miepzerino
2023-12-15 8139cd89a52559cdd906cd5866dcc55dbd7003a7
Merge branch 'release/v_0.0.1'
11 files modified
25 files renamed
278 files added
6 files deleted
31522 ■■■■■ changed files
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.gitignore
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
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/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Never ignore Asset meta data
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# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# TextMesh Pro files
[Aa]ssets/TextMesh*Pro/
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
.vs/
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# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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Assets/Characters/Player/GrayNinja/Faceset.png

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Assets/Characters/Player/GrayNinja/PlayerInputActions.inputactions
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Assets/Characters/Player/GrayNinja/PlayerInputActions.inputactions.meta
Assets/Characters/Player/GrayNinja/SeparateAnim.meta
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Assets/Characters/Player/GrayNinja/SeparateAnim/Attack.png.meta
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Assets/Characters/Player/GrayNinja/SeparateAnim/Jump.png.meta
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Assets/Characters/Player/GrayNinja/SeparateAnim/Special1.png.meta
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Assets/Scripts/AnimationStrings.cs
New file
@@ -0,0 +1,18 @@
using System.Collections;
using UnityEngine;
internal class AnimationStrings
{
    internal class Player
    {
        internal static string isMoving = "IsMoving";
        internal static string isFlying = "IsFlying";
        internal static string isGrounded = "IsGrounded";
        public static string isAtWall = "IsAtWall";
        public static string isAtCeiling = "IsAtCeiling";
    }
    public static string isAlive = "IsAlive";
    public static string canMove = "CanMove";
}
Assets/Scripts/AnimationStrings.cs.meta
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@@ -0,0 +1,11 @@
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Assets/Scripts/Damageable.cs
New file
@@ -0,0 +1,92 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Damageable : MonoBehaviour
{
    // ONLY FOR DEBUG USE
    [SerializeField]
    private bool selfDamage = false;
    Animator animator;
    [SerializeField]
    private int _maxHealth = 100;
    [SerializeField]
    private int _health = 100;
    [SerializeField]
    private bool _isAlive = true;
    [SerializeField]
    private bool isInvincible = false;
    private float timeSinceHit = 0f;
    public float invincibilityTime = 0.25f;
    public int MaxHealth
    {
        get { return _maxHealth; }
        set { _maxHealth = value; }
    }
    public int Health
    {
        get { return _health; }
        set
        {
            if (value > MaxHealth)
            {
                Debug.Log("Warum?");
                _health = MaxHealth;
            }
            else
            {
                _health = value;
            }
            if (value <= 0)
            {
                IsAlive = false;
            }
        }
    }
    public bool IsAlive
    {
        get { return _isAlive; }
        private set
        {
            _isAlive = value;
            animator.SetBool(AnimationStrings.isAlive, value);
        }
    }
    private void Awake()
    {
        //Health = MaxHealth;
        animator = GetComponent<Animator>();
    }
    private void Update()
    {
        if (isInvincible)
        {
            if (timeSinceHit > invincibilityTime)
            {
                isInvincible = false;
                timeSinceHit = 0;
            }
            else
            {
                timeSinceHit += Time.deltaTime;
            }
        }
        if (selfDamage)
        {
            Hit(10);
        }
    }
    public void Hit(int damage)
    {
        if (IsAlive && !isInvincible)
        {
            Health -= damage;
            isInvincible = true;
        }
    }
}
Assets/Scripts/Damageable.cs.meta
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@@ -0,0 +1,11 @@
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Assets/Scripts/HealthDisplay.cs
New file
@@ -0,0 +1,43 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class HealthDisplay : MonoBehaviour
{
    private GameObject _playerGO;
    private Damageable playerDamage;
    public TextMeshProUGUI healthText;
    //public Image healthImage;
    //private Rect originalRect;
    public Slider healthSlider;
    public GameObject PlayerGO
    {
        get
        {
            if (_playerGO == null)
            {
                _playerGO = GameObject.Find("Player");
            }
            return _playerGO;
        }
        private set { _playerGO = value; }
    }
    private void Awake()
    {
        PlayerGO = GameObject.Find("Player");
        playerDamage = _playerGO.GetComponent<Damageable>();
        //originalRect = healthImage.rectTransform.rect;
    }
    private void Update()
    {
        healthText.text = "Health: " + playerDamage.Health;
        healthSlider.value = (float)playerDamage.Health / (float)playerDamage.MaxHealth;
        //healthImage.rectTransform.sizeDelta = new Vector2(originalRect.width * ((float)playerDamage.Health / (float)playerDamage.MaxHealth), originalRect.height);
    }
}
Assets/Scripts/HealthDisplay.cs.meta
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@@ -0,0 +1,11 @@
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Assets/Scripts/ParallexEffect.cs
@@ -34,7 +34,9 @@
    // Update is called once per frame
    void Update()
    {
        Vector2 newPosition = startingPosition + camMoveSinceStart * parallaxFactor;
        //Debug.Log("startingPos: " + startingPosition + ", camMoveSinceStart: " + camMoveSinceStart + ", parallaxFactor: " + parallaxFactor / 100);
        Vector2 newPosition = startingPosition + camMoveSinceStart * (parallaxFactor / 10);
        transform.position = new Vector3(newPosition.x, startingY, startingZ);
    }
Assets/Scripts/PlayerController.cs
@@ -1,3 +1,4 @@
using System;
using System.ComponentModel.Design;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -7,27 +8,74 @@
{
    public float moveSpeed = 5f;
    public float maxFallSpeed = -20f;
    public float maxFallSpeedDamge = -10f;
    private float maxFallSpeedCurrent = 0f;
    Vector2 moveInput;
    public bool IsMoving { get; private set; }
    Rigidbody2D rb;
    Animator animator;
    Animator animator_rotor;
    public GameObject rotorGO;
    TouchingDirections touchingDirections;
    Damageable health;
    [SerializeField]
    private bool _isMoving;
    public bool IsMoving
    {
        get { return _isMoving; }
        private set
        {
            _isMoving = value;
            animator.SetBool(AnimationStrings.Player.isMoving, value);
        }
    }
    [SerializeField]
    private bool _isFlying;
    public bool IsFlying
    {
        get { return _isFlying; }
        private set
        {
            _isFlying = value;
            animator.SetBool(AnimationStrings.Player.isFlying, value);
            animator_rotor.SetBool(AnimationStrings.Player.isFlying, value);
        }
    }
    private bool _isFacingRight = true;
    public bool IsFacingRight
    {
        get { return _isFacingRight; }
        set
        {
            if (_isFacingRight != value)
            {
                transform.localScale *= new Vector2(-1, 1);
            }
            _isFacingRight = value;
        }
    }
    public bool CanMove
    {
        get
        {
            return animator.GetBool(AnimationStrings.canMove);
        }
    }
    private void Awake()
    {
        rb = GetComponent<Rigidbody2D>();
    }
    // Start is called before the first frame update
    void Start()
    {
    }
    // Update is called once per frame
    void Update()
    {
        animator = GetComponent<Animator>();
        animator_rotor = rotorGO.GetComponent<Animator>();
        touchingDirections = GetComponent<TouchingDirections>();
        health = GetComponent<Damageable>();
    }
    private void FixedUpdate()
@@ -58,13 +106,74 @@
                rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed));
            }
        }
        if (touchingDirections.IsGrounded)
        {
            if (maxFallSpeedCurrent < maxFallSpeedDamge)
            {
                TakeFallDamage(Math.Abs((int)maxFallSpeedCurrent));
                maxFallSpeedCurrent = 0;
            }
        }
        else if (IsFlying)
        {
            maxFallSpeedCurrent = rb.velocity.y;
        }
        else
        {
            if (maxFallSpeedCurrent > rb.velocity.y)
            {
                maxFallSpeedCurrent = rb.velocity.y;
            }
        }
    }
    public void OnMove(InputAction.CallbackContext context)
    {
        moveInput = context.ReadValue<Vector2>();
        if (CanMove)
        {
            moveInput = context.ReadValue<Vector2>();
        IsMoving = moveInput != Vector2.zero;
            IsMoving = moveInput.x != 0;
            IsFlying = (moveInput.y != 0);
            SetFacingDirection(moveInput);
        }
        else
        {
            IsMoving = false;
            IsFlying = false;
            moveInput = Vector2.zero;
        }
    }
    private void SetFacingDirection(Vector2 moveInput)
    {
        if (moveInput.x > 0 && !IsFacingRight)
        {
            IsFacingRight = true;
        }
        else if (moveInput.x < 0 && IsFacingRight)
        {
            IsFacingRight = false;
        }
    }
    public void TakeFallDamage(int fallDamage)
    {
        health.Hit(fallDamage);
    }
    //public void OnRun(InputAction.CallbackContext context)
    //{
    //    if (context.started) // Button pressed
    //    {
    //        _isRunning = true;
    //    }
    //    else if (context.canceled) // Button released
    //    {
    //        _isRunning = false;
    //    }
    //}
}
Assets/Scripts/StateMachine.meta
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Assets/Scripts/StateMachine/FadeRemoveBehaviour.cs
New file
@@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FadeRemoveBehaviour : StateMachineBehaviour
{
    public float fadeTime = 0.5f;
    private float timeElapsed = 0;
    SpriteRenderer spriteRenderer;
    GameObject objToRemove;
    Color startColor;
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        timeElapsed = 0f;
        spriteRenderer = animator.GetComponent<SpriteRenderer>();
        objToRemove = animator.gameObject;
        startColor = spriteRenderer.color;
    }
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        timeElapsed += Time.deltaTime;
        float newAlpha = startColor.a * (1 - (timeElapsed / fadeTime));
        spriteRenderer.color = new Color(startColor.r, startColor.g, startColor.b, newAlpha);
        if (timeElapsed > fadeTime)
        {
            Destroy(objToRemove);
        }
    }
}
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Assets/Scripts/StateMachine/SetBoolBehaviour.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SetBoolBehaviour : StateMachineBehaviour
{
    public string boolName;
    public bool updateOnState;
    public bool updateOnStateMachine;
    public bool valueOnEnter, valueOnExit;
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if(updateOnState)
        {
            animator.SetBool(boolName, valueOnEnter);
        }
    }
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}
    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (updateOnState)
        {
            animator.SetBool(boolName, valueOnExit);
        }
    }
    // OnStateMove is called right after Animator.OnAnimatorMove()
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that processes and affects root motion
    //}
    // OnStateIK is called right after Animator.OnAnimatorIK()
    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that sets up animation IK (inverse kinematics)
    //}
    public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
    {
        if (updateOnStateMachine)
        {
            animator.SetBool(boolName, valueOnEnter);
        }
    }
    public override void OnStateMachineExit(Animator animator, int stateMachinePathHash)
    {
        if (updateOnStateMachine)
        {
            animator.SetBool(boolName, valueOnExit);
        }
    }
}
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Assets/Scripts/TouchingDirections.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TouchingDirections : MonoBehaviour
{
    public ContactFilter2D castFilter;
    public float groundDistance = 0.05f;
    public float wallDistance = 0.2f;
    public float ceilingDistance = 0.05f;
    private Vector2 wallCheckDirection => gameObject.transform.localScale.x > 0 ? Vector2.right : Vector2.left;
    Rigidbody2D rb;
    public GameObject rotorGO;
    BoxCollider2D touchingCol;
    Animator animator;
    Animator animator_rotor;
    RaycastHit2D[] groundHits = new RaycastHit2D[5];
    RaycastHit2D[] wallHits = new RaycastHit2D[5];
    RaycastHit2D[] ceilingHits = new RaycastHit2D[5];
    [SerializeField]
    private bool _isGrounded;
    public bool IsGrounded
    {
        get { return _isGrounded; }
        set
        {
            _isGrounded = value;
            animator.SetBool(AnimationStrings.Player.isGrounded, value);
            animator_rotor.SetBool(AnimationStrings.Player.isGrounded, value);
        }
    }
    [SerializeField]
    private bool _isAtWall;
    public bool IsAtWall
    {
        get { return _isAtWall; }
        set
        {
            _isAtWall = value;
            animator.SetBool(AnimationStrings.Player.isAtWall, value);
            animator_rotor.SetBool(AnimationStrings.Player.isAtWall, value);
        }
    }
    [SerializeField]
    private bool _isAtCeiling;
    public bool IsAtCeiling
    {
        get { return _isAtCeiling; }
        set
        {
            _isAtCeiling = value;
            animator.SetBool(AnimationStrings.Player.isAtCeiling, value);
            animator_rotor.SetBool(AnimationStrings.Player.isAtCeiling, value);
        }
    }
    void Awake()
    {
        rb = GetComponent<Rigidbody2D>();
        touchingCol = rb.GetComponent<BoxCollider2D>();
        animator = rb.GetComponent<Animator>();
        animator_rotor = rotorGO.GetComponent<Animator>();
    }
    // Start is called before the first frame update
    void Start()
    {
    }
    void FixedUpdate()
    {
        IsGrounded = touchingCol.Cast(Vector2.down, castFilter, groundHits, groundDistance) > 0;
        IsAtWall = touchingCol.Cast(wallCheckDirection, castFilter, wallHits, wallDistance) > 0;
        IsAtCeiling = touchingCol.Cast(Vector2.up, castFilter, ceilingHits, ceilingDistance) > 0;
    }
}
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Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
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Digitized data copyright (c) 2010 Google Corporation
    with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
    with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
    _MainTex        ("Font Atlas", 2D) = "white" {}
    _FaceTex        ("Font Texture", 2D) = "white" {}
    [HDR]_FaceColor    ("Text Color", Color) = (1,1,1,1)
    _VertexOffsetX    ("Vertex OffsetX", float) = 0
    _VertexOffsetY    ("Vertex OffsetY", float) = 0
    _MaskSoftnessX    ("Mask SoftnessX", float) = 0
    _MaskSoftnessY    ("Mask SoftnessY", float) = 0
    _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _Padding        ("Padding", float) = 0
    _StencilComp("Stencil Comparison", Float) = 8
    _Stencil("Stencil ID", Float) = 0
    _StencilOp("Stencil Operation", Float) = 0
    _StencilWriteMask("Stencil Write Mask", Float) = 255
    _StencilReadMask("Stencil Read Mask", Float) = 255
    _CullMode("Cull Mode", Float) = 0
    _ColorMask("Color Mask", Float) = 15
}
SubShader{
    Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
    Stencil
    {
        Ref[_Stencil]
        Comp[_StencilComp]
        Pass[_StencilOp]
        ReadMask[_StencilReadMask]
        WriteMask[_StencilWriteMask]
    }
    Lighting Off
    Cull [_CullMode]
    ZTest [unity_GUIZTestMode]
    ZWrite Off
    Fog { Mode Off }
    Blend SrcAlpha OneMinusSrcAlpha
    ColorMask[_ColorMask]
    Pass {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        struct appdata_t {
            float4 vertex        : POSITION;
            fixed4 color        : COLOR;
            float2 texcoord0    : TEXCOORD0;
            float2 texcoord1    : TEXCOORD1;
        };
        struct v2f {
            float4    vertex        : SV_POSITION;
            fixed4    color        : COLOR;
            float2    texcoord0    : TEXCOORD0;
            float2    texcoord1    : TEXCOORD1;
            float4    mask        : TEXCOORD2;
        };
        uniform    sampler2D     _MainTex;
        uniform    sampler2D     _FaceTex;
        uniform float4        _FaceTex_ST;
        uniform    fixed4        _FaceColor;
        uniform float        _VertexOffsetX;
        uniform float        _VertexOffsetY;
        uniform float4        _ClipRect;
        uniform float        _MaskSoftnessX;
        uniform float        _MaskSoftnessY;
        float2 UnpackUV(float uv)
        {
            float2 output;
            output.x = floor(uv / 4096);
            output.y = uv - 4096 * output.x;
            return output * 0.001953125;
        }
        v2f vert (appdata_t v)
        {
            float4 vert = v.vertex;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
            float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
            fixed4 faceColor = v.color;
            faceColor *= _FaceColor;
            v2f OUT;
            OUT.vertex = vPosition;
            OUT.color = faceColor;
            OUT.texcoord0 = v.texcoord0;
            OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
            float2 pixelSize = vPosition.w;
            pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
            // Clamp _ClipRect to 16bit.
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            OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
            return OUT;
        }
        fixed4 frag (v2f IN) : SV_Target
        {
            fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
            // Alternative implementation to UnityGet2DClipping with support for softness.
            #if UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color *= m.x * m.y;
            #endif
            #if UNITY_UI_ALPHACLIP
                clip(color.a - 0.001);
            #endif
            return color;
        }
        ENDCG
    }
}
    CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}
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Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
    _MainTex        ("Font Atlas", 2D) = "white" {}
    [HDR]_Color        ("Text Color", Color) = (1,1,1,1)
    _DiffusePower    ("Diffuse Power", Range(1.0,4.0)) = 1.0
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    _VertexOffsetY("Vertex OffsetY", float) = 0
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    _Stencil("Stencil ID", Float) = 0
    _StencilOp("Stencil Operation", Float) = 0
    _StencilWriteMask("Stencil Write Mask", Float) = 255
    _StencilReadMask("Stencil Read Mask", Float) = 255
    _CullMode("Cull Mode", Float) = 0
    _ColorMask("Color Mask", Float) = 15
}
SubShader {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
    Stencil
    {
        Ref[_Stencil]
        Comp[_StencilComp]
        Pass[_StencilOp]
        ReadMask[_StencilReadMask]
        WriteMask[_StencilWriteMask]
    }
    Lighting Off
    Cull [_CullMode]
    ZTest [unity_GUIZTestMode]
    ZWrite Off
    Fog { Mode Off }
    Blend SrcAlpha OneMinusSrcAlpha
    ColorMask[_ColorMask]
    Pass {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma fragmentoption ARB_precision_hint_fastest
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        struct appdata_t {
            float4 vertex : POSITION;
            fixed4 color : COLOR;
            float2 texcoord0 : TEXCOORD0;
            float2 texcoord1 : TEXCOORD1;
        };
        struct v2f {
            float4 vertex        : POSITION;
            fixed4 color        : COLOR;
            float2 texcoord0    : TEXCOORD0;
            float4 mask            : TEXCOORD2;
        };
        sampler2D     _MainTex;
        fixed4        _Color;
        float        _DiffusePower;
        uniform float        _VertexOffsetX;
        uniform float        _VertexOffsetY;
        uniform float4        _ClipRect;
        uniform float        _MaskSoftnessX;
        uniform float        _MaskSoftnessY;
        v2f vert (appdata_t v)
        {
            v2f OUT;
            float4 vert = v.vertex;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
            OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
            OUT.color = v.color;
            OUT.color *= _Color;
            OUT.color.rgb *= _DiffusePower;
            OUT.texcoord0 = v.texcoord0;
            float2 pixelSize = OUT.vertex.w;
            //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
            // Clamp _ClipRect to 16bit.
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
            OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
            return OUT;
        }
        fixed4 frag (v2f IN) : COLOR
        {
            fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
            // Alternative implementation to UnityGet2DClipping with support for softness.
            #if UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color *= m.x * m.y;
            #endif
            #if UNITY_UI_ALPHACLIP
                clip(color.a - 0.001);
            #endif
            return color;
        }
        ENDCG
    }
}
SubShader {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
    Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
    Blend SrcAlpha OneMinusSrcAlpha
    BindChannels {
        Bind "Color", color
        Bind "Vertex", vertex
        Bind "TexCoord", texcoord0
    }
    Pass {
        SetTexture [_MainTex] {
            constantColor [_Color] combine constant * primary, constant * texture
        }
    }
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 1e3b057af24249748ff873be7fafee47
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
New file
@@ -0,0 +1,143 @@
Shader "TextMeshPro/Bitmap" {
Properties {
    _MainTex        ("Font Atlas", 2D) = "white" {}
    _FaceTex        ("Font Texture", 2D) = "white" {}
    [HDR]_FaceColor    ("Text Color", Color) = (1,1,1,1)
    _VertexOffsetX    ("Vertex OffsetX", float) = 0
    _VertexOffsetY    ("Vertex OffsetY", float) = 0
    _MaskSoftnessX    ("Mask SoftnessX", float) = 0
    _MaskSoftnessY    ("Mask SoftnessY", float) = 0
    _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _StencilComp("Stencil Comparison", Float) = 8
    _Stencil("Stencil ID", Float) = 0
    _StencilOp("Stencil Operation", Float) = 0
    _StencilWriteMask("Stencil Write Mask", Float) = 255
    _StencilReadMask("Stencil Read Mask", Float) = 255
    _CullMode("Cull Mode", Float) = 0
    _ColorMask("Color Mask", Float) = 15
}
SubShader{
    Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
    Stencil
    {
        Ref[_Stencil]
        Comp[_StencilComp]
        Pass[_StencilOp]
        ReadMask[_StencilReadMask]
        WriteMask[_StencilWriteMask]
    }
    Lighting Off
    Cull [_CullMode]
    ZTest [unity_GUIZTestMode]
    ZWrite Off
    Fog { Mode Off }
    Blend SrcAlpha OneMinusSrcAlpha
    ColorMask[_ColorMask]
    Pass {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        struct appdata_t {
            float4 vertex        : POSITION;
            fixed4 color        : COLOR;
            float2 texcoord0    : TEXCOORD0;
            float2 texcoord1    : TEXCOORD1;
        };
        struct v2f {
            float4    vertex        : SV_POSITION;
            fixed4    color        : COLOR;
            float2    texcoord0    : TEXCOORD0;
            float2    texcoord1    : TEXCOORD1;
            float4    mask        : TEXCOORD2;
        };
        uniform    sampler2D     _MainTex;
        uniform    sampler2D     _FaceTex;
        uniform float4        _FaceTex_ST;
        uniform    fixed4        _FaceColor;
        uniform float        _VertexOffsetX;
        uniform float        _VertexOffsetY;
        uniform float4        _ClipRect;
        uniform float        _MaskSoftnessX;
        uniform float        _MaskSoftnessY;
        float2 UnpackUV(float uv)
        {
            float2 output;
            output.x = floor(uv / 4096);
            output.y = uv - 4096 * output.x;
            return output * 0.001953125;
        }
        v2f vert (appdata_t v)
        {
            float4 vert = v.vertex;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
            float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
            fixed4 faceColor = v.color;
            faceColor *= _FaceColor;
            v2f OUT;
            OUT.vertex = vPosition;
            OUT.color = faceColor;
            OUT.texcoord0 = v.texcoord0;
            OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
            float2 pixelSize = vPosition.w;
            pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
            // Clamp _ClipRect to 16bit.
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
            OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
            return OUT;
        }
        fixed4 frag (v2f IN) : SV_Target
        {
            fixed4 color = tex2D(_MainTex, IN.texcoord0);
            color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
            // Alternative implementation to UnityGet2DClipping with support for softness.
            #if UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color *= m.x * m.y;
            #endif
            #if UNITY_UI_ALPHACLIP
                clip(color.a - 0.001);
            #endif
            return color;
        }
        ENDCG
    }
}
    CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 128e987d567d4e2c824d754223b3f3b0
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
New file
@@ -0,0 +1,317 @@
Shader "TextMeshPro/Distance Field Overlay" {
Properties {
    _FaceTex            ("Face Texture", 2D) = "white" {}
    _FaceUVSpeedX        ("Face UV Speed X", Range(-5, 5)) = 0.0
    _FaceUVSpeedY        ("Face UV Speed Y", Range(-5, 5)) = 0.0
    [HDR]_FaceColor        ("Face Color", Color) = (1,1,1,1)
    _FaceDilate            ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _OutlineTex            ("Outline Texture", 2D) = "white" {}
    _OutlineUVSpeedX    ("Outline UV Speed X", Range(-5, 5)) = 0.0
    _OutlineUVSpeedY    ("Outline UV Speed Y", Range(-5, 5)) = 0.0
    _OutlineWidth        ("Outline Thickness", Range(0, 1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    _Bevel                ("Bevel", Range(0,1)) = 0.5
    _BevelOffset        ("Bevel Offset", Range(-0.5,0.5)) = 0
    _BevelWidth            ("Bevel Width", Range(-.5,0.5)) = 0
    _BevelClamp            ("Bevel Clamp", Range(0,1)) = 0
    _BevelRoundness        ("Bevel Roundness", Range(0,1)) = 0
    _LightAngle            ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
    [HDR]_SpecularColor    ("Specular", Color) = (1,1,1,1)
    _SpecularPower        ("Specular", Range(0,4)) = 2.0
    _Reflectivity        ("Reflectivity", Range(5.0,15.0)) = 10
    _Diffuse            ("Diffuse", Range(0,1)) = 0.5
    _Ambient            ("Ambient", Range(1,0)) = 0.5
    _BumpMap             ("Normal map", 2D) = "bump" {}
    _BumpOutline        ("Bump Outline", Range(0,1)) = 0
    _BumpFace            ("Bump Face", Range(0,1)) = 0
    _ReflectFaceColor    ("Reflection Color", Color) = (0,0,0,1)
    _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
    _Cube                 ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
    _EnvMatrixRotation    ("Texture Rotation", vector) = (0, 0, 0, 0)
    [HDR]_UnderlayColor    ("Border Color", Color) = (0,0,0, 0.5)
    _UnderlayOffsetX    ("Border OffsetX", Range(-1,1)) = 0
    _UnderlayOffsetY    ("Border OffsetY", Range(-1,1)) = 0
    _UnderlayDilate        ("Border Dilate", Range(-1,1)) = 0
    _UnderlaySoftness    ("Border Softness", Range(0,1)) = 0
    [HDR]_GlowColor        ("Color", Color) = (0, 1, 0, 0.5)
    _GlowOffset            ("Offset", Range(-1,1)) = 0
    _GlowInner            ("Inner", Range(0,1)) = 0.05
    _GlowOuter            ("Outer", Range(0,1)) = 0.05
    _GlowPower            ("Falloff", Range(1, 0)) = 0.75
    _WeightNormal        ("Weight Normal", float) = 0
    _WeightBold            ("Weight Bold", float) = 0.5
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth        ("Texture Width", float) = 512
    _TextureHeight        ("Texture Height", float) = 512
    _GradientScale        ("Gradient Scale", float) = 5.0
    _ScaleX                ("Scale X", float) = 1.0
    _ScaleY                ("Scale Y", float) = 1.0
    _PerspectiveFilter    ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness            ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX        ("Vertex OffsetX", float) = 0
    _VertexOffsetY        ("Vertex OffsetY", float) = 0
    _MaskCoord            ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
    _ClipRect            ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _MaskSoftnessX        ("Mask SoftnessX", float) = 0
    _MaskSoftnessY        ("Mask SoftnessY", float) = 0
    _StencilComp        ("Stencil Comparison", Float) = 8
    _Stencil            ("Stencil ID", Float) = 0
    _StencilOp            ("Stencil Operation", Float) = 0
    _StencilWriteMask    ("Stencil Write Mask", Float) = 255
    _StencilReadMask    ("Stencil Read Mask", Float) = 255
    _CullMode            ("Cull Mode", Float) = 0
    _ColorMask            ("Color Mask", Float) = 15
}
SubShader {
    Tags
  {
        "Queue"="Overlay"
        "IgnoreProjector"="True"
        "RenderType"="Transparent"
    }
    Stencil
    {
        Ref [_Stencil]
        Comp [_StencilComp]
        Pass [_StencilOp]
        ReadMask [_StencilReadMask]
        WriteMask [_StencilWriteMask]
    }
    Cull [_CullMode]
    ZWrite Off
    Lighting Off
    Fog { Mode Off }
    ZTest Always
    Blend One OneMinusSrcAlpha
    ColorMask [_ColorMask]
    Pass {
        CGPROGRAM
        #pragma target 3.0
        #pragma vertex VertShader
        #pragma fragment PixShader
        #pragma shader_feature __ BEVEL_ON
        #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
        #pragma shader_feature __ GLOW_ON
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
        #include "TMPro_Properties.cginc"
        #include "TMPro.cginc"
        struct vertex_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            float4    position        : POSITION;
            float3    normal            : NORMAL;
            fixed4    color            : COLOR;
            float2    texcoord0        : TEXCOORD0;
            float2    texcoord1        : TEXCOORD1;
        };
        struct pixel_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            UNITY_VERTEX_OUTPUT_STEREO
            float4    position        : SV_POSITION;
            fixed4    color            : COLOR;
            float2    atlas            : TEXCOORD0;        // Atlas
            float4    param            : TEXCOORD1;        // alphaClip, scale, bias, weight
            float4    mask            : TEXCOORD2;        // Position in object space(xy), pixel Size(zw)
            float3    viewDir            : TEXCOORD3;
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float4    texcoord2        : TEXCOORD4;        // u,v, scale, bias
            fixed4    underlayColor    : COLOR1;
        #endif
            float4 textures            : TEXCOORD5;
        };
        // Used by Unity internally to handle Texture Tiling and Offset.
        float4 _FaceTex_ST;
        float4 _OutlineTex_ST;
        pixel_t VertShader(vertex_t input)
        {
            pixel_t output;
            UNITY_INITIALIZE_OUTPUT(pixel_t, output);
            UNITY_SETUP_INSTANCE_ID(input);
            UNITY_TRANSFER_INSTANCE_ID(input,output);
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
            float bold = step(input.texcoord1.y, 0);
            float4 vert = input.position;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            float4 vPosition = UnityObjectToClipPos(vert);
            float2 pixelSize = vPosition.w;
            pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
            float scale = rsqrt(dot(pixelSize, pixelSize));
            scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
            if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
            float bias =(.5 - weight) + (.5 / scale);
            float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
        #if GLOW_ON
            alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
        #endif
            alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float4 underlayColor = _UnderlayColor;
            underlayColor.rgb *= underlayColor.a;
            float bScale = scale;
            bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
            float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
            float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
            float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
            float2 bOffset = float2(x, y);
        #endif
            // Generate UV for the Masking Texture
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
            float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
            // Support for texture tiling and offset
            float2 textureUV = UnpackUV(input.texcoord1.x);
            float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
            float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
            output.position = vPosition;
            output.color = input.color;
            output.atlas =    input.texcoord0;
            output.param =    float4(alphaClip, scale, bias, weight);
            output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
            output.viewDir =    mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
            #if (UNDERLAY_ON || UNDERLAY_INNER)
            output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
            output.underlayColor =    underlayColor;
            #endif
            output.textures = float4(faceUV, outlineUV);
            return output;
        }
        fixed4 PixShader(pixel_t input) : SV_Target
        {
            UNITY_SETUP_INSTANCE_ID(input);
            float c = tex2D(_MainTex, input.atlas).a;
        #ifndef UNDERLAY_ON
            clip(c - input.param.x);
        #endif
            float    scale    = input.param.y;
            float    bias    = input.param.z;
            float    weight    = input.param.w;
            float    sd = (bias - c) * scale;
            float outline = (_OutlineWidth * _ScaleRatioA) * scale;
            float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
            half4 faceColor = _FaceColor;
            half4 outlineColor = _OutlineColor;
            faceColor.rgb *= input.color.rgb;
            faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
            outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
            faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
        #if BEVEL_ON
            float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
            float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
            float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
            bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
            n = normalize(n- bump);
            float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
            float3 col = GetSpecular(n, light);
            faceColor.rgb += col*faceColor.a;
            faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
            faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
            fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
            faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
        #endif
        #if UNDERLAY_ON
            float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
            faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
        #endif
        #if UNDERLAY_INNER
            float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
            faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
        #endif
        #if GLOW_ON
            float4 glowColor = GetGlowColor(sd, scale);
            faceColor.rgb += glowColor.rgb * glowColor.a;
        #endif
        // Alternative implementation to UnityGet2DClipping with support for softness.
        #if UNITY_UI_CLIP_RECT
            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
            faceColor *= m.x * m.y;
        #endif
        #if UNITY_UI_ALPHACLIP
            clip(faceColor.a - 0.001);
        #endif
            return faceColor * input.color.a;
        }
        ENDCG
    }
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: dd89cf5b9246416f84610a006f916af7
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
New file
@@ -0,0 +1,310 @@
Shader "TextMeshPro/Distance Field SSD" {
Properties {
    _FaceTex            ("Face Texture", 2D) = "white" {}
    _FaceUVSpeedX       ("Face UV Speed X", Range(-5, 5)) = 0.0
    _FaceUVSpeedY       ("Face UV Speed Y", Range(-5, 5)) = 0.0
    [HDR]_FaceColor     ("Face Color", Color) = (1,1,1,1)
    _FaceDilate         ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor  ("Outline Color", Color) = (0,0,0,1)
    _OutlineTex         ("Outline Texture", 2D) = "white" {}
    _OutlineUVSpeedX    ("Outline UV Speed X", Range(-5, 5)) = 0.0
    _OutlineUVSpeedY    ("Outline UV Speed Y", Range(-5, 5)) = 0.0
    _OutlineWidth       ("Outline Thickness", Range(0, 1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    _Bevel              ("Bevel", Range(0,1)) = 0.5
    _BevelOffset        ("Bevel Offset", Range(-0.5,0.5)) = 0
    _BevelWidth         ("Bevel Width", Range(-.5,0.5)) = 0
    _BevelClamp         ("Bevel Clamp", Range(0,1)) = 0
    _BevelRoundness     ("Bevel Roundness", Range(0,1)) = 0
    _LightAngle         ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
    [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
    _SpecularPower      ("Specular", Range(0,4)) = 2.0
    _Reflectivity       ("Reflectivity", Range(5.0,15.0)) = 10
    _Diffuse            ("Diffuse", Range(0,1)) = 0.5
    _Ambient            ("Ambient", Range(1,0)) = 0.5
    _BumpMap            ("Normal map", 2D) = "bump" {}
    _BumpOutline        ("Bump Outline", Range(0,1)) = 0
    _BumpFace           ("Bump Face", Range(0,1)) = 0
    _ReflectFaceColor   ("Reflection Color", Color) = (0,0,0,1)
    _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
    _Cube               ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
    _EnvMatrixRotation  ("Texture Rotation", vector) = (0, 0, 0, 0)
    [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
    _UnderlayOffsetX    ("Border OffsetX", Range(-1,1)) = 0
    _UnderlayOffsetY    ("Border OffsetY", Range(-1,1)) = 0
    _UnderlayDilate     ("Border Dilate", Range(-1,1)) = 0
    _UnderlaySoftness   ("Border Softness", Range(0,1)) = 0
    [HDR]_GlowColor     ("Color", Color) = (0, 1, 0, 0.5)
    _GlowOffset         ("Offset", Range(-1,1)) = 0
    _GlowInner          ("Inner", Range(0,1)) = 0.05
    _GlowOuter          ("Outer", Range(0,1)) = 0.05
    _GlowPower          ("Falloff", Range(1, 0)) = 0.75
    _WeightNormal       ("Weight Normal", float) = 0
    _WeightBold         ("Weight Bold", float) = 0.5
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth       ("Texture Width", float) = 512
    _TextureHeight      ("Texture Height", float) = 512
    _GradientScale      ("Gradient Scale", float) = 5.0
    _ScaleX             ("Scale X", float) = 1.0
    _ScaleY             ("Scale Y", float) = 1.0
    _PerspectiveFilter  ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness          ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX      ("Vertex OffsetX", float) = 0
    _VertexOffsetY      ("Vertex OffsetY", float) = 0
    _MaskCoord          ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
    _ClipRect           ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _MaskSoftnessX      ("Mask SoftnessX", float) = 0
    _MaskSoftnessY      ("Mask SoftnessY", float) = 0
    _StencilComp        ("Stencil Comparison", Float) = 8
    _Stencil            ("Stencil ID", Float) = 0
    _StencilOp          ("Stencil Operation", Float) = 0
    _StencilWriteMask   ("Stencil Write Mask", Float) = 255
    _StencilReadMask    ("Stencil Read Mask", Float) = 255
    _CullMode           ("Cull Mode", Float) = 0
    _ColorMask          ("Color Mask", Float) = 15
}
SubShader {
    Tags
    {
        "Queue" = "Transparent"
        "IgnoreProjector" = "True"
        "RenderType" = "Transparent"
    }
    Stencil
    {
        Ref[_Stencil]
        Comp[_StencilComp]
        Pass[_StencilOp]
        ReadMask[_StencilReadMask]
        WriteMask[_StencilWriteMask]
    }
    Cull[_CullMode]
    ZWrite Off
    Lighting Off
    Fog { Mode Off }
    ZTest[unity_GUIZTestMode]
    Blend One OneMinusSrcAlpha
    ColorMask[_ColorMask]
    Pass {
        CGPROGRAM
        #pragma target 3.0
        #pragma vertex VertShader
        #pragma fragment PixShader
        #pragma shader_feature __ BEVEL_ON
        #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
        #pragma shader_feature __ GLOW_ON
        #pragma shader_feature __ FORCE_LINEAR
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
        #include "TMPro_Properties.cginc"
        #include "TMPro.cginc"
        struct vertex_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            float4    position        : POSITION;
            float3    normal          : NORMAL;
            float4    color           : COLOR;
            float2    texcoord0       : TEXCOORD0;
            float2    texcoord1       : TEXCOORD1;
        };
        struct pixel_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            UNITY_VERTEX_OUTPUT_STEREO
            float4    position        : SV_POSITION;
            float4    color           : COLOR;
            float2    atlas           : TEXCOORD0;
            float    weight          : TEXCOORD1;
            float2    mask            : TEXCOORD2;        // Position in object space(xy)
            float3    viewDir         : TEXCOORD3;
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float2    texcoord2       : TEXCOORD4;
            float4    underlayColor   : COLOR1;
        #endif
            float4 textures         : TEXCOORD5;
        };
        // Used by Unity internally to handle Texture Tiling and Offset.
        float4 _FaceTex_ST;
        float4 _OutlineTex_ST;
        float4 SRGBToLinear(float4 rgba) {
            return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
        }
        pixel_t VertShader(vertex_t input)
        {
            pixel_t output;
            UNITY_INITIALIZE_OUTPUT(pixel_t, output);
            UNITY_SETUP_INSTANCE_ID(input);
            UNITY_TRANSFER_INSTANCE_ID(input,output);
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
            float bold = step(input.texcoord1.y, 0);
            float4 vert = input.position;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            float4 vPosition = UnityObjectToClipPos(vert);
            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float4 underlayColor = _UnderlayColor;
            underlayColor.rgb *= underlayColor.a;
            float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
            float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
            float2 bOffset = float2(x, y);
        #endif
            // Generate UV for the Masking Texture
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
            // Support for texture tiling and offset
            float2 textureUV = UnpackUV(input.texcoord1.x);
            float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
            float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
            float4 color = input.color;
        #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
            color = SRGBToLinear(input.color);
        #endif
            output.position = vPosition;
            output.color = color;
            output.atlas = input.texcoord0;
            output.weight = weight;
            output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
            output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            output.texcoord2 = input.texcoord0 + bOffset;
            output.underlayColor = underlayColor;
        #endif
            output.textures = float4(faceUV, outlineUV);
            return output;
        }
        fixed4 PixShader(pixel_t input) : SV_Target
        {
            UNITY_SETUP_INSTANCE_ID(input);
            float c = tex2D(_MainTex, input.atlas).a;
            float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
            pixelSize *= _TextureWidth * .75;
            float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
            float weight = input.weight;
            float bias = (.5 - weight) + (.5 / scale);
            float sd = (bias - c) * scale;
            float outline = (_OutlineWidth * _ScaleRatioA) * scale;
            float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
            half4 faceColor = _FaceColor;
            half4 outlineColor = _OutlineColor;
            faceColor.rgb *= input.color.rgb;
            faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
            outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
            faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
        #if BEVEL_ON
            float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
            float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
            float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
            bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
            n = normalize(n - bump);
            float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
            float3 col = GetSpecular(n, light);
            faceColor.rgb += col * faceColor.a;
            faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
            faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
            fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
            faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
        #endif
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float bScale = scale;
            bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
            float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
        #endif
        #if UNDERLAY_ON
            float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
            faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
        #endif
        #if UNDERLAY_INNER
            float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
            faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
        #endif
        #if GLOW_ON
            float4 glowColor = GetGlowColor(sd, scale);
            faceColor.rgb += glowColor.rgb * glowColor.a;
        #endif
            // Alternative implementation to UnityGet2DClipping with support for softness.
        #if UNITY_UI_CLIP_RECT
            float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
            faceColor *= m.x * m.y;
        #endif
        #if UNITY_UI_ALPHACLIP
            clip(faceColor.a - 0.001);
        #endif
            return faceColor * input.color.a;
            }
            ENDCG
        }
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 14eb328de4b8eb245bb7cea29e4ac00b
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
New file
@@ -0,0 +1,247 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties {
    [HDR]_FaceColor        ("Face Color", Color) = (1,1,1,1)
    _FaceDilate            ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _OutlineWidth        ("Outline Thickness", Range(0,1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    [HDR]_UnderlayColor    ("Border Color", Color) = (0,0,0,.5)
    _UnderlayOffsetX     ("Border OffsetX", Range(-1,1)) = 0
    _UnderlayOffsetY     ("Border OffsetY", Range(-1,1)) = 0
    _UnderlayDilate        ("Border Dilate", Range(-1,1)) = 0
    _UnderlaySoftness     ("Border Softness", Range(0,1)) = 0
    _WeightNormal        ("Weight Normal", float) = 0
    _WeightBold            ("Weight Bold", float) = .5
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth        ("Texture Width", float) = 512
    _TextureHeight        ("Texture Height", float) = 512
    _GradientScale        ("Gradient Scale", float) = 5
    _ScaleX                ("Scale X", float) = 1
    _ScaleY                ("Scale Y", float) = 1
    _PerspectiveFilter    ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness            ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX        ("Vertex OffsetX", float) = 0
    _VertexOffsetY        ("Vertex OffsetY", float) = 0
    _ClipRect            ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _MaskSoftnessX        ("Mask SoftnessX", float) = 0
    _MaskSoftnessY        ("Mask SoftnessY", float) = 0
    _MaskTex            ("Mask Texture", 2D) = "white" {}
    _MaskInverse        ("Inverse", float) = 0
    _MaskEdgeColor        ("Edge Color", Color) = (1,1,1,1)
    _MaskEdgeSoftness    ("Edge Softness", Range(0, 1)) = 0.01
    _MaskWipeControl    ("Wipe Position", Range(0, 1)) = 0.5
    _StencilComp        ("Stencil Comparison", Float) = 8
    _Stencil            ("Stencil ID", Float) = 0
    _StencilOp            ("Stencil Operation", Float) = 0
    _StencilWriteMask    ("Stencil Write Mask", Float) = 255
    _StencilReadMask    ("Stencil Read Mask", Float) = 255
    _CullMode            ("Cull Mode", Float) = 0
    _ColorMask            ("Color Mask", Float) = 15
}
SubShader {
    Tags
    {
        "Queue"="Transparent"
        "IgnoreProjector"="True"
        "RenderType"="Transparent"
    }
    Stencil
    {
        Ref [_Stencil]
        Comp [_StencilComp]
        Pass [_StencilOp]
        ReadMask [_StencilReadMask]
        WriteMask [_StencilWriteMask]
    }
    Cull [_CullMode]
    ZWrite Off
    Lighting Off
    Fog { Mode Off }
    ZTest [unity_GUIZTestMode]
    Blend One OneMinusSrcAlpha
    ColorMask [_ColorMask]
    Pass {
        CGPROGRAM
        #pragma vertex VertShader
        #pragma fragment PixShader
        #pragma shader_feature __ OUTLINE_ON
        #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
        #include "TMPro_Properties.cginc"
        struct vertex_t {
            float4    vertex            : POSITION;
            float3    normal            : NORMAL;
            fixed4    color            : COLOR;
            float2    texcoord0        : TEXCOORD0;
            float2    texcoord1        : TEXCOORD1;
        };
        struct pixel_t {
            float4    vertex            : SV_POSITION;
            fixed4    faceColor        : COLOR;
            fixed4    outlineColor    : COLOR1;
            float4    texcoord0        : TEXCOORD0;            // Texture UV, Mask UV
            half4    param            : TEXCOORD1;            // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
            half4    mask            : TEXCOORD2;            // Position in clip space(xy), Softness(zw)
        #if (UNDERLAY_ON | UNDERLAY_INNER)
            float4    texcoord1        : TEXCOORD3;            // Texture UV, alpha, reserved
            half2    underlayParam    : TEXCOORD4;            // Scale(x), Bias(y)
        #endif
        };
        float _MaskWipeControl;
        float _MaskEdgeSoftness;
        fixed4 _MaskEdgeColor;
        bool _MaskInverse;
        pixel_t VertShader(vertex_t input)
        {
            float bold = step(input.texcoord1.y, 0);
            float4 vert = input.vertex;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            float4 vPosition = UnityObjectToClipPos(vert);
            float2 pixelSize = vPosition.w;
            pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
            float scale = rsqrt(dot(pixelSize, pixelSize));
            scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
            if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
            float layerScale = scale;
            scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
            float bias = (0.5 - weight) * scale - 0.5;
            float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
            float opacity = input.color.a;
                    #if (UNDERLAY_ON | UNDERLAY_INNER)
                    opacity = 1.0;
                    #endif
            fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
            faceColor.rgb *= faceColor.a;
            fixed4 outlineColor = _OutlineColor;
            outlineColor.a *= opacity;
            outlineColor.rgb *= outlineColor.a;
            outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
        #if (UNDERLAY_ON | UNDERLAY_INNER)
            layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
            float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
            float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
            float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
            float2 layerOffset = float2(x, y);
        #endif
            // Generate UV for the Masking Texture
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
            float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
            // Structure for pixel shader
            pixel_t output = {
                vPosition,
                faceColor,
                outlineColor,
                float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
                half4(scale, bias - outline, bias + outline, bias),
                half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
            #if (UNDERLAY_ON | UNDERLAY_INNER)
                float4(input.texcoord0 + layerOffset, input.color.a, 0),
                half2(layerScale, layerBias),
            #endif
            };
            return output;
        }
        // PIXEL SHADER
        fixed4 PixShader(pixel_t input) : SV_Target
        {
            half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
            half4 c = input.faceColor * saturate(d - input.param.w);
        #ifdef OUTLINE_ON
            c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
            c *= saturate(d - input.param.y);
        #endif
        #if UNDERLAY_ON
            d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
            c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
        #endif
        #if UNDERLAY_INNER
            half sd = saturate(d - input.param.z);
            d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
            c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
        #endif
        // Alternative implementation to UnityGet2DClipping with support for softness.
        //#if UNITY_UI_CLIP_RECT
            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
            c *= m.x * m.y;
        //#endif
        float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
        float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
        a = saturate(t / _MaskEdgeSoftness);
        c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
        c *= a;
        #if (UNDERLAY_ON | UNDERLAY_INNER)
            c *= input.texcoord1.z;
        #endif
    #if UNITY_UI_ALPHACLIP
            clip(c.a - 0.001);
        #endif
            return c;
        }
        ENDCG
    }
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: bc1ede39bf3643ee8e493720e4259791
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
New file
@@ -0,0 +1,240 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties {
    [HDR]_FaceColor        ("Face Color", Color) = (1,1,1,1)
    _FaceDilate            ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _OutlineWidth        ("Outline Thickness", Range(0,1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    [HDR]_UnderlayColor    ("Border Color", Color) = (0,0,0,.5)
    _UnderlayOffsetX     ("Border OffsetX", Range(-1,1)) = 0
    _UnderlayOffsetY     ("Border OffsetY", Range(-1,1)) = 0
    _UnderlayDilate        ("Border Dilate", Range(-1,1)) = 0
    _UnderlaySoftness     ("Border Softness", Range(0,1)) = 0
    _WeightNormal        ("Weight Normal", float) = 0
    _WeightBold            ("Weight Bold", float) = .5
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth        ("Texture Width", float) = 512
    _TextureHeight        ("Texture Height", float) = 512
    _GradientScale        ("Gradient Scale", float) = 5
    _ScaleX                ("Scale X", float) = 1
    _ScaleY                ("Scale Y", float) = 1
    _PerspectiveFilter    ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness            ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX        ("Vertex OffsetX", float) = 0
    _VertexOffsetY        ("Vertex OffsetY", float) = 0
    _ClipRect            ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _MaskSoftnessX        ("Mask SoftnessX", float) = 0
    _MaskSoftnessY        ("Mask SoftnessY", float) = 0
    _StencilComp        ("Stencil Comparison", Float) = 8
    _Stencil            ("Stencil ID", Float) = 0
    _StencilOp            ("Stencil Operation", Float) = 0
    _StencilWriteMask    ("Stencil Write Mask", Float) = 255
    _StencilReadMask    ("Stencil Read Mask", Float) = 255
    _CullMode            ("Cull Mode", Float) = 0
    _ColorMask            ("Color Mask", Float) = 15
}
SubShader {
    Tags
  {
        "Queue"="Overlay"
        "IgnoreProjector"="True"
        "RenderType"="Transparent"
    }
    Stencil
    {
        Ref [_Stencil]
        Comp [_StencilComp]
        Pass [_StencilOp]
        ReadMask [_StencilReadMask]
        WriteMask [_StencilWriteMask]
    }
    Cull [_CullMode]
    ZWrite Off
    Lighting Off
    Fog { Mode Off }
    ZTest Always
    Blend One OneMinusSrcAlpha
    ColorMask [_ColorMask]
    Pass {
        CGPROGRAM
        #pragma vertex VertShader
        #pragma fragment PixShader
        #pragma shader_feature __ OUTLINE_ON
        #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
        #include "TMPro_Properties.cginc"
        struct vertex_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            float4    vertex            : POSITION;
            float3    normal            : NORMAL;
            fixed4    color            : COLOR;
            float2    texcoord0        : TEXCOORD0;
            float2    texcoord1        : TEXCOORD1;
        };
        struct pixel_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            UNITY_VERTEX_OUTPUT_STEREO
            float4    vertex            : SV_POSITION;
            fixed4    faceColor        : COLOR;
            fixed4    outlineColor    : COLOR1;
            float4    texcoord0        : TEXCOORD0;            // Texture UV, Mask UV
            half4    param            : TEXCOORD1;            // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
            half4    mask            : TEXCOORD2;            // Position in clip space(xy), Softness(zw)
        #if (UNDERLAY_ON | UNDERLAY_INNER)
            float4    texcoord1        : TEXCOORD3;            // Texture UV, alpha, reserved
            half2    underlayParam    : TEXCOORD4;            // Scale(x), Bias(y)
        #endif
        };
        pixel_t VertShader(vertex_t input)
        {
            pixel_t output;
            UNITY_INITIALIZE_OUTPUT(pixel_t, output);
            UNITY_SETUP_INSTANCE_ID(input);
            UNITY_TRANSFER_INSTANCE_ID(input, output);
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
            float bold = step(input.texcoord1.y, 0);
            float4 vert = input.vertex;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            float4 vPosition = UnityObjectToClipPos(vert);
            float2 pixelSize = vPosition.w;
            pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
            float scale = rsqrt(dot(pixelSize, pixelSize));
            scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
            if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
            float layerScale = scale;
            scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
            float bias = (0.5 - weight) * scale - 0.5;
            float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
            float opacity = input.color.a;
        #if (UNDERLAY_ON | UNDERLAY_INNER)
                opacity = 1.0;
        #endif
            fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
            faceColor.rgb *= faceColor.a;
            fixed4 outlineColor = _OutlineColor;
            outlineColor.a *= opacity;
            outlineColor.rgb *= outlineColor.a;
            outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
        #if (UNDERLAY_ON | UNDERLAY_INNER)
            layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
            float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
            float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
            float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
            float2 layerOffset = float2(x, y);
        #endif
            // Generate UV for the Masking Texture
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
            float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
            // Populate structure for pixel shader
            output.vertex = vPosition;
            output.faceColor = faceColor;
            output.outlineColor = outlineColor;
            output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
            output.param = half4(scale, bias - outline, bias + outline, bias);
            output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
            #if (UNDERLAY_ON || UNDERLAY_INNER)
            output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
            output.underlayParam = half2(layerScale, layerBias);
            #endif
            return output;
        }
        // PIXEL SHADER
        fixed4 PixShader(pixel_t input) : SV_Target
        {
            UNITY_SETUP_INSTANCE_ID(input);
            half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
            half4 c = input.faceColor * saturate(d - input.param.w);
        #ifdef OUTLINE_ON
            c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
            c *= saturate(d - input.param.y);
        #endif
        #if UNDERLAY_ON
            d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
            c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
        #endif
        #if UNDERLAY_INNER
            half sd = saturate(d - input.param.z);
            d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
            c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
        #endif
        // Alternative implementation to UnityGet2DClipping with support for softness.
        #if UNITY_UI_CLIP_RECT
            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
            c *= m.x * m.y;
        #endif
        #if (UNDERLAY_ON | UNDERLAY_INNER)
            c *= input.texcoord1.z;
        #endif
    #if UNITY_UI_ALPHACLIP
            clip(c.a - 0.001);
        #endif
            return c;
        }
        ENDCG
    }
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: a02a7d8c237544f1962732b55a9aebf1
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
New file
@@ -0,0 +1,106 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties {
    [HDR]_FaceColor        ("Face Color", Color) = (1,1,1,1)
    _FaceDilate            ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _OutlineWidth        ("Outline Thickness", Range(0,1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    [HDR]_UnderlayColor        ("Border Color", Color) = (0,0,0,.5)
    _UnderlayOffsetX     ("Border OffsetX", Range(-1,1)) = 0
    _UnderlayOffsetY     ("Border OffsetY", Range(-1,1)) = 0
    _UnderlayDilate        ("Border Dilate", Range(-1,1)) = 0
    _UnderlaySoftness     ("Border Softness", Range(0,1)) = 0
    _WeightNormal        ("Weight Normal", float) = 0
    _WeightBold            ("Weight Bold", float) = .5
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth        ("Texture Width", float) = 512
    _TextureHeight        ("Texture Height", float) = 512
    _GradientScale        ("Gradient Scale", float) = 5
    _ScaleX                ("Scale X", float) = 1
    _ScaleY                ("Scale Y", float) = 1
    _PerspectiveFilter    ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness            ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX        ("Vertex OffsetX", float) = 0
    _VertexOffsetY        ("Vertex OffsetY", float) = 0
    _ClipRect            ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _MaskSoftnessX        ("Mask SoftnessX", float) = 0
    _MaskSoftnessY        ("Mask SoftnessY", float) = 0
    _MaskTex            ("Mask Texture", 2D) = "white" {}
    _MaskInverse        ("Inverse", float) = 0
    _MaskEdgeColor        ("Edge Color", Color) = (1,1,1,1)
    _MaskEdgeSoftness    ("Edge Softness", Range(0, 1)) = 0.01
    _MaskWipeControl    ("Wipe Position", Range(0, 1)) = 0.5
    _StencilComp        ("Stencil Comparison", Float) = 8
    _Stencil            ("Stencil ID", Float) = 0
    _StencilOp            ("Stencil Operation", Float) = 0
    _StencilWriteMask    ("Stencil Write Mask", Float) = 255
    _StencilReadMask    ("Stencil Read Mask", Float) = 255
    _CullMode           ("Cull Mode", Float) = 0
    _ColorMask            ("Color Mask", Float) = 15
}
SubShader {
    Tags {
        "Queue"="Transparent"
        "IgnoreProjector"="True"
        "RenderType"="Transparent"
    }
    Stencil
    {
        Ref [_Stencil]
        Comp [_StencilComp]
        Pass [_StencilOp]
        ReadMask [_StencilReadMask]
        WriteMask [_StencilWriteMask]
    }
    Cull [_CullMode]
    ZWrite Off
    Lighting Off
    Fog { Mode Off }
    ZTest [unity_GUIZTestMode]
    Blend One OneMinusSrcAlpha
    ColorMask [_ColorMask]
    Pass {
        CGPROGRAM
        #pragma vertex VertShader
        #pragma fragment PixShader
        #pragma shader_feature __ OUTLINE_ON
        #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
        #include "TMPro_Properties.cginc"
        #include "TMPro_Mobile.cginc"
        ENDCG
    }
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c8d12adcee749c344b8117cf7c7eb912
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  defaultTextures: []
  nonModifiableTextures: []
  userData:
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Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
New file
@@ -0,0 +1,240 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
    [HDR]_FaceColor     ("Face Color", Color) = (1,1,1,1)
    _FaceDilate            ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _OutlineWidth        ("Outline Thickness", Range(0,1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    [HDR]_UnderlayColor    ("Border Color", Color) = (0,0,0,.5)
    _UnderlayOffsetX     ("Border OffsetX", Range(-1,1)) = 0
    _UnderlayOffsetY     ("Border OffsetY", Range(-1,1)) = 0
    _UnderlayDilate        ("Border Dilate", Range(-1,1)) = 0
    _UnderlaySoftness     ("Border Softness", Range(0,1)) = 0
    _WeightNormal        ("Weight Normal", float) = 0
    _WeightBold            ("Weight Bold", float) = .5
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth        ("Texture Width", float) = 512
    _TextureHeight        ("Texture Height", float) = 512
    _GradientScale        ("Gradient Scale", float) = 5
    _ScaleX                ("Scale X", float) = 1
    _ScaleY                ("Scale Y", float) = 1
    _PerspectiveFilter    ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness            ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX        ("Vertex OffsetX", float) = 0
    _VertexOffsetY        ("Vertex OffsetY", float) = 0
    _ClipRect            ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _MaskSoftnessX        ("Mask SoftnessX", float) = 0
    _MaskSoftnessY        ("Mask SoftnessY", float) = 0
    _StencilComp        ("Stencil Comparison", Float) = 8
    _Stencil            ("Stencil ID", Float) = 0
    _StencilOp            ("Stencil Operation", Float) = 0
    _StencilWriteMask    ("Stencil Write Mask", Float) = 255
    _StencilReadMask    ("Stencil Read Mask", Float) = 255
    _CullMode            ("Cull Mode", Float) = 0
    _ColorMask            ("Color Mask", Float) = 15
}
SubShader {
    Tags
    {
        "Queue"="Transparent"
        "IgnoreProjector"="True"
        "RenderType"="Transparent"
    }
    Stencil
    {
        Ref [_Stencil]
        Comp [_StencilComp]
        Pass [_StencilOp]
        ReadMask [_StencilReadMask]
        WriteMask [_StencilWriteMask]
    }
    Cull [_CullMode]
    ZWrite Off
    Lighting Off
    Fog { Mode Off }
    ZTest [unity_GUIZTestMode]
    Blend One OneMinusSrcAlpha
    ColorMask [_ColorMask]
    Pass {
        CGPROGRAM
        #pragma vertex VertShader
        #pragma fragment PixShader
        #pragma shader_feature __ OUTLINE_ON
        #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
        #include "TMPro_Properties.cginc"
        struct vertex_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            float4    vertex            : POSITION;
            float3    normal            : NORMAL;
            fixed4    color            : COLOR;
            float2    texcoord0        : TEXCOORD0;
            float2    texcoord1        : TEXCOORD1;
        };
        struct pixel_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            UNITY_VERTEX_OUTPUT_STEREO
            float4    vertex            : SV_POSITION;
            fixed4    faceColor        : COLOR;
            fixed4    outlineColor    : COLOR1;
            float4    texcoord0        : TEXCOORD0;            // Texture UV, Mask UV
            half4    param            : TEXCOORD1;            // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
            half4    mask            : TEXCOORD2;            // Position in clip space(xy), Softness(zw)
            #if (UNDERLAY_ON | UNDERLAY_INNER)
            float4    texcoord1        : TEXCOORD3;            // Texture UV, alpha, reserved
            half2    underlayParam    : TEXCOORD4;            // Scale(x), Bias(y)
            #endif
        };
        pixel_t VertShader(vertex_t input)
        {
            pixel_t output;
            UNITY_INITIALIZE_OUTPUT(pixel_t, output);
            UNITY_SETUP_INSTANCE_ID(input);
            UNITY_TRANSFER_INSTANCE_ID(input, output);
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
            float bold = step(input.texcoord1.y, 0);
            float4 vert = input.vertex;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            float4 vPosition = UnityObjectToClipPos(vert);
            float2 pixelSize = vPosition.w;
            pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
            float scale = rsqrt(dot(pixelSize, pixelSize));
            scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
            if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
            float layerScale = scale;
            scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
            float bias = (0.5 - weight) * scale - 0.5;
            float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
            float opacity = input.color.a;
            #if (UNDERLAY_ON | UNDERLAY_INNER)
            opacity = 1.0;
            #endif
            fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
            faceColor.rgb *= faceColor.a;
            fixed4 outlineColor = _OutlineColor;
            outlineColor.a *= opacity;
            outlineColor.rgb *= outlineColor.a;
            outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
            #if (UNDERLAY_ON | UNDERLAY_INNER)
            layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
            float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
            float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
            float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
            float2 layerOffset = float2(x, y);
            #endif
            // Generate UV for the Masking Texture
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
            float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
            // Populate structure for pixel shader
            output.vertex = vPosition;
            output.faceColor = faceColor;
            output.outlineColor = outlineColor;
            output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
            output.param = half4(scale, bias - outline, bias + outline, bias);
            output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
            #if (UNDERLAY_ON || UNDERLAY_INNER)
            output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
            output.underlayParam = half2(layerScale, layerBias);
            #endif
            return output;
        }
        // PIXEL SHADER
        fixed4 PixShader(pixel_t input) : SV_Target
        {
            UNITY_SETUP_INSTANCE_ID(input);
            half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
            half4 c = input.faceColor * saturate(d - input.param.w);
            #ifdef OUTLINE_ON
            c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
            c *= saturate(d - input.param.y);
            #endif
            #if UNDERLAY_ON
            d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
            c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
            #endif
            #if UNDERLAY_INNER
            half sd = saturate(d - input.param.z);
            d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
            c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
            #endif
            // Alternative implementation to UnityGet2DClipping with support for softness.
            #if UNITY_UI_CLIP_RECT
            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
            c *= m.x * m.y;
            #endif
            #if (UNDERLAY_ON | UNDERLAY_INNER)
            c *= input.texcoord1.z;
            #endif
            #if UNITY_UI_ALPHACLIP
            clip(c.a - 0.001);
            #endif
            return c;
        }
        ENDCG
    }
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
New file
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fileFormatVersion: 2
guid: fe393ace9b354375a9cb14cdbbc28be4
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
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Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
New file
@@ -0,0 +1,138 @@
// Simplified version of the SDF Surface shader :
// - No support for Bevel, Bump or envmap
// - Diffuse only lighting
// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties {
    _FaceTex            ("Fill Texture", 2D) = "white" {}
    [HDR]_FaceColor        ("Fill Color", Color) = (1,1,1,1)
    _FaceDilate            ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _OutlineTex            ("Outline Texture", 2D) = "white" {}
    _OutlineWidth        ("Outline Thickness", Range(0, 1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    [HDR]_GlowColor        ("Color", Color) = (0, 1, 0, 0.5)
    _GlowOffset            ("Offset", Range(-1,1)) = 0
    _GlowInner            ("Inner", Range(0,1)) = 0.05
    _GlowOuter            ("Outer", Range(0,1)) = 0.05
    _GlowPower            ("Falloff", Range(1, 0)) = 0.75
    _WeightNormal        ("Weight Normal", float) = 0
    _WeightBold            ("Weight Bold", float) = 0.5
    // Should not be directly exposed to the user
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth        ("Texture Width", float) = 512
    _TextureHeight        ("Texture Height", float) = 512
    _GradientScale        ("Gradient Scale", float) = 5.0
    _ScaleX                ("Scale X", float) = 1.0
    _ScaleY                ("Scale Y", float) = 1.0
    _PerspectiveFilter    ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness            ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX        ("Vertex OffsetX", float) = 0
    _VertexOffsetY        ("Vertex OffsetY", float) = 0
    _CullMode            ("Cull Mode", Float) = 0
    //_MaskCoord        ("Mask Coords", vector) = (0,0,0,0)
    //_MaskSoftness        ("Mask Softness", float) = 0
}
SubShader {
    Tags {
        "Queue"="Transparent"
        "IgnoreProjector"="True"
        "RenderType"="Transparent"
    }
    LOD 300
    Cull [_CullMode]
    CGPROGRAM
    #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
    #pragma target 3.0
    #pragma shader_feature __ GLOW_ON
    #include "TMPro_Properties.cginc"
    #include "TMPro.cginc"
    half _FaceShininess;
    half _OutlineShininess;
    struct Input
    {
        fixed4    color        : COLOR;
        float2    uv_MainTex;
        float2    uv2_FaceTex;
        float2  uv2_OutlineTex;
        float2    param;                    // Weight, Scale
        float3    viewDirEnv;
    };
    #include "TMPro_Surface.cginc"
    ENDCG
    // Pass to render object as a shadow caster
    Pass
    {
        Name "Caster"
        Tags { "LightMode" = "ShadowCaster" }
        Offset 1, 1
        Fog {Mode Off}
        ZWrite On ZTest LEqual Cull Off
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma multi_compile_shadowcaster
        #include "UnityCG.cginc"
        struct v2f {
            V2F_SHADOW_CASTER;
            float2    uv            : TEXCOORD1;
            float2    uv2            : TEXCOORD3;
            float    alphaClip    : TEXCOORD2;
        };
        uniform float4 _MainTex_ST;
        uniform float4 _OutlineTex_ST;
        float _OutlineWidth;
        float _FaceDilate;
        float _ScaleRatioA;
        v2f vert( appdata_base v )
        {
            v2f o;
            TRANSFER_SHADOW_CASTER(o)
            o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
            o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
            o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
            return o;
        }
        uniform sampler2D _MainTex;
        float4 frag(v2f i) : COLOR
        {
            fixed4 texcol = tex2D(_MainTex, i.uv).a;
            clip(texcol.a - i.alphaClip);
            SHADOW_CASTER_FRAGMENT(i)
        }
        ENDCG
    }
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 85187c2149c549c5b33f0cdb02836b17
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Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
New file
@@ -0,0 +1,158 @@
Shader "TextMeshPro/Distance Field (Surface)" {
Properties {
    _FaceTex            ("Fill Texture", 2D) = "white" {}
    _FaceUVSpeedX        ("Face UV Speed X", Range(-5, 5)) = 0.0
    _FaceUVSpeedY        ("Face UV Speed Y", Range(-5, 5)) = 0.0
    [HDR]_FaceColor        ("Fill Color", Color) = (1,1,1,1)
    _FaceDilate            ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _OutlineTex            ("Outline Texture", 2D) = "white" {}
    _OutlineUVSpeedX    ("Outline UV Speed X", Range(-5, 5)) = 0.0
    _OutlineUVSpeedY    ("Outline UV Speed Y", Range(-5, 5)) = 0.0
    _OutlineWidth        ("Outline Thickness", Range(0, 1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    _Bevel                ("Bevel", Range(0,1)) = 0.5
    _BevelOffset        ("Bevel Offset", Range(-0.5,0.5)) = 0
    _BevelWidth            ("Bevel Width", Range(-.5,0.5)) = 0
    _BevelClamp            ("Bevel Clamp", Range(0,1)) = 0
    _BevelRoundness        ("Bevel Roundness", Range(0,1)) = 0
    _BumpMap             ("Normalmap", 2D) = "bump" {}
    _BumpOutline        ("Bump Outline", Range(0,1)) = 0.5
    _BumpFace            ("Bump Face", Range(0,1)) = 0.5
    _ReflectFaceColor        ("Face Color", Color) = (0,0,0,1)
    _ReflectOutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _Cube                     ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
    _EnvMatrixRotation      ("Texture Rotation", vector) = (0, 0, 0, 0)
    [HDR]_SpecColor            ("Specular Color", Color) = (0,0,0,1)
    _FaceShininess        ("Face Shininess", Range(0,1)) = 0
    _OutlineShininess    ("Outline Shininess", Range(0,1)) = 0
    [HDR]_GlowColor        ("Color", Color) = (0, 1, 0, 0.5)
    _GlowOffset            ("Offset", Range(-1,1)) = 0
    _GlowInner            ("Inner", Range(0,1)) = 0.05
    _GlowOuter            ("Outer", Range(0,1)) = 0.05
    _GlowPower            ("Falloff", Range(1, 0)) = 0.75
    _WeightNormal        ("Weight Normal", float) = 0
    _WeightBold            ("Weight Bold", float) = 0.5
    // Should not be directly exposed to the user
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth        ("Texture Width", float) = 512
    _TextureHeight        ("Texture Height", float) = 512
    _GradientScale        ("Gradient Scale", float) = 5.0
    _ScaleX                ("Scale X", float) = 1.0
    _ScaleY                ("Scale Y", float) = 1.0
    _PerspectiveFilter    ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness            ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX        ("Vertex OffsetX", float) = 0
    _VertexOffsetY        ("Vertex OffsetY", float) = 0
    _CullMode            ("Cull Mode", Float) = 0
    //_MaskCoord        ("Mask Coords", vector) = (0,0,0,0)
    //_MaskSoftness        ("Mask Softness", float) = 0
}
SubShader {
    Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
    LOD 300
    Cull [_CullMode]
    CGPROGRAM
    #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
    #pragma target 3.0
    #pragma shader_feature __ GLOW_ON
    #pragma glsl
    #include "TMPro_Properties.cginc"
    #include "TMPro.cginc"
    half _FaceShininess;
    half _OutlineShininess;
    struct Input
    {
        fixed4    color            : COLOR;
        float2    uv_MainTex;
        float2    uv2_FaceTex;
        float2  uv2_OutlineTex;
        float2    param;                        // Weight, Scale
        float3    viewDirEnv;
    };
    #define BEVEL_ON 1
    #include "TMPro_Surface.cginc"
    ENDCG
    // Pass to render object as a shadow caster
    Pass
    {
        Name "Caster"
        Tags { "LightMode" = "ShadowCaster" }
        Offset 1, 1
        Fog {Mode Off}
        ZWrite On
        ZTest LEqual
        Cull Off
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma multi_compile_shadowcaster
        #include "UnityCG.cginc"
        struct v2f {
            V2F_SHADOW_CASTER;
            float2    uv            : TEXCOORD1;
            float2    uv2            : TEXCOORD3;
            float    alphaClip    : TEXCOORD2;
        };
        uniform float4 _MainTex_ST;
        uniform float4 _OutlineTex_ST;
        float _OutlineWidth;
        float _FaceDilate;
        float _ScaleRatioA;
        v2f vert( appdata_base v )
        {
            v2f o;
            TRANSFER_SHADOW_CASTER(o)
            o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
            o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
            o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
            return o;
        }
        uniform sampler2D _MainTex;
        float4 frag(v2f i) : COLOR
        {
            fixed4 texcol = tex2D(_MainTex, i.uv).a;
            clip(texcol.a - i.alphaClip);
            SHADOW_CASTER_FRAGMENT(i)
        }
        ENDCG
    }
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: f7ada0af4f174f0694ca6a487b8f543d
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMP_SDF.shader
New file
@@ -0,0 +1,317 @@
Shader "TextMeshPro/Distance Field" {
Properties {
    _FaceTex            ("Face Texture", 2D) = "white" {}
    _FaceUVSpeedX        ("Face UV Speed X", Range(-5, 5)) = 0.0
    _FaceUVSpeedY        ("Face UV Speed Y", Range(-5, 5)) = 0.0
    [HDR]_FaceColor        ("Face Color", Color) = (1,1,1,1)
    _FaceDilate            ("Face Dilate", Range(-1,1)) = 0
    [HDR]_OutlineColor    ("Outline Color", Color) = (0,0,0,1)
    _OutlineTex            ("Outline Texture", 2D) = "white" {}
    _OutlineUVSpeedX    ("Outline UV Speed X", Range(-5, 5)) = 0.0
    _OutlineUVSpeedY    ("Outline UV Speed Y", Range(-5, 5)) = 0.0
    _OutlineWidth        ("Outline Thickness", Range(0, 1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0
    _Bevel                ("Bevel", Range(0,1)) = 0.5
    _BevelOffset        ("Bevel Offset", Range(-0.5,0.5)) = 0
    _BevelWidth            ("Bevel Width", Range(-.5,0.5)) = 0
    _BevelClamp            ("Bevel Clamp", Range(0,1)) = 0
    _BevelRoundness        ("Bevel Roundness", Range(0,1)) = 0
    _LightAngle            ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
    [HDR]_SpecularColor    ("Specular", Color) = (1,1,1,1)
    _SpecularPower        ("Specular", Range(0,4)) = 2.0
    _Reflectivity        ("Reflectivity", Range(5.0,15.0)) = 10
    _Diffuse            ("Diffuse", Range(0,1)) = 0.5
    _Ambient            ("Ambient", Range(1,0)) = 0.5
    _BumpMap             ("Normal map", 2D) = "bump" {}
    _BumpOutline        ("Bump Outline", Range(0,1)) = 0
    _BumpFace            ("Bump Face", Range(0,1)) = 0
    _ReflectFaceColor    ("Reflection Color", Color) = (0,0,0,1)
    _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
    _Cube                 ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
    _EnvMatrixRotation    ("Texture Rotation", vector) = (0, 0, 0, 0)
    [HDR]_UnderlayColor    ("Border Color", Color) = (0,0,0, 0.5)
    _UnderlayOffsetX    ("Border OffsetX", Range(-1,1)) = 0
    _UnderlayOffsetY    ("Border OffsetY", Range(-1,1)) = 0
    _UnderlayDilate        ("Border Dilate", Range(-1,1)) = 0
    _UnderlaySoftness    ("Border Softness", Range(0,1)) = 0
    [HDR]_GlowColor            ("Color", Color) = (0, 1, 0, 0.5)
    _GlowOffset            ("Offset", Range(-1,1)) = 0
    _GlowInner            ("Inner", Range(0,1)) = 0.05
    _GlowOuter            ("Outer", Range(0,1)) = 0.05
    _GlowPower            ("Falloff", Range(1, 0)) = 0.75
    _WeightNormal        ("Weight Normal", float) = 0
    _WeightBold            ("Weight Bold", float) = 0.5
    _ShaderFlags        ("Flags", float) = 0
    _ScaleRatioA        ("Scale RatioA", float) = 1
    _ScaleRatioB        ("Scale RatioB", float) = 1
    _ScaleRatioC        ("Scale RatioC", float) = 1
    _MainTex            ("Font Atlas", 2D) = "white" {}
    _TextureWidth        ("Texture Width", float) = 512
    _TextureHeight        ("Texture Height", float) = 512
    _GradientScale        ("Gradient Scale", float) = 5.0
    _ScaleX                ("Scale X", float) = 1.0
    _ScaleY                ("Scale Y", float) = 1.0
    _PerspectiveFilter    ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness            ("Sharpness", Range(-1,1)) = 0
    _VertexOffsetX        ("Vertex OffsetX", float) = 0
    _VertexOffsetY        ("Vertex OffsetY", float) = 0
    _MaskCoord            ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
    _ClipRect            ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _MaskSoftnessX        ("Mask SoftnessX", float) = 0
    _MaskSoftnessY        ("Mask SoftnessY", float) = 0
    _StencilComp        ("Stencil Comparison", Float) = 8
    _Stencil            ("Stencil ID", Float) = 0
    _StencilOp            ("Stencil Operation", Float) = 0
    _StencilWriteMask    ("Stencil Write Mask", Float) = 255
    _StencilReadMask    ("Stencil Read Mask", Float) = 255
    _CullMode            ("Cull Mode", Float) = 0
    _ColorMask            ("Color Mask", Float) = 15
}
SubShader {
    Tags
    {
        "Queue"="Transparent"
        "IgnoreProjector"="True"
        "RenderType"="Transparent"
    }
    Stencil
    {
        Ref [_Stencil]
        Comp [_StencilComp]
        Pass [_StencilOp]
        ReadMask [_StencilReadMask]
        WriteMask [_StencilWriteMask]
    }
    Cull [_CullMode]
    ZWrite Off
    Lighting Off
    Fog { Mode Off }
    ZTest [unity_GUIZTestMode]
    Blend One OneMinusSrcAlpha
    ColorMask [_ColorMask]
    Pass {
        CGPROGRAM
        #pragma target 3.0
        #pragma vertex VertShader
        #pragma fragment PixShader
        #pragma shader_feature __ BEVEL_ON
        #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
        #pragma shader_feature __ GLOW_ON
        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP
        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
        #include "TMPro_Properties.cginc"
        #include "TMPro.cginc"
        struct vertex_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            float4    position        : POSITION;
            float3    normal            : NORMAL;
            fixed4    color            : COLOR;
            float2    texcoord0        : TEXCOORD0;
            float2    texcoord1        : TEXCOORD1;
        };
        struct pixel_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            UNITY_VERTEX_OUTPUT_STEREO
            float4    position        : SV_POSITION;
            fixed4    color            : COLOR;
            float2    atlas            : TEXCOORD0;        // Atlas
            float4    param            : TEXCOORD1;        // alphaClip, scale, bias, weight
            float4    mask            : TEXCOORD2;        // Position in object space(xy), pixel Size(zw)
            float3    viewDir            : TEXCOORD3;
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float4    texcoord2        : TEXCOORD4;        // u,v, scale, bias
            fixed4    underlayColor    : COLOR1;
        #endif
            float4 textures            : TEXCOORD5;
        };
        // Used by Unity internally to handle Texture Tiling and Offset.
        float4 _FaceTex_ST;
        float4 _OutlineTex_ST;
        pixel_t VertShader(vertex_t input)
        {
            pixel_t output;
            UNITY_INITIALIZE_OUTPUT(pixel_t, output);
            UNITY_SETUP_INSTANCE_ID(input);
            UNITY_TRANSFER_INSTANCE_ID(input,output);
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
            float bold = step(input.texcoord1.y, 0);
            float4 vert = input.position;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;
            float4 vPosition = UnityObjectToClipPos(vert);
            float2 pixelSize = vPosition.w;
            pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
            float scale = rsqrt(dot(pixelSize, pixelSize));
            scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
            if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
            float bias =(.5 - weight) + (.5 / scale);
            float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
        #if GLOW_ON
            alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
        #endif
            alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float4 underlayColor = _UnderlayColor;
            underlayColor.rgb *= underlayColor.a;
            float bScale = scale;
            bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
            float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
            float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
            float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
            float2 bOffset = float2(x, y);
        #endif
            // Generate UV for the Masking Texture
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
            float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
            // Support for texture tiling and offset
            float2 textureUV = UnpackUV(input.texcoord1.x);
            float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
            float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
            output.position = vPosition;
            output.color = input.color;
            output.atlas =    input.texcoord0;
            output.param =    float4(alphaClip, scale, bias, weight);
            output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
            output.viewDir =    mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
            #if (UNDERLAY_ON || UNDERLAY_INNER)
            output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
            output.underlayColor =    underlayColor;
            #endif
            output.textures = float4(faceUV, outlineUV);
            return output;
        }
        fixed4 PixShader(pixel_t input) : SV_Target
        {
            UNITY_SETUP_INSTANCE_ID(input);
            float c = tex2D(_MainTex, input.atlas).a;
        #ifndef UNDERLAY_ON
            clip(c - input.param.x);
        #endif
            float    scale    = input.param.y;
            float    bias    = input.param.z;
            float    weight    = input.param.w;
            float    sd = (bias - c) * scale;
            float outline = (_OutlineWidth * _ScaleRatioA) * scale;
            float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
            half4 faceColor = _FaceColor;
            half4 outlineColor = _OutlineColor;
            faceColor.rgb *= input.color.rgb;
            faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
            outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
            faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
        #if BEVEL_ON
            float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
            float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
            float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
            bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
            n = normalize(n- bump);
            float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
            float3 col = GetSpecular(n, light);
            faceColor.rgb += col*faceColor.a;
            faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
            faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
            fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
            faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
        #endif
        #if UNDERLAY_ON
            float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
            faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
        #endif
        #if UNDERLAY_INNER
            float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
            faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
        #endif
        #if GLOW_ON
            float4 glowColor = GetGlowColor(sd, scale);
            faceColor.rgb += glowColor.rgb * glowColor.a;
        #endif
        // Alternative implementation to UnityGet2DClipping with support for softness.
        #if UNITY_UI_CLIP_RECT
            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
            faceColor *= m.x * m.y;
        #endif
        #if UNITY_UI_ALPHACLIP
            clip(faceColor.a - 0.001);
        #endif
          return faceColor * input.color.a;
        }
        ENDCG
    }
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}
Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 68e6db2ebdc24f95958faec2be5558d6
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
New file
@@ -0,0 +1,116 @@
Shader "TextMeshPro/Sprite"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)
        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255
        _CullMode ("Cull Mode", Float) = 0
        _ColorMask ("Color Mask", Float) = 15
        _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }
    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }
        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }
        Cull [_CullMode]
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]
        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
            #include "UnityCG.cginc"
            #include "UnityUI.cginc"
            #pragma multi_compile __ UNITY_UI_CLIP_RECT
            #pragma multi_compile __ UNITY_UI_ALPHACLIP
            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                UNITY_VERTEX_OUTPUT_STEREO
            };
            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.worldPosition = v.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                OUT.color = v.color * _Color;
                return OUT;
            }
            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
                #ifdef UNITY_UI_CLIP_RECT
                    color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif
                #ifdef UNITY_UI_ALPHACLIP
                    clip (color.a - 0.001);
                #endif
                return color;
            }
        ENDCG
        }
    }
}
Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: cf81c85f95fe47e1a27f6ae460cf182c
ShaderImporter:
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  nonModifiableTextures: []
  userData:
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Assets/TextMesh Pro/Shaders/TMPro.cginc
New file
@@ -0,0 +1,84 @@
float2 UnpackUV(float uv)
{
    float2 output;
    output.x = floor(uv / 4096);
    output.y = uv - 4096 * output.x;
    return output * 0.001953125;
}
fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
{
    half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
    half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
    faceColor.rgb *= faceColor.a;
    outlineColor.rgb *= outlineColor.a;
    faceColor = lerp(faceColor, outlineColor, outlineAlpha);
    faceColor *= faceAlpha;
    return faceColor;
}
float3 GetSurfaceNormal(float4 h, float bias)
{
    bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
    h += bias+_BevelOffset;
    float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
  // Track outline
    h -= .5;
    h /= bevelWidth;
    h = saturate(h+.5);
    if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
    h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
    h = min(h, 1.0-_BevelClamp);
    h *= _Bevel * bevelWidth * _GradientScale * -2.0;
    float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
    float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
    return cross(va, vb);
}
float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
{
    // Read "height field"
  float4 h = {tex2D(_MainTex, uv - delta.xz).a,
                tex2D(_MainTex, uv + delta.xz).a,
                tex2D(_MainTex, uv - delta.zy).a,
                tex2D(_MainTex, uv + delta.zy).a};
    return GetSurfaceNormal(h, bias);
}
float3 GetSpecular(float3 n, float3 l)
{
    float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
    return _SpecularColor.rgb * spec * _SpecularPower;
}
float4 GetGlowColor(float d, float scale)
{
    float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
    float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
    glow = saturate(abs(glow/(1.0 + t)));
    glow = 1.0-pow(glow, _GlowPower);
    glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
    return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
    overlying.rgb *= overlying.a;
    underlying.rgb *= underlying.a;
    float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
    float alpha = underlying.a + (1-underlying.a)*overlying.a;
    return float4(blended, alpha);
}
Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 407bc68d299748449bbf7f48ee690f8d
ShaderImporter:
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Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
New file
@@ -0,0 +1,157 @@
struct vertex_t {
    UNITY_VERTEX_INPUT_INSTANCE_ID
    float4    position        : POSITION;
    float3    normal            : NORMAL;
    float4    color            : COLOR;
    float2    texcoord0        : TEXCOORD0;
    float2    texcoord1        : TEXCOORD1;
};
struct pixel_t {
    UNITY_VERTEX_INPUT_INSTANCE_ID
    UNITY_VERTEX_OUTPUT_STEREO
    float4    position        : SV_POSITION;
    float4    faceColor        : COLOR;
    float4    outlineColor    : COLOR1;
    float4    texcoord0        : TEXCOORD0;
    float4    param            : TEXCOORD1;        // weight, scaleRatio
    float2    mask            : TEXCOORD2;
    #if (UNDERLAY_ON || UNDERLAY_INNER)
    float4    texcoord2        : TEXCOORD3;
    float4    underlayColor    : COLOR2;
    #endif
};
float4 SRGBToLinear(float4 rgba) {
    return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
pixel_t VertShader(vertex_t input)
{
    pixel_t output;
    UNITY_INITIALIZE_OUTPUT(pixel_t, output);
    UNITY_SETUP_INSTANCE_ID(input);
    UNITY_TRANSFER_INSTANCE_ID(input, output);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
    float bold = step(input.texcoord1.y, 0);
    float4 vert = input.position;
    vert.x += _VertexOffsetX;
    vert.y += _VertexOffsetY;
    float4 vPosition = UnityObjectToClipPos(vert);
    float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
    weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
    // Generate UV for the Masking Texture
    float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
    float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
    float4 color = input.color;
    #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
    color = SRGBToLinear(input.color);
    #endif
    float opacity = color.a;
    #if (UNDERLAY_ON | UNDERLAY_INNER)
    opacity = 1.0;
    #endif
    float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
    faceColor.rgb *= faceColor.a;
    float4 outlineColor = _OutlineColor;
    outlineColor.a *= opacity;
    outlineColor.rgb *= outlineColor.a;
    output.position = vPosition;
    output.faceColor = faceColor;
    output.outlineColor = outlineColor;
    output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
    output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
    float2 mask = float2(0, 0);
    #if UNITY_UI_CLIP_RECT
    mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
    #endif
    output.mask = mask;
    #if (UNDERLAY_ON || UNDERLAY_INNER)
    float4 underlayColor = _UnderlayColor;
    underlayColor.rgb *= underlayColor.a;
    float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
    float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
    output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
    output.underlayColor = underlayColor;
    #endif
    return output;
}
float4 PixShader(pixel_t input) : SV_Target
{
    UNITY_SETUP_INSTANCE_ID(input);
    float d = tex2D(_MainTex, input.texcoord0.xy).a;
    float2 UV = input.texcoord0.xy;
    float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
    #if (UNDERLAY_ON | UNDERLAY_INNER)
    float layerScale = scale;
    layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
    float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
    #endif
    scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
    float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
    #ifdef OUTLINE_ON
    float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
    faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
    faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
    #endif
    #if UNDERLAY_ON
    d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
    faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
    #endif
    #if UNDERLAY_INNER
    float bias = input.param.x * scale - 0.5;
    float sd = saturate(d * scale - bias - input.param.z);
    d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
    faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
    #endif
    #ifdef MASKING
    float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
    float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
    a = saturate(t / _MaskEdgeSoftness);
    faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
    faceColor *= a;
    #endif
    // Alternative implementation to UnityGet2DClipping with support for softness
    #if UNITY_UI_CLIP_RECT
    float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
    float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
    faceColor *= m.x * m.y;
    #endif
    #if (UNDERLAY_ON | UNDERLAY_INNER)
    faceColor *= input.texcoord2.z;
    #endif
    #if UNITY_UI_ALPHACLIP
    clip(faceColor.a - 0.001);
    #endif
    return faceColor;
}
Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c334973cef89a9840b0b0c507e0377ab
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
New file
@@ -0,0 +1,85 @@
// UI Editable properties
uniform sampler2D    _FaceTex;                    // Alpha : Signed Distance
uniform float        _FaceUVSpeedX;
uniform float        _FaceUVSpeedY;
uniform fixed4        _FaceColor;                    // RGBA : Color + Opacity
uniform float        _FaceDilate;                // v[ 0, 1]
uniform float        _OutlineSoftness;            // v[ 0, 1]
uniform sampler2D    _OutlineTex;                // RGBA : Color + Opacity
uniform float        _OutlineUVSpeedX;
uniform float        _OutlineUVSpeedY;
uniform fixed4        _OutlineColor;                // RGBA : Color + Opacity
uniform float        _OutlineWidth;                // v[ 0, 1]
uniform float        _Bevel;                        // v[ 0, 1]
uniform float        _BevelOffset;                // v[-1, 1]
uniform float        _BevelWidth;                // v[-1, 1]
uniform float        _BevelClamp;                // v[ 0, 1]
uniform float        _BevelRoundness;            // v[ 0, 1]
uniform sampler2D    _BumpMap;                    // Normal map
uniform float        _BumpOutline;                // v[ 0, 1]
uniform float        _BumpFace;                    // v[ 0, 1]
uniform samplerCUBE    _Cube;                        // Cube / sphere map
uniform fixed4         _ReflectFaceColor;            // RGB intensity
uniform fixed4        _ReflectOutlineColor;
//uniform float        _EnvTiltX;                    // v[-1, 1]
//uniform float        _EnvTiltY;                    // v[-1, 1]
uniform float3      _EnvMatrixRotation;
uniform float4x4    _EnvMatrix;
uniform fixed4        _SpecularColor;                // RGB intensity
uniform float        _LightAngle;                // v[ 0,Tau]
uniform float        _SpecularPower;                // v[ 0, 1]
uniform float        _Reflectivity;                // v[ 5, 15]
uniform float        _Diffuse;                    // v[ 0, 1]
uniform float        _Ambient;                    // v[ 0, 1]
uniform fixed4        _UnderlayColor;                // RGBA : Color + Opacity
uniform float        _UnderlayOffsetX;            // v[-1, 1]
uniform float        _UnderlayOffsetY;            // v[-1, 1]
uniform float        _UnderlayDilate;            // v[-1, 1]
uniform float        _UnderlaySoftness;            // v[ 0, 1]
uniform fixed4         _GlowColor;                    // RGBA : Color + Intesity
uniform float         _GlowOffset;                // v[-1, 1]
uniform float         _GlowOuter;                    // v[ 0, 1]
uniform float         _GlowInner;                    // v[ 0, 1]
uniform float         _GlowPower;                    // v[ 1, 1/(1+4*4)]
// API Editable properties
uniform float         _ShaderFlags;
uniform float        _WeightNormal;
uniform float        _WeightBold;
uniform float        _ScaleRatioA;
uniform float        _ScaleRatioB;
uniform float        _ScaleRatioC;
uniform float        _VertexOffsetX;
uniform float        _VertexOffsetY;
//uniform float        _UseClipRect;
uniform float        _MaskID;
uniform sampler2D    _MaskTex;
uniform float4        _MaskCoord;
uniform float4        _ClipRect;    // bottom left(x,y) : top right(z,w)
//uniform float        _MaskWipeControl;
//uniform float        _MaskEdgeSoftness;
//uniform fixed4        _MaskEdgeColor;
//uniform bool        _MaskInverse;
uniform float        _MaskSoftnessX;
uniform float        _MaskSoftnessY;
// Font Atlas properties
uniform sampler2D    _MainTex;
uniform float        _TextureWidth;
uniform float        _TextureHeight;
uniform float         _GradientScale;
uniform float        _ScaleX;
uniform float        _ScaleY;
uniform float        _PerspectiveFilter;
uniform float        _Sharpness;
Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3997e2241185407d80309a82f9148466
ShaderImporter:
  externalObjects: {}
  defaultTextures: []
  nonModifiableTextures: []
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
New file
@@ -0,0 +1,101 @@
void VertShader(inout appdata_full v, out Input data)
{
    v.vertex.x += _VertexOffsetX;
    v.vertex.y += _VertexOffsetY;
    UNITY_INITIALIZE_OUTPUT(Input, data);
    float bold = step(v.texcoord1.y, 0);
    // Generate normal for backface
    float3 view = ObjSpaceViewDir(v.vertex);
    v.normal *= sign(dot(v.normal, view));
#if USE_DERIVATIVE
    data.param.y = 1;
#else
    float4 vert = v.vertex;
    float4 vPosition = UnityObjectToClipPos(vert);
    float2 pixelSize = vPosition.w;
    pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
    float scale = rsqrt(dot(pixelSize, pixelSize));
    scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
    scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
    data.param.y = scale;
#endif
    data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
    v.texcoord1.xy = UnpackUV(v.texcoord1.x);
    data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
}
void PixShader(Input input, inout SurfaceOutput o)
{
#if USE_DERIVATIVE
    float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
    pixelSize *= _TextureWidth * .75;
    float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
#else
    float scale = input.param.y;
#endif
    // Signed distance
    float c = tex2D(_MainTex, input.uv_MainTex).a;
    float sd = (.5 - c - input.param.x) * scale + .5;
    float outline = _OutlineWidth*_ScaleRatioA * scale;
    float softness = _OutlineSoftness*_ScaleRatioA * scale;
    // Color & Alpha
    float4 faceColor = _FaceColor;
    float4 outlineColor = _OutlineColor;
    faceColor *= input.color;
    outlineColor.a *= input.color.a;
    faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
    outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
    faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
    faceColor.rgb /= max(faceColor.a, 0.0001);
#if BEVEL_ON
    float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
    float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
                    tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
                    tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
                    tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
    // Face Normal
    float3 n = GetSurfaceNormal(smp4x, input.param.x);
    // Bumpmap
    float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
    bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
    bump = lerp(float3(0, 0, 1), bump, faceColor.a);
    n = normalize(n - bump);
    // Cubemap reflection
    fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
    float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#else
    float3 n = float3(0, 0, -1);
    float3 emission = float3(0, 0, 0);
#endif
#if GLOW_ON
    float4 glowColor = GetGlowColor(sd, scale);
    glowColor.a *= input.color.a;
    emission += glowColor.rgb*glowColor.a;
    faceColor = BlendARGB(glowColor, faceColor);
    faceColor.rgb /= max(faceColor.a, 0.0001);
#endif
    // Set Standard output structure
    o.Albedo = faceColor.rgb;
    o.Normal = -n;
    o.Emission = emission;
    o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
    o.Gloss = 1;
    o.Alpha = faceColor.a;
}
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Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
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This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
Please visit their website to view the complete set of their emojis and review their licensing terms.
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Assets/TextMesh Pro/Sprites/EmojiOne.json
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