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Squashed commit of the following: commit 807aa8c3c6e62c5d033064e3190ae432fb66db03 Merge: 34f74aa 3777d06 Author: Clement <clement@jo85.com> Date: Thu Jan 18 12:02:57 2024 +0100 Merge pull request 'add Atomes Factory' (#10) from feature/AtomesFactory into develop Reviewed-on: https://git.lab-ouest.org/Epitech/T-VIR-901_EpiLeARn/pulls/10 Reviewed-by: Clement <clement@jo85.com> commit 3777d06a0ee942994fdfe90d71fc5056c37346d9 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 12:00:00 2024 +0100 Rename Classname commit 16bd5bfb6cd51e253e22417ab8196a58e1726849 Merge: da9d57b 34f74aa Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:46:03 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/AtomesFactory commit da9d57b0bba34dbe24f5e7f744ce60f430832ff4 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:44:22 2024 +0100 vue foria config commit 5346e596c8a0db7684b64920c328abee459926d9 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:28:02 2024 +0100 [feature/AtomesFactory] - remove testing file commit f613217658cf2f1f48ceeeaa3183e515de857213 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 10:38:59 2024 +0100 [feature/AtomesFactory] - Add json for atomes commit bc2b9e02fdb692d56937bd37cc3d821ffb717424 Author: Mathis <mathis.ragot@epitech.eu> Date: Fri Jan 12 15:37:09 2024 +0100 add Atomes Factory commit 34f74aa44366c6d5f9e0d647a7837704edbd5fad Merge: 8b6d07f f181fd9 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:50:43 2024 +0100 Merge pull request 'feature/multi_targets' (#7) from feature/multi_targets into develop Reviewed-on: https://git.lab-ouest.org/Epitech/T-VIR-901_EpiLeARn/pulls/7 Reviewed-by: Clement <clement@jo85.com> commit f181fd993504c811a4546e56f83eb05ed62a625d Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:50:10 2024 +0100 fix du mauvais nom de scene dans le script ChangeScene.cs commit 1c76868eee12406d6c39fa64da8462e35019a39e Merge: f1ec062 8b6d07f Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:39:02 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/multi_targets commit f1ec062047ba68d48493b25273ba5893f42a890f Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:37:29 2024 +0100 ajout du font fallback commit 9c23975b204ceb09bd3ccc57b847cf0a8158fb95 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:36:49 2024 +0100 rajouts des fonts text mesh pro commit aff9df22cfbed9e8b317cafe4269fce891a5bbe5 Merge: a791273 73394e5 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:03:32 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/multi_targets commit a7912733e5fed60b9514c778fd9f40661dc66b64 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 10:54:51 2024 +0100 Ajout dans le canvas d'éléments UI (nom, description....) commit 0313fe28a1b718152015a401fda32069e94303c0 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 09:57:07 2024 +0100 Suppression du build de la CI commit 5237a32bb4759c43104e9397cb43b328a99b7c62 Author: Nicolas <nicolas.sansd@gmail.com> Date: Thu Jan 11 16:18:35 2024 +0100 ajout de la keystore de debug (user) + changement de la target version d'android commit afa265dd3141ef3fd96bff685ca655594453a876 Author: Nicolas <nicolas.sansd@gmail.com> Date: Thu Jan 11 11:26:53 2024 +0100 Affichage des molécules unitairement et en mode fusion commit 84136dcc5c3b00603ba8531901418125a832a255 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 15:05:47 2023 +0100 MAJ du fichier d'action build.yaml commit ce3c95654431f25e22810481f3b10b24f158decd Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 15:02:10 2023 +0100 MAJ du fichier d'action build.yaml commit 8f105732f7aaa41689894ab388675ae0b79f66f6 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 14:36:52 2023 +0100 Ajout de la multitarget pour générer un préfab
2024-01-18 14:00:09 +01:00
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}