restore UV0S + // UVS0 + Vector2[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0; + Vector2[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0; + dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0]; + dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1]; + dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2]; + dst_uv0s[vertexIndex + 3] = src_uv0s[vertexIndex + 3]; + + // UVS2 + Vector2[] src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2; + Vector2[] dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2; + dst_uv2s[vertexIndex + 0] = src_uv2s[vertexIndex + 0]; + dst_uv2s[vertexIndex + 1] = src_uv2s[vertexIndex + 1]; + dst_uv2s[vertexIndex + 2] = src_uv2s[vertexIndex + 2]; + dst_uv2s[vertexIndex + 3] = src_uv2s[vertexIndex + 3]; + + + // Restore last vertex attribute as we swapped it as well + int lastIndex = (src_vertices.Length / 4 - 1) * 4; + + // Vertices + dst_vertices[lastIndex + 0] = src_vertices[lastIndex + 0]; + dst_vertices[lastIndex + 1] = src_vertices[lastIndex + 1]; + dst_vertices[lastIndex + 2] = src_vertices[lastIndex + 2]; + dst_vertices[lastIndex + 3] = src_vertices[lastIndex + 3]; + + // Vertex Colors + src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32; + dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + dst_colors[lastIndex + 0] = src_colors[lastIndex + 0]; + dst_colors[lastIndex + 1] = src_colors[lastIndex + 1]; + dst_colors[lastIndex + 2] = src_colors[lastIndex + 2]; + dst_colors[lastIndex + 3] = src_colors[lastIndex + 3]; + + // UVS0 + src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0; + dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0; + dst_uv0s[lastIndex + 0] = src_uv0s[lastIndex + 0]; + dst_uv0s[lastIndex + 1] = src_uv0s[lastIndex + 1]; + dst_uv0s[lastIndex + 2] = src_uv0s[lastIndex + 2]; + dst_uv0s[lastIndex + 3] = src_uv0s[lastIndex + 3]; + + // UVS2 + src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2; + dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2; + dst_uv2s[lastIndex + 0] = src_uv2s[lastIndex + 0]; + dst_uv2s[lastIndex + 1] = src_uv2s[lastIndex + 1]; + dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2]; + dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3]; + + // Need to update the appropriate + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta new file mode 100644 index 0000000..0fc3741 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: a05dcd8be7ec4ccbb35c26219884aa37 +timeCreated: 1435531209 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TextPopup_Prefab_01: {fileID: 22450954, guid: b06f0e6c1dfa4356ac918da1bb32c603, + type: 2} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs new file mode 100644 index 0000000..586e8be --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs @@ -0,0 +1,125 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_UiFrameRateCounter : MonoBehaviour + { + public float UpdateInterval = 5.0f; + private float m_LastInterval = 0; + private int m_Frames = 0; + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight; + + private string htmlColorTag; + private const string fpsLabel = "{0:2} <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS"; + + private TextMeshProUGUI m_TextMeshPro; + private RectTransform m_frameCounter_transform; + + private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + Application.targetFrameRate = 1000; + + GameObject frameCounter = new GameObject("Frame Counter"); + m_frameCounter_transform = frameCounter.AddComponent(); + + m_frameCounter_transform.SetParent(this.transform, false); + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + m_TextMeshPro.enableWordWrapping = false; + m_TextMeshPro.fontSize = 36; + + m_TextMeshPro.isOverlay = true; + + Set_FrameCounter_Position(AnchorPosition); + last_AnchorPosition = AnchorPosition; + } + + + void Start() + { + m_LastInterval = Time.realtimeSinceStartup; + m_Frames = 0; + } + + + void Update() + { + if (AnchorPosition != last_AnchorPosition) + Set_FrameCounter_Position(AnchorPosition); + + last_AnchorPosition = AnchorPosition; + + m_Frames += 1; + float timeNow = Time.realtimeSinceStartup; + + if (timeNow > m_LastInterval + UpdateInterval) + { + // display two fractional digits (f2 format) + float fps = m_Frames / (timeNow - m_LastInterval); + float ms = 1000.0f / Mathf.Max(fps, 0.00001f); + + if (fps < 30) + htmlColorTag = ""; + else if (fps < 10) + htmlColorTag = ""; + else + htmlColorTag = ""; + + m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); + + m_Frames = 0; + m_LastInterval = timeNow; + } + } + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; + m_frameCounter_transform.pivot = new Vector2(0, 1); + m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.99f); + m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.99f); + m_frameCounter_transform.anchoredPosition = new Vector2(0, 1); + break; + case FpsCounterAnchorPositions.BottomLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; + m_frameCounter_transform.pivot = new Vector2(0, 0); + m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.01f); + m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.01f); + m_frameCounter_transform.anchoredPosition = new Vector2(0, 0); + break; + case FpsCounterAnchorPositions.TopRight: + m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; + m_frameCounter_transform.pivot = new Vector2(1, 1); + m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.99f); + m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.99f); + m_frameCounter_transform.anchoredPosition = new Vector2(1, 1); + break; + case FpsCounterAnchorPositions.BottomRight: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; + m_frameCounter_transform.pivot = new Vector2(1, 0); + m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.01f); + m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.01f); + m_frameCounter_transform.anchoredPosition = new Vector2(1, 0); + break; + } + } + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta new file mode 100644 index 0000000..baad0f6 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 24b0dc2d1d494adbbec1f4db26b4cf83 +timeCreated: 1448607572 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs new file mode 100644 index 0000000..2367dcf --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs @@ -0,0 +1,84 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMPro_InstructionOverlay : MonoBehaviour + { + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.BottomLeft; + + private const string instructions = "Camera Control - <#ffff00>Shift + RMB\nZoom - <#ffff00>Mouse wheel."; + + private TextMeshPro m_TextMeshPro; + private TextContainer m_textContainer; + private Transform m_frameCounter_transform; + private Camera m_camera; + + //private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + m_camera = Camera.main; + + GameObject frameCounter = new GameObject("Frame Counter"); + m_frameCounter_transform = frameCounter.transform; + m_frameCounter_transform.parent = m_camera.transform; + m_frameCounter_transform.localRotation = Quaternion.identity; + + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + m_TextMeshPro.fontSize = 30; + + m_TextMeshPro.isOverlay = true; + m_textContainer = frameCounter.GetComponent(); + + Set_FrameCounter_Position(AnchorPosition); + //last_AnchorPosition = AnchorPosition; + + m_TextMeshPro.text = instructions; + + } + + + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + //m_TextMeshPro.anchor = AnchorPositions.TopLeft; + m_textContainer.anchorPosition = TextContainerAnchors.TopLeft; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomLeft: + //m_TextMeshPro.anchor = AnchorPositions.BottomLeft; + m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); + break; + case FpsCounterAnchorPositions.TopRight: + //m_TextMeshPro.anchor = AnchorPositions.TopRight; + m_textContainer.anchorPosition = TextContainerAnchors.TopRight; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomRight: + //m_TextMeshPro.anchor = AnchorPositions.BottomRight; + m_textContainer.anchorPosition = TextContainerAnchors.BottomRight; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); + break; + } + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta new file mode 100644 index 0000000..d0e5e2c --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c3c1afeda5e545e0b19add5373896d2e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs new file mode 100644 index 0000000..0d94197 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TeleType : MonoBehaviour + { + + + //[Range(0, 100)] + //public int RevealSpeed = 50; + + private string label01 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; + private string label02 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; + + + private TMP_Text m_textMeshPro; + + + void Awake() + { + // Get Reference to TextMeshPro Component + m_textMeshPro = GetComponent(); + m_textMeshPro.text = label01; + m_textMeshPro.enableWordWrapping = true; + m_textMeshPro.alignment = TextAlignmentOptions.Top; + + + + //if (GetComponentInParent(typeof(Canvas)) as Canvas == null) + //{ + // GameObject canvas = new GameObject("Canvas", typeof(Canvas)); + // gameObject.transform.SetParent(canvas.transform); + // canvas.GetComponent().renderMode = RenderMode.ScreenSpaceOverlay; + + // // Set RectTransform Size + // gameObject.GetComponent().sizeDelta = new Vector2(500, 300); + // m_textMeshPro.fontSize = 48; + //} + + + } + + + IEnumerator Start() + { + + // Force and update of the mesh to get valid information. + m_textMeshPro.ForceMeshUpdate(); + + + int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object + int counter = 0; + int visibleCount = 0; + + while (true) + { + visibleCount = counter % (totalVisibleCharacters + 1); + + m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + // Once the last character has been revealed, wait 1.0 second and start over. + if (visibleCount >= totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + m_textMeshPro.text = label02; + yield return new WaitForSeconds(1.0f); + m_textMeshPro.text = label01; + yield return new WaitForSeconds(1.0f); + } + + counter += 1; + + yield return new WaitForSeconds(0.05f); + } + + //Debug.Log("Done revealing the text."); + } + + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta new file mode 100644 index 0000000..562609b --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e32c266ee6204b21a427753cb0694c81 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs new file mode 100644 index 0000000..883990e --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs @@ -0,0 +1,121 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + public class TextConsoleSimulator : MonoBehaviour + { + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(RevealCharacters(m_TextComponent)); + //StartCoroutine(RevealWords(m_TextComponent)); + } + + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + // Event received when the text object has changed. + void ON_TEXT_CHANGED(Object obj) + { + hasTextChanged = true; + } + + + /// + /// Method revealing the text one character at a time. + /// + /// + IEnumerator RevealCharacters(TMP_Text textComponent) + { + textComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = textComponent.textInfo; + + int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object + int visibleCount = 0; + + while (true) + { + if (hasTextChanged) + { + totalVisibleCharacters = textInfo.characterCount; // Update visible character count. + hasTextChanged = false; + } + + if (visibleCount > totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + visibleCount = 0; + } + + textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + visibleCount += 1; + + yield return null; + } + } + + + /// + /// Method revealing the text one word at a time. + /// + /// + IEnumerator RevealWords(TMP_Text textComponent) + { + textComponent.ForceMeshUpdate(); + + int totalWordCount = textComponent.textInfo.wordCount; + int totalVisibleCharacters = textComponent.textInfo.characterCount; // Get # of Visible Character in text object + int counter = 0; + int currentWord = 0; + int visibleCount = 0; + + while (true) + { + currentWord = counter % (totalWordCount + 1); + + // Get last character index for the current word. + if (currentWord == 0) // Display no words. + visibleCount = 0; + else if (currentWord < totalWordCount) // Display all other words with the exception of the last one. + visibleCount = textComponent.textInfo.wordInfo[currentWord - 1].lastCharacterIndex + 1; + else if (currentWord == totalWordCount) // Display last word and all remaining characters. + visibleCount = totalVisibleCharacters; + + textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + // Once the last character has been revealed, wait 1.0 second and start over. + if (visibleCount >= totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + } + + counter += 1; + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta new file mode 100644 index 0000000..3d83e76 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 43bcd35a1c0c40ccb6d472893fe2093f +timeCreated: 1435298333 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs new file mode 100644 index 0000000..f961113 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs @@ -0,0 +1,223 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TextMeshProFloatingText : MonoBehaviour + { + public Font TheFont; + + private GameObject m_floatingText; + private TextMeshPro m_textMeshPro; + private TextMesh m_textMesh; + + private Transform m_transform; + private Transform m_floatingText_Transform; + private Transform m_cameraTransform; + + Vector3 lastPOS = Vector3.zero; + Quaternion lastRotation = Quaternion.identity; + + public int SpawnType; + public bool IsTextObjectScaleStatic; + + //private int m_frame = 0; + + static WaitForEndOfFrame k_WaitForEndOfFrame = new WaitForEndOfFrame(); + static WaitForSeconds[] k_WaitForSecondsRandom = new WaitForSeconds[] + { + new WaitForSeconds(0.05f), new WaitForSeconds(0.1f), new WaitForSeconds(0.15f), new WaitForSeconds(0.2f), new WaitForSeconds(0.25f), + new WaitForSeconds(0.3f), new WaitForSeconds(0.35f), new WaitForSeconds(0.4f), new WaitForSeconds(0.45f), new WaitForSeconds(0.5f), + new WaitForSeconds(0.55f), new WaitForSeconds(0.6f), new WaitForSeconds(0.65f), new WaitForSeconds(0.7f), new WaitForSeconds(0.75f), + new WaitForSeconds(0.8f), new WaitForSeconds(0.85f), new WaitForSeconds(0.9f), new WaitForSeconds(0.95f), new WaitForSeconds(1.0f), + }; + + void Awake() + { + m_transform = transform; + m_floatingText = new GameObject(this.name + " floating text"); + + // Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform. + //m_floatingText_Transform = m_floatingText.transform; + //m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + m_cameraTransform = Camera.main.transform; + } + + void Start() + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + m_textMeshPro = m_floatingText.AddComponent(); + m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3); + + m_floatingText_Transform = m_floatingText.transform; + m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource. + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material; + + m_textMeshPro.alignment = TextAlignmentOptions.Center; + m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + m_textMeshPro.fontSize = 24; + //m_textMeshPro.enableExtraPadding = true; + //m_textMeshPro.enableShadows = false; + m_textMeshPro.enableKerning = false; + m_textMeshPro.text = string.Empty; + m_textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic; + + StartCoroutine(DisplayTextMeshProFloatingText()); + } + else if (SpawnType == 1) + { + //Debug.Log("Spawning TextMesh Objects."); + + m_floatingText_Transform = m_floatingText.transform; + m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + m_textMesh = m_floatingText.AddComponent(); + m_textMesh.font = Resources.Load("Fonts/ARIAL"); + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + m_textMesh.anchor = TextAnchor.LowerCenter; + m_textMesh.fontSize = 24; + + StartCoroutine(DisplayTextMeshFloatingText()); + } + else if (SpawnType == 2) + { + + } + + } + + + //void Update() + //{ + // if (SpawnType == 0) + // { + // m_textMeshPro.SetText("{0}", m_frame); + // } + // else + // { + // m_textMesh.text = m_frame.ToString(); + // } + // m_frame = (m_frame + 1) % 1000; + + //} + + + public IEnumerator DisplayTextMeshProFloatingText() + { + float CountDuration = 2.0f; // How long is the countdown alive. + float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at. + float current_Count = starting_Count; + + Vector3 start_pos = m_floatingText_Transform.position; + Color32 start_color = m_textMeshPro.color; + float alpha = 255; + int int_counter = 0; + + + float fadeDuration = 3 / starting_Count * CountDuration; + + while (current_Count > 0) + { + current_Count -= (Time.deltaTime / CountDuration) * starting_Count; + + if (current_Count <= 3) + { + //Debug.Log("Fading Counter ... " + current_Count.ToString("f2")); + alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255); + } + + int_counter = (int)current_Count; + m_textMeshPro.text = int_counter.ToString(); + //m_textMeshPro.SetText("{0}", (int)current_Count); + + m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha); + + // Move the floating text upward each update + m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0); + + // Align floating text perpendicular to Camera. + if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000)) + { + lastPOS = m_cameraTransform.position; + lastRotation = m_cameraTransform.rotation; + m_floatingText_Transform.rotation = lastRotation; + Vector3 dir = m_transform.position - lastPOS; + m_transform.forward = new Vector3(dir.x, 0, dir.z); + } + + yield return k_WaitForEndOfFrame; + } + + //Debug.Log("Done Counting down."); + + yield return k_WaitForSecondsRandom[Random.Range(0, 19)]; + + m_floatingText_Transform.position = start_pos; + + StartCoroutine(DisplayTextMeshProFloatingText()); + } + + + public IEnumerator DisplayTextMeshFloatingText() + { + float CountDuration = 2.0f; // How long is the countdown alive. + float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at. + float current_Count = starting_Count; + + Vector3 start_pos = m_floatingText_Transform.position; + Color32 start_color = m_textMesh.color; + float alpha = 255; + int int_counter = 0; + + float fadeDuration = 3 / starting_Count * CountDuration; + + while (current_Count > 0) + { + current_Count -= (Time.deltaTime / CountDuration) * starting_Count; + + if (current_Count <= 3) + { + //Debug.Log("Fading Counter ... " + current_Count.ToString("f2")); + alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255); + } + + int_counter = (int)current_Count; + m_textMesh.text = int_counter.ToString(); + //Debug.Log("Current Count:" + current_Count.ToString("f2")); + + m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha); + + // Move the floating text upward each update + m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0); + + // Align floating text perpendicular to Camera. + if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000)) + { + lastPOS = m_cameraTransform.position; + lastRotation = m_cameraTransform.rotation; + m_floatingText_Transform.rotation = lastRotation; + Vector3 dir = m_transform.position - lastPOS; + m_transform.forward = new Vector3(dir.x, 0, dir.z); + } + + yield return k_WaitForEndOfFrame; + } + + //Debug.Log("Done Counting down."); + + yield return k_WaitForSecondsRandom[Random.Range(0, 20)]; + + m_floatingText_Transform.position = start_pos; + + StartCoroutine(DisplayTextMeshFloatingText()); + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta new file mode 100644 index 0000000..da60e2f --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a4d4c76e63944cba8c7d00f56334b98c +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs new file mode 100644 index 0000000..0aa450d --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs @@ -0,0 +1,79 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TextMeshSpawner : MonoBehaviour + { + + public int SpawnType = 0; + public int NumberOfNPC = 12; + + public Font TheFont; + + private TextMeshProFloatingText floatingText_Script; + + void Awake() + { + + } + + void Start() + { + + for (int i = 0; i < NumberOfNPC; i++) + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + //go.transform.localScale = new Vector3(2, 2, 2); + GameObject go = new GameObject(); //"NPC " + i); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); + + //go.transform.position = new Vector3(0, 1.01f, 0); + //go.renderer.castShadows = false; + //go.renderer.receiveShadows = false; + //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0); + + TextMeshPro textMeshPro = go.AddComponent(); + //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; + //textMeshPro.anchor = AnchorPositions.Bottom; + textMeshPro.fontSize = 96; + + textMeshPro.text = "!"; + textMeshPro.color = new Color32(255, 255, 0, 255); + //textMeshPro.Text = "!"; + + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + } + else + { + // TextMesh Implementation + GameObject go = new GameObject(); //"NPC " + i); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); + + //go.transform.position = new Vector3(0, 1.01f, 0); + + TextMesh textMesh = go.AddComponent(); + textMesh.GetComponent().sharedMaterial = TheFont.material; + textMesh.font = TheFont; + textMesh.anchor = TextAnchor.LowerCenter; + textMesh.fontSize = 96; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 1; + } + } + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta new file mode 100644 index 0000000..dd5a8cb --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76c11bbcfddf44e0ba17d6c2751c8d84 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs new file mode 100644 index 0000000..ac66647 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs @@ -0,0 +1,84 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexColorCycler : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + void Awake() + { + m_TextComponent = GetComponent(); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + // Force the text object to update right away so we can have geometry to modify right from the start. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int currentCharacter = 0; + + Color32[] newVertexColors; + Color32 c0 = m_TextComponent.color; + + while (true) + { + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[currentCharacter].materialReferenceIndex; + + // Get the vertex colors of the mesh used by this text element (character or sprite). + newVertexColors = textInfo.meshInfo[materialIndex].colors32; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[currentCharacter].vertexIndex; + + // Only change the vertex color if the text element is visible. + if (textInfo.characterInfo[currentCharacter].isVisible) + { + c0 = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + + newVertexColors[vertexIndex + 0] = c0; + newVertexColors[vertexIndex + 1] = c0; + newVertexColors[vertexIndex + 2] = c0; + newVertexColors[vertexIndex + 3] = c0; + + // New function which pushes (all) updated vertex data to the appropriate meshes when using either the Mesh Renderer or CanvasRenderer. + m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); + + // This last process could be done to only update the vertex data that has changed as opposed to all of the vertex data but it would require extra steps and knowing what type of renderer is used. + // These extra steps would be a performance optimization but it is unlikely that such optimization will be necessary. + } + + currentCharacter = (currentCharacter + 1) % characterCount; + + yield return new WaitForSeconds(0.05f); + } + } + + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta new file mode 100644 index 0000000..7ba50b8 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 91b8ba3d52e041fab2d0e0f169855539 +timeCreated: 1457047157 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs new file mode 100644 index 0000000..7ed8230 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs @@ -0,0 +1,175 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexJitter : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + /// + /// Structure to hold pre-computed animation data. + /// + private struct VertexAnim + { + public float angleRange; + public float angle; + public float speed; + } + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + + int loopCount = 0; + hasTextChanged = true; + + // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters. + VertexAnim[] vertexAnim = new VertexAnim[1024]; + for (int i = 0; i < 1024; i++) + { + vertexAnim[i].angleRange = Random.Range(10f, 25f); + vertexAnim[i].speed = Random.Range(1f, 3f); + } + + // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters. + TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); + + while (true) + { + // Get new copy of vertex data if the text has changed. + if (hasTextChanged) + { + // Update the copy of the vertex data for the text object. + cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + + for (int i = 0; i < characterCount; i++) + { + TMP_CharacterInfo charInfo = textInfo.characterInfo[i]; + + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!charInfo.isVisible) + continue; + + // Retrieve the pre-computed animation data for the given character. + VertexAnim vertAnim = vertexAnim[i]; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the cached vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine); + // Determine the center point of each character. + Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices; + + destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset; + destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset; + destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset; + destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset; + + vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f)); + Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); + + matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one); + + destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]); + destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]); + destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]); + destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]); + + destinationVertices[vertexIndex + 0] += offset; + destinationVertices[vertexIndex + 1] += offset; + destinationVertices[vertexIndex + 2] += offset; + destinationVertices[vertexIndex + 3] += offset; + + vertexAnim[i] = vertAnim; + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + loopCount += 1; + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta new file mode 100644 index 0000000..2ba768c --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2ed57967c52645d390a89dcf8f61ba73 +timeCreated: 1461286718 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs new file mode 100644 index 0000000..a4022a5 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs @@ -0,0 +1,161 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexShakeA : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float ScaleMultiplier = 1.0f; + public float RotationMultiplier = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj = m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + Vector3[][] copyOfVertices = new Vector3[0][]; + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + if (copyOfVertices.Length < textInfo.meshInfo.Length) + copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; + + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + int length = textInfo.meshInfo[i].vertices.Length; + copyOfVertices[i] = new Vector3[length]; + } + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + int lineCount = textInfo.lineCount; + + // Iterate through each line of the text. + for (int i = 0; i < lineCount; i++) + { + + int first = textInfo.lineInfo[i].firstCharacterIndex; + int last = textInfo.lineInfo[i].lastCharacterIndex; + + // Determine the center of each line + Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; + Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier); + + // Iterate through each character of the line. + for (int j = first; j <= last; j++) + { + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!textInfo.characterInfo[j].isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[j].vertexIndex; + + // Get the vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; + + // Need to translate all 4 vertices of each quad to aligned with center of character. + // This is needed so the matrix TRS is applied at the origin for each character. + copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine; + + // Determine the random scale change for each character. + float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier); + + // Setup the matrix rotation. + matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale); + + // Apply the matrix TRS to the individual characters relative to the center of the current line. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; + } + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta new file mode 100644 index 0000000..25aceb5 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f7cfa58e417a46ea8889989684c2522e +timeCreated: 1462089320 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs new file mode 100644 index 0000000..fd3b1c4 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs @@ -0,0 +1,185 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexShakeB : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj = m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + Vector3[][] copyOfVertices = new Vector3[0][]; + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + if (copyOfVertices.Length < textInfo.meshInfo.Length) + copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; + + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + int length = textInfo.meshInfo[i].vertices.Length; + copyOfVertices[i] = new Vector3[length]; + } + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + int lineCount = textInfo.lineCount; + + // Iterate through each line of the text. + for (int i = 0; i < lineCount; i++) + { + + int first = textInfo.lineInfo[i].firstCharacterIndex; + int last = textInfo.lineInfo[i].lastCharacterIndex; + + // Determine the center of each line + Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; + Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f)); + + // Iterate through each character of the line. + for (int j = first; j <= last; j++) + { + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!textInfo.characterInfo[j].isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[j].vertexIndex; + + // Get the vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with center of character. + // This is needed so the matrix TRS is applied at the origin for each character. + copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter; + + // Determine the random scale change for each character. + float randomScale = Random.Range(0.95f, 1.05f); + + // Setup the matrix for the scale change. + matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale); + + // Apply the scale change relative to the center of each character. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 1] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 2] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 3] += charCenter; + + // Need to translate all 4 vertices of each quad to aligned with the center of the line. + // This is needed so the matrix TRS is applied from the center of the line. + copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine; + + // Setup the matrix rotation. + matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one); + + // Apply the matrix TRS to the individual characters relative to the center of the current line. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; + } + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta new file mode 100644 index 0000000..f1fcf32 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e4e0d9ccee5f4950be8979268c9014e0 +timeCreated: 1462093319 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs new file mode 100644 index 0000000..c4973fb --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs @@ -0,0 +1,192 @@ +using UnityEngine; +using System.Linq; +using System.Collections; +using System.Collections.Generic; + + +namespace TMPro.Examples +{ + + public class VertexZoom : MonoBehaviour + { + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + // UnSubscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData(); + + // Allocations for sorting of the modified scales + List modifiedCharScale = new List(); + List scaleSortingOrder = new List(); + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + // Get updated vertex data + cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData(); + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + // Clear list of character scales + modifiedCharScale.Clear(); + scaleSortingOrder.Clear(); + + for (int i = 0; i < characterCount; i++) + { + TMP_CharacterInfo charInfo = textInfo.characterInfo[i]; + + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!charInfo.isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the cached vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine); + // Determine the center point of each character. + Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices; + + destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset; + destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset; + destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset; + destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset; + + //Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); + + // Determine the random scale change for each character. + float randomScale = Random.Range(1f, 1.5f); + + // Add modified scale and index + modifiedCharScale.Add(randomScale); + scaleSortingOrder.Add(modifiedCharScale.Count - 1); + + // Setup the matrix for the scale change. + //matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale); + matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale); + + destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]); + destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]); + destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]); + destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]); + + destinationVertices[vertexIndex + 0] += offset; + destinationVertices[vertexIndex + 1] += offset; + destinationVertices[vertexIndex + 2] += offset; + destinationVertices[vertexIndex + 3] += offset; + + // Restore Source UVS which have been modified by the sorting + Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0; + Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0; + + destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0]; + destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1]; + destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2]; + destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3]; + + // Restore Source Vertex Colors + Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32; + Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32; + + destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0]; + destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1]; + destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2]; + destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3]; + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + //// Sort Quads based modified scale + scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b])); + + textInfo.meshInfo[i].SortGeometry(scaleSortingOrder); + + // Updated modified vertex attributes + textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; + textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0; + textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32; + + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta new file mode 100644 index 0000000..d9e3f96 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 52ec835d14bd486f900952b77698b7eb +timeCreated: 1466280202 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs new file mode 100644 index 0000000..18dba4c --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class WarpTextExample : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f)); + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(WarpText()); + } + + + private AnimationCurve CopyAnimationCurve(AnimationCurve curve) + { + AnimationCurve newCurve = new AnimationCurve(); + + newCurve.keys = curve.keys; + + return newCurve; + } + + + /// + /// Method to curve text along a Unity animation curve. + /// + /// + /// + IEnumerator WarpText() + { + VertexCurve.preWrapMode = WrapMode.Clamp; + VertexCurve.postWrapMode = WrapMode.Clamp; + + //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh; + + Vector3[] vertices; + Matrix4x4 matrix; + + m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated. + CurveScale *= 10; + float old_CurveScale = CurveScale; + AnimationCurve old_curve = CopyAnimationCurve(VertexCurve); + + while (true) + { + if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value) + { + yield return null; + continue; + } + + old_CurveScale = CurveScale; + old_curve = CopyAnimationCurve(VertexCurve); + + m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate. + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int characterCount = textInfo.characterCount; + + + if (characterCount == 0) continue; + + //vertices = textInfo.meshInfo[0].vertices; + //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex; + + float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x; + float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x; + + + + for (int i = 0; i < characterCount; i++) + { + if (!textInfo.characterInfo[i].isVisible) + continue; + + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the index of the mesh used by this character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + vertices = textInfo.meshInfo[materialIndex].vertices; + + // Compute the baseline mid point for each character + Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine); + //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f); + + // Apply offset to adjust our pivot point. + vertices[vertexIndex + 0] += -offsetToMidBaseline; + vertices[vertexIndex + 1] += -offsetToMidBaseline; + vertices[vertexIndex + 2] += -offsetToMidBaseline; + vertices[vertexIndex + 3] += -offsetToMidBaseline; + + // Compute the angle of rotation for each character based on the animation curve + float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh. + float x1 = x0 + 0.0001f; + float y0 = VertexCurve.Evaluate(x0) * CurveScale; + float y1 = VertexCurve.Evaluate(x1) * CurveScale; + + Vector3 horizontal = new Vector3(1, 0, 0); + //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0); + Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0); + + float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f; + Vector3 cross = Vector3.Cross(horizontal, tangent); + float angle = cross.z > 0 ? dot : 360 - dot; + + matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one); + + vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + vertices[vertexIndex + 0] += offsetToMidBaseline; + vertices[vertexIndex + 1] += offsetToMidBaseline; + vertices[vertexIndex + 2] += offsetToMidBaseline; + vertices[vertexIndex + 3] += offsetToMidBaseline; + } + + + // Upload the mesh with the revised information + m_TextComponent.UpdateVertexData(); + + yield return new WaitForSeconds(0.025f); + } + } + } +} diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs.meta new file mode 100644 index 0000000..7b7958a --- /dev/null +++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 790744c462254b7ba8038e6ed28b3db2 +timeCreated: 1458801336 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Examples & Extras/Sprites.meta b/Assets/TextMesh Pro/Examples & Extras/Sprites.meta new file mode 100644 index 0000000..bafd122 --- /dev/null +++ b/Assets/TextMesh Pro/Examples & 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+ +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. 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--git a/Assets/TextMesh Pro/Shaders.meta b/Assets/TextMesh Pro/Shaders.meta new file mode 100644 index 0000000..29a90a6 --- /dev/null +++ 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/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..bab2b2c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap Custom Atlas" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + 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" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 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; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * 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..006a271 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + [HDR]_Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX("Vertex OffsetX", float) = 0 + _VertexOffsetY("Vertex OffsetY", float) = 0 + _MaskSoftnessX("Mask SoftnessX", float) = 0 + _MaskSoftnessY("Mask SoftnessY", float) = 0 + + _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" + + 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; + + 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; + + 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. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : 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..8ce4937 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _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" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 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; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} 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..c50c593 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} 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..ed48574 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,310 @@ +Shader "TextMeshPro/Distance Field SSD" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + Cull[_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest[unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + #pragma shader_feature __ FORCE_LINEAR + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 color : COLOR; + float2 atlas : TEXCOORD0; + float weight : TEXCOORD1; + float2 mask : TEXCOORD2; // Position in object space(xy) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float2 texcoord2 : TEXCOORD4; + float4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); + } + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + output.position = vPosition; + output.color = color; + output.atlas = input.texcoord0; + output.weight = weight; + output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = input.texcoord0 + bOffset; + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); + + float weight = input.weight; + float bias = (.5 - weight) + (.5 / scale); + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n - bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col * faceColor.a; + faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta new file mode 100644 index 0000000..08cd8ae --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 14eb328de4b8eb245bb7cea29e4ac00b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: 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..7019aaf --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,247 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + //#endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} 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..ce82bed --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} 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..df4d5b0 --- /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 { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + #include "TMPro_Mobile.cginc" + + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} 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.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..d3f5866 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} 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..be764ae --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,138 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} 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..bcb2bb2 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,158 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + 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 Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader new file mode 100644 index 0000000..011ee19 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} 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..e8283a7 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,116 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.worldPosition = v.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #ifdef UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} 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..0d6eb56 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + 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..5969fec --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,157 @@ +struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +}; + +struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // weight, scaleRatio + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); + output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + float d = tex2D(_MainTex, input.texcoord0.xy).a; + + float2 UV = input.texcoord0.xy; + float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float layerScale = scale; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #ifdef OUTLINE_ON + float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); + faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); + faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #ifdef MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} 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..2e96258 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,85 @@ +// 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 _MaskWipeControl; +//uniform float _MaskEdgeSoftness; +//uniform fixed4 _MaskEdgeColor; +//uniform bool _MaskInverse; + +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..622ae87 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,101 @@ +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.texcoord1.y, 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.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + 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: + externalObjects: {} + defaultTextures: [] 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