feat/AR_Architecture #33
55
AR/.gitattributes
vendored
Normal file
55
AR/.gitattributes
vendored
Normal file
@ -0,0 +1,55 @@
|
|||||||
|
# 3D models
|
||||||
|
*.3dm filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.3ds filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.blend filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.c4d filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.collada filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.dae filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.dxf filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.fbx filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.jas filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.lws filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.lxo filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ma filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.max filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.mb filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.obj filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ply filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.skp filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.stl filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ztl filter=lfs diff=lfs merge=lfs -text
|
||||||
|
# Audio
|
||||||
|
*.aif filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.aiff filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.it filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.mod filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.mp3 filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ogg filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.s3m filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.wav filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.xm filter=lfs diff=lfs merge=lfs -text
|
||||||
|
# Fonts
|
||||||
|
*.otf filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ttf filter=lfs diff=lfs merge=lfs -text
|
||||||
|
# Images
|
||||||
|
*.bmp filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.exr filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.gif filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.hdr filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.iff filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.jpeg filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.jpg filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.pict filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.png filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.psd filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.tga filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.tif filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.tiff filter=lfs diff=lfs merge=lfs -text
|
||||||
|
|
||||||
|
|
||||||
|
# Collapse Unity-generated files on GitHub
|
||||||
|
*.asset linguist-generated
|
||||||
|
*.mat linguist-generated
|
||||||
|
*.meta linguist-generated
|
||||||
|
*.prefab linguist-generated
|
||||||
|
*.unity linguist-generated
|
144
AR/.gitignore
vendored
Normal file
144
AR/.gitignore
vendored
Normal file
@ -0,0 +1,144 @@
|
|||||||
|
# This .gitignore file should be placed at the root of your Unity project directory
|
||||||
|
# First part from https://github.com/github/gitignore/blob/master/Unity.gitignore
|
||||||
|
# Parkerhill additions at the end
|
||||||
|
|
||||||
|
/[Ll]ibrary/
|
||||||
|
/[Tt]emp/
|
||||||
|
/[Oo]bj/
|
||||||
|
/[Bb]uild/
|
||||||
|
/[Bb]uilds/
|
||||||
|
/[Ll]ogs/
|
||||||
|
/[Uu]ser[Ss]ettings/
|
||||||
|
|
||||||
|
# MemoryCaptures can get excessive in size.
|
||||||
|
# They also could contain extremely sensitive data
|
||||||
|
/[Mm]emoryCaptures/
|
||||||
|
|
||||||
|
# Asset meta data should only be ignored when the corresponding asset is also ignored
|
||||||
|
!/[Aa]ssets/**/*.meta
|
||||||
|
|
||||||
|
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||||
|
# /[Aa]ssets/AssetStoreTools*
|
||||||
|
|
||||||
|
# Autogenerated Jetbrains Rider plugin
|
||||||
|
/[Aa]ssets/Plugins/Editor/JetBrains*
|
||||||
|
|
||||||
|
# Visual Studio cache directory
|
||||||
|
.vs/
|
||||||
|
|
||||||
|
# Gradle cache directory
|
||||||
|
.gradle/
|
||||||
|
|
||||||
|
# Autogenerated VS/MD/Consulo solution and project files
|
||||||
|
ExportedObj/
|
||||||
|
.consulo/
|
||||||
|
*.csproj
|
||||||
|
*.unityproj
|
||||||
|
*.sln
|
||||||
|
*.suo
|
||||||
|
*.tmp
|
||||||
|
*.user
|
||||||
|
*.userprefs
|
||||||
|
*.pidb
|
||||||
|
*.booproj
|
||||||
|
*.svd
|
||||||
|
*.pdb
|
||||||
|
*.mdb
|
||||||
|
*.opendb
|
||||||
|
*.VC.db
|
||||||
|
|
||||||
|
# Unity3D generated meta files
|
||||||
|
*.pidb.meta
|
||||||
|
*.pdb.meta
|
||||||
|
*.mdb.meta
|
||||||
|
|
||||||
|
# Unity3D generated file on crash reports
|
||||||
|
sysinfo.txt
|
||||||
|
|
||||||
|
# Builds
|
||||||
|
*.apk
|
||||||
|
*.aab
|
||||||
|
*.unitypackage
|
||||||
|
|
||||||
|
# Crashlytics generated file
|
||||||
|
crashlytics-build.properties
|
||||||
|
|
||||||
|
# Packed Addressables
|
||||||
|
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
|
||||||
|
|
||||||
|
# Temporary auto-generated Android Assets
|
||||||
|
/[Aa]ssets/[Ss]treamingAssets/aa.meta
|
||||||
|
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
||||||
|
|
||||||
|
|
||||||
|
# =========================
|
||||||
|
# PARKERHILL ADDITIONS
|
||||||
|
# =========================
|
||||||
|
|
||||||
|
# Unity app files
|
||||||
|
.GameStatistics
|
||||||
|
.PlayerSettings
|
||||||
|
|
||||||
|
# parkerhill unity project folder conventions
|
||||||
|
/AssetBundles/
|
||||||
|
|
||||||
|
|
||||||
|
# =========================
|
||||||
|
# OSX
|
||||||
|
# =========================
|
||||||
|
.DS_Store
|
||||||
|
.AppleDouble
|
||||||
|
.LSOverride
|
||||||
|
|
||||||
|
# thumbnails
|
||||||
|
._*
|
||||||
|
|
||||||
|
# Files that might appear in the root of a volume
|
||||||
|
.DocumentRevisions-V100
|
||||||
|
.fseventsd
|
||||||
|
.Spotlight-V100
|
||||||
|
.TemporaryItems
|
||||||
|
.Trashes
|
||||||
|
.VolumeIcon.icns
|
||||||
|
|
||||||
|
# Directories potentially created on remote AFP share
|
||||||
|
.AppleDB
|
||||||
|
.AppleDesktop
|
||||||
|
Network Trash Folder
|
||||||
|
Temporary Items
|
||||||
|
.apdisk
|
||||||
|
|
||||||
|
|
||||||
|
# =========================
|
||||||
|
# Windows
|
||||||
|
# =========================
|
||||||
|
|
||||||
|
# Windows image file caches
|
||||||
|
Thumbs.db
|
||||||
|
Thumbs.db.meta
|
||||||
|
ehthumbs.db
|
||||||
|
|
||||||
|
# Folder config file
|
||||||
|
Desktop.ini
|
||||||
|
|
||||||
|
# Recycle Bin used on file shares
|
||||||
|
$RECYCLE.BIN/
|
||||||
|
|
||||||
|
# Windows Installer files
|
||||||
|
*.cab
|
||||||
|
*.msi
|
||||||
|
*.msm
|
||||||
|
*.msp
|
||||||
|
|
||||||
|
# Windows shortcuts
|
||||||
|
*.lnk
|
||||||
|
|
||||||
|
# Visual Studio stuff
|
||||||
|
.vs/
|
||||||
|
.idea/
|
||||||
|
.gradle/
|
||||||
|
|
||||||
|
PackageBackups/
|
||||||
|
|
||||||
|
# UWP builds
|
||||||
|
/UWP/*
|
8
AR/Assets/ExampleAssets.meta
generated
Normal file
8
AR/Assets/ExampleAssets.meta
generated
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5040ff35809714c9f899bd2e7ae0f30a
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
AR/Assets/ExampleAssets/Materials.meta
generated
Normal file
8
AR/Assets/ExampleAssets/Materials.meta
generated
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0a1aa25d695ea4175bf4920feb2742e1
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
109
AR/Assets/ExampleAssets/Materials/PlacedCubeMat.mat
generated
Normal file
109
AR/Assets/ExampleAssets/Materials/PlacedCubeMat.mat
generated
Normal file
@ -0,0 +1,109 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &-4490881977315335027
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 11
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
version: 1
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: PlacedCubeMat
|
||||||
|
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
|
m_ShaderKeywords:
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _BaseMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _BumpMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailAlbedoMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailMask:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailNormalMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _EmissionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MetallicGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _OcclusionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _ParallaxMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _SpecGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Floats:
|
||||||
|
- _AlphaClip: 0
|
||||||
|
- _Blend: 0
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _Cull: 2
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DstBlend: 0
|
||||||
|
- _EnvironmentReflections: 1
|
||||||
|
- _GlossMapScale: 1
|
||||||
|
- _Glossiness: 0
|
||||||
|
- _GlossyReflections: 1
|
||||||
|
- _Metallic: 0
|
||||||
|
- _Mode: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.02
|
||||||
|
- _QueueOffset: 0
|
||||||
|
- _ReceiveShadows: 1
|
||||||
|
- _Smoothness: 0
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _Surface: 0
|
||||||
|
- _UVSec: 0
|
||||||
|
- _WorkflowMode: 1
|
||||||
|
- _ZWrite: 1
|
||||||
|
m_Colors:
|
||||||
|
- _BaseColor: {r: 0, g: 0.74509805, b: 0.8196079, a: 1}
|
||||||
|
- _Color: {r: 0.9647059, g: 0.455222, b: 0.11854753, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
8
AR/Assets/ExampleAssets/Materials/PlacedCubeMat.mat.meta
generated
Normal file
8
AR/Assets/ExampleAssets/Materials/PlacedCubeMat.mat.meta
generated
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0ce7ca15cd93341beb67396a494cef55
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
79
AR/Assets/ExampleAssets/Materials/PlaneMat.mat
generated
Normal file
79
AR/Assets/ExampleAssets/Materials/PlaneMat.mat
generated
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: PlaneMat
|
||||||
|
m_Shader: {fileID: 4800000, guid: 9b989c81462e144eb95a232bec4719d5, type: 3}
|
||||||
|
m_ShaderKeywords:
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _BumpMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailAlbedoMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailMask:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailNormalMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
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|||||||
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using System.Collections.Generic;
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||||||
|
using UnityEngine;
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||||||
|
using UnityEngine.XR.ARFoundation;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// This plane visualizer demonstrates the use of a feathering effect
|
||||||
|
/// at the edge of the detected plane, which reduces the visual impression
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||||||
|
/// of a hard edge.
|
||||||
|
/// </summary>
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[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
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|
public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour
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{
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||||||
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[Tooltip("The width of the texture feathering (in world units).")]
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||||||
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[SerializeField]
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||||||
|
float m_FeatheringWidth = 0.2f;
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||||||
|
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||||||
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/// <summary>
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||||||
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/// The width of the texture feathering (in world units).
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/// </summary>
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||||||
|
public float featheringWidth
|
||||||
|
{
|
||||||
|
get { return m_FeatheringWidth; }
|
||||||
|
set { m_FeatheringWidth = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
|
||||||
|
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
|
||||||
|
m_Plane = GetComponent<ARPlane>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
|
||||||
|
{
|
||||||
|
GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
|
||||||
|
/// mesh. In this case we'll add UV2s to mark the boundary vertices.
|
||||||
|
/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
|
||||||
|
/// is fairly uniform.
|
||||||
|
/// </remarks>
|
||||||
|
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
|
||||||
|
void GenerateBoundaryUVs(Mesh mesh)
|
||||||
|
{
|
||||||
|
int vertexCount = mesh.vertexCount;
|
||||||
|
|
||||||
|
// Reuse the list of UVs
|
||||||
|
s_FeatheringUVs.Clear();
|
||||||
|
if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
|
||||||
|
|
||||||
|
mesh.GetVertices(s_Vertices);
|
||||||
|
|
||||||
|
Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
|
||||||
|
Vector3 uv = new Vector3(0, 0, 0);
|
||||||
|
float shortestUVMapping = float.MaxValue;
|
||||||
|
|
||||||
|
// Assume the last vertex is the center vertex.
|
||||||
|
for (int i = 0; i < vertexCount - 1; i++)
|
||||||
|
{
|
||||||
|
float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
|
||||||
|
|
||||||
|
// Remap the UV so that a UV of "1" marks the feathering boudary.
|
||||||
|
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
|
||||||
|
// Rearrange to get the edge UV.
|
||||||
|
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
|
||||||
|
uv.x = uvMapping;
|
||||||
|
|
||||||
|
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
|
||||||
|
// Choose the shortest UV to guarentee we fade out before the border.
|
||||||
|
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
|
||||||
|
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
|
||||||
|
|
||||||
|
s_FeatheringUVs.Add(uv);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
|
||||||
|
|
||||||
|
// Add the center vertex UV
|
||||||
|
uv.Set(0, 0, 0);
|
||||||
|
s_FeatheringUVs.Add(uv);
|
||||||
|
|
||||||
|
mesh.SetUVs(1, s_FeatheringUVs);
|
||||||
|
mesh.UploadMeshData(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
static List<Vector3> s_FeatheringUVs = new List<Vector3>();
|
||||||
|
|
||||||
|
static List<Vector3> s_Vertices = new List<Vector3>();
|
||||||
|
|
||||||
|
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
|
||||||
|
|
||||||
|
ARPlane m_Plane;
|
||||||
|
|
||||||
|
Material m_FeatheredPlaneMaterial;
|
||||||
|
}
|
11
AR/Assets/ExampleAssets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta
generated
Normal file
11
AR/Assets/ExampleAssets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta
generated
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: de9919161fbca46b79a86ecacee38c30
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
95
AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs
Normal file
95
AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs
Normal file
@ -0,0 +1,95 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.XR.ARFoundation;
|
||||||
|
using UnityEngine.XR.ARSubsystems;
|
||||||
|
|
||||||
|
//
|
||||||
|
// This script allows us to create anchors with
|
||||||
|
// a prefab attached in order to visbly discern where the anchors are created.
|
||||||
|
// Anchors are a particular point in space that you are asking your device to track.
|
||||||
|
//
|
||||||
|
|
||||||
|
[RequireComponent(typeof(ARAnchorManager))]
|
||||||
|
[RequireComponent(typeof(ARRaycastManager))]
|
||||||
|
[RequireComponent(typeof(ARPlaneManager))]
|
||||||
|
public class AnchorCreator : MonoBehaviour
|
||||||
|
{
|
||||||
|
// This is the prefab that will appear every time an anchor is created.
|
||||||
|
[SerializeField]
|
||||||
|
GameObject m_AnchorPrefab;
|
||||||
|
|
||||||
|
public GameObject AnchorPrefab
|
||||||
|
{
|
||||||
|
get => m_AnchorPrefab;
|
||||||
|
set => m_AnchorPrefab = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Removes all the anchors that have been created.
|
||||||
|
public void RemoveAllAnchors()
|
||||||
|
{
|
||||||
|
foreach (var anchor in m_AnchorPoints)
|
||||||
|
{
|
||||||
|
Destroy(anchor);
|
||||||
|
}
|
||||||
|
m_AnchorPoints.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
// On Awake(), we obtains a reference to all the required components.
|
||||||
|
// The ARRaycastManager allows us to perform raycasts so that we know where to place an anchor.
|
||||||
|
// The ARPlaneManager detects surfaces we can place our objects on.
|
||||||
|
// The ARAnchorManager handles the processing of all anchors and updates their position and rotation.
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
m_RaycastManager = GetComponent<ARRaycastManager>();
|
||||||
|
m_AnchorManager = GetComponent<ARAnchorManager>();
|
||||||
|
m_PlaneManager = GetComponent<ARPlaneManager>();
|
||||||
|
m_AnchorPoints = new List<ARAnchor>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// If there is no tap, then simply do nothing until the next call to Update().
|
||||||
|
if (Input.touchCount == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var touch = Input.GetTouch(0);
|
||||||
|
if (touch.phase != TouchPhase.Began)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
|
||||||
|
{
|
||||||
|
// Raycast hits are sorted by distance, so the first one
|
||||||
|
// will be the closest hit.
|
||||||
|
var hitPose = s_Hits[0].pose;
|
||||||
|
var hitTrackableId = s_Hits[0].trackableId;
|
||||||
|
var hitPlane = m_PlaneManager.GetPlane(hitTrackableId);
|
||||||
|
|
||||||
|
// This attaches an anchor to the area on the plane corresponding to the raycast hit,
|
||||||
|
// and afterwards instantiates an instance of your chosen prefab at that point.
|
||||||
|
// This prefab instance is parented to the anchor to make sure the position of the prefab is consistent
|
||||||
|
// with the anchor, since an anchor attached to an ARPlane will be updated automatically by the ARAnchorManager as the ARPlane's exact position is refined.
|
||||||
|
var anchor = m_AnchorManager.AttachAnchor(hitPlane, hitPose);
|
||||||
|
Instantiate(m_AnchorPrefab, anchor.transform);
|
||||||
|
|
||||||
|
if (anchor == null)
|
||||||
|
{
|
||||||
|
Debug.Log("Error creating anchor.");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Stores the anchor so that it may be removed later.
|
||||||
|
m_AnchorPoints.Add(anchor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
|
||||||
|
|
||||||
|
List<ARAnchor> m_AnchorPoints;
|
||||||
|
|
||||||
|
ARRaycastManager m_RaycastManager;
|
||||||
|
|
||||||
|
ARAnchorManager m_AnchorManager;
|
||||||
|
|
||||||
|
ARPlaneManager m_PlaneManager;
|
||||||
|
}
|
11
AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs.meta
generated
Normal file
11
AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs.meta
generated
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 788587e994f1943f3856c1c332db429b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
AR/Assets/ExampleAssets/Shaders.meta
generated
Normal file
8
AR/Assets/ExampleAssets/Shaders.meta
generated
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 504c5a8d7f1ea4880b02ef40c6f96bd7
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
80
AR/Assets/ExampleAssets/Shaders/FeatheredPlaneShader.shader
Normal file
80
AR/Assets/ExampleAssets/Shaders/FeatheredPlaneShader.shader
Normal file
@ -0,0 +1,80 @@
|
|||||||
|
Shader "Unlit/FeatheredPlaneShader"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_MainTex ("Texture", 2D) = "white" {}
|
||||||
|
_TexTintColor("Texture Tint Color", Color) = (1,1,1,1)
|
||||||
|
_PlaneColor("Plane Color", Color) = (1,1,1,1)
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
|
||||||
|
LOD 100
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 uv2 : TEXCOORD1;
|
||||||
|
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float3 uv2 : TEXCOORD1;
|
||||||
|
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
fixed4 _TexTintColor;
|
||||||
|
fixed4 _PlaneColor;
|
||||||
|
float _ShortestUVMapping;
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
|
||||||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||||
|
o.uv2 = v.uv2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||||
|
|
||||||
|
fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor;
|
||||||
|
col = lerp( _PlaneColor, col, col.a);
|
||||||
|
// Fade out from as we pass the edge.
|
||||||
|
// uv2.x stores a mapped UV that will be "1" at the beginning of the feathering.
|
||||||
|
// We fade until we reach at the edge of the shortest UV mapping.
|
||||||
|
// This is the remmaped UV value at the vertex.
|
||||||
|
// We choose the shorted one so that ll edges will fade out completely.
|
||||||
|
// See ARFeatheredPlaneMeshVisualizer.cs for more details.
|
||||||
|
col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x);
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
9
AR/Assets/ExampleAssets/Shaders/FeatheredPlaneShader.shader.meta
generated
Normal file
9
AR/Assets/ExampleAssets/Shaders/FeatheredPlaneShader.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9b989c81462e144eb95a232bec4719d5
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
AR/Assets/ExampleAssets/Textures.meta
generated
Normal file
8
AR/Assets/ExampleAssets/Textures.meta
generated
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2aab7ef822b354523935cb8a8fdb23fc
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
AR/Assets/ExampleAssets/Textures/PlanePatternDot.png
(Stored with Git LFS)
Normal file
BIN
AR/Assets/ExampleAssets/Textures/PlanePatternDot.png
(Stored with Git LFS)
Normal file
Binary file not shown.
92
AR/Assets/ExampleAssets/Textures/PlanePatternDot.png.meta
generated
Normal file
92
AR/Assets/ExampleAssets/Textures/PlanePatternDot.png.meta
generated
Normal file
@ -0,0 +1,92 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: af6bcea09b8134831b6599e2900aef81
|
||||||
|
TextureImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 11
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 1
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
|
||||||
|
maxTextureSize: 2048
|
||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: -1
|
||||||
|
aniso: -1
|
||||||
|
mipBias: -100
|
||||||
|
wrapU: -1
|
||||||
|
wrapV: -1
|
||||||
|
wrapW: -1
|
||||||
|
nPOTScale: 1
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 0
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 0
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 0
|
||||||
|
textureShape: 1
|
||||||
|
singleChannelComponent: 0
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
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Normal file
36
AR/Assets/ExampleAssets/Tutorial/TutorialProjectSettings.asset
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Normal file
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|
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Normal file
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|
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|
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|
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m_Untranslated: Template Feedback
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|
Text:
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|
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Normal file
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Normal file
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69
AR/Assets/MarkerTracker.cs
Normal file
69
AR/Assets/MarkerTracker.cs
Normal file
@ -0,0 +1,69 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.XR.ARFoundation;
|
||||||
|
using UnityEngine.XR.ARSubsystems;
|
||||||
|
|
||||||
|
[RequireComponent(typeof(ARTrackedImageManager))]
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|
public class MarkerTracker : MonoBehaviour
|
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|
{
|
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|
// Reference to AR tracked image manager component
|
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|
private ARTrackedImageManager _trackedImagesManager;
|
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|
|
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|
// List of prefabs to instantiate - these should be named the same
|
||||||
|
// as their corresponding 2D images in the reference image library
|
||||||
|
public GameObject[] ArPrefabs;
|
||||||
|
|
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|
|
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|
private readonly Dictionary<string, GameObject> _instantiatedPrefabs = new Dictionary<string, GameObject>();
|
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|
// foreach(var trackedImage in eventArgs.added){
|
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|
// Get the name of the reference image
|
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|
// var imageName = trackedImage.referenceImage.name;
|
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|
// foreach (var curPrefab in ArPrefabs) {
|
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|
// Check whether this prefab matches the tracked image name, and that
|
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|
// the prefab hasn't already been created
|
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|
// if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0
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|
// && !_instantiatedPrefabs.ContainsKey(imageName)){
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|
// Instantiate the prefab, parenting it to the ARTrackedImage
|
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|
// var newPrefab = Instantiate(curPrefab, trackedImage.transform);
|
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|
void Awake()
|
||||||
|
{
|
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|
_trackedImagesManager = GetComponent<ARTrackedImageManager>();
|
||||||
|
}
|
||||||
|
private void OnEnable()
|
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|
{
|
||||||
|
_trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged;
|
||||||
|
}
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
_trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged;
|
||||||
|
}
|
||||||
|
private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
|
||||||
|
{
|
||||||
|
foreach (var trackedImage in eventArgs.updated)
|
||||||
|
{
|
||||||
|
// var imageName = trackedImage.referenceImage.name;
|
||||||
|
//foreach (var curPrefab in AreaEffector2DPrefabs)
|
||||||
|
// {
|
||||||
|
// if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0
|
||||||
|
// && !_instantiatedPrefabs.ContainsKey(imageName))
|
||||||
|
// {
|
||||||
|
// var newPrefab = Instantiate(curPrefab, trackedImage.transform);
|
||||||
|
// _instantiatedPrefabs[imageName] = newPrefab;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(trackedImage.trackingState == TrackingState.Tracking);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
foreach (var trackedImage in eventArgs.removed) {
|
||||||
|
// Destroy its prefab
|
||||||
|
Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]);
|
||||||
|
// Also remove the instance from our array
|
||||||
|
_instantiatedPrefabs.Remove(trackedImage.referenceImage.name);
|
||||||
|
// Or, simply set the prefab instance to inactive
|
||||||
|
//_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
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Normal file
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8
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Normal file
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|
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Normal file
16
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Normal file
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|
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|
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Normal file
8
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Normal file
@ -0,0 +1,8 @@
|
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|
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31
AR/Assets/ReferenceImageLibrary.asset
generated
Normal file
31
AR/Assets/ReferenceImageLibrary.asset
generated
Normal file
File diff suppressed because one or more lines are too long
8
AR/Assets/ReferenceImageLibrary.asset.meta
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Normal file
8
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Normal file
@ -0,0 +1,8 @@
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8
AR/Assets/Scenes.meta
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Normal file
8
AR/Assets/Scenes.meta
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Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
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443
AR/Assets/Scenes/BlankAR.unity
generated
Normal file
443
AR/Assets/Scenes/BlankAR.unity
generated
Normal file
@ -0,0 +1,443 @@
|
|||||||
|
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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|
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|
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|
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|
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|
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|
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|
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|
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AR/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
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|
Digitized data copyright (c) 2010 Google Corporation
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|
with Reserved Font Arimo, Tinos and Cousine.
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Copyright (c) 2012 Red Hat, Inc.
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|
with Reserved Font Name Liberation.
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
|
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|
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|
||||||
|
|
||||||
|
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.
|
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|
|
||||||
|
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|
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|
|
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|
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.
|
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|
|
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|
DISCLAIMER
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|
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.
|
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659
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generated
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68
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68
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m_HashCode: 98732960
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m_OpeningDefinition: <size=125%><b><align=center>
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m_ClosingDefinition: </size></b></align>
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m_OpeningDefinition: <size=1.5em><b><#4080FF>
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m_HashCode: 2427
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m_OpeningDefinition: <size=1.17em><b><#FF8040>
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m_ClosingDefinition: </size></b></color>
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m_HashCode: 2194
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AR/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
generated
Normal file
8
AR/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
generated
Normal file
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|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f952c082cb03451daed3ee968ac6c63e
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|
timeCreated: 1432805430
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licenseType: Store
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|
assetBundleName:
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|
assetBundleVariant:
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46
AR/Assets/TextMesh Pro/Resources/TMP Settings.asset
generated
Normal file
46
AR/Assets/TextMesh Pro/Resources/TMP Settings.asset
generated
Normal file
@ -0,0 +1,46 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
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||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
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|
m_ObjectHideFlags: 0
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m_PrefabInstance: {fileID: 0}
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|
m_PrefabAsset: {fileID: 0}
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|
m_GameObject: {fileID: 0}
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|
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m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3}
|
||||||
|
m_Name: TMP Settings
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
m_enableWordWrapping: 1
|
||||||
|
m_enableKerning: 1
|
||||||
|
m_enableExtraPadding: 0
|
||||||
|
m_enableTintAllSprites: 0
|
||||||
|
m_enableParseEscapeCharacters: 1
|
||||||
|
m_EnableRaycastTarget: 1
|
||||||
|
m_GetFontFeaturesAtRuntime: 1
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m_missingGlyphCharacter: 0
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m_warningsDisabled: 0
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m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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|
m_defaultFontAssetPath: Fonts & Materials/
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|
m_defaultFontSize: 36
|
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|
m_defaultAutoSizeMinRatio: 0.5
|
||||||
|
m_defaultAutoSizeMaxRatio: 2
|
||||||
|
m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
|
||||||
|
m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
|
||||||
|
m_autoSizeTextContainer: 0
|
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|
m_fallbackFontAssets: []
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|
m_matchMaterialPreset: 1
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m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
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type: 2}
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|
m_defaultSpriteAssetPath: Sprite Assets/
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|
m_enableEmojiSupport: 1
|
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|
m_MissingCharacterSpriteUnicode: 0
|
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|
m_defaultColorGradientPresetsPath: Color Gradient Presets/
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m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e,
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type: 2}
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|
m_StyleSheetsResourcePath:
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m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3}
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m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b,
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|
type: 3}
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|
m_UseModernHangulLineBreakingRules: 0
|
8
AR/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
generated
Normal file
8
AR/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
generated
Normal file
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|
|||||||
|
fileFormatVersion: 2
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|
guid: 3f5b5dff67a942289a9defa416b206f3
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|
timeCreated: 1436653997
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|
licenseType: Pro
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NativeFormatImporter:
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|
userData:
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|
assetBundleName:
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|
assetBundleVariant:
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8
AR/Assets/TextMesh Pro/Shaders.meta
generated
Normal file
8
AR/Assets/TextMesh Pro/Shaders.meta
generated
Normal file
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|
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|
fileFormatVersion: 2
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|
guid: e9f693669af91aa45ad615fc681ed29f
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|
folderAsset: yes
|
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DefaultImporter:
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|
externalObjects: {}
|
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|
userData:
|
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|
assetBundleName:
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||||||
|
assetBundleVariant:
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143
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
Normal file
143
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
Normal file
@ -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"
|
||||||
|
}
|
9
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
generated
Normal file
9
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 48bb5f55d8670e349b6e614913f9d910
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
145
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
Normal file
145
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
Normal file
@ -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"
|
||||||
|
}
|
9
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
generated
Normal file
9
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1e3b057af24249748ff873be7fafee47
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
143
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
Normal file
143
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
Normal file
@ -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"
|
||||||
|
}
|
9
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
generated
Normal file
9
AR/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 128e987d567d4e2c824d754223b3f3b0
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
317
AR/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
Normal file
317
AR/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
Normal file
@ -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"
|
||||||
|
}
|
9
AR/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
generated
Normal file
9
AR/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dd89cf5b9246416f84610a006f916af7
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
310
AR/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
Normal file
310
AR/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
Normal file
@ -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"
|
||||||
|
}
|
9
AR/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
generated
Normal file
9
AR/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
generated
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 14eb328de4b8eb245bb7cea29e4ac00b
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
247
AR/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
Normal file
247
AR/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
Normal file
@ -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"
|
||||||
|
}
|
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Reference in New Issue
Block a user