Commit 553140da authored by Yousef Sameh's avatar Yousef Sameh

Build Issue Fix - More polishing

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m_PersistentCalls: m_PersistentCalls:
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underEdge: 0 underEdge: 0
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autoSize: 1 autoSize: 0
minFontSize: 10 minFontSize: 10
maxFontSize: 72 maxFontSize: 72
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m_EditorClassIdentifier: LightSide.UniText::LightSide.UniText m_EditorClassIdentifier: LightSide.UniText::LightSide.UniText
m_Material: {fileID: 0} m_Material: {fileID: 0}
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m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
text: "\u0627\u0639\u0627\u062F\u0629 \u0627\u0644\u0644\u0639\u0628" text: "\u0627\u0639\u0627\u062F\u0629 \u0627\u0644\u0644\u0639\u0628"
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...@@ -1703,14 +1703,14 @@ MonoBehaviour: ...@@ -1703,14 +1703,14 @@ MonoBehaviour:
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 0.32156864, g: 0.31764707, b: 0.96862745, a: 1} m_Color: {r: 0.1882353, g: 0.1882353, b: 0.8156863, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_Sprite: {fileID: 21300000, guid: a54a00aa58b9b455c895e9312d25164d, type: 3} m_Sprite: {fileID: 21300000, guid: b94ad4425888548039a8c69d289a39d6, type: 3}
m_Type: 1 m_Type: 1
m_PreserveAspect: 0 m_PreserveAspect: 0
m_FillCenter: 1 m_FillCenter: 1
...@@ -1937,8 +1937,8 @@ RectTransform: ...@@ -1937,8 +1937,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1} m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 40, y: -12} m_AnchoredPosition: {x: 1520.5, y: -20.599976}
m_SizeDelta: {x: 200, y: 50} m_SizeDelta: {x: 130.2, y: 46.802}
m_Pivot: {x: 0, y: 1} m_Pivot: {x: 0, y: 1}
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...@@ -1961,21 +1961,21 @@ MonoBehaviour: ...@@ -1961,21 +1961,21 @@ MonoBehaviour:
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m_EditorClassIdentifier: LightSide.UniText::LightSide.UniText m_EditorClassIdentifier: LightSide.UniText::LightSide.UniText
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m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 0.99607843, g: 0.84313726, b: 0, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
text: 0 text:
fontStack: {fileID: 11400000, guid: 0029e5efb4c7a12f1ac9136de794e6dc, type: 2} fontStack: {fileID: 11400000, guid: 0029e5efb4c7a12f1ac9136de794e6dc, type: 2}
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...@@ -2055,7 +2055,7 @@ MonoBehaviour: ...@@ -2055,7 +2055,7 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: LightSide.UniText::LightSide.UniText m_EditorClassIdentifier: LightSide.UniText::LightSide.UniText
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 0, g: 0, b: 0, a: 1} m_Color: {r: 0.32156864, g: 0.31764707, b: 0.96862745, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
...@@ -2150,7 +2150,7 @@ MonoBehaviour: ...@@ -2150,7 +2150,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: LightSide.UniText::LightSide.UniText m_EditorClassIdentifier: LightSide.UniText::LightSide.UniText
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
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......
This source diff could not be displayed because it is too large. You can view the blob instead.
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 0.99348164, b: 0.9575472, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
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m_Sprite: {fileID: 21300000, guid: a54a00aa58b9b455c895e9312d25164d, type: 3} m_Sprite: {fileID: 21300000, guid: b94ad4425888548039a8c69d289a39d6, type: 3}
m_Type: 1 m_Type: 1
m_PreserveAspect: 0 m_PreserveAspect: 0
m_FillCenter: 1 m_FillCenter: 1
...@@ -137,7 +137,7 @@ RectTransform: ...@@ -137,7 +137,7 @@ RectTransform:
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m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: -20, y: -10} m_SizeDelta: {x: -30, y: -30}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
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...@@ -160,7 +160,7 @@ MonoBehaviour: ...@@ -160,7 +160,7 @@ MonoBehaviour:
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m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 0, g: 0, b: 0, a: 1} m_Color: {r: 0.32156864, g: 0.31764707, b: 0.96862745, a: 1}
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
...@@ -178,7 +178,7 @@ MonoBehaviour: ...@@ -178,7 +178,7 @@ MonoBehaviour:
overEdge: 0 overEdge: 0
underEdge: 0 underEdge: 0
leadingDistribution: 0 leadingDistribution: 0
autoSize: 0 autoSize: 1
minFontSize: 10 minFontSize: 10
maxFontSize: 72 maxFontSize: 72
modRegisters: modRegisters:
......
...@@ -14,7 +14,7 @@ MonoBehaviour: ...@@ -14,7 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier: LightSide.UniText::UniTextFonts m_EditorClassIdentifier: LightSide.UniText::UniTextFonts
fonts: fonts:
items: items:
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- {fileID: 11400000, guid: 9f194bcdf6b582b4c8731cdfe455216c, type: 2} - {fileID: 11400000, guid: 9f194bcdf6b582b4c8731cdfe455216c, type: 2}
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fallbackStack: {fileID: 0} fallbackStack: {fileID: 0}
...@@ -257,11 +257,14 @@ MonoBehaviour: ...@@ -257,11 +257,14 @@ MonoBehaviour:
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arabicFont: {fileID: 11400000, guid: 8b4edeefed0fc9f60b1084045988b4cb, type: 2} arabicFont: {fileID: 11400000, guid: 8b4edeefed0fc9f60b1084045988b4cb, type: 2}
arabicTextAppearance: {fileID: 11400000, guid: 3a559cf5d653f05ea807e1be5655df92, type: 2}
arabicFontStack: {fileID: 11400000, guid: 0029e5efb4c7a12f1ac9136de794e6dc, type: 2}
arabicTextPrefab: {fileID: 4670452904442138041, guid: d8881dd8fc8b73a2f9fac60499ce92bc, type: 3}
buildType: scistreet buildType: scistreet
gradeId: 0 gradeId: 0
questionCount: 8 questionCount: 8
classCode: classCode:
wordSprite: {fileID: 21300000, guid: a54a00aa58b9b455c895e9312d25164d, type: 3} wordSprite: {fileID: 21300000, guid: b94ad4425888548039a8c69d289a39d6, type: 3}
useOfflineTestData: 0 useOfflineTestData: 0
--- !u!4 &1145369048 --- !u!4 &1145369048
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......
...@@ -41,8 +41,6 @@ namespace com.al_arcade.cs ...@@ -41,8 +41,6 @@ namespace com.al_arcade.cs
_text.FontSize = 22; _text.FontSize = 22;
_text.HorizontalAlignment = HorizontalAlignment.Center; _text.HorizontalAlignment = HorizontalAlignment.Center;
_text.VerticalAlignment = VerticalAlignment.Middle; _text.VerticalAlignment = VerticalAlignment.Middle;
_text.color = SSColorPalette.TextDark;
// _text.fontStyle = TMPro.FontStyles.Bold;
_text.raycastTarget = false; _text.raycastTarget = false;
_text.AutoSize = true; _text.AutoSize = true;
// _text.MinFontSize = 14; // _text.MinFontSize = 14;
...@@ -208,16 +206,14 @@ namespace com.al_arcade.cs ...@@ -208,16 +206,14 @@ namespace com.al_arcade.cs
public void OnPointerEnter(PointerEventData eventData) public void OnPointerEnter(PointerEventData eventData)
{ {
DOTween.Kill(_bg, "optHover"); DOTween.Kill(_bg, "optHover");
_bg.DOColor(SSColorPalette.WithAlpha(SSColorPalette.Primary, 0.1f), 0.15f) _bg.DOColor(SSColorPalette.HoveredOption, 0.15f)
.SetId("optHover"); .SetId("optHover");
_text.color = Color.white;
} }
public void OnPointerExit(PointerEventData eventData) public void OnPointerExit(PointerEventData eventData)
{ {
DOTween.Kill(_bg, "optHover"); DOTween.Kill(_bg, "optHover");
_bg.DOColor(SSColorPalette.Card, 0.15f).SetId("optHover"); _bg.DOColor(SSColorPalette.Card, 0.15f).SetId("optHover");
_text.color = Color.black;
} }
......
...@@ -7,6 +7,7 @@ using TMPro; ...@@ -7,6 +7,7 @@ using TMPro;
namespace com.al_arcade.cs namespace com.al_arcade.cs
{ {
using LightSide;
using shared; using shared;
using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.Universal;
...@@ -79,7 +80,9 @@ namespace com.al_arcade.cs ...@@ -79,7 +80,9 @@ namespace com.al_arcade.cs
[Header("Arabic Font")] [Header("Arabic Font")]
[SerializeField] private TMP_FontAsset arabicFont; [SerializeField] private TMP_FontAsset arabicFont;
[SerializeField] public UniTextAppearance arabicTextAppearance;
[SerializeField] public UniTextFontStack arabicFontStack;
[SerializeField] public GameObject arabicTextPrefab;
[Header("Game Settings")] [Header("Game Settings")]
[SerializeField] private string buildType = "scistreet"; [SerializeField] private string buildType = "scistreet";
......
...@@ -4,6 +4,7 @@ using DG.Tweening; ...@@ -4,6 +4,7 @@ using DG.Tweening;
namespace com.al_arcade.cs namespace com.al_arcade.cs
{ {
using System.Collections;
using LightSide; using LightSide;
using shared; using shared;
...@@ -77,29 +78,31 @@ namespace com.al_arcade.cs ...@@ -77,29 +78,31 @@ namespace com.al_arcade.cs
_backgroundImage.pixelsPerUnitMultiplier = 3f; _backgroundImage.pixelsPerUnitMultiplier = 3f;
_backgroundImage.color = SSColorPalette.NeutralWord; _backgroundImage.color = SSColorPalette.NeutralWord;
var textObj = new GameObject("UniText"); // var textObj = new GameObject("UniText");
textObj.transform.SetParent(canvasObj.transform); // textObj.transform.SetParent(canvasObj.transform);
textObj.transform.localPosition = Vector3.zero; // textObj.transform.localPosition = Vector3.zero;
textObj.transform.localRotation = Quaternion.identity; // textObj.transform.localRotation = Quaternion.identity;
textObj.transform.localScale = Vector3.one; // textObj.transform.localScale = Vector3.one;
//
var textRt = textObj.AddComponent<RectTransform>(); // var textRt = textObj.AddComponent<RectTransform>();
textRt.anchorMin = Vector2.zero; // textRt.anchorMin = Vector2.zero;
textRt.anchorMax = Vector2.one; // textRt.anchorMax = Vector2.one;
textRt.sizeDelta = Vector2.zero; // textRt.sizeDelta = Vector2.zero;
//
int padding = 4; // int padding = 4;
textRt.offsetMin = new Vector2(padding, padding); // textRt.offsetMin = new Vector2(padding, padding);
textRt.offsetMax = new Vector2(-padding, -padding); // textRt.offsetMax = new Vector2(-padding, -padding);
//
_uniText = textObj.AddComponent<UniText>(); // _uniText = textObj.AddComponent<UniText>();
// _uniText.Text = WordText;
// _uniText.HorizontalAlignment = HorizontalAlignment.Center;
// _uniText.VerticalAlignment = VerticalAlignment.Middle;
// _uniText.FontSize = 20;
// _uniText.AutoSize = true;
// _uniText.WordWrap = false;
_uniText = Instantiate(CsPrefabBuilder.Instance.arabicTextPrefab, canvasObj.transform).GetComponent<UniText>();
_uniText.Text = WordText; _uniText.Text = WordText;
_uniText.HorizontalAlignment = HorizontalAlignment.Center;
_uniText.VerticalAlignment = VerticalAlignment.Middle;
_uniText.FontSize = 20;
_uniText.AutoSize = true;
_uniText.WordWrap = false;
_collider = GetComponent<BoxCollider>(); _collider = GetComponent<BoxCollider>();
_collider.size = new Vector3(_cardWidth, _cardHeight, 0.2f); _collider.size = new Vector3(_cardWidth, _cardHeight, 0.2f);
...@@ -232,7 +235,7 @@ namespace com.al_arcade.cs ...@@ -232,7 +235,7 @@ namespace com.al_arcade.cs
WordText = newText; WordText = newText;
_isHighlighted = false; _isHighlighted = false;
DOTween.Kill(_backgroundImage, "color"); DOTween.Kill(_backgroundImage, "color");
_backgroundImage.color = SSColorPalette.CorrectWord; _backgroundImage.color = SSColorPalette.Success;
}); });
seq.Append(transform.DOScale(Vector3.one * 1.2f, 0.3f).SetEase(Ease.OutBack)); seq.Append(transform.DOScale(Vector3.one * 1.2f, 0.3f).SetEase(Ease.OutBack));
seq.Append(transform.DOScale(Vector3.one, 0.15f)); seq.Append(transform.DOScale(Vector3.one, 0.15f));
......
This source diff could not be displayed because it is too large. You can view the blob instead.
...@@ -16,9 +16,9 @@ namespace com.al_arcade.shared ...@@ -16,9 +16,9 @@ namespace com.al_arcade.shared
public static readonly Color AccentDark = new Color32(212, 180, 0, 255); public static readonly Color AccentDark = new Color32(212, 180, 0, 255);
public static readonly Color Success = new Color32(16, 185, 129, 255); public static readonly Color Success = new Color32(164, 255, 90, 255);
public static readonly Color SuccessLight = new Color32(209, 250, 229, 255); public static readonly Color SuccessLight = new Color32(209, 250, 229, 255);
public static readonly Color Danger = new Color32(239, 68, 68, 255); public static readonly Color Danger = new Color32(245, 3, 45, 255);
public static readonly Color DangerLight = new Color32(254, 226, 226, 255); public static readonly Color DangerLight = new Color32(254, 226, 226, 255);
public static readonly Color Warning = new Color32(245, 158, 11, 255); public static readonly Color Warning = new Color32(245, 158, 11, 255);
public static readonly Color Info = new Color32(59, 130, 246, 255); public static readonly Color Info = new Color32(59, 130, 246, 255);
...@@ -39,6 +39,7 @@ namespace com.al_arcade.shared ...@@ -39,6 +39,7 @@ namespace com.al_arcade.shared
public static readonly Color WrongWord = new Color32(239, 68, 68, 255); public static readonly Color WrongWord = new Color32(239, 68, 68, 255);
public static readonly Color CorrectWord = new Color32(179, 255, 128, 255); public static readonly Color CorrectWord = new Color32(179, 255, 128, 255);
public static readonly Color NeutralWord = new Color32(56, 139, 255, 255); public static readonly Color NeutralWord = new Color32(56, 139, 255, 255);
public static readonly Color HoveredOption = new Color32(254, 215, 0, 255);
public static Color WithAlpha(Color c, float a) public static Color WithAlpha(Color c, float a)
......
...@@ -101,24 +101,24 @@ MonoBehaviour: ...@@ -101,24 +101,24 @@ MonoBehaviour:
m_Keys: [] m_Keys: []
m_Values: m_Values:
m_PrefilteringModeMainLightShadows: 3 m_PrefilteringModeMainLightShadows: 3
m_PrefilteringModeAdditionalLight: 4 m_PrefilteringModeAdditionalLight: 3
m_PrefilteringModeAdditionalLightShadows: 0 m_PrefilteringModeAdditionalLightShadows: 0
m_PrefilterXRKeywords: 1 m_PrefilterXRKeywords: 1
m_PrefilteringModeForwardPlus: 1 m_PrefilteringModeForwardPlus: 0
m_PrefilteringModeDeferredRendering: 0 m_PrefilteringModeDeferredRendering: 0
m_PrefilteringModeScreenSpaceOcclusion: 0 m_PrefilteringModeScreenSpaceOcclusion: 0
m_PrefilterDebugKeywords: 1 m_PrefilterDebugKeywords: 1
m_PrefilterWriteRenderingLayers: 1 m_PrefilterWriteRenderingLayers: 1
m_PrefilterHDROutput: 1 m_PrefilterHDROutput: 1
m_PrefilterAlphaOutput: 0 m_PrefilterAlphaOutput: 1
m_PrefilterSSAODepthNormals: 1 m_PrefilterSSAODepthNormals: 1
m_PrefilterSSAOSourceDepthLow: 1 m_PrefilterSSAOSourceDepthLow: 1
m_PrefilterSSAOSourceDepthMedium: 0 m_PrefilterSSAOSourceDepthMedium: 1
m_PrefilterSSAOSourceDepthHigh: 1 m_PrefilterSSAOSourceDepthHigh: 1
m_PrefilterSSAOInterleaved: 0 m_PrefilterSSAOInterleaved: 1
m_PrefilterSSAOBlueNoise: 1 m_PrefilterSSAOBlueNoise: 1
m_PrefilterSSAOSampleCountLow: 1 m_PrefilterSSAOSampleCountLow: 1
m_PrefilterSSAOSampleCountMedium: 0 m_PrefilterSSAOSampleCountMedium: 1
m_PrefilterSSAOSampleCountHigh: 1 m_PrefilterSSAOSampleCountHigh: 1
m_PrefilterDBufferMRT1: 1 m_PrefilterDBufferMRT1: 1
m_PrefilterDBufferMRT2: 1 m_PrefilterDBufferMRT2: 1
...@@ -128,14 +128,14 @@ MonoBehaviour: ...@@ -128,14 +128,14 @@ MonoBehaviour:
m_PrefilterSoftShadowsQualityHigh: 1 m_PrefilterSoftShadowsQualityHigh: 1
m_PrefilterSoftShadows: 0 m_PrefilterSoftShadows: 0
m_PrefilterScreenCoord: 1 m_PrefilterScreenCoord: 1
m_PrefilterScreenSpaceIrradiance: 0 m_PrefilterScreenSpaceIrradiance: 1
m_PrefilterNativeRenderPass: 1 m_PrefilterNativeRenderPass: 1
m_PrefilterUseLegacyLightmaps: 0 m_PrefilterUseLegacyLightmaps: 0
m_PrefilterBicubicLightmapSampling: 0 m_PrefilterBicubicLightmapSampling: 1
m_PrefilterReflectionProbeRotation: 0 m_PrefilterReflectionProbeRotation: 0
m_PrefilterReflectionProbeBlending: 0 m_PrefilterReflectionProbeBlending: 0
m_PrefilterReflectionProbeBoxProjection: 0 m_PrefilterReflectionProbeBoxProjection: 0
m_PrefilterReflectionProbeAtlas: 0 m_PrefilterReflectionProbeAtlas: 1
m_ShaderVariantLogLevel: 0 m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0 m_ShadowCascades: 0
m_Textures: m_Textures:
......
...@@ -101,16 +101,16 @@ MonoBehaviour: ...@@ -101,16 +101,16 @@ MonoBehaviour:
m_Keys: [] m_Keys: []
m_Values: m_Values:
m_PrefilteringModeMainLightShadows: 3 m_PrefilteringModeMainLightShadows: 3
m_PrefilteringModeAdditionalLight: 4 m_PrefilteringModeAdditionalLight: 0
m_PrefilteringModeAdditionalLightShadows: 0 m_PrefilteringModeAdditionalLightShadows: 2
m_PrefilterXRKeywords: 1 m_PrefilterXRKeywords: 1
m_PrefilteringModeForwardPlus: 1 m_PrefilteringModeForwardPlus: 2
m_PrefilteringModeDeferredRendering: 0 m_PrefilteringModeDeferredRendering: 0
m_PrefilteringModeScreenSpaceOcclusion: 1 m_PrefilteringModeScreenSpaceOcclusion: 2
m_PrefilterDebugKeywords: 1 m_PrefilterDebugKeywords: 1
m_PrefilterWriteRenderingLayers: 0 m_PrefilterWriteRenderingLayers: 1
m_PrefilterHDROutput: 1 m_PrefilterHDROutput: 1
m_PrefilterAlphaOutput: 0 m_PrefilterAlphaOutput: 1
m_PrefilterSSAODepthNormals: 0 m_PrefilterSSAODepthNormals: 0
m_PrefilterSSAOSourceDepthLow: 1 m_PrefilterSSAOSourceDepthLow: 1
m_PrefilterSSAOSourceDepthMedium: 1 m_PrefilterSSAOSourceDepthMedium: 1
...@@ -122,16 +122,16 @@ MonoBehaviour: ...@@ -122,16 +122,16 @@ MonoBehaviour:
m_PrefilterSSAOSampleCountHigh: 1 m_PrefilterSSAOSampleCountHigh: 1
m_PrefilterDBufferMRT1: 1 m_PrefilterDBufferMRT1: 1
m_PrefilterDBufferMRT2: 1 m_PrefilterDBufferMRT2: 1
m_PrefilterDBufferMRT3: 0 m_PrefilterDBufferMRT3: 1
m_PrefilterSoftShadowsQualityLow: 0 m_PrefilterSoftShadowsQualityLow: 1
m_PrefilterSoftShadowsQualityMedium: 0 m_PrefilterSoftShadowsQualityMedium: 1
m_PrefilterSoftShadowsQualityHigh: 0 m_PrefilterSoftShadowsQualityHigh: 1
m_PrefilterSoftShadows: 0 m_PrefilterSoftShadows: 0
m_PrefilterScreenCoord: 1 m_PrefilterScreenCoord: 1
m_PrefilterScreenSpaceIrradiance: 0 m_PrefilterScreenSpaceIrradiance: 1
m_PrefilterNativeRenderPass: 1 m_PrefilterNativeRenderPass: 1
m_PrefilterUseLegacyLightmaps: 0 m_PrefilterUseLegacyLightmaps: 0
m_PrefilterBicubicLightmapSampling: 0 m_PrefilterBicubicLightmapSampling: 1
m_PrefilterReflectionProbeRotation: 0 m_PrefilterReflectionProbeRotation: 0
m_PrefilterReflectionProbeBlending: 0 m_PrefilterReflectionProbeBlending: 0
m_PrefilterReflectionProbeBoxProjection: 0 m_PrefilterReflectionProbeBoxProjection: 0
......
This source diff could not be displayed because it is too large. You can view the blob instead.
// Simplified SDF shader: // Simplified SDF shader:
// - No Shading Option (bevel / bump / env map) // - No Shading Option (bevel / bump / env map)
// - No Glow Option // - No Glow Option
// - Softness is applied on both side of the outline // - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field" { Shader "TextMeshPro/Mobile/Distance Field" {
Properties { Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1) [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1) [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_UnderlayColor ("Border Color", Color) = (0,0,0,.5) [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0 _WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5 _WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0 _ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1 _ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1 _ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1 _ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {} _MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512 _TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512 _TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5 _GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1 _ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1 _ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0 _Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0 _CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
} }
SubShader { SubShader {
Tags Tags
{ {
"Queue"="Transparent" "Queue"="Transparent"
"IgnoreProjector"="True" "IgnoreProjector"="True"
"RenderType"="Transparent" "RenderType"="Transparent"
} }
Stencil Stencil
{ {
Ref [_Stencil] Ref [_Stencil]
Comp [_StencilComp] Comp [_StencilComp]
Pass [_StencilOp] Pass [_StencilOp]
ReadMask [_StencilReadMask] ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask] WriteMask [_StencilWriteMask]
} }
Cull [_CullMode] Cull [_CullMode]
ZWrite Off ZWrite Off
Lighting Off Lighting Off
Fog { Mode Off } Fog { Mode Off }
ZTest [unity_GUIZTestMode] ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha Blend One OneMinusSrcAlpha
ColorMask [_ColorMask] ColorMask [_ColorMask]
Pass { Pass {
CGPROGRAM CGPROGRAM
#pragma enable_d3d11_debug_symbols #pragma vertex VertShader
#pragma vertex VertShader #pragma fragment PixShader
#pragma fragment PixShader #pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ OUTLINE_ON #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityCG.cginc" #include "UnityUI.cginc"
#include "UnityUI.cginc" #include "TMPro_Properties.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t { UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID float4 vertex : POSITION;
float4 vertex : POSITION; float3 normal : NORMAL;
float3 normal : NORMAL; fixed4 color : COLOR;
fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1;
float2 texcoord1 : TEXCOORD1; };
};
struct pixel_t {
struct pixel_t { UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO
UNITY_VERTEX_OUTPUT_STEREO float4 vertex : SV_POSITION;
float4 vertex : SV_POSITION; fixed4 faceColor : COLOR;
fixed4 faceColor : COLOR; fixed4 outlineColor : COLOR1;
fixed4 outlineColor : COLOR1; float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) #if (UNDERLAY_ON | UNDERLAY_INNER)
#if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) #endif
#endif };
};
float _UIMaskSoftnessX; pixel_t VertShader(vertex_t input)
float _UIMaskSoftnessY; {
int _UIVertexColorAlwaysGammaSpace; pixel_t output;
pixel_t VertShader(vertex_t input) UNITY_INITIALIZE_OUTPUT(pixel_t, output);
{ UNITY_SETUP_INSTANCE_ID(input);
pixel_t output; UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input); float bold = step(input.texcoord1.y, 0);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float4 vert = input.vertex;
vert.x += _VertexOffsetX;
float bold = step(input.texcoord0.w, 0); vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float4 vert = input.vertex;
vert.x += _VertexOffsetX; float2 pixelSize = vPosition.w;
vert.y += _VertexOffsetY; pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 vPosition = UnityObjectToClipPos(vert);
float scale = rsqrt(dot(pixelSize, pixelSize));
float2 pixelSize = vPosition.w; scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float scale = rsqrt(dot(pixelSize, pixelSize)); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float layerScale = scale;
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float layerScale = scale; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); float opacity = input.color.a;
float bias = (0.5 - weight) * scale - 0.5; #if (UNDERLAY_ON | UNDERLAY_INNER)
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; opacity = 1.0;
#endif
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{ fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
input.color.rgb = UIGammaToLinear(input.color.rgb); faceColor.rgb *= faceColor.a;
}
float opacity = input.color.a; fixed4 outlineColor = _OutlineColor;
#if (UNDERLAY_ON | UNDERLAY_INNER) outlineColor.a *= opacity;
opacity = 1.0; outlineColor.rgb *= outlineColor.a;
#endif outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; #if (UNDERLAY_ON | UNDERLAY_INNER)
faceColor.rgb *= faceColor.a; layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
outlineColor.rgb *= outlineColor.a; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); float2 layerOffset = float2(x, y);
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); // Generate UV for the Masking Texture
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; // Populate structure for pixel shader
float2 layerOffset = float2(x, y); output.vertex = vPosition;
#endif output.faceColor = faceColor;
output.outlineColor = outlineColor;
// Generate UV for the Masking Texture output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); output.param = half4(scale, bias - outline, bias + outline, bias);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
// Populate structure for pixel shader output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.vertex = vPosition; output.underlayParam = half2(layerScale, layerBias);
output.faceColor = faceColor; #endif
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); return output;
output.param = half4(scale, bias - outline, bias + outline, bias); }
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); // PIXEL SHADER
#if (UNDERLAY_ON || UNDERLAY_INNER) fixed4 PixShader(pixel_t input) : SV_Target
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); {
output.underlayParam = half2(layerScale, layerBias); UNITY_SETUP_INSTANCE_ID(input);
#endif
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
return output; half4 c = input.faceColor * saturate(d - input.param.w);
}
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
// PIXEL SHADER c *= saturate(d - input.param.y);
fixed4 PixShader(pixel_t input) : SV_Target #endif
{
UNITY_SETUP_INSTANCE_ID(input); #if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
half4 c = input.faceColor * saturate(d - input.param.w); #endif
#ifdef OUTLINE_ON #if UNDERLAY_INNER
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); half sd = saturate(d - input.param.z);
c *= saturate(d - input.param.y); d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
#endif c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; // Alternative implementation to UnityGet2DClipping with support for softness.
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); #if UNITY_UI_CLIP_RECT
#endif half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#if UNDERLAY_INNER #endif
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; #if (UNDERLAY_ON | UNDERLAY_INNER)
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); c *= input.texcoord1.z;
#endif #endif
// Alternative implementation to UnityGet2DClipping with support for softness. #if UNITY_UI_ALPHACLIP
#if UNITY_UI_CLIP_RECT clip(c.a - 0.001);
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); #endif
c *= m.x * m.y;
#endif return c;
}
#if (UNDERLAY_ON | UNDERLAY_INNER) ENDCG
c *= input.texcoord1.z; }
#endif }
#if UNITY_UI_ALPHACLIP CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
clip(c.a - 0.001); }
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
fileFormatVersion: 2 fileFormatVersion: 2
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// UI Editable properties // UI Editable properties
uniform sampler2D _FaceTex; // Alpha : Signed Distance uniform sampler2D _FaceTex; // Alpha : Signed Distance
uniform float _FaceUVSpeedX; uniform float _FaceUVSpeedX;
uniform float _FaceUVSpeedY; uniform float _FaceUVSpeedY;
uniform fixed4 _FaceColor; // RGBA : Color + Opacity uniform fixed4 _FaceColor; // RGBA : Color + Opacity
uniform float _FaceDilate; // v[ 0, 1] uniform float _FaceDilate; // v[ 0, 1]
uniform float _OutlineSoftness; // v[ 0, 1] uniform float _OutlineSoftness; // v[ 0, 1]
uniform sampler2D _OutlineTex; // RGBA : Color + Opacity uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
uniform float _OutlineUVSpeedX; uniform float _OutlineUVSpeedX;
uniform float _OutlineUVSpeedY; uniform float _OutlineUVSpeedY;
uniform fixed4 _OutlineColor; // RGBA : Color + Opacity uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
uniform float _OutlineWidth; // v[ 0, 1] uniform float _OutlineWidth; // v[ 0, 1]
uniform float _Bevel; // v[ 0, 1] uniform float _Bevel; // v[ 0, 1]
uniform float _BevelOffset; // v[-1, 1] uniform float _BevelOffset; // v[-1, 1]
uniform float _BevelWidth; // v[-1, 1] uniform float _BevelWidth; // v[-1, 1]
uniform float _BevelClamp; // v[ 0, 1] uniform float _BevelClamp; // v[ 0, 1]
uniform float _BevelRoundness; // v[ 0, 1] uniform float _BevelRoundness; // v[ 0, 1]
uniform sampler2D _BumpMap; // Normal map uniform sampler2D _BumpMap; // Normal map
uniform float _BumpOutline; // v[ 0, 1] uniform float _BumpOutline; // v[ 0, 1]
uniform float _BumpFace; // v[ 0, 1] uniform float _BumpFace; // v[ 0, 1]
uniform samplerCUBE _Cube; // Cube / sphere map uniform samplerCUBE _Cube; // Cube / sphere map
uniform fixed4 _ReflectFaceColor; // RGB intensity uniform fixed4 _ReflectFaceColor; // RGB intensity
uniform fixed4 _ReflectOutlineColor; uniform fixed4 _ReflectOutlineColor;
//uniform float _EnvTiltX; // v[-1, 1] //uniform float _EnvTiltX; // v[-1, 1]
//uniform float _EnvTiltY; // v[-1, 1] //uniform float _EnvTiltY; // v[-1, 1]
uniform float3 _EnvMatrixRotation; uniform float3 _EnvMatrixRotation;
uniform float4x4 _EnvMatrix; uniform float4x4 _EnvMatrix;
uniform fixed4 _SpecularColor; // RGB intensity uniform fixed4 _SpecularColor; // RGB intensity
uniform float _LightAngle; // v[ 0,Tau] uniform float _LightAngle; // v[ 0,Tau]
uniform float _SpecularPower; // v[ 0, 1] uniform float _SpecularPower; // v[ 0, 1]
uniform float _Reflectivity; // v[ 5, 15] uniform float _Reflectivity; // v[ 5, 15]
uniform float _Diffuse; // v[ 0, 1] uniform float _Diffuse; // v[ 0, 1]
uniform float _Ambient; // v[ 0, 1] uniform float _Ambient; // v[ 0, 1]
uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
uniform float _UnderlayOffsetX; // v[-1, 1] uniform float _UnderlayOffsetX; // v[-1, 1]
uniform float _UnderlayOffsetY; // v[-1, 1] uniform float _UnderlayOffsetY; // v[-1, 1]
uniform float _UnderlayDilate; // v[-1, 1] uniform float _UnderlayDilate; // v[-1, 1]
uniform float _UnderlaySoftness; // v[ 0, 1] uniform float _UnderlaySoftness; // v[ 0, 1]
uniform fixed4 _GlowColor; // RGBA : Color + Intesity uniform fixed4 _GlowColor; // RGBA : Color + Intesity
uniform float _GlowOffset; // v[-1, 1] uniform float _GlowOffset; // v[-1, 1]
uniform float _GlowOuter; // v[ 0, 1] uniform float _GlowOuter; // v[ 0, 1]
uniform float _GlowInner; // v[ 0, 1] uniform float _GlowInner; // v[ 0, 1]
uniform float _GlowPower; // v[ 1, 1/(1+4*4)] uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
// API Editable properties // API Editable properties
uniform float _ShaderFlags; uniform float _ShaderFlags;
uniform float _WeightNormal; uniform float _WeightNormal;
uniform float _WeightBold; uniform float _WeightBold;
uniform float _ScaleRatioA; uniform float _ScaleRatioA;
uniform float _ScaleRatioB; uniform float _ScaleRatioB;
uniform float _ScaleRatioC; uniform float _ScaleRatioC;
uniform float _VertexOffsetX; uniform float _VertexOffsetX;
uniform float _VertexOffsetY; uniform float _VertexOffsetY;
//uniform float _UseClipRect; //uniform float _UseClipRect;
uniform float _MaskID; uniform float _MaskID;
uniform sampler2D _MaskTex; uniform sampler2D _MaskTex;
uniform float4 _MaskCoord; uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
uniform float _MaskSoftnessX; //uniform float _MaskWipeControl;
uniform float _MaskSoftnessY; //uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
// Font Atlas properties //uniform bool _MaskInverse;
uniform sampler2D _MainTex;
uniform float _TextureWidth; uniform float _MaskSoftnessX;
uniform float _TextureHeight; uniform float _MaskSoftnessY;
uniform float _GradientScale;
uniform float _ScaleX; // Font Atlas properties
uniform float _ScaleY; uniform sampler2D _MainTex;
uniform float _PerspectiveFilter; uniform float _TextureWidth;
uniform float _Sharpness; uniform float _TextureHeight;
uniform float _GradientScale;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _PerspectiveFilter;
uniform float _Sharpness;
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document.querySelector("#unity-fullscreen-button").onclick = () => {
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