Unity engine fix

This commit is contained in:
Matic Ivešić 2025-10-21 20:39:17 +02:00
parent 2b7b5cbd6a
commit 419497b9ba
45 changed files with 1375 additions and 1185 deletions

View File

@ -1,38 +0,0 @@
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- gvh_version-1.2.182
- gvhp_exportpath-ExternalDependencyManager/Editor/1.2.182/Google.IOSResolver.dll
- gvhp_targets-editor
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second:
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- first:
Windows Store Apps: WindowsStoreApps
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CPU: AnyCPU
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@ -4,7 +4,7 @@ labels:
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View File

@ -3,6 +3,6 @@
<application>
<uses-library android:required="false" android:name="org.apache.http.legacy" />
<meta-data android:name="com.google.android.gms.ads.APPLICATION_ID" android:value="ca-app-pub-2626773788355001~6567280609" />
<meta-data android:name="com.google.unity.ads.UNITY_VERSION" android:value="2022.3.26f1" />
<meta-data android:name="com.google.unity.ads.UNITY_VERSION" android:value="6000.2.8f1" />
</application>
</manifest>

View File

@ -1,8 +1,5 @@
org.gradle.jvmargs=-Xmx**JVM_HEAP_SIZE**M
org.gradle.parallel=true
unityStreamingAssets=**STREAMING_ASSETS**
# Android Resolver Properties Start
org.gradle.jvmargs=-Xmx4096M
android.useAndroidX=true
android.enableJetifier=true
# Android Resolver Properties End
**ADDITIONAL_PROPERTIES**
android.enableNative16kPageSupport=true

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@ -1,8 +1,11 @@
apply plugin: 'com.android.library'
apply from: '../shared/keepUnitySymbols.gradle'
apply from: '../shared/common.gradle'
**APPLY_PLUGINS**
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation 'androidx.constraintlayout:constraintlayout:2.1.4'
// Android Resolver Dependencies Start
implementation 'androidx.constraintlayout:constraintlayout:2.1.4' // Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml:12
implementation 'com.google.android.gms:play-services-ads:23.2.0' // Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml:7
@ -16,7 +19,7 @@ dependencies {
// Android Resolver Exclusions Start
android {
packagingOptions {
packaging {
exclude ('/lib/armeabi/*' + '*')
exclude ('/lib/mips/*' + '*')
exclude ('/lib/mips64/*' + '*')
@ -26,35 +29,39 @@ android {
}
// Android Resolver Exclusions End
android {
namespace "com.unity3d.player"
ndkPath "**NDKPATH**"
ndkVersion "**NDKVERSION**"
compileSdkVersion **APIVERSION**
buildToolsVersion '**BUILDTOOLS**'
compileSdk **APIVERSION**
buildToolsVersion = "**BUILDTOOLS**"
compileOptions {
sourceCompatibility JavaVersion.VERSION_11
targetCompatibility JavaVersion.VERSION_11
sourceCompatibility JavaVersion.VERSION_17
targetCompatibility JavaVersion.VERSION_17
}
defaultConfig {
minSdkVersion **MINSDKVERSION**
targetSdkVersion **TARGETSDKVERSION**
minSdk **MINSDK**
targetSdk **TARGETSDK**
ndk {
abiFilters **ABIFILTERS**
debugSymbolLevel **DEBUGSYMBOLLEVEL**
}
versionCode **VERSIONCODE**
versionName '**VERSIONNAME**'
consumerProguardFiles 'proguard-unity.txt'**USER_PROGUARD**
**DEFAULT_CONFIG_SETUP**
}
lintOptions {
lint {
abortOnError false
}
aaptOptions {
androidResources {
noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ')
ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:!CVS:!thumbs.db:!picasa.ini:!*~"
}**PACKAGING_OPTIONS**
}**PACKAGING**
}
**IL_CPP_BUILD_SETUP**
**SOURCE_BUILD_SETUP**

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View File

@ -1,10 +0,0 @@
// Copyright 2016 Google Inc. All Rights Reserved.
#import <GoogleMobileAds/GoogleMobileAds.h>
@protocol GADUAdNetworkExtras <NSObject>
- (nonnull id<GADAdNetworkExtras>)adNetworkExtrasWithDictionary:
(nonnull NSDictionary<NSString *, NSString *> *)extras;
@end

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fixed4 color : COLOR;
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struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -81,15 +84,9 @@ SubShader{
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;
}
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -101,6 +98,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
@ -108,13 +109,14 @@ SubShader{
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
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));
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT;
}

View File

@ -2,7 +2,7 @@ Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
_Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_VertexOffsetX ("Vertex OffsetX", float) = 0
@ -55,15 +55,18 @@ SubShader {
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -79,6 +82,9 @@ SubShader {
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -88,7 +94,10 @@ SubShader {
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
OUT.color = v.color;
OUT.color *= _Color;
@ -99,8 +108,9 @@ SubShader {
//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));
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT;
}

View File

@ -3,7 +3,7 @@ Shader "TextMeshPro/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
@ -54,15 +54,18 @@ SubShader{
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -80,15 +83,9 @@ SubShader{
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;
}
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -100,6 +97,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
@ -107,13 +108,14 @@ SubShader{
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
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));
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT;
}

View File

@ -4,10 +4,10 @@ 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)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@ -21,7 +21,7 @@ Properties {
_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)
_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
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_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)
_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
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,12 +152,16 @@ SubShader {
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;
uniform float4 _FaceTex_ST;
uniform float4 _OutlineTex_ST;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
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);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -212,16 +217,21 @@ SubShader {
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -307,7 +317,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

View File

@ -4,10 +4,10 @@ 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)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@ -21,7 +21,7 @@ Properties {
_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)
_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
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_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)
_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
@ -109,7 +109,8 @@ SubShader {
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
@ -127,17 +128,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,14 +153,19 @@ SubShader {
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 SRGBToLinear(float4 rgba) {
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);
}
@ -171,7 +178,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -195,10 +202,14 @@ SubShader {
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
@ -226,9 +237,9 @@ SubShader {
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 pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale);
@ -289,7 +300,8 @@ SubShader {
// 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 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
@ -300,7 +312,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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)
_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
@ -99,21 +99,24 @@ SubShader {
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t
{
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
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)
@ -124,10 +127,13 @@ SubShader {
float _MaskEdgeSoftness;
fixed4 _MaskEdgeColor;
bool _MaskInverse;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +144,7 @@ SubShader {
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);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +156,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -176,6 +186,7 @@ SubShader {
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
// Structure for pixel shader
pixel_t output = {
@ -184,7 +195,7 @@ SubShader {
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)),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias),

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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)
_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
@ -93,16 +93,18 @@ SubShader {
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
@ -111,12 +113,17 @@ SubShader {
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -127,7 +134,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +145,7 @@ SubShader {
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);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +157,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -182,7 +193,8 @@ SubShader {
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));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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)
_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

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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)
_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
@ -81,6 +81,7 @@ SubShader {
Pass {
CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
@ -98,7 +99,7 @@ SubShader {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
@ -117,6 +118,9 @@ SubShader {
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -127,7 +131,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +142,7 @@ SubShader {
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);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +154,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -182,7 +190,9 @@ SubShader {
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));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);

View File

@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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
@ -99,7 +99,8 @@ SubShader {
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
struct v2f
{
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@ -28,12 +28,12 @@ Properties {
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
_SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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
@ -118,7 +118,8 @@ SubShader {
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
struct v2f
{
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;

View File

@ -4,10 +4,10 @@ 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)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@ -21,7 +21,7 @@ Properties {
_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)
_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
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_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)
_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
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,12 +152,16 @@ SubShader {
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
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);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -212,16 +217,21 @@ SubShader {
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -307,7 +317,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

View File

@ -2,7 +2,7 @@ Shader "TextMeshPro/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
@ -73,6 +73,7 @@ Shader "TextMeshPro/Sprite"
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
@ -81,17 +82,30 @@ Shader "TextMeshPro/Sprite"
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.color = v.color * _Color;
return OUT;
}
@ -100,8 +114,9 @@ Shader "TextMeshPro/Sprite"
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP

View File

@ -4,6 +4,6 @@ ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
userData: Version 2.0
assetBundleName:
assetBundleVariant:

View File

@ -1,20 +1,22 @@
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio
float4 param : TEXCOORD1; // x = weight, y = no longer used
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
@ -22,10 +24,14 @@ struct pixel_t {
#endif
};
float4 SRGBToLinear(float4 rgba) {
float4 SRGBToLinear(float4 rgba)
{
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input)
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input)
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON
#if OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#ifdef MASKING
#if MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target
// 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 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif

View File

@ -66,11 +66,6 @@ uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;

View File

@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
UNITY_INITIALIZE_OUTPUT(Input, data);
float bold = step(v.texcoord1.y, 0);
float bold = step(v.texcoord.w, 0);
// Generate normal for backface
float3 view = ObjSpaceViewDir(v.vertex);
@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data)
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
data.param.y = scale;
#endif
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
}

View File

@ -1,14 +1,15 @@
{
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.collab-proxy": "2.3.1",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.mobile.android-logcat": "1.4.1",
"com.unity.recorder": "4.0.3",
"com.unity.test-framework": "1.1.33",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.7.6",
"com.unity.ugui": "1.0.0",
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"com.unity.ide.visualstudio": "2.0.23",
"com.unity.mobile.android-logcat": "1.4.6",
"com.unity.multiplayer.center": "1.0.0",
"com.unity.recorder": "5.1.2",
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"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",

View File

@ -6,22 +6,53 @@
"source": "builtin",
"dependencies": {}
},
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},
"url": "https://packages.unity.com"
},
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"version": "1.8.25",
"depth": 2,
"source": "registry",
"dependencies": {
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"com.unity.modules.jsonserialize": "1.0.0"
},
"url": "https://packages.unity.com"
},
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"version": "2.9.3",
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"dependencies": {},
"url": "https://packages.unity.com"
},
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},
"url": "https://packages.unity.com"
},
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},
"com.unity.ide.visualstudio": {
"version": "2.0.22",
"version": "2.0.23",
"depth": 0,
"source": "registry",
"dependencies": {
@ -29,44 +60,68 @@
},
"url": "https://packages.unity.com"
},
"com.unity.mathematics": {
"version": "1.3.2",
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.mobile.android-logcat": {
"version": "1.4.1",
"version": "1.4.6",
"depth": 0,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.multiplayer.center": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.modules.uielements": "1.0.0"
}
},
"com.unity.nuget.mono-cecil": {
"version": "1.11.5",
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.recorder": {
"version": "4.0.3",
"version": "5.1.2",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.timeline": "1.0.0"
"com.unity.timeline": "1.8.7",
"com.unity.collections": "1.2.4",
"com.unity.bindings.openimageio": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.test-framework": {
"version": "1.1.33",
"version": "1.6.0",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.ext.nunit": "2.0.3",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
}
},
"com.unity.test-framework.performance": {
"version": "3.2.0",
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.ext.nunit": "1.0.6",
"com.unity.modules.imgui": "1.0.0",
"com.unity.test-framework": "1.1.33",
"com.unity.modules.jsonserialize": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.textmeshpro": {
"version": "3.0.6",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.ugui": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.timeline": {
"version": "1.7.6",
"version": "1.8.9",
"depth": 0,
"source": "registry",
"dependencies": {
@ -78,7 +133,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ugui": {
"version": "1.0.0",
"version": "2.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
@ -86,6 +141,12 @@
"com.unity.modules.imgui": "1.0.0"
}
},
"com.unity.modules.accessibility": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.ai": {
"version": "1.0.0",
"depth": 0,
@ -133,6 +194,12 @@
"com.unity.modules.animation": "1.0.0"
}
},
"com.unity.modules.hierarchycore": {
"version": "1.0.0",
"depth": 1,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.imageconversion": {
"version": "1.0.0",
"depth": 0,
@ -221,7 +288,9 @@
"dependencies": {
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.hierarchycore": "1.0.0",
"com.unity.modules.physics": "1.0.0"
}
},
"com.unity.modules.umbra": {

View File

@ -3,7 +3,7 @@
--- !u!129 &1
PlayerSettings:
m_ObjectHideFlags: 0
serializedVersion: 26
serializedVersion: 28
productGUID: 4bb4ad412f4a1ce4180d43338d7afb40
AndroidProfiler: 0
AndroidFilterTouchesWhenObscured: 0
@ -52,6 +52,7 @@ PlayerSettings:
m_StereoRenderingPath: 0
m_ActiveColorSpace: 0
unsupportedMSAAFallback: 0
m_SpriteBatchMaxVertexCount: 65535
m_SpriteBatchVertexThreshold: 300
m_MTRendering: 1
mipStripping: 0
@ -72,21 +73,24 @@ PlayerSettings:
androidStartInFullscreen: 1
androidRenderOutsideSafeArea: 1
androidUseSwappy: 0
androidDisplayOptions: 1
androidBlitType: 0
androidResizableWindow: 0
androidResizeableActivity: 0
androidDefaultWindowWidth: 1920
androidDefaultWindowHeight: 1080
androidMinimumWindowWidth: 400
androidMinimumWindowHeight: 300
androidFullscreenMode: 1
androidAutoRotationBehavior: 1
androidPredictiveBackSupport: 1
androidApplicationEntry: 1
defaultIsNativeResolution: 1
macRetinaSupport: 1
runInBackground: 1
captureSingleScreen: 0
muteOtherAudioSources: 0
Prepare IOS For Recording: 0
Force IOS Speakers When Recording: 0
audioSpatialExperience: 0
deferSystemGesturesMode: 0
hideHomeButton: 0
submitAnalytics: 1
@ -99,6 +103,7 @@ PlayerSettings:
useMacAppStoreValidation: 0
macAppStoreCategory: public.app-category.games
gpuSkinning: 1
meshDeformation: 2
xboxPIXTextureCapture: 0
xboxEnableAvatar: 0
xboxEnableKinect: 0
@ -130,10 +135,9 @@ PlayerSettings:
switchAllowGpuScratchShrinking: 0
switchNVNMaxPublicTextureIDCount: 0
switchNVNMaxPublicSamplerIDCount: 0
switchNVNGraphicsFirmwareMemory: 32
switchMaxWorkerMultiple: 8
stadiaPresentMode: 0
stadiaTargetFramerate: 0
switchNVNGraphicsFirmwareMemory: 32
switchGraphicsJobsSyncAfterKick: 1
vulkanNumSwapchainBuffers: 3
vulkanEnableSetSRGBWrite: 0
vulkanEnablePreTransform: 0
@ -142,7 +146,7 @@ PlayerSettings:
loadStoreDebugModeEnabled: 0
visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0
bundleVersion: 0.3.24
bundleVersion: 0.3.27
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0
@ -163,6 +167,7 @@ PlayerSettings:
resetResolutionOnWindowResize: 0
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
androidMinAspectRatio: 1
applicationIdentifier:
Android: com.MoxiFoxi.PlaneRun
buildNumber:
@ -171,9 +176,9 @@ PlayerSettings:
iPhone: 0
tvOS: 0
overrideDefaultApplicationIdentifier: 0
AndroidBundleVersionCode: 28
AndroidBundleVersionCode: 30
AndroidMinSdkVersion: 30
AndroidTargetSdkVersion: 34
AndroidTargetSdkVersion: 36
AndroidPreferredInstallLocation: 1
aotOptions:
stripEngineCode: 1
@ -182,16 +187,18 @@ PlayerSettings:
ForceInternetPermission: 0
ForceSDCardPermission: 0
CreateWallpaper: 0
APKExpansionFiles: 0
androidSplitApplicationBinary: 0
keepLoadedShadersAlive: 0
StripUnusedMeshComponents: 1
strictShaderVariantMatching: 0
VertexChannelCompressionMask: 4054
iPhoneSdkVersion: 988
iOSTargetOSVersionString: 12.0
iOSSimulatorArchitecture: 0
iOSTargetOSVersionString: 13.0
tvOSSdkVersion: 0
tvOSSimulatorArchitecture: 0
tvOSRequireExtendedGameController: 0
tvOSTargetOSVersionString: 12.0
tvOSTargetOSVersionString: 13.0
VisionOSSdkVersion: 0
VisionOSTargetOSVersionString: 1.0
uIPrerenderedIcon: 0
@ -218,7 +225,6 @@ PlayerSettings:
rgba: 0
iOSLaunchScreenFillPct: 100
iOSLaunchScreenSize: 100
iOSLaunchScreenCustomXibPath:
iOSLaunchScreeniPadType: 0
iOSLaunchScreeniPadImage: {fileID: 0}
iOSLaunchScreeniPadBackgroundColor:
@ -226,7 +232,6 @@ PlayerSettings:
rgba: 0
iOSLaunchScreeniPadFillPct: 100
iOSLaunchScreeniPadSize: 100
iOSLaunchScreeniPadCustomXibPath:
iOSLaunchScreenCustomStoryboardPath:
iOSLaunchScreeniPadCustomStoryboardPath:
iOSDeviceRequirements: []
@ -236,6 +241,7 @@ PlayerSettings:
iOSMetalForceHardShadows: 0
metalEditorSupport: 1
metalAPIValidation: 1
metalCompileShaderBinary: 0
iOSRenderExtraFrameOnPause: 0
iosCopyPluginsCodeInsteadOfSymlink: 0
appleDeveloperTeamID:
@ -262,15 +268,18 @@ PlayerSettings:
useCustomGradleSettingsTemplate: 1
useCustomProguardFile: 0
AndroidTargetArchitectures: 3
AndroidTargetDevices: 0
AndroidSplashScreenScale: 0
androidSplashScreen: {fileID: 0}
AndroidKeystoreName: '{inproject}: user.keystore'
AndroidKeyaliasName: plane run
AndroidEnableArmv9SecurityFeatures: 0
AndroidEnableArm64MTE: 0
AndroidBuildApkPerCpuArchitecture: 0
AndroidTVCompatibility: 0
AndroidIsGame: 1
androidAppCategory: 3
useAndroidAppCategory: 1
androidAppCategoryOther:
AndroidEnableTango: 0
androidEnableBanner: 1
androidUseLowAccuracyLocation: 0
@ -280,11 +289,12 @@ PlayerSettings:
height: 180
banner: {fileID: 0}
androidGamepadSupportLevel: 0
chromeosInputEmulation: 1
AndroidMinifyRelease: 0
AndroidMinifyDebug: 0
AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 150
AndroidReportGooglePlayAppDependencies: 1
androidSymbolsSizeThreshold: 800
m_BuildTargetIcons:
- m_BuildTarget:
m_Icons:
@ -559,6 +569,9 @@ PlayerSettings:
- m_BuildTarget: WebGLSupport
m_APIs: 0b000000
m_Automatic: 1
- m_BuildTarget: WindowsStandaloneSupport
m_APIs: 0200000012000000
m_Automatic: 0
m_BuildTargetVRSettings:
- m_BuildTarget: Standalone
m_Enabled: 0
@ -580,10 +593,14 @@ PlayerSettings:
m_BuildTargetGroupLightmapSettings: []
m_BuildTargetGroupLoadStoreDebugModeSettings: []
m_BuildTargetNormalMapEncoding: []
m_BuildTargetDefaultTextureCompressionFormat: []
m_BuildTargetDefaultTextureCompressionFormat:
- serializedVersion: 3
m_BuildTarget: Android
m_Formats: 01000000
playModeTestRunnerEnabled: 0
runPlayModeTestAsEditModeTest: 0
actionOnDotNetUnhandledException: 1
editorGfxJobOverride: 1
enableInternalProfiler: 0
logObjCUncaughtExceptions: 1
enableCrashReportAPI: 0
@ -591,7 +608,7 @@ PlayerSettings:
locationUsageDescription:
microphoneUsageDescription:
bluetoothUsageDescription:
macOSTargetOSVersion: 10.13.0
macOSTargetOSVersion: 11.0
switchNMETAOverride:
switchNetLibKey:
switchSocketMemoryPoolSize: 6144
@ -729,12 +746,14 @@ PlayerSettings:
switchSocketBufferEfficiency: 4
switchSocketInitializeEnabled: 1
switchNetworkInterfaceManagerInitializeEnabled: 1
switchDisableHTCSPlayerConnection: 0
switchUseNewStyleFilepaths: 0
switchUseLegacyFmodPriorities: 1
switchUseMicroSleepForYield: 1
switchEnableRamDiskSupport: 0
switchMicroSleepForYieldTime: 25
switchRamDiskSpaceSize: 12
switchUpgradedPlayerSettingsToNMETA: 0
ps4NPAgeRating: 12
ps4NPTitleSecret:
ps4NPTrophyPackPath:
@ -838,6 +857,11 @@ PlayerSettings:
webGLMemoryGeometricGrowthStep: 0.2
webGLMemoryGeometricGrowthCap: 96
webGLPowerPreference: 2
webGLWebAssemblyTable: 0
webGLWebAssemblyBigInt: 0
webGLCloseOnQuit: 0
webWasm2023: 0
webEnableSubmoduleStrippingCompatibility: 0
scriptingDefineSymbols:
Android: LEVELPLAY_DEPENDENCIES_INSTALLED
additionalCompilerArguments: {}
@ -846,6 +870,7 @@ PlayerSettings:
Android: 1
il2cppCompilerConfiguration: {}
il2cppCodeGeneration: {}
il2cppStacktraceInformation: {}
managedStrippingLevel:
Android: 1
EmbeddedLinux: 1
@ -871,6 +896,7 @@ PlayerSettings:
gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform:
Android: 3
editorAssembliesCompatibilityLevel: 2
m_RenderingPath: 1
m_MobileRenderingPath: 1
metroPackageName: Template_3D
@ -947,9 +973,11 @@ PlayerSettings:
hmiPlayerDataPath:
hmiForceSRGBBlit: 1
embeddedLinuxEnableGamepadInput: 1
hmiLogStartupTiming: 0
hmiCpuConfiguration:
hmiLogStartupTiming: 0
qnxGraphicConfPath:
apiCompatibilityLevel: 6
captureStartupLogs: {}
activeInputHandler: 0
windowsGamepadBackendHint: 0
cloudProjectId: 7efbe83b-131a-4a1a-aa30-f8e223bff789
@ -963,3 +991,7 @@ PlayerSettings:
platformRequiresReadableAssets: 0
virtualTexturingSupportEnabled: 0
insecureHttpOption: 0
androidVulkanDenyFilterList: []
androidVulkanAllowFilterList: []
androidVulkanDeviceFilterListAsset: {fileID: 0}
d3d12DeviceFilterListAsset: {fileID: 0}

View File

@ -1,2 +1,2 @@
m_EditorVersion: 2022.3.26f1
m_EditorVersionWithRevision: 2022.3.26f1 (ec6cd8118806)
m_EditorVersion: 6000.2.8f1
m_EditorVersionWithRevision: 6000.2.8f1 (c9992ac36c34)

View File

@ -61,6 +61,11 @@
"type": "UnityEngine.PhysicMaterial",
"defaultInstantiationMode": 0
},
{
"userAdded": false,
"type": "UnityEngine.PhysicsMaterial",
"defaultInstantiationMode": 0
},
{
"userAdded": false,
"type": "UnityEngine.PhysicsMaterial2D",