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-rw-r--r--.gitignore5
-rw-r--r--.vsconfig6
-rw-r--r--Assets/Animations.meta8
-rw-r--r--Assets/Animations/Enemies.meta8
-rw-r--r--Assets/Animations/Enemies/Mummy.meta8
-rw-r--r--Assets/Animations/Enemies/Mummy/Attack.anim83
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-rw-r--r--Assets/Animations/Enemies/Mummy/Idle.anim77
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-rw-r--r--Assets/Animations/Enemies/Mummy/Moving.anim83
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-rw-r--r--Assets/Animations/Enemies/Mummy/Mummy.controller249
-rw-r--r--Assets/Animations/Enemies/Mummy/Mummy.controller.meta8
-rw-r--r--Assets/Animations/Enemies/Zombie.meta8
-rw-r--r--Assets/Animations/Enemies/Zombie/Attack.anim86
-rw-r--r--Assets/Animations/Enemies/Zombie/Attack.anim.meta8
-rw-r--r--Assets/Animations/Enemies/Zombie/Idle.anim89
-rw-r--r--Assets/Animations/Enemies/Zombie/Idle.anim.meta8
-rw-r--r--Assets/Animations/Enemies/Zombie/Moving.anim89
-rw-r--r--Assets/Animations/Enemies/Zombie/Moving.anim.meta8
-rw-r--r--Assets/Animations/Enemies/Zombie/Zombie.controller249
-rw-r--r--Assets/Animations/Enemies/Zombie/Zombie.controller.meta8
-rw-r--r--Assets/Animations/MontanaJohns.meta8
-rw-r--r--Assets/Animations/MontanaJohns/Airborn.anim68
-rw-r--r--Assets/Animations/MontanaJohns/Airborn.anim.meta8
-rw-r--r--Assets/Animations/MontanaJohns/Idle.anim74
-rw-r--r--Assets/Animations/MontanaJohns/Idle.anim.meta8
-rw-r--r--Assets/Animations/MontanaJohns/Jump.anim77
-rw-r--r--Assets/Animations/MontanaJohns/Jump.anim.meta8
-rw-r--r--Assets/Animations/MontanaJohns/MontanaJohns.controller463
-rw-r--r--Assets/Animations/MontanaJohns/MontanaJohns.controller.meta8
-rw-r--r--Assets/Animations/MontanaJohns/run.anim89
-rw-r--r--Assets/Animations/MontanaJohns/run.anim.meta8
-rw-r--r--Assets/Animations/Projectile.meta8
-rw-r--r--Assets/Animations/Projectile/Firing.anim77
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-rw-r--r--Assets/Animations/Projectile/Projectile.controller72
-rw-r--r--Assets/Animations/Projectile/Projectile.controller.meta8
-rw-r--r--Assets/Animations/Prototype.meta8
-rw-r--r--Assets/Animations/Prototype/Airborn.anim68
-rw-r--r--Assets/Animations/Prototype/Airborn.anim.meta8
-rw-r--r--Assets/Animations/Prototype/Idle.anim83
-rw-r--r--Assets/Animations/Prototype/Idle.anim.meta8
-rw-r--r--Assets/Animations/Prototype/Jump.anim74
-rw-r--r--Assets/Animations/Prototype/Jump.anim.meta8
-rw-r--r--Assets/Animations/Prototype/Land.anim71
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-rw-r--r--Assets/Animations/Prototype/Run.anim89
-rw-r--r--Assets/Animations/Prototype/Run.anim.meta8
-rw-r--r--Assets/Animations/Prototype/StartRun.anim71
-rw-r--r--Assets/Animations/Prototype/StartRun.anim.meta8
-rw-r--r--Assets/Animations/Prototype/StopRun.anim74
-rw-r--r--Assets/Animations/Prototype/StopRun.anim.meta8
-rw-r--r--Assets/Animations/Traps.meta8
-rw-r--r--Assets/Animations/Traps/CeilingTrap.meta8
-rw-r--r--Assets/Animations/Traps/CeilingTrap/Activated.anim968
-rw-r--r--Assets/Animations/Traps/CeilingTrap/Activated.anim.meta8
-rw-r--r--Assets/Animations/Traps/CeilingTrap/CeilingTrap.controller159
-rw-r--r--Assets/Animations/Traps/CeilingTrap/CeilingTrap.controller.meta8
-rw-r--r--Assets/Animations/Traps/CeilingTrap/Idle.anim68
-rw-r--r--Assets/Animations/Traps/CeilingTrap/Idle.anim.meta8
-rw-r--r--Assets/Animations/Traps/FireTrap.meta8
-rw-r--r--Assets/Animations/Traps/FireTrap/Activated.anim701
-rw-r--r--Assets/Animations/Traps/FireTrap/Activated.anim.meta8
-rw-r--r--Assets/Animations/Traps/FireTrap/FireTrap.controller159
-rw-r--r--Assets/Animations/Traps/FireTrap/FireTrap.controller.meta8
-rw-r--r--Assets/Animations/Traps/FireTrap/Idle.anim68
-rw-r--r--Assets/Animations/Traps/FireTrap/Idle.anim.meta8
-rw-r--r--Assets/Animations/Traps/SawTrap.meta8
-rw-r--r--Assets/Animations/Traps/SawTrap/Activated.anim113
-rw-r--r--Assets/Animations/Traps/SawTrap/Activated.anim.meta8
-rw-r--r--Assets/Animations/Traps/SawTrap/SawTrap.controller72
-rw-r--r--Assets/Animations/Traps/SawTrap/SawTrap.controller.meta8
-rw-r--r--Assets/AutoSave.meta8
-rw-r--r--Assets/InputActions.inputactions191
-rw-r--r--Assets/InputActions.inputactions.meta14
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-rw-r--r--Assets/Materials/Rope_Material.mat88
-rw-r--r--Assets/Materials/Rope_Material.mat.meta8
-rw-r--r--Assets/Palettes.meta8
-rw-r--r--Assets/Palettes/Cave.meta8
-rw-r--r--Assets/Palettes/Cave/Cave - Background.prefab272
-rw-r--r--Assets/Palettes/Cave/Cave - Background.prefab.meta7
-rw-r--r--Assets/Palettes/Cave/Cave - Props.prefab6292
-rw-r--r--Assets/Palettes/Cave/Cave - Props.prefab.meta7
-rw-r--r--Assets/Palettes/Cave/Cave.prefab12872
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-rw-r--r--Assets/Palettes/Cave/background1.asset36
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-rw-r--r--Assets/Palettes/Cave/maincave_10.asset36
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-rw-r--r--Assets/Palettes/Cave/maincave_101.asset36
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-rw-r--r--Assets/Palettes/Cave/maincave_12.asset36
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6612 files changed, 655211 insertions, 102 deletions
diff --git a/.gitignore b/.gitignore
index def6820..57fb615 100644
--- a/.gitignore
+++ b/.gitignore
@@ -75,6 +75,11 @@ crashlytics-build.properties
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
+# Autosaves
+/Assets/[Aa]uto[Ss]ave/
+.autosave/
+[Aa]uto[Ss]ave*.unity
+
### VisualStudioCode ###
.vscode/*
!.vscode/settings.json
diff --git a/.vsconfig b/.vsconfig
new file mode 100644
index 0000000..d70cd98
--- /dev/null
+++ b/.vsconfig
@@ -0,0 +1,6 @@
+{
+ "version": "1.0",
+ "components": [
+ "Microsoft.VisualStudio.Workload.ManagedGame"
+ ]
+}
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new file mode 100644
index 0000000..81e85a8
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new file mode 100644
index 0000000..a6db7d1
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diff --git a/Assets/Animations/Enemies/Mummy.meta b/Assets/Animations/Enemies/Mummy.meta
new file mode 100644
index 0000000..c1d6924
--- /dev/null
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diff --git a/Assets/Animations/Enemies/Mummy/Attack.anim b/Assets/Animations/Enemies/Mummy/Attack.anim
new file mode 100644
index 0000000..92f5314
--- /dev/null
+++ b/Assets/Animations/Enemies/Mummy/Attack.anim
@@ -0,0 +1,83 @@
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diff --git a/Assets/Palettes/Temple/Temple(4).prefab.meta b/Assets/Palettes/Temple/Temple(4).prefab.meta
new file mode 100644
index 0000000..962a8cd
--- /dev/null
+++ b/Assets/Palettes/Temple/Temple(4).prefab.meta
@@ -0,0 +1,7 @@
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+guid: bfde835e316035e43b74210f9973ad46
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diff --git a/Assets/Plugins.meta b/Assets/Plugins.meta
new file mode 100644
index 0000000..d5fe852
--- /dev/null
+++ b/Assets/Plugins.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Plugins/AutoSave Scenes.meta b/Assets/Plugins/AutoSave Scenes.meta
new file mode 100644
index 0000000..1295ed5
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes.meta
@@ -0,0 +1,8 @@
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+guid: 65a02c50b63126b479875d88553bab83
+folderAsset: yes
+DefaultImporter:
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+ userData:
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diff --git a/Assets/Plugins/AutoSave Scenes/AutoSaveMod.cs b/Assets/Plugins/AutoSave Scenes/AutoSaveMod.cs
new file mode 100644
index 0000000..5f846ac
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/AutoSaveMod.cs
@@ -0,0 +1,911 @@
+using System;
+using System.Linq;
+using UnityEngine;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using System.IO;
+using UnityEditorInternal;
+using UnityEngine.UIElements;
+using System.Reflection;
+using System.Collections.Generic;
+
+namespace EM.AutoSave.Editor
+{
+
+
+
+
+ class Root
+ {
+ internal static string WIKI_2 = "https://emem.store/wiki?AutoSave%20Free&%5B%20Getting%20Started&Usage";
+
+ static internal bool USE_AUTOSAVE_MOD {
+ get { return GET("USE_AUTOSAVE_MOD", true); }
+ set {
+ var r = USE_AUTOSAVE_MOD; SET("USE_AUTOSAVE_MOD", value);
+ AutoSaveHelper.Subscribe();
+ }
+ }
+
+ static internal int AS_SAVE_INTERVAL_IN_MIN { get { return Mathf.Clamp(GET("AS_SAVE_INTERVAL_IN_MIN", 5), 1, 60); } set { var r = AS_SAVE_INTERVAL_IN_MIN; SET("AS_SAVE_INTERVAL_IN_MIN", value); } }
+ static internal bool AS_LOG { get { return GET("AS_LOG", false); } set { var r = AS_LOG; SET("AS_LOG", value); } }
+ static internal int AS_SAVE_INTERVAL_IN_SEC {
+ get { return (int)AS_SAVE_INTERVAL_IN_MIN * 60; }
+ set { AS_SAVE_INTERVAL_IN_MIN = (value / 60); ; }
+ }
+ static internal int AS_FILES_COUNT { get { return GET("AS_FILES_COUNT", 10); } set { var r = AS_FILES_COUNT; SET("AS_FILES_COUNT", value); } }
+ static internal string AS_LOCATION {
+ get {
+ var res = GET("AS_LOCATION", "AutoSave");
+ if (string.IsNullOrEmpty(res)) return "AutoSave";
+ return res;
+ }
+ set { var r = AS_LOCATION; SET("AS_LOCATION", value); }
+ }
+ static internal int AS_FILES_STYLE { get { return GET("AS_FILES_STYLE", 1); } set { var r = AS_FILES_STYLE; SET("AS_FILES_STYLE", value); } }
+
+
+ internal const string PREFS_KEY = "EM.AutoSave.";
+
+ internal static void SET(string m_registryKey, int value)
+ {
+ EditorPrefs.SetInt(PREFS_KEY + m_registryKey, value);
+ }
+ internal static void SET(string m_registryKey, bool value)
+ {
+ EditorPrefs.SetBool(PREFS_KEY + m_registryKey, value);
+ }
+ internal static int GET(string m_registryKey, int m_boolDefaultValue)
+ {
+ return EditorPrefs.GetInt(PREFS_KEY + m_registryKey, m_boolDefaultValue);
+ }
+ internal static bool GET(string m_registryKey, bool m_boolDefaultValue)
+ {
+ return EditorPrefs.GetBool(PREFS_KEY + m_registryKey, m_boolDefaultValue);
+ }
+
+ internal static void SET(string m_registryKey, string m_str)
+ {
+ EditorPrefs.SetString(PREFS_KEY + m_registryKey, m_str);
+ }
+ internal static string GET(string m_registryKey, string m_str)
+ {
+ return EditorPrefs.GetString(PREFS_KEY + m_registryKey, m_str);
+ }
+
+
+
+
+ const string MENU_PATH = "Tools/AutoSave Free/";
+ [MenuItem(MENU_PATH + "Enable", true)]
+ public static bool EnableV() { return !USE_AUTOSAVE_MOD; }
+ [MenuItem(MENU_PATH + "Enable", false)]
+ public static void Enable()
+ {
+ USE_AUTOSAVE_MOD = (!USE_AUTOSAVE_MOD);
+ }
+ [MenuItem(MENU_PATH + "Disable", true)]
+ public static bool DisableV() { return USE_AUTOSAVE_MOD; }
+ [MenuItem(MENU_PATH + "Disable", false)]
+ public static void Disable()
+ {
+ USE_AUTOSAVE_MOD = (!USE_AUTOSAVE_MOD);
+ }
+ [MenuItem(MENU_PATH + "Settings", priority = 50)]
+ public static void Settings()
+ {
+ AutoSaveMod.SELECT();
+ }
+
+ }
+
+
+ internal class AutoSaveHelper
+ {
+
+
+
+
+ static float AS_LAST_SAVE_TIME_IN_SEC {
+ get { return SessionState.GetFloat("EMX_AS_LAST_SAVE_TIME_IN_SEC", -1); }
+ set { SessionState.SetFloat("EMX_AS_LAST_SAVE_TIME_IN_SEC", value); }
+ }
+ static float AS_PLAY_LAUNCH_TIME {
+ get { return SessionState.GetFloat("EMX_AS_PLAY_LAUNCH_TIME", -1); }
+ set { SessionState.SetFloat("EMX_AS_PLAY_LAUNCH_TIME", value); }
+ }
+
+ static float lastSave {
+ get { return AS_LAST_SAVE_TIME_IN_SEC; }
+ set {
+ if (AS_LAST_SAVE_TIME_IN_SEC != (value))
+ AS_LAST_SAVE_TIME_IN_SEC = (value);
+ }
+ }
+ static float EDITOR_TIMER {
+ get { return (float)(EditorApplication.timeSinceStartup % 1000000); }
+ }
+
+
+
+
+ [InitializeOnLoadMethod]
+ internal static void Subscribe()
+ {
+ if (!Root.USE_AUTOSAVE_MOD)
+ {
+ EditorApplication.update -= UpdateCS;
+ return;
+ }
+ EditorApplication.update += UpdateCS;
+ }
+
+ const string FE = ".unity";
+ static string ghtrhr()
+ {
+ return DateTime.Now.Minute.ToString("D2");
+ }
+
+ static string _dataPath = null;
+ internal static string dataPath {
+ get {
+ return _dataPath ?? (_dataPath = System.IO.Directory.GetCurrentDirectory().Replace('\\', '/').TrimEnd('/') + "/Assets");
+ }
+ }
+
+ static string autoSaveFileName(string source)
+ {
+ // get {
+ if (!System.IO.Directory.Exists(dataPath + "/" + Root.AS_LOCATION))
+ {
+ System.IO.Directory.CreateDirectory(dataPath + "/" + Root.AS_LOCATION);
+ AssetDatabase.Refresh();
+ }
+ //if (!AssetDatabase.IsValidFolder("Assets/" + AutoSaveFolder)) AssetDatabase.CreateFolder("Assets", AutoSaveFolder);
+
+ var files = System.IO.Directory.GetFiles(dataPath + "/" + Root.AS_LOCATION).Select(f => f.Replace('\\', '/')).Where(f =>
+ f.EndsWith(".unity", StringComparison.OrdinalIgnoreCase) && f.Substring(f.LastIndexOf('/') + 1).StartsWith("AutoSave", StringComparison.OrdinalIgnoreCase)).ToArray();
+
+ var as_loc = dataPath + "/" + Root.AS_LOCATION + "/";
+ var out_loc = "Assets/" + Root.AS_LOCATION + "/";
+
+ if (Root.AS_FILES_STYLE == 0)
+ {
+
+ //var D = Mathf.Max( 2, Root.AS_FILES_COUNT.ToString().Length);
+ var D = Root.AS_FILES_COUNT.ToString().Length;
+ var D_string = Enumerable.Repeat(0, D).Select(s => s.ToString()).Aggregate((a, b) => a + b);
+
+ if (files.Length == 0) return out_loc + "AutoSave_" + D_string + ".unity";
+
+
+ DateTime? ta_max = null;
+ string f_max = null;
+ var _times = files.Select(f => {
+ var fa = f.Remove(f.LastIndexOf('.'));
+ DateTime ta = System.IO.File.GetLastWriteTime(f);
+ if (!ta_max.HasValue || ta_max < ta)
+ {
+ ta_max = ta;
+ f_max = f;
+ }
+ return new { f = fa, t = ta };
+ }
+ ).ToArray();
+
+ Func<string, string> tryGet = (file) => {
+ var _ = file.LastIndexOf('_');
+ if (_ == -1 || _ == file.Length - 1) return null;
+ int count;
+ if (int.TryParse(file.Substring(_ + 1), out count)) //.TrimStart( '0' )
+ {
+ count = (count + 1) % Root.AS_FILES_COUNT;
+ return out_loc + "AutoSave_" + count.ToString("D" + D.ToString()) + ".unity";
+ }
+ return null;
+ };
+
+ // attempt 1
+ if (f_max != null)
+ {
+ f_max = f_max.Remove(f_max.LastIndexOf('.'));
+ var res1 = tryGet(f_max);
+ if (res1 != null) return res1;
+ }
+
+
+ // attempt 2
+ var times = files.Select(f => new { f = f.Remove(f.LastIndexOf('.')), t = System.IO.File.GetLastWriteTime(f) }).OrderBy(w => w.t).ToList();
+ for (int ind = times.Count - 1; ind >= 0; ind--)
+ {
+ var res = tryGet(times[ind].f);
+ if (res != null) return res;
+ }
+ // files = files.Select( n => n.Remove( n.LastIndexOf( '.' ) ) ).ToArray();
+
+ return out_loc + "AutoSave_" + D_string + ".unity";
+ }
+ else
+ {
+
+ var shs = "";
+ var hihi = 0;
+ while (File.Exists(as_loc + gggER(source) + sdfgs().Replace("RTTR", ghtrhr()) + shs + FE))
+ {
+ hihi++;
+ shs = " (" + hihi.ToString() + ")";
+ }
+ var outNewFileName = out_loc + gggER(source) + sdfgs().Replace("RTTR", ghtrhr()) + shs + FE;
+ var asNewFileName = as_loc + gggER(source) + sdfgs().Replace("RTTR", ghtrhr()) + shs + FE;
+
+ if (files.Length >= Root.AS_FILES_COUNT)
+ {
+ //var times = files.Select(f=>new {f = f.Remove( f.LastIndexOf( '.' ) ),t = System.IO.File.GetLastWriteTime(f) } ).ToArray();
+ //.OrderBy(w=>w.t).ToList();
+ DateTime? ta_max = null;
+ string f_max = null;
+ var _times = files.Select(f => {
+ // var fa = f.Remove( f.LastIndexOf( '.' ) );
+ var fa = f;
+ DateTime ta = System.IO.File.GetLastWriteTime(f);
+ if (!ta_max.HasValue || ta_max > ta)
+ {
+ ta_max = ta;
+ f_max = f;
+ }
+ return new { f = fa, t = ta };
+ }).ToArray();
+ if (f_max == null) throw new Exception("f_max == null");
+
+ var f_max_local = f_max.Replace('\\', '/').TrimEnd('/');
+
+ if (!f_max_local.StartsWith(dataPath, StringComparison.OrdinalIgnoreCase)) throw new Exception("f_max_local | " + dataPath + " | " + f_max_local);
+ f_max_local = "Assets" + f_max_local.Substring(dataPath.Length);
+
+
+ if (!string.IsNullOrEmpty(AssetDatabase.MoveAsset(f_max_local, outNewFileName)))
+ {
+ if (!AssetDatabase.DeleteAsset(f_max_local))
+ {
+ File.Delete(f_max);
+ if (File.Exists(f_max + ".meta")) File.Delete(f_max + ".meta");
+ }
+ }
+ else
+ {
+ AssetDatabase.ImportAsset(outNewFileName, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);
+ }
+ }
+
+ return outNewFileName;
+
+ }
+
+ }
+ static string gggER(string source)
+ {
+ return "AutoSave [" + source + "] ";
+ }
+ static string sdfgs()
+ {
+ var dt = DateTime.Now;
+ var tyre = dt.Hour;
+ return tyre.ToString("D2") + "hRTTRm";
+ }
+
+ static float speeder = 0;
+
+ public static void UpdateCS()
+ {
+ if (!Root.USE_AUTOSAVE_MOD) return;
+
+ if (Application.isPlaying)
+ {
+ if (AS_PLAY_LAUNCH_TIME == -1) AS_PLAY_LAUNCH_TIME = EDITOR_TIMER;
+ return;
+ }
+
+ if (AS_PLAY_LAUNCH_TIME != -1)
+ {
+ lastSave += (float)(EDITOR_TIMER - AS_PLAY_LAUNCH_TIME);
+ AS_PLAY_LAUNCH_TIME = -1;
+ }
+
+ if (Mathf.Abs(speeder - EDITOR_TIMER) < 4) return;
+ speeder = EDITOR_TIMER;
+
+ if (Mathf.Abs(lastSave - (float)EDITOR_TIMER) >= Root.AS_SAVE_INTERVAL_IN_SEC * 2)
+ {
+ lastSave = (float)EDITOR_TIMER;
+ // resetSet();
+ }
+
+ //Debug.Log(lastSave + " : " + (float)EDITOR_TIMER + " : " + Root.AS_SAVE_INTERVAL_IN_SEC);
+ if (Mathf.Abs(lastSave - (float)EDITOR_TIMER) >= Root.AS_SAVE_INTERVAL_IN_SEC)
+ {
+ SaveScene();
+ }
+ //debug();
+ }
+
+ public static string GET_SCENE_NAME()
+ {
+ var s = EditorSceneManager.GetActiveScene();
+ if (!s.IsValid()) return "";
+ var scenename = s.name;
+ if (string.IsNullOrEmpty(scenename)) scenename = "untitled";
+ return scenename + ".unity";
+ }
+ public static void SaveScene()
+ {
+
+ var s = EditorSceneManager.GetActiveScene();
+ if (!s.IsValid()) return;
+ var scenename = GET_SCENE_NAME();
+ var fn = autoSaveFileName(scenename);
+
+ //var relativeSavePath = "Assets/" + Root.AS_LOCATION + "/";
+ var interval = Root.AS_SAVE_INTERVAL_IN_SEC;
+ if (EditorSceneManager.SaveScene(s, fn, true))
+ {
+ //AssetDatabase.ImportAsset( fn, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport );
+ }
+ else
+ {
+ interval = 10;
+ }
+ var dif = (float)EDITOR_TIMER - lastSave - interval;
+ if (dif > 0)
+ {
+ int interator = 0;
+ while (dif > 0)
+ {
+ lastSave = (float)EDITOR_TIMER - dif;
+ dif = (float)EDITOR_TIMER - lastSave - interval;
+ interator++;
+ if (interator > 15)
+ {
+ lastSave = (float)EDITOR_TIMER;
+ break;
+ }
+ }
+ }
+ else lastSave = (float)EDITOR_TIMER;
+
+ if (Root.AS_LOG)
+ {
+ Debug.Log("Auto-Save Current Scene: " + fn
+ + '\n' +
+ lastSave + " : " + dif + " : " + interval + " : " + EDITOR_TIMER);
+ if (interval == 10) Debug.LogWarning("Error save, second attempt");
+ }
+ }
+
+
+
+
+ }
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ class AutoSaveMod : ScriptableObject
+ {
+
+ static string __FOLDER;
+ static internal string FOLDER {
+ get {
+ if (__FOLDER != null) return __FOLDER;
+ var o = ScriptableObject.CreateInstance(typeof(AutoSaveMod));
+ if (!o) return null;
+ var s = MonoScript.FromScriptableObject(o);
+ if (!s) return null;
+ var candidate = AssetDatabase.GetAssetPath(s);
+ if (string.IsNullOrEmpty(candidate)) return null;
+
+ try
+ {
+ candidate = candidate.Replace('\\', '/');
+ candidate = candidate.Remove(candidate.LastIndexOf('/'));
+ candidate = candidate.Trim(new[] { '/' }) + '/';
+ }
+ catch
+ {
+ return null;
+ }
+ //PluginInternalFolder = candidate;
+ //_PluginExternalFolder = UNITY_SYSTEM_PATH + _PluginInternalFolder;
+
+ return __FOLDER = candidate;
+ }
+ }
+
+
+ static AutoSaveMod __GetInstance = null;
+ internal static AutoSaveMod GetInstance()
+ {
+ if (__GetInstance) return __GetInstance;
+ var oldId = SessionState.GetInt(Root.PREFS_KEY + "setid", -1);
+ var load = InternalEditorUtility.GetObjectFromInstanceID(oldId) as AutoSaveMod;
+ if (!load)
+ {
+ if (!Directory.Exists(FOLDER)) Directory.CreateDirectory(FOLDER);
+ var path = FOLDER + "AutoSaveSettings.asset";
+ load = AssetDatabase.LoadAssetAtPath<AutoSaveMod>(path);
+ if (!load)
+ {
+ load = ScriptableObject.CreateInstance(typeof(AutoSaveMod)) as AutoSaveMod;
+ SessionState.SetInt(Root.PREFS_KEY + "setid", load.GetInstanceID());
+ AssetDatabase.CreateAsset(load, path);
+ AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceSynchronousImport | ImportAssetOptions.ForceUpdate);
+ }
+
+ }
+ __GetInstance = load;
+ return load;
+ }
+
+
+ internal static void SELECT()
+ {
+ Selection.objects = new[] { GetInstance() };
+ }
+
+ }
+
+ [CustomEditor(typeof(AutoSaveMod))]
+ class SETGUI_Autosave : UnityEditor.Editor
+ {
+
+ internal static string set_text = "AutoSave (Background)";//
+ internal static string set_key = "USE_AUTOSAVE_MOD";
+ public override VisualElement CreateInspectorGUI()
+ {
+ return base.CreateInspectorGUI();
+ }
+ public override void OnInspectorGUI()
+ {
+ _GUI();
+ }
+
+
+
+ public static void _GUI()
+ {
+ Draw.RESET();
+
+
+ var qweqwe = Draw.R2;
+ Draw.simple_wiki(ref qweqwe, Root.WIKI_2);
+ var nv = EditorGUI.ToggleLeft(qweqwe, set_text, Root.USE_AUTOSAVE_MOD);
+ if (nv != Root.USE_AUTOSAVE_MOD)
+ {
+ Root.USE_AUTOSAVE_MOD = nv;
+ }
+ Draw.Sp(10);
+
+
+
+
+ Root.AS_SAVE_INTERVAL_IN_MIN = Draw.FIELD(Draw.R, "Save Every (Minutes)", Root.AS_SAVE_INTERVAL_IN_MIN, 1, 60);
+ Root.AS_FILES_COUNT = Draw.FIELD(Draw.R, "Maximum Files Version", Root.AS_FILES_COUNT, 1, 999);
+
+ //Draw.HELP( w, "You already have files that exceed the maximum number of files, you must manually delete the files, otherwise the asset will continue to use them." );
+ //if (D)
+ //var r = Draw.R;
+ //r.width /= 3;
+ //var r2 = r;
+ //r2.width *= 2;
+
+ EditorGUI.TextField(Draw.R, "Assets/" + Root.AS_LOCATION);
+ if (GUI.Button(Draw.R2, "Change Folder"))
+ {
+ var res = EditorUtility.OpenFolderPanel("Change Folder", AutoSaveHelper.dataPath + "/" + Root.AS_LOCATION, "");
+ if (!string.IsNullOrEmpty(res))
+ {
+ res = res.Replace('\\', '/').Trim('/');
+ if (ValidateFolder(res))
+ {
+ if (!res.StartsWith(AutoSaveHelper.dataPath, StringComparison.OrdinalIgnoreCase) || res.Length <= AutoSaveHelper.dataPath.Length)
+ {
+ EditorUtility.DisplayDialog("Failed", "Path should be in the project asset folder", "Ok");
+ }
+ else
+ {
+ Root.AS_LOCATION = res.Substring(AutoSaveHelper.dataPath.Length).Replace('\\', '/').Trim('/');
+ AssetDatabase.Refresh();
+ }
+ }
+ }
+ }
+
+
+
+ GUI.Label(Draw.R, "File names style:");
+
+ Root.AS_FILES_STYLE = GUI.Toolbar(Draw.R2, Root.AS_FILES_STYLE, new[] { "Simple counter", "Special names" });
+ if (Root.AS_FILES_STYLE == 0)
+ {
+ GUI.Label(Draw.R, "Example: 'AutoSave_" + Enumerable.Repeat(0, Root.AS_FILES_COUNT.ToString().Length).Select(a => a.ToString()).Aggregate((a, b) => a + b) + ".unity'");
+ }
+ else
+ {
+ GUI.Label(Draw.R, "Example: 'AutoSave [" + AutoSaveHelper.GET_SCENE_NAME() + "] 14h56m.unity'");
+ }
+
+ Draw.Sp(10);
+ Draw.HRx1();
+ //Draw.TOG( "Log", "AS_LOG" );
+ Root.AS_LOG = EditorGUI.ToggleLeft(Draw.R, "Log", Root.AS_LOG);
+ if (Root.AS_LOG)
+ {
+ if (GUI.Button(Draw.R, "Debug Save Scene Now"))
+ {
+ AutoSaveHelper.SaveScene();
+ }
+ }
+ Draw.HELP("Autosave timer stops during the PlayMode, for example, you set saving in every 5 minutes, and when there will 2 minutes left before saving, and you click PlayMode, and you will play 15 minutes, it will be also remained 2 minutes");
+ Draw.Sp(10);
+
+
+ }
+
+ static bool ValidateFolder(string p)
+ {
+ if (Directory.GetFiles(p).Length != 0)
+ {
+ return EditorUtility.DisplayDialog(
+ "Warning!",
+ "Folder:\n...-" + p + "\nContains files, so if you will continue, some files started with 'AutoSave*' and ended with '*.unity' may be overwritten.\n\nDo you want to continue?",
+ "Yes", "Cancel");
+ }
+ return true;
+ }
+ }
+
+
+
+
+
+
+
+
+ class Draw
+ {
+
+
+ [NonSerialized]
+ internal static int groupIndex = 0;
+ [NonSerialized]
+ internal static float padding = 20;
+
+ //static EventType? _lastResetEvent = null;
+ internal static int CurrentId;
+ internal static void RESET()
+ {
+ currentViewWidth = (EditorGUIUtility.currentViewWidth - 16);
+ CurrentId = EditorGUIUtility.GetControlID(FocusType.Passive);
+ padding = 20;
+ //Debug.Log( );
+ // if ( _lastResetEvent == Event.current.type ) return;
+ //_lastResetEvent = Event.current.type;
+ groupIndex = 0;
+ }
+ static float currentViewWidth;
+ static Rect _getRerct(GUILayoutOption gUILayoutOption = null)
+ {
+ var res = gUILayoutOption != null ? EditorGUILayout.GetControlRect(gUILayoutOption) : EditorGUILayout.GetControlRect();
+ res.x = 0;
+ res.width = currentViewWidth;
+ res.x += padding;
+ res.width -= Math.Min(20, padding) + padding;
+ return last = res;
+ }
+ static Rect PEEK_NEW_WIDHT()
+ {
+ Rect res = Rect.zero;
+ res.x = 0;
+ res.width = currentViewWidth;
+ res.x += padding;
+ res.width -= Math.Min(20, padding) + padding;
+ return res;
+ }
+ static float CALC_PADDING { get { return padding + Math.Min(20, padding); } }
+ static GUIContent ec = new GUIContent();
+ internal static Rect R05 { get { return _getRerct(GUILayout.Height(Mathf.RoundToInt(EditorGUIUtility.singleLineHeight * 0.2f))); } }
+ internal static Rect R15 { get { return _getRerct(GUILayout.Height(Mathf.RoundToInt(EditorGUIUtility.singleLineHeight * 1.5f))); } }
+ internal static Rect R { get { return _getRerct(); } }
+ internal static Rect R2 { get { return _getRerct(GUILayout.Height(EditorGUIUtility.singleLineHeight * 2)); } }
+ internal static Rect RH(float h) { return _getRerct(GUILayout.Height(h)); }
+ internal static Rect RH(float h, int shrink, int shrink2)
+ {
+ var r = _getRerct(GUILayout.Height(h));
+ r.x += shrink;
+ r.width -= shrink2;
+ return r;
+ }
+ internal static Rect last;
+ internal static Rect lastPlus {
+ get {
+ var r = last;
+ r.x += 16;
+ return r;
+ }
+ }
+
+ static bool hover { get { return last.Contains(Event.current.mousePosition); } }
+ static bool press { get { return Event.current.button == 0 && Event.current.isMouse; } }
+ internal static Rect Sp(float sp)
+ {
+ // GUILayout.Space( sp );
+ return _getRerct(GUILayout.Height(sp));
+ //GUILayout.Space( sp );
+ }
+
+ internal static void HRx4RED()
+ {
+ Sp(4);
+
+ Draw.HRx2();
+ //EditorGUI.DrawRect(Draw.R2, Color.red);
+ var c = GUI.color;
+ GUI.color = Color.red;
+ Draw.HRx2();
+ GUI.color = c;
+ /* var r = R05;
+ if (Event.current.type == EventType.Repaint)
+ s("dragHandle").Draw(r, ec, false, false, false, false);*/
+ //Sp(12);
+ Draw.HRx2();
+ /* r = R05;
+ if ( Event.current.type == EventType.Repaint )
+ s( "dragHandle" ).Draw( r, ec, false, false, false, false );*/
+ Sp(4);
+ }
+
+ internal static void HRx1(float resize = 0)
+ {
+ Sp(4);
+ var r = R05;
+ r.width -= resize;
+ if (Event.current.type == EventType.Repaint)
+ s("dragHandle").Draw(r, ec, false, false, false, false);
+ /* r = R05;
+ if ( Event.current.type == EventType.Repaint )
+ s( "dragHandle" ).Draw( r, ec, false, false, false, false );*/
+ Sp(4);
+ }
+ internal static void HRx1(Rect r)
+ {
+ // r.y += r.height / 4;
+ r.height /= 2;
+ if (Event.current.type == EventType.Repaint)
+ s("dragHandle").Draw(r, ec, false, false, false, false);
+ }
+ internal static void HRx05(Rect r)
+ {
+ r.y += (r.height - 3) / 2;
+ r.height = 2f;
+ if (Event.current.type == EventType.Repaint)
+ s("preToolbar").Draw(r, ec, false, false, false, false);
+ }
+ internal static void HRx2()
+ {
+ Sp(4);
+ var r = R05;
+ if (Event.current.type == EventType.Repaint)
+ s("dragHandle").Draw(r, ec, false, false, false, false);
+ Sp(12);
+ /* r = R05;
+ if ( Event.current.type == EventType.Repaint )
+ s( "dragHandle" ).Draw( r, ec, false, false, false, false );*/
+ Sp(4);
+ }
+ internal static void EXPAND(string text)
+ {
+ GUI.Button(R, text, s("preDropDown"));
+ }
+
+ internal static Rect Grow(Rect p, int v)
+ {
+ v = -v;
+ p.x += v;
+ p.y += v;
+ p.width -= v * 2;
+ p.height -= v * 2;
+ return p;
+ }
+
+
+ static Dictionary<string, GUIStyle> _styles = new Dictionary<string, GUIStyle>();
+ static Type t;
+ internal static GUIStyle s(string style)
+ {
+ if (_styles.ContainsKey(style)) return _styles[style];
+ if (t == null)
+ {
+ t = typeof(EditorWindow).Assembly.GetType("UnityEditor.InspectorWindow+Styles");
+ if (t == null)
+ {
+ t = typeof(EditorWindow).Assembly.GetType("UnityEditor.PropertyEditor+Styles");
+ //if (t == null) throw new Exception("ASD");
+ }
+ }
+ if (t == null)
+ _styles.Add(style, EditorStyles.toggle);
+ else
+ {
+ var l = new GUIStyle(t.GetField(style, ~BindingFlags.Instance).GetValue(null) as GUIStyle);
+ if (style == "addComponentArea")
+ {
+ l.fixedHeight = 0;
+ l.stretchHeight = true;
+ l.padding.left = 16 + 32;
+ }
+ else if (style == "addComponentButtonStyle")
+ {
+ l = new GUIStyle(EditorStyles.toolbarButton);
+ l.fixedWidth = 0;
+ l.stretchWidth = true;
+ l.fixedHeight = 0;
+ l.stretchHeight = true;
+ }
+ else if (style == "preToolbar")
+ {
+ l.fixedWidth = 0;
+ l.stretchWidth = true;
+ l.fixedHeight = 0;
+ l.stretchHeight = true;
+ }
+ else
+ {
+ l.padding.left = 16;
+ }
+ l.fixedWidth = 0;
+ l.stretchWidth = true;
+ l.fixedHeight = 0;
+ l.stretchHeight = true;
+ l.alignment = TextAnchor.MiddleLeft;
+ _styles.Add(style, l);
+ }
+ return _styles[style];
+ }
+
+
+ static Color oldc;
+ internal static void HELP(string text, Color? c = null, bool drawTog = false)
+ {
+ // EditorGUI.LabelField( R, text, s( "previewMiniLabel" ) );
+ var _s = s("previewMiniLabel");
+ _s.wordWrap = true;
+
+ if (c.HasValue)
+ {
+ oldc = GUI.color;
+ GUI.color *= c.Value;
+ }
+ if (drawTog) text = "· " + text;
+ var ca = _s.normal.textColor;
+ if (!EditorGUIUtility.isProSkin) _s.normal.textColor = new Color32(20, 20, 20, 255);
+ EditorGUI.TextArea(CALC_R(_s, text), text, _s);
+ _s.normal.textColor = ca;
+ if (c.HasValue) GUI.color = oldc;
+ // GUI.Label( CALC_R( _s, text ), text, _s );
+
+ }
+ static GUIContent _calcContent = new GUIContent();
+ static Rect CALC_R(GUIStyle s, string t)
+ {
+ _calcContent.text = t;
+ var h = s.CalcHeight(_calcContent, (EditorGUIUtility.currentViewWidth - 16) - CALC_PADDING);
+ var r = _getRerct(GUILayout.Height(h));
+ return r;
+ }
+
+ static GUIContent __simple_wiki = new GUIContent();
+ const string WIKI_LINK = "\n - Open online documentation page in browser\nLink also will be copied to text os buffer";
+ internal static void simple_wiki(ref Rect r, string WIKI)
+ {
+
+ var wiki_rect = r;
+ if (WIKI != null)
+ {
+ var S = r.height * 4;
+
+ if (Event.current.type != EventType.Repaint) r.width -= S;
+ wiki_rect.x = wiki_rect.x + wiki_rect.width;
+ if (Event.current.type == EventType.Repaint) wiki_rect.x -= S;
+ wiki_rect.width = S;
+ //Root.SetMouseTooltip( "[ " + text + " ]" + WIKI, wiki_rect );
+ }
+ if (WIKI != null)
+ {
+ __simple_wiki.text = "-->wiki?";
+ __simple_wiki.tooltip = "[ " + WIKI + " ]" + WIKI_LINK;
+
+ //var cont = CONT( , );
+ //Root.SetMouseTooltip( cont.tooltip, wiki_rect );
+ if (GUI.Button((Rect)wiki_rect, __simple_wiki, EditorStyles.toolbarButton))
+ {
+ Application.OpenURL(WIKI);
+ EditorGUIUtility.systemCopyBuffer = WIKI;
+ }
+ }
+ }
+ internal static int FIELD(Rect rect, string postFix, int value, int min, int max, float labelOffset = 0)
+ {
+
+ var _R = rect;
+ var _r = _R;
+ _R.width /= 1.5f;
+ GUI.Label(_R, postFix + ":");
+ _R.x += _R.width;
+ _R.width = _r.width - _R.width;
+ rect = _R;
+
+ var crop = rect;
+ if (labelOffset == 0)
+ {
+ if (crop.width < 160 * 1.5f)
+ {
+ crop.width /= 1.5f;
+ }
+ else
+ {
+ crop.width -= 80;
+ }
+ }
+ else crop.width = labelOffset;
+ crop.x += crop.width;
+ crop.width = rect.width - crop.width;
+ value = EditorGUI.IntField(crop, value);
+
+ var ac = GUI.color;
+ GUI.color *= Color.clear;
+ GUI.BeginClip(rect);
+ rect.y = rect.x = 0;
+
+ rect.x += rect.width;
+ float viewRect;
+ viewRect = EditorGUIUtility.labelWidth;
+ rect.x -= viewRect;
+ value = EditorGUI.IntField(rect, "ASDaaaaaaaaaaaaaaaaaaaaa", value);
+ rect.x -= viewRect;
+ value = EditorGUI.IntField(rect, "ASDaaaaaaaaaaaaaaaaaaaaa", value);
+ rect.x -= viewRect;
+ value = EditorGUI.IntField(rect, "ASDaaaaaaaaaaaaaaaaaaaaa", value);
+ GUI.EndClip();
+ GUI.color = ac;
+
+ value = Mathf.Clamp(value, min, max);
+
+ return value;
+ }
+
+ }
+
+
+
+
+}
diff --git a/Assets/Plugins/AutoSave Scenes/AutoSaveMod.cs.meta b/Assets/Plugins/AutoSave Scenes/AutoSaveMod.cs.meta
new file mode 100644
index 0000000..e46541c
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/AutoSaveMod.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: bfd0d7f2cf4973348b92ddbccaa9f5ae
+timeCreated: 1497373144
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/AutoSave Scenes/AutoSaveModSettings.asset b/Assets/Plugins/AutoSave Scenes/AutoSaveModSettings.asset
new file mode 100644
index 0000000..4ff0651
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/AutoSaveModSettings.asset
@@ -0,0 +1,14 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: bfd0d7f2cf4973348b92ddbccaa9f5ae, type: 3}
+ m_Name: AutoSaveModSettings
+ m_EditorClassIdentifier:
diff --git a/Assets/Plugins/AutoSave Scenes/AutoSaveModSettings.asset.meta b/Assets/Plugins/AutoSave Scenes/AutoSaveModSettings.asset.meta
new file mode 100644
index 0000000..2c00853
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/AutoSaveModSettings.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: eac39a7e59f8b814d8297077d40bcb30
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/AutoSave Scenes/AutoSaveSettings.asset b/Assets/Plugins/AutoSave Scenes/AutoSaveSettings.asset
new file mode 100644
index 0000000..70e6a7e
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/AutoSaveSettings.asset
@@ -0,0 +1,14 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: bfd0d7f2cf4973348b92ddbccaa9f5ae, type: 3}
+ m_Name: AutoSaveSettings
+ m_EditorClassIdentifier:
diff --git a/Assets/Plugins/AutoSave Scenes/AutoSaveSettings.asset.meta b/Assets/Plugins/AutoSave Scenes/AutoSaveSettings.asset.meta
new file mode 100644
index 0000000..e47066a
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/AutoSaveSettings.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 82ef66a65f755b141b4436a836e6735e
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/AutoSave Scenes/EM.AutoSave.Editor.asmdef b/Assets/Plugins/AutoSave Scenes/EM.AutoSave.Editor.asmdef
new file mode 100644
index 0000000..9e382f6
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/EM.AutoSave.Editor.asmdef
@@ -0,0 +1,16 @@
+{
+ "name": "EM.AutoSave.Editor",
+ "rootNamespace": "",
+ "references": [],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": false,
+ "precompiledReferences": [],
+ "autoReferenced": true,
+ "defineConstraints": [],
+ "versionDefines": [],
+ "noEngineReferences": false
+} \ No newline at end of file
diff --git a/Assets/Plugins/AutoSave Scenes/EM.AutoSave.Editor.asmdef.meta b/Assets/Plugins/AutoSave Scenes/EM.AutoSave.Editor.asmdef.meta
new file mode 100644
index 0000000..7869863
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/EM.AutoSave.Editor.asmdef.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 4783cf8a4bae8e146b9949b206c35da6
+AssemblyDefinitionImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/AutoSave Scenes/ReadMe.txt b/Assets/Plugins/AutoSave Scenes/ReadMe.txt
new file mode 100644
index 0000000..4d9446e
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/ReadMe.txt
@@ -0,0 +1,5 @@
+AutoSave will save you files every n minutes
+
+You can find setting in the top menu 'Tools/AutoSave Free/Settings/
+
+Online autosave documentation: https://emem.store/wiki?AutoSave%20Free&%5B%20Getting%20Started&Usage
diff --git a/Assets/Plugins/AutoSave Scenes/ReadMe.txt.meta b/Assets/Plugins/AutoSave Scenes/ReadMe.txt.meta
new file mode 100644
index 0000000..24f7f5f
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/ReadMe.txt.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 6b55079beec1e174fa726b154a93fc90
+timeCreated: 1493380610
+licenseType: Store
+TextScriptImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/AutoSave Scenes/SnapModSettings.asset b/Assets/Plugins/AutoSave Scenes/SnapModSettings.asset
new file mode 100644
index 0000000..26a6611
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/SnapModSettings.asset
@@ -0,0 +1,14 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: bfd0d7f2cf4973348b92ddbccaa9f5ae, type: 3}
+ m_Name: SnapModSettings
+ m_EditorClassIdentifier:
diff --git a/Assets/Plugins/AutoSave Scenes/SnapModSettings.asset.meta b/Assets/Plugins/AutoSave Scenes/SnapModSettings.asset.meta
new file mode 100644
index 0000000..47757f9
--- /dev/null
+++ b/Assets/Plugins/AutoSave Scenes/SnapModSettings.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1dc665fdc56549c4fbf951d1283662ab
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
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diff --git a/Assets/Prefabs.meta b/Assets/Prefabs.meta
new file mode 100644
index 0000000..96d5b27
--- /dev/null
+++ b/Assets/Prefabs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: df80c9f4238159f4dbfb7b6cbfcbf804
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Prefabs/BoobyTrapSpawnPoint.prefab b/Assets/Prefabs/BoobyTrapSpawnPoint.prefab
new file mode 100644
index 0000000..3dfb57e
--- /dev/null
+++ b/Assets/Prefabs/BoobyTrapSpawnPoint.prefab
@@ -0,0 +1,33 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!1 &4457831989902087284
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 4457831989902087285}
+ m_Layer: 0
+ m_Name: BoobyTrapSpawnPoint
+ m_TagString: Untagged
+ m_Icon: {fileID: 3936346786652291628, guid: 0000000000000000d000000000000000, type: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!4 &4457831989902087285
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
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+ m_LocalScale: {x: 1, y: 1, z: 1}
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+ m_Children: []
+ m_Father: {fileID: 0}
+ m_RootOrder: 0
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diff --git a/Assets/Scenes/Start Scene.unity.meta b/Assets/Scenes/Start Scene.unity.meta
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diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
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+++ b/Assets/Scripts.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Scripts/Actors.meta b/Assets/Scripts/Actors.meta
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diff --git a/Assets/Scripts/Actors/Actor.cs b/Assets/Scripts/Actors/Actor.cs
new file mode 100644
index 0000000..eb8185e
--- /dev/null
+++ b/Assets/Scripts/Actors/Actor.cs
@@ -0,0 +1,208 @@
+using System.Collections;
+using System.Collections.ObjectModel;
+using System.Linq;
+using MontanaJohns.Core;
+using MontanaJohns.Items;
+using UnityEngine;
+
+namespace MontanaJohns.Actors
+{
+ [RequireComponent(typeof(Rigidbody2D))]
+ public abstract class Actor : MonoBehaviour
+ {
+ [SerializeField] protected float gravityScale = 1.5f;
+ [SerializeField] protected Stats baseStats = Stats.DefaultBaseStats();
+ [SerializeField] protected Transform groundCheckPoint1;
+ [SerializeField] protected Transform groundCheckPoint2;
+ [SerializeField] protected float invulnTime = 0f;
+ [SerializeField] protected float hangTime;
+
+ protected Rigidbody2D _rigidBody;
+ protected SpriteRenderer _renderer;
+ protected Animator _animator;
+ protected Transform _transform;
+ protected AudioManager _audio;
+
+ protected Active activeItem;
+ protected bool isGrappling;
+ protected bool isMoving;
+ protected Vector2? grapplePoint = null;
+ protected LayerMask groundLayers;
+ protected Collection<Item> items;
+ protected int jumpCount;
+ protected Vector2 acceleration;
+ protected bool invuln;
+ protected float hangCount;
+
+ public Stats stats;
+ public int health;
+
+
+ protected virtual void Awake()
+ {
+ _rigidBody = GetComponent<Rigidbody2D>();
+ _transform = GetComponent<Transform>();
+ _renderer = GetComponent<SpriteRenderer>();
+ _animator = GetComponent<Animator>();
+ _audio = FindObjectOfType<AudioManager>();
+ groundLayers = LayerMask.GetMask("Grapple", "Ground");
+
+ _rigidBody.freezeRotation = true;
+ _rigidBody.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
+ _rigidBody.gravityScale = gravityScale;
+
+ items = new();
+ stats = baseStats;
+ health = stats.maxHealth;
+ jumpCount = stats.maxJumps;
+ }
+
+ protected virtual void Start()
+ {
+
+ }
+
+ protected virtual void FixedUpdate()
+ {
+ if (!_animator.GetBool("airborn") && !(Physics2D.OverlapCircle(groundCheckPoint1.position, 0.2f, groundLayers) || Physics2D.OverlapCircle(groundCheckPoint2.position, 0.2f, groundLayers)))
+ {
+ _animator.SetTrigger("fall");
+ StartCoroutine(Falling());
+ }
+ }
+
+ public virtual void Move(float input)
+ {
+ var target = new Vector2(input * stats.speedMultiplier * 10, _rigidBody.velocity.y);
+ _rigidBody.velocity = Vector2.SmoothDamp(_rigidBody.velocity, target, ref acceleration, .05f);
+ _animator.SetBool("moving", Mathf.Abs(_rigidBody.velocity.x) > 1);
+ isMoving = Mathf.Abs(_rigidBody.velocity.x) > 1;
+
+ if (_rigidBody.velocity.x < -0.1) {
+ _renderer.flipX = true;
+ for (int i = 0; i < transform.childCount; i++) {
+ var rot = transform.GetChild(i).rotation;
+ rot.y = 180f;
+ transform.GetChild(i).rotation = rot;
+ }
+ }
+ else if (_rigidBody.velocity.x > 0.1) {
+ _renderer.flipX = false;
+ for (int i = 0; i < transform.childCount; i++) {
+ var rot = transform.GetChild(i).rotation;
+ rot.y = 0f;
+ transform.GetChild(i).rotation = rot;
+ }
+ }
+ }
+ public virtual void MoveY(float input)
+ {
+ var target = new Vector2(_rigidBody.velocity.x, input * stats.speedMultiplier * 10);
+ _rigidBody.velocity = Vector2.SmoothDamp(_rigidBody.velocity, target, ref acceleration, .05f);
+ }
+
+ public virtual void Jump()
+ {
+ if (isGrappling)
+ Use();
+ if(Physics2D.OverlapCircle(groundCheckPoint1.position, 0.2f, groundLayers) || Physics2D.OverlapCircle(groundCheckPoint2.position, 0.2f, groundLayers))
+ {
+ jumpCount = stats.maxJumps;
+ hangCount = hangTime;
+ }
+ else
+ {
+ hangCount -= Time.deltaTime;
+ }
+ if (jumpCount > 0 && hangCount > 0f)
+ {
+ jumpCount--;
+ _rigidBody.AddForce(Vector2.up * stats.jumpForce);
+ _animator.SetTrigger("jump");
+ _animator.SetBool("airborn", true);
+ StartCoroutine(Falling());
+ }
+ }
+
+ public virtual void Use()
+ {
+ Vector2? grapplePoint;
+ if (activeItem != null)
+ {
+ grapplePoint = activeItem.Use();
+ if (grapplePoint != null)
+ isGrappling = true;
+ else
+ isGrappling = false;
+ }
+ else
+ grapplePoint = null;
+ this.grapplePoint = grapplePoint;
+ }
+
+ public virtual void Cancel()
+ {
+ if (PauseMenu.isPaused)
+ {
+ PauseMenu.Resume();
+ }
+ else
+ {
+ PauseMenu.Pause();
+ }
+ }
+
+ public virtual void AddItem(Item item)
+ {
+ items.Add(item);
+ stats = baseStats + items.Select(i => i.stats).Sum();
+ }
+
+ public virtual void Grapple(float xInput, float yInput, Vector2 grapplePoint)
+ {
+ Move(xInput);
+ MoveY(yInput);
+ }
+
+ public virtual void TakeDamage(int damage)
+ {
+ StartCoroutine(Damage(damage));
+ }
+
+ private IEnumerator Damage(int damage)
+ {
+ if(!invuln)
+ {
+ invuln = true;
+ health -= damage;
+ StartCoroutine(DamageAnimation());
+ yield return new WaitForSeconds(invulnTime);
+ invuln = false;
+ }
+ }
+
+ private IEnumerator DamageAnimation()
+ {
+ _renderer.color = Color.red;
+ yield return new WaitForSeconds(0.5f);
+ _renderer.color = Color.white;
+ }
+
+ private IEnumerator Falling()
+ {
+ _animator.SetBool("airborn", true);
+
+ bool falling = true;
+ while (falling)
+ {
+ if (Physics2D.OverlapCircle(groundCheckPoint1.position, 0.2f, groundLayers) || Physics2D.OverlapCircle(groundCheckPoint2.position, 0.2f, groundLayers))
+ falling = false;
+ yield return new WaitForEndOfFrame();
+ }
+
+ _animator.SetBool("airborn", false);
+
+ yield break;
+ }
+ }
+} \ No newline at end of file
diff --git a/Assets/Scripts/Actors/Actor.cs.meta b/Assets/Scripts/Actors/Actor.cs.meta
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index 0000000..e88cc1a
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+++ b/Assets/Scripts/Actors/Actor.cs.meta
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diff --git a/Assets/Scripts/Actors/Enemy.cs b/Assets/Scripts/Actors/Enemy.cs
new file mode 100644
index 0000000..d7d699e
--- /dev/null
+++ b/Assets/Scripts/Actors/Enemy.cs
@@ -0,0 +1,72 @@
+using UnityEngine;
+using System.Collections;
+
+namespace MontanaJohns.Actors
+{
+ [RequireComponent(typeof(Rigidbody2D))]
+ public class Enemy : Actor
+ {
+ protected GameObject player;
+ protected float attackRate = 0.5f;
+ protected float nextAttackTime = 0f;
+
+ bool playerSeen;
+
+ protected override void Awake()
+ {
+ base.Awake();
+ player = GameObject.FindGameObjectWithTag("Player");
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if(!playerSeen)
+ {
+ if (Mathf.Abs(player.transform.position.x - transform.position.x) <= 50 && Mathf.Abs(player.transform.position.y - transform.position.y) <= 15)
+ playerSeen = true;
+ }
+ else
+ {
+ MoveTowardsPlayer();
+ Attack();
+ }
+ CheckHealth();
+ }
+
+ protected override void FixedUpdate()
+ {
+ // Temp override while missing falling logic/animations
+ }
+
+ void MoveTowardsPlayer()
+ {
+ if (player.transform.position.x < transform.position.x) Move(-stats.speedMultiplier * 0.5f);
+ else Move(stats.speedMultiplier * 0.5f);
+ }
+
+ void CheckHealth()
+ {
+ if (health <= 0) Destroy(gameObject);
+ }
+
+ void Attack()
+ {
+ if (Mathf.Abs(player.transform.position.x - transform.position.x) <= 5 && Mathf.Abs(player.transform.position.y - transform.position.y) <= 2 && Time.time >= nextAttackTime) {
+ _animator.SetTrigger("attack");
+ player.GetComponent<Actor>().TakeDamage(1);
+ nextAttackTime = Time.time + 1f / attackRate;
+ }
+ }
+
+ private void OnCollisionEnter2D(Collision2D other)
+ {
+ if (other.gameObject.tag == "Projectile")
+ {
+ // TODO update once projectile is made an Active Item
+ TakeDamage(1);
+ Destroy(other.gameObject);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Actors/Enemy.cs.meta b/Assets/Scripts/Actors/Enemy.cs.meta
new file mode 100644
index 0000000..26a1d77
--- /dev/null
+++ b/Assets/Scripts/Actors/Enemy.cs.meta
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diff --git a/Assets/Scripts/Actors/Player.cs b/Assets/Scripts/Actors/Player.cs
new file mode 100644
index 0000000..8535a41
--- /dev/null
+++ b/Assets/Scripts/Actors/Player.cs
@@ -0,0 +1,86 @@
+using MontanaJohns.Core.Interfaces;
+using MontanaJohns.Items;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+namespace MontanaJohns.Actors
+{
+ [RequireComponent(typeof(Rigidbody2D))]
+ public class Player : Actor, IFollowable
+ {
+ public Transform ActorTransform => _transform;
+ public Camera MainCamera => _camera;
+ public GameObject projectilePrefab;
+ public Transform firePoint;
+ public Vector3 spawnPoint;
+
+ private Camera _camera;
+ private PlayerInput playerInput;
+ private InputAction use, move, jump, attack, cancel;
+
+ protected override void Awake()
+ {
+ base.Awake();
+ _camera = FindObjectOfType<Camera>();
+ playerInput = GetComponent<PlayerInput>();
+ use = move = jump = attack = cancel = null;
+ move = playerInput.currentActionMap.FindAction("Move");
+ jump = playerInput.currentActionMap.FindAction("Jump");
+ attack = playerInput.currentActionMap.FindAction("Attack");
+ use = playerInput.currentActionMap.FindAction("Use");
+ cancel = playerInput.currentActionMap.FindAction("Cancel");
+
+ jump.started += context => Jump();
+ use.started += context => Use();
+ attack.started += context => Fire();
+ cancel.started += context => Cancel();
+ }
+
+ protected override void Start()
+ {
+ base.Start();
+ GameObject loadedItem = (GameObject)Instantiate(Resources.Load("ActiveItems/Whip"));
+ activeItem = loadedItem.GetComponent<Whip>();
+ ResetStats();
+ spawnPoint = transform.position;
+ }
+
+ protected void Update()
+ {
+ ((IFollowable)this).Follow();
+ if(isGrappling)
+ {
+ base.Grapple(move.ReadValue<Vector2>().x, move.ReadValue<Vector2>().y, (Vector2)grapplePoint);
+ }
+ else
+ {
+ base.Move(move.ReadValue<Vector2>().x);
+ if (isMoving && !_animator.GetBool("airborn") && !_audio.isPlaying("RunningOnGrass")) _audio.Play("RunningOnGrass");
+ else if (!isMoving || _animator.GetBool("airborn")) _audio.Stop("RunningOnGrass");
+ }
+ DeathCheck();
+ }
+
+ protected void DeathCheck()
+ {
+ if(health <= 0)
+ {
+ MainCamera.GetComponent<LevelController>().ResetLevel();
+ ResetStats();
+ health = stats.maxHealth;
+ transform.position = spawnPoint;
+ }
+ }
+
+ protected void ResetStats()
+ {
+ stats = baseStats + activeItem.stats;
+ }
+
+ protected void Fire()
+ {
+ Instantiate(projectilePrefab, firePoint.position, firePoint.rotation);
+ _audio.Play("Gunshot");
+ }
+ }
+} \ No newline at end of file
diff --git a/Assets/Scripts/Actors/Player.cs.meta b/Assets/Scripts/Actors/Player.cs.meta
new file mode 100644
index 0000000..2b84a97
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diff --git a/Assets/Scripts/ArmRotation.cs b/Assets/Scripts/ArmRotation.cs
new file mode 100644
index 0000000..95ea459
--- /dev/null
+++ b/Assets/Scripts/ArmRotation.cs
@@ -0,0 +1,32 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ArmRotation : MonoBehaviour
+{
+ [SerializeField]
+ private float angle;
+ private Vector2 slope;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if(Input.GetMouseButtonDown(0))
+ {
+ RotateToFacePoint(Camera.main.ScreenToWorldPoint(Input.mousePosition));
+ }
+ }
+
+ void RotateToFacePoint(Vector3 point)
+ {
+ slope = point - transform.position;
+ slope.Normalize();
+ angle = Mathf.Atan2(slope.y, slope.x) * Mathf.Rad2Deg;
+ transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
+ }
+}
diff --git a/Assets/Scripts/ArmRotation.cs.meta b/Assets/Scripts/ArmRotation.cs.meta
new file mode 100644
index 0000000..0a78e03
--- /dev/null
+++ b/Assets/Scripts/ArmRotation.cs.meta
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diff --git a/Assets/Scripts/AudioManager.cs b/Assets/Scripts/AudioManager.cs
new file mode 100644
index 0000000..ccb8ebc
--- /dev/null
+++ b/Assets/Scripts/AudioManager.cs
@@ -0,0 +1,48 @@
+using System;
+using UnityEngine;
+using UnityEngine.Audio;
+
+public class AudioManager : MonoBehaviour
+{
+ public Sound[] sounds;
+
+ private void Awake()
+ {
+ foreach (Sound s in sounds) {
+ s.source = gameObject.AddComponent<AudioSource>();
+ s.source.clip = s.clip;
+ s.source.volume = s.volume;
+ s.source.pitch = s.pitch;
+ s.source.loop = s.loop;
+ }
+ }
+
+ private void Start()
+ {
+ Play("BackgroundMusic");
+ }
+
+ public void Play(string name)
+ {
+ Sound s = Array.Find(sounds, sound => sound.name == name);
+ if (s == null) {
+ Debug.LogWarning("Sound Error: " + name + " could not be played");
+ return;
+ }
+ s.source.Play();
+ }
+
+ public void Stop(string name)
+ {
+ Sound s = Array.Find(sounds, sound => sound.name == name);
+ if (s == null) return;
+ s.source.Stop();
+ }
+
+ public bool isPlaying(string name)
+ {
+ Sound s = Array.Find(sounds, sound => sound.name == name);
+ if (s == null) return false;
+ return s.source.isPlaying;
+ }
+}
diff --git a/Assets/Scripts/AudioManager.cs.meta b/Assets/Scripts/AudioManager.cs.meta
new file mode 100644
index 0000000..c012381
--- /dev/null
+++ b/Assets/Scripts/AudioManager.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/BoobyTrap.cs b/Assets/Scripts/BoobyTrap.cs
new file mode 100644
index 0000000..2ce736c
--- /dev/null
+++ b/Assets/Scripts/BoobyTrap.cs
@@ -0,0 +1,27 @@
+using MontanaJohns.Actors;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BoobyTrap : MonoBehaviour
+{
+ [SerializeField] GameObject boobyTrap;
+ [SerializeField] GameObject spawnPoint;
+
+ bool triggered;
+
+ private void Start()
+ {
+ Instantiate(spawnPoint);
+ }
+
+ private void OnTriggerEnter2D(Collider2D collision)
+ {
+ if (collision.gameObject.tag == "Player" && !triggered)
+ {
+ triggered = true;
+ gameObject.GetComponent<SpriteRenderer>().sprite = null;
+ Instantiate(boobyTrap, spawnPoint.transform.position, Quaternion.identity);
+ }
+ }
+}
diff --git a/Assets/Scripts/BoobyTrap.cs.meta b/Assets/Scripts/BoobyTrap.cs.meta
new file mode 100644
index 0000000..b9c5011
--- /dev/null
+++ b/Assets/Scripts/BoobyTrap.cs.meta
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diff --git a/Assets/Scripts/BottomlessPit.cs b/Assets/Scripts/BottomlessPit.cs
new file mode 100644
index 0000000..01ee211
--- /dev/null
+++ b/Assets/Scripts/BottomlessPit.cs
@@ -0,0 +1,22 @@
+using MontanaJohns.Actors;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BottomlessPit : MonoBehaviour
+{
+ private void OnTriggerEnter2D(Collider2D collision)
+ {
+ if (LayerMask.LayerToName(collision.gameObject.layer) == "Enemy" || LayerMask.LayerToName(collision.gameObject.layer) == "Player")
+ {
+ if(collision.gameObject.tag == "Player")
+ {
+ collision.gameObject.GetComponent<Actor>().TakeDamage(999);
+ }
+ else
+ {
+ Destroy(collision.gameObject);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/BottomlessPit.cs.meta b/Assets/Scripts/BottomlessPit.cs.meta
new file mode 100644
index 0000000..0ac28b0
--- /dev/null
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diff --git a/Assets/Scripts/Boulder.cs b/Assets/Scripts/Boulder.cs
new file mode 100644
index 0000000..5aa2beb
--- /dev/null
+++ b/Assets/Scripts/Boulder.cs
@@ -0,0 +1,45 @@
+using MontanaJohns.Actors;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Boulder : MonoBehaviour
+{
+ [SerializeField] float speed;
+ [SerializeField] float maxSpeed;
+
+ private GameObject player;
+ private Rigidbody2D rb;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ player = GameObject.FindGameObjectWithTag("Player");
+ rb = transform.GetComponent<Rigidbody2D>();
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if (player.transform.position.x < transform.position.x)
+ {
+ transform.Rotate(0, 0, 1);
+ }
+ else
+ {
+ transform.Rotate(0, 0, -1);
+ }
+ transform.position = Vector2.MoveTowards(transform.position, new Vector2(player.transform.position.x, 0), speed * Time.deltaTime);
+ if(rb.velocity.x >= maxSpeed)
+ rb.velocity = new Vector2(maxSpeed, rb.velocity.y);
+ }
+
+ private void OnTriggerEnter2D(Collider2D collision)
+ {
+ if (collision.gameObject.tag == "Player")
+ {
+ collision.GetComponent<Actor>().TakeDamage(999);
+ }
+ }
+}
diff --git a/Assets/Scripts/Boulder.cs.meta b/Assets/Scripts/Boulder.cs.meta
new file mode 100644
index 0000000..d053a76
--- /dev/null
+++ b/Assets/Scripts/Boulder.cs.meta
@@ -0,0 +1,11 @@
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+ icon: {instanceID: 0}
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+ assetBundleName:
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diff --git a/Assets/Scripts/Core.meta b/Assets/Scripts/Core.meta
new file mode 100644
index 0000000..bcf3b71
--- /dev/null
+++ b/Assets/Scripts/Core.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Core/Interfaces.meta b/Assets/Scripts/Core/Interfaces.meta
new file mode 100644
index 0000000..050910c
--- /dev/null
+++ b/Assets/Scripts/Core/Interfaces.meta
@@ -0,0 +1,8 @@
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+ externalObjects: {}
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diff --git a/Assets/Scripts/Core/Interfaces/IFollowable.cs b/Assets/Scripts/Core/Interfaces/IFollowable.cs
new file mode 100644
index 0000000..4184c2e
--- /dev/null
+++ b/Assets/Scripts/Core/Interfaces/IFollowable.cs
@@ -0,0 +1,19 @@
+
+using UnityEngine;
+
+namespace MontanaJohns.Core.Interfaces
+{
+ public interface IFollowable
+ {
+ Transform ActorTransform { get; }
+ Camera MainCamera { get; }
+
+ public void Follow()
+ {
+ Vector3 pos = MainCamera.transform.position;
+ pos.x = Mathf.Lerp(ActorTransform.position.x, MainCamera.transform.position.x, 0.25f);
+ pos.y = Mathf.Lerp(ActorTransform.position.y, MainCamera.transform.position.y, 0.25f);
+ MainCamera.transform.position = pos;
+ }
+ }
+} \ No newline at end of file
diff --git a/Assets/Scripts/Core/Interfaces/IFollowable.cs.meta b/Assets/Scripts/Core/Interfaces/IFollowable.cs.meta
new file mode 100644
index 0000000..4330668
--- /dev/null
+++ b/Assets/Scripts/Core/Interfaces/IFollowable.cs.meta
@@ -0,0 +1,11 @@
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+guid: 51a83677c8f15834bb02f2ac447d6727
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+ icon: {instanceID: 0}
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diff --git a/Assets/Scripts/Core/Rope.cs b/Assets/Scripts/Core/Rope.cs
new file mode 100644
index 0000000..0e12382
--- /dev/null
+++ b/Assets/Scripts/Core/Rope.cs
@@ -0,0 +1,136 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Rope : MonoBehaviour
+{
+ [SerializeField] protected int constraintIterations = 15;
+ [SerializeField] protected float gravityMultiplier = 1.0f;
+ [SerializeField] protected float lineWidth = 0.2f;
+ [SerializeField] protected float ropeSegmentLength = 0.1f;
+ [SerializeField] protected int segmentCount = 35;
+
+ protected LineRenderer lr;
+ protected DistanceJoint2D dj;
+ protected GameObject player;
+ protected List<RopeSegment> ropeSegments = new List<RopeSegment>();
+ protected Vector3[] ropePositions;
+ protected bool ropeCreated = false;
+
+ // Start is called before the first frame update
+ protected void Start()
+ {
+ player = GameObject.FindGameObjectWithTag("Player");
+ dj = GetComponent<DistanceJoint2D>();
+ lr = GetComponent<LineRenderer>();
+ lr.startWidth = lineWidth;
+ lr.endWidth = lineWidth;
+ ropePositions = new Vector3[segmentCount];
+ lr.positionCount = segmentCount;
+ Vector2 ropeLoc = transform.position;
+
+ for (int i = 0; i < segmentCount; i++)
+ {
+ ropeSegments.Add(new RopeSegment(ropeLoc));
+ ropeLoc.y -= ropeSegmentLength;
+ }
+ }
+
+ // Update is called once per frame
+ protected void Update()
+ {
+ if (!ropeCreated)
+ {
+ CreateRope();
+ ropeCreated = true;
+ }
+ else
+ {
+
+ }
+ RenderLine();
+ Simulate();
+ }
+
+ protected void RenderLine()
+ {
+ for (int i = 0; i < ropePositions.Length; i++)
+ {
+ ropePositions[i] = ropeSegments[i].posNow;
+ }
+ lr.SetPositions(ropePositions);
+ }
+
+ protected void CreateRope()
+ {
+ dj.connectedBody = player.GetComponent<Rigidbody2D>();
+ dj.maxDistanceOnly = true;
+ dj.distance = Vector2.Distance(player.transform.position, transform.position);
+ }
+
+ protected void Simulate()
+ {
+ Vector2 gravityForce = new Vector2(0f, -gravityMultiplier);
+
+ for (int i = 0; i < ropeSegments.Count; i++)
+ {
+ RopeSegment segment = ropeSegments[i];
+ Vector2 velocity = segment.posNow - segment.posOld;
+ segment.posOld = segment.posNow;
+ segment.posNow += velocity;
+ segment.posNow += gravityForce * Time.deltaTime;
+ ropeSegments[i] = segment;
+ }
+
+ for (int i = 0; i < constraintIterations; i++)
+ {
+ ApplyContraint();
+ }
+ }
+
+ protected void ApplyContraint()
+ {
+ RopeSegment endSegment1 = ropeSegments[0];
+ endSegment1.posNow = transform.position;
+ ropeSegments[0] = endSegment1;
+
+ RopeSegment endSegment2 = ropeSegments[ropeSegments.Count - 1];
+ endSegment2.posNow = player.transform.position;
+ ropeSegments[ropeSegments.Count - 1] = endSegment2;
+
+ for (int i = 0; i < ropeSegments.Count - 1; i++)
+ {
+ RopeSegment segment1 = ropeSegments[i];
+ RopeSegment segment2 = ropeSegments[i + 1];
+
+ float distance = (segment1.posNow - segment2.posNow).magnitude;
+ float error = distance - ropeSegmentLength;
+ Vector2 normalChange = (segment1.posNow - segment2.posNow).normalized;
+ Vector2 change = normalChange * error;
+
+ if (i != 0)
+ {
+ segment1.posNow -= change * 0.5f;
+ ropeSegments[i] = segment1;
+ segment2.posNow += change * 0.5f;
+ ropeSegments[i + 1] = segment2;
+ }
+ else
+ {
+ segment2.posNow += change;
+ ropeSegments[i + 1] = segment2;
+ }
+ }
+ }
+
+ public struct RopeSegment
+ {
+ public Vector2 posNow;
+ public Vector2 posOld;
+
+ public RopeSegment(Vector2 pos)
+ {
+ this.posNow = pos;
+ this.posOld = pos;
+ }
+ }
+}
diff --git a/Assets/Scripts/Core/Rope.cs.meta b/Assets/Scripts/Core/Rope.cs.meta
new file mode 100644
index 0000000..380fdf2
--- /dev/null
+++ b/Assets/Scripts/Core/Rope.cs.meta
@@ -0,0 +1,11 @@
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+guid: fa96c9f0b931ab04cb7a7e72877a589e
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diff --git a/Assets/Scripts/Core/RopeNoSwing.cs b/Assets/Scripts/Core/RopeNoSwing.cs
new file mode 100644
index 0000000..84ce1e3
--- /dev/null
+++ b/Assets/Scripts/Core/RopeNoSwing.cs
@@ -0,0 +1,11 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public class RopeNoSwing : Rope
+{
+ protected new void Update()
+ {
+ RenderLine();
+ Simulate();
+ }
+}
diff --git a/Assets/Scripts/Core/RopeNoSwing.cs.meta b/Assets/Scripts/Core/RopeNoSwing.cs.meta
new file mode 100644
index 0000000..a08048a
--- /dev/null
+++ b/Assets/Scripts/Core/RopeNoSwing.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Core/Stats.cs b/Assets/Scripts/Core/Stats.cs
new file mode 100644
index 0000000..aac6fe7
--- /dev/null
+++ b/Assets/Scripts/Core/Stats.cs
@@ -0,0 +1,53 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace MontanaJohns.Core
+{
+ public static class StatsExtensions
+ {
+ public static Stats Sum(this IEnumerable<Stats> source)
+ {
+ var sum = default(Stats);
+ using (var iter = source.GetEnumerator())
+ {
+ if (!iter.MoveNext()) return sum;
+ while (iter.MoveNext()) sum += iter.Current;
+ return sum;
+ }
+ }
+ }
+
+ [System.Serializable]
+ public struct Stats
+ {
+ [SerializeField] public int maxHealth;
+ [SerializeField] public float speedMultiplier;
+ [SerializeField] public int maxJumps;
+ [SerializeField] public float jumpForce;
+ [SerializeField] public int damage;
+
+ public static Stats operator +(Stats x, Stats y)
+ {
+ return new Stats
+ {
+ maxHealth = x.maxHealth + y.maxHealth,
+ speedMultiplier = x.speedMultiplier + y.speedMultiplier,
+ maxJumps = x.maxJumps + y.maxJumps,
+ jumpForce = x.jumpForce + y.jumpForce,
+ damage = x.damage + y.damage,
+ };
+ }
+
+ public static Stats DefaultBaseStats()
+ {
+ return new Stats
+ {
+ maxHealth = 3,
+ speedMultiplier = 1,
+ maxJumps = 1,
+ jumpForce = 500f,
+ damage = 0,
+ };
+ }
+ }
+} \ No newline at end of file
diff --git a/Assets/Scripts/Core/Stats.cs.meta b/Assets/Scripts/Core/Stats.cs.meta
new file mode 100644
index 0000000..3862953
--- /dev/null
+++ b/Assets/Scripts/Core/Stats.cs.meta
@@ -0,0 +1,11 @@
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+guid: fc3f0c9b9011d6d4d974a49bf8a39201
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+ externalObjects: {}
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diff --git a/Assets/Scripts/Cursor.cs b/Assets/Scripts/Cursor.cs
new file mode 100644
index 0000000..43b0ea6
--- /dev/null
+++ b/Assets/Scripts/Cursor.cs
@@ -0,0 +1,24 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+public class Cursor : MonoBehaviour
+{
+ [SerializeField] private Texture2D cursorTexture;
+ [SerializeField] private float disableDistance = 20f;
+
+ private CursorMode cursorMode = CursorMode.Auto;
+ private Vector2 hotSpot = Vector2.zero;
+
+ // Update is called once per frame
+ void Update()
+ {
+ Vector2 mousePos = Camera.main.ScreenToWorldPoint(Mouse.current.position.ReadValue());
+ float distance = Vector2.Distance(mousePos, gameObject.transform.position);
+ if (distance > disableDistance)
+ UnityEngine.Cursor.SetCursor(cursorTexture, hotSpot, cursorMode);
+ else
+ UnityEngine.Cursor.SetCursor(null, Vector2.zero, cursorMode);
+ }
+}
diff --git a/Assets/Scripts/Cursor.cs.meta b/Assets/Scripts/Cursor.cs.meta
new file mode 100644
index 0000000..4642bb7
--- /dev/null
+++ b/Assets/Scripts/Cursor.cs.meta
@@ -0,0 +1,11 @@
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+ icon: {instanceID: 0}
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diff --git a/Assets/Scripts/EndLevel.cs b/Assets/Scripts/EndLevel.cs
new file mode 100644
index 0000000..6b7940c
--- /dev/null
+++ b/Assets/Scripts/EndLevel.cs
@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class EndLevel : MonoBehaviour
+{
+ private void OnTriggerEnter2D(Collider2D collision)
+ {
+ if(collision.gameObject.tag == "Player")
+ {
+ SceneManager.LoadScene("Final Scene");
+ }
+ }
+}
diff --git a/Assets/Scripts/EndLevel.cs.meta b/Assets/Scripts/EndLevel.cs.meta
new file mode 100644
index 0000000..676312e
--- /dev/null
+++ b/Assets/Scripts/EndLevel.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Items.meta b/Assets/Scripts/Items.meta
new file mode 100644
index 0000000..867c6e6
--- /dev/null
+++ b/Assets/Scripts/Items.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Items/Active.cs b/Assets/Scripts/Items/Active.cs
new file mode 100644
index 0000000..055e7d7
--- /dev/null
+++ b/Assets/Scripts/Items/Active.cs
@@ -0,0 +1,9 @@
+using UnityEngine;
+
+namespace MontanaJohns.Items
+{
+ public abstract class Active : Item
+ {
+ public abstract Vector2? Use();
+ }
+} \ No newline at end of file
diff --git a/Assets/Scripts/Items/Active.cs.meta b/Assets/Scripts/Items/Active.cs.meta
new file mode 100644
index 0000000..9860ebb
--- /dev/null
+++ b/Assets/Scripts/Items/Active.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Items/Item.cs b/Assets/Scripts/Items/Item.cs
new file mode 100644
index 0000000..4bf420d
--- /dev/null
+++ b/Assets/Scripts/Items/Item.cs
@@ -0,0 +1,10 @@
+using MontanaJohns.Core;
+using UnityEngine;
+
+namespace MontanaJohns.Items
+{
+ public abstract class Item : MonoBehaviour
+ {
+ public Stats stats;
+ }
+} \ No newline at end of file
diff --git a/Assets/Scripts/Items/Item.cs.meta b/Assets/Scripts/Items/Item.cs.meta
new file mode 100644
index 0000000..7666726
--- /dev/null
+++ b/Assets/Scripts/Items/Item.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Items/Whip.cs b/Assets/Scripts/Items/Whip.cs
new file mode 100644
index 0000000..b482f8d
--- /dev/null
+++ b/Assets/Scripts/Items/Whip.cs
@@ -0,0 +1,73 @@
+using MontanaJohns.Actors;
+using MontanaJohns.Core;
+using System.Collections;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+namespace MontanaJohns.Items
+{
+ public class Whip : Active
+ {
+ [SerializeField] protected GameObject hook;
+ [SerializeField] protected GameObject hookNoSwing;
+ [SerializeField] protected float maxRopeLength = 20f;
+ protected GameObject player;
+ protected GameObject currentHook;
+ protected LayerMask ropeLayers;
+ protected bool ropeExists = false;
+
+ private void Awake()
+ {
+ stats.damage = 1;
+ }
+
+ private void Start()
+ {
+ player = GameObject.FindGameObjectWithTag("Player");
+ ropeLayers = LayerMask.GetMask("Grapple", "Enemy");
+ }
+
+ public override Vector2? Use()
+ {
+ if (!ropeExists)
+ {
+ Vector2 clickLocation = Camera.main.ScreenToWorldPoint(Mouse.current.position.ReadValue());
+ Vector2 playerPos = player.transform.position;
+ Vector2 direction = clickLocation - playerPos;
+ RaycastHit2D hit = Physics2D.Raycast(playerPos, direction, maxRopeLength, ropeLayers);
+ if(hit.collider != null)
+ {
+ GameObject collisionGameObject = hit.collider.gameObject;
+ ropeExists = true;
+ if (LayerMask.LayerToName(collisionGameObject.layer) == "Grapple")
+ {
+ currentHook = Instantiate(hook, collisionGameObject.transform.position, Quaternion.identity);
+ FindObjectOfType<AudioManager>().Play("WhipSwoosh");
+ return clickLocation;
+ }
+ else
+ {
+ StartCoroutine(WhipSmack(collisionGameObject));
+ }
+ }
+ return null;
+ }
+ else
+ {
+ Destroy(currentHook);
+ ropeExists = false;
+ return null;
+ }
+ }
+
+ private IEnumerator WhipSmack(GameObject collisionGameObject)
+ {
+ currentHook = Instantiate(hookNoSwing, collisionGameObject.transform.position, Quaternion.identity);
+ collisionGameObject.GetComponent<Actor>().TakeDamage(player.GetComponent<Player>().stats.damage);
+ FindObjectOfType<AudioManager>().Play("WhipSwoosh");
+ yield return new WaitForSeconds(0.1f);
+ Destroy(currentHook);
+ ropeExists = false;
+ }
+ }
+} \ No newline at end of file
diff --git a/Assets/Scripts/Items/Whip.cs.meta b/Assets/Scripts/Items/Whip.cs.meta
new file mode 100644
index 0000000..34d7701
--- /dev/null
+++ b/Assets/Scripts/Items/Whip.cs.meta
@@ -0,0 +1,12 @@
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+guid: 38e73d67ecfac5f44b3cb07408f64a56
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences:
+ - hook: {fileID: 5459487145348792490, guid: c5636787c9fa65743baae65d7537d65c, type: 3}
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Scripts/LevelController.cs b/Assets/Scripts/LevelController.cs
new file mode 100644
index 0000000..7113fe8
--- /dev/null
+++ b/Assets/Scripts/LevelController.cs
@@ -0,0 +1,72 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class LevelController : MonoBehaviour
+{
+ [SerializeField] GameObject treasure;
+ [SerializeField] List<GameObject> enemies;
+
+ private string clone = "(Clone)";
+
+ public void StartGame()
+ {
+ SceneManager.LoadScene("Jungle");
+ }
+
+ public void QuitGame()
+ {
+ Application.Quit();
+ }
+
+
+ public static void LoadMenu()
+ {
+ SceneManager.LoadScene("Start Scene");
+ }
+
+ public void ResetLevel()
+ {
+ //Destroy
+ Destroy(GameObject.Find("Boulder(Clone)"));
+ Destroy(GameObject.Find("BoobyTrapSpawnPoint(Clone)"));
+ CloneDestroy("Treasure");
+ DestroyList(enemies);
+
+ //Instantiate
+ Instantiate(treasure);
+ InstantiateList(enemies);
+ }
+
+ private void CloneDestroy(string objectName)
+ {
+ var obj = GameObject.Find(objectName);
+ if (obj)
+ Destroy(obj);
+ else
+ {
+ obj = GameObject.Find(objectName + clone);
+ if (obj)
+ Destroy(GameObject.Find(objectName + clone));
+ }
+ }
+
+ private void DestroyList(List<GameObject> gameObjects)
+ {
+ foreach(GameObject obj in gameObjects)
+ {
+ CloneDestroy(obj.name);
+ }
+ }
+
+ private void InstantiateList(List<GameObject> gameObjects)
+ {
+ foreach (GameObject obj in gameObjects)
+ {
+ PrefabUtility.RevertPrefabInstance(obj, InteractionMode.AutomatedAction);
+ Instantiate(obj);
+ }
+ }
+}
diff --git a/Assets/Scripts/LevelController.cs.meta b/Assets/Scripts/LevelController.cs.meta
new file mode 100644
index 0000000..b672ba6
--- /dev/null
+++ b/Assets/Scripts/LevelController.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Parallax.cs b/Assets/Scripts/Parallax.cs
new file mode 100644
index 0000000..2776a6d
--- /dev/null
+++ b/Assets/Scripts/Parallax.cs
@@ -0,0 +1,35 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Parallax : MonoBehaviour
+{
+ [SerializeField] private new GameObject camera;
+ [SerializeField] private float parallaxScale;
+ [SerializeField] private float PixelsPerUnit;
+
+ private float startPos, length;
+ private void Start()
+ {
+ startPos = transform.position.x;
+ length = GetComponent<SpriteRenderer>().bounds.size.x;
+ }
+
+ private void Update()
+ {
+ float temp = camera.transform.position.x * (1 - parallaxScale);
+ float dist = camera.transform.position.x * parallaxScale;
+
+ transform.position = Clamp(new Vector2(startPos + dist, transform.position.y), PixelsPerUnit);
+
+ if (temp > startPos + length / 2)
+ startPos += length;
+ else if (temp < startPos - length / 2)
+ startPos -= length;
+ }
+
+ private Vector2 Clamp(Vector2 location, float ppu)
+ {
+ return new Vector2(Mathf.CeilToInt(location.x * ppu), Mathf.CeilToInt(location.y * ppu)) / ppu;
+ }
+}
diff --git a/Assets/Scripts/Parallax.cs.meta b/Assets/Scripts/Parallax.cs.meta
new file mode 100644
index 0000000..93f3978
--- /dev/null
+++ b/Assets/Scripts/Parallax.cs.meta
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diff --git a/Assets/Scripts/PauseMenu.cs b/Assets/Scripts/PauseMenu.cs
new file mode 100644
index 0000000..ba246c4
--- /dev/null
+++ b/Assets/Scripts/PauseMenu.cs
@@ -0,0 +1,31 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PauseMenu : MonoBehaviour
+{
+ [SerializeField] private GameObject pauseMenuUI;
+
+ private static GameObject _pauseMenuUI;
+
+ public static bool isPaused;
+
+ private void Awake()
+ {
+ _pauseMenuUI = pauseMenuUI;
+ }
+
+ public static void Resume()
+ {
+ _pauseMenuUI.SetActive(false);
+ Time.timeScale = 1f;
+ isPaused = false;
+ }
+
+ public static void Pause()
+ {
+ _pauseMenuUI.SetActive(true);
+ Time.timeScale = 0f;
+ isPaused = true;
+ }
+}
diff --git a/Assets/Scripts/PauseMenu.cs.meta b/Assets/Scripts/PauseMenu.cs.meta
new file mode 100644
index 0000000..5fb58db
--- /dev/null
+++ b/Assets/Scripts/PauseMenu.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Projectile.cs b/Assets/Scripts/Projectile.cs
new file mode 100644
index 0000000..1573d2c
--- /dev/null
+++ b/Assets/Scripts/Projectile.cs
@@ -0,0 +1,23 @@
+using UnityEngine;
+
+public class Projectile : MonoBehaviour
+{
+ public float speed = 60f;
+ public Rigidbody2D rb;
+
+ // Start is called before the first frame update
+ private void Start()
+ {
+ rb.velocity = transform.right * speed;
+ }
+
+ private void Update()
+ {
+ Destroy(gameObject, 4f);
+ }
+
+ private void OnCollisionEnter2D(Collision2D collision)
+ {
+ Destroy(gameObject);
+ }
+}
diff --git a/Assets/Scripts/Projectile.cs.meta b/Assets/Scripts/Projectile.cs.meta
new file mode 100644
index 0000000..295134b
--- /dev/null
+++ b/Assets/Scripts/Projectile.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/RespawnPoint.cs b/Assets/Scripts/RespawnPoint.cs
new file mode 100644
index 0000000..6396128
--- /dev/null
+++ b/Assets/Scripts/RespawnPoint.cs
@@ -0,0 +1,18 @@
+using MontanaJohns.Actors;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class RespawnPoint : MonoBehaviour
+{
+ [SerializeField] private Sprite activatedSprite;
+
+ private void OnTriggerEnter2D(Collider2D collision)
+ {
+ if (collision.gameObject.tag == "Player")
+ {
+ collision.gameObject.GetComponent<Player>().spawnPoint = transform.position;
+ gameObject.GetComponent<SpriteRenderer>().sprite = activatedSprite;
+ }
+ }
+}
diff --git a/Assets/Scripts/RespawnPoint.cs.meta b/Assets/Scripts/RespawnPoint.cs.meta
new file mode 100644
index 0000000..665dbad
--- /dev/null
+++ b/Assets/Scripts/RespawnPoint.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Sound.cs b/Assets/Scripts/Sound.cs
new file mode 100644
index 0000000..cfe26a4
--- /dev/null
+++ b/Assets/Scripts/Sound.cs
@@ -0,0 +1,20 @@
+using UnityEngine;
+using UnityEngine.Audio;
+
+[System.Serializable]
+public class Sound
+{
+ public string name;
+ public AudioClip clip;
+
+ [Range(0f, 1f)]
+ public float volume;
+
+ [Range(.1f, 3f)]
+ public float pitch;
+
+ public bool loop;
+
+ [HideInInspector]
+ public AudioSource source;
+}
diff --git a/Assets/Scripts/Sound.cs.meta b/Assets/Scripts/Sound.cs.meta
new file mode 100644
index 0000000..37b81f6
--- /dev/null
+++ b/Assets/Scripts/Sound.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Traps.meta b/Assets/Scripts/Traps.meta
new file mode 100644
index 0000000..ef735a0
--- /dev/null
+++ b/Assets/Scripts/Traps.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Traps/NoStayTimedTrap.cs b/Assets/Scripts/Traps/NoStayTimedTrap.cs
new file mode 100644
index 0000000..830e75c
--- /dev/null
+++ b/Assets/Scripts/Traps/NoStayTimedTrap.cs
@@ -0,0 +1,9 @@
+using UnityEngine;
+
+public class NoStayTimedTrap : TimedTrap
+{
+ private new void OnTriggerStay2D(Collider2D collision)
+ {
+ // overriding prevents damage
+ }
+}
diff --git a/Assets/Scripts/Traps/NoStayTimedTrap.cs.meta b/Assets/Scripts/Traps/NoStayTimedTrap.cs.meta
new file mode 100644
index 0000000..5775a5b
--- /dev/null
+++ b/Assets/Scripts/Traps/NoStayTimedTrap.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Traps/TimedTrap.cs b/Assets/Scripts/Traps/TimedTrap.cs
new file mode 100644
index 0000000..9413b82
--- /dev/null
+++ b/Assets/Scripts/Traps/TimedTrap.cs
@@ -0,0 +1,72 @@
+using System.Collections;
+using UnityEngine;
+
+public class TimedTrap : TrapDamage
+{
+ [Header("TimedTrap")]
+ [SerializeField] protected float activationDelay;
+ [SerializeField] protected float activeTime;
+ [SerializeField] protected float offset;
+
+ protected Animator animator;
+ protected SpriteRenderer sr;
+ protected bool triggered;
+ protected bool active;
+ protected bool isOffset;
+
+ protected void Awake()
+ {
+ animator = GetComponent<Animator>();
+ sr = GetComponent<SpriteRenderer>();
+ }
+
+ private void Start()
+ {
+ StartCoroutine(Offset());
+ }
+
+ protected void Update()
+ {
+ if (!triggered)
+ {
+ if(isOffset)
+ StartCoroutine(Activate());
+ }
+ }
+
+ protected new void OnTriggerEnter2D(Collider2D collision)
+ {
+ if (active)
+ {
+ base.OnTriggerEnter2D(collision);
+ }
+ }
+
+ protected new void OnTriggerStay2D(Collider2D collision)
+ {
+ if(active && !stay)
+ {
+ StartCoroutine(base.StayDamage(collision));
+ }
+ }
+
+ protected IEnumerator Activate()
+ {
+ triggered = true;
+
+ yield return new WaitForSeconds(activationDelay);
+ active = true;
+ animator.SetBool("activated", true);
+
+ yield return new WaitForSeconds(activeTime);
+ triggered = false;
+ active = false;
+ animator.SetBool("activated", false);
+ }
+
+ protected IEnumerator Offset()
+ {
+ yield return new WaitForSeconds(offset);
+ isOffset = true;
+ }
+}
diff --git a/Assets/Scripts/Traps/TimedTrap.cs.meta b/Assets/Scripts/Traps/TimedTrap.cs.meta
new file mode 100644
index 0000000..70c8522
--- /dev/null
+++ b/Assets/Scripts/Traps/TimedTrap.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Traps/TrapDamage.cs b/Assets/Scripts/Traps/TrapDamage.cs
new file mode 100644
index 0000000..7318368
--- /dev/null
+++ b/Assets/Scripts/Traps/TrapDamage.cs
@@ -0,0 +1,58 @@
+using MontanaJohns.Actors;
+using System.Collections;
+using UnityEngine;
+
+public class TrapDamage : MonoBehaviour
+{
+ [SerializeField]
+ protected int damage;
+
+ [Header("TrapDamage")]
+ [SerializeField] protected float stayDamageDelay;
+
+ protected bool stay;
+ protected Hashtable justEntered = new Hashtable();
+
+ protected void OnTriggerEnter2D(Collider2D collision)
+ {
+ if (justEntered.Contains(collision.gameObject))
+ justEntered[collision.gameObject] = true;
+ else
+ justEntered.Add(collision.gameObject, true);
+
+ DealDamage(collision);
+ }
+ protected void OnTriggerStay2D(Collider2D collision)
+ {
+ if (!stay)
+ {
+ StartCoroutine(StayDamage(collision));
+ }
+ }
+
+ protected void OnTriggerExit2D(Collider2D collision)
+ {
+ justEntered[collision.gameObject] = false;
+ }
+
+ protected IEnumerator StayDamage(Collider2D collision)
+ {
+ stay = true;
+ if (justEntered.Contains(collision.gameObject) && justEntered[collision.gameObject].Equals(true))
+ justEntered[collision.gameObject] = false;
+ else if (justEntered.Contains(collision.gameObject))
+ DealDamage(collision);
+ yield return new WaitForSeconds(stayDamageDelay);
+ stay = false;
+ }
+
+ protected void DealDamage(Collider2D collision)
+ {
+ if (collision.tag == "Player" || collision.tag == "Enemy")
+ {
+ collision.GetComponent<Actor>().TakeDamage(damage);
+ }
+ }
+
+
+}
diff --git a/Assets/Scripts/Traps/TrapDamage.cs.meta b/Assets/Scripts/Traps/TrapDamage.cs.meta
new file mode 100644
index 0000000..2810aa8
--- /dev/null
+++ b/Assets/Scripts/Traps/TrapDamage.cs.meta
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diff --git a/Assets/Scripts/UI.cs b/Assets/Scripts/UI.cs
new file mode 100644
index 0000000..0c0802e
--- /dev/null
+++ b/Assets/Scripts/UI.cs
@@ -0,0 +1,43 @@
+using MontanaJohns.Actors;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class UI : MonoBehaviour
+{
+ [SerializeField] private int heartCount;
+ [SerializeField] private Image[] hearts;
+ [SerializeField] private Sprite heartSprite;
+
+ public int health;
+
+ private void Start()
+ {
+ for (int i = 0; i < hearts.Length; i++)
+ {
+ if (i < heartCount)
+ hearts[i].enabled = true;
+ else
+ hearts[i].enabled = false;
+ }
+ }
+
+ private void Update()
+ {
+ health = gameObject.GetComponent<Actor>().health;
+ for(int i = 0; i < heartCount; i++)
+ {
+ /* Can be used to have two sprites, one empty/one full/half full, etc.
+ if (i < health)
+ hearts[i].sprite = heartSprite;
+ else
+ hearts[i].sprite = heartSprite2;
+ */
+ if (i < health)
+ hearts[i].enabled = true;
+ else
+ hearts[i].enabled = false;
+ }
+ }
+}
diff --git a/Assets/Scripts/UI.cs.meta b/Assets/Scripts/UI.cs.meta
new file mode 100644
index 0000000..6dadbf3
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new file mode 100644
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diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/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. \ No newline at end of file
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diff --git a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
new file mode 100644
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diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset b/Assets/TextMesh Pro/Resources/TMP Settings.asset
new file mode 100644
index 0000000..c09a92f
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset
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+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3}
+ m_Name: TMP Settings
+ m_EditorClassIdentifier:
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+ m_enableExtraPadding: 0
+ m_enableTintAllSprites: 0
+ m_enableParseEscapeCharacters: 1
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+ m_defaultAutoSizeMinRatio: 0.5
+ m_defaultAutoSizeMaxRatio: 2
+ m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
+ m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
+ m_autoSizeTextContainer: 0
+ m_fallbackFontAssets: []
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+ m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b,
+ type: 3}
+ m_UseModernHangulLineBreakingRules: 0
diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta b/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
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+++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
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diff --git a/Assets/TextMesh Pro/Shaders.meta b/Assets/TextMesh Pro/Shaders.meta
new file mode 100644
index 0000000..29a90a6
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: e9f693669af91aa45ad615fc681ed29f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
new file mode 100644
index 0000000..bab2b2c
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
@@ -0,0 +1,143 @@
+Shader "TextMeshPro/Bitmap Custom Atlas" {
+
+Properties {
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _FaceTex ("Font Texture", 2D) = "white" {}
+ [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _Padding ("Padding", float) = 0
+
+ _StencilComp("Stencil Comparison", Float) = 8
+ _Stencil("Stencil ID", Float) = 0
+ _StencilOp("Stencil Operation", Float) = 0
+ _StencilWriteMask("Stencil Write Mask", Float) = 255
+ _StencilReadMask("Stencil Read Mask", Float) = 255
+
+ _CullMode("Cull Mode", Float) = 0
+ _ColorMask("Color Mask", Float) = 15
+}
+
+SubShader{
+
+ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
+
+ Stencil
+ {
+ Ref[_Stencil]
+ Comp[_StencilComp]
+ Pass[_StencilOp]
+ ReadMask[_StencilReadMask]
+ WriteMask[_StencilWriteMask]
+ }
+
+
+ Lighting Off
+ Cull [_CullMode]
+ ZTest [unity_GUIZTestMode]
+ ZWrite Off
+ Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask[_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+ #include "UnityCG.cginc"
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct v2f {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ float4 mask : TEXCOORD2;
+ };
+
+ uniform sampler2D _MainTex;
+ uniform sampler2D _FaceTex;
+ uniform float4 _FaceTex_ST;
+ uniform fixed4 _FaceColor;
+
+ uniform float _VertexOffsetX;
+ uniform float _VertexOffsetY;
+ uniform float4 _ClipRect;
+ uniform float _MaskSoftnessX;
+ uniform float _MaskSoftnessY;
+
+ float2 UnpackUV(float uv)
+ {
+ float2 output;
+ output.x = floor(uv / 4096);
+ output.y = uv - 4096 * output.x;
+
+ return output * 0.001953125;
+ }
+
+ v2f vert (appdata_t v)
+ {
+ float4 vert = v.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
+
+ fixed4 faceColor = v.color;
+ faceColor *= _FaceColor;
+
+ v2f OUT;
+ OUT.vertex = vPosition;
+ OUT.color = faceColor;
+ OUT.texcoord0 = v.texcoord0;
+ OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
+ float2 pixelSize = vPosition.w;
+ pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+ // Clamp _ClipRect to 16bit.
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+
+ return OUT;
+ }
+
+ fixed4 frag (v2f IN) : SV_Target
+ {
+ fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+ color *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(color.a - 0.001);
+ #endif
+
+ return color;
+ }
+ ENDCG
+ }
+}
+
+ CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
new file mode 100644
index 0000000..0a416c8
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 48bb5f55d8670e349b6e614913f9d910
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
new file mode 100644
index 0000000..006a271
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
@@ -0,0 +1,145 @@
+Shader "TextMeshPro/Mobile/Bitmap" {
+
+Properties {
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ [HDR]_Color ("Text Color", Color) = (1,1,1,1)
+ _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
+
+ _VertexOffsetX("Vertex OffsetX", float) = 0
+ _VertexOffsetY("Vertex OffsetY", float) = 0
+ _MaskSoftnessX("Mask SoftnessX", float) = 0
+ _MaskSoftnessY("Mask SoftnessY", float) = 0
+
+ _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+
+ _StencilComp("Stencil Comparison", Float) = 8
+ _Stencil("Stencil ID", Float) = 0
+ _StencilOp("Stencil Operation", Float) = 0
+ _StencilWriteMask("Stencil Write Mask", Float) = 255
+ _StencilReadMask("Stencil Read Mask", Float) = 255
+
+ _CullMode("Cull Mode", Float) = 0
+ _ColorMask("Color Mask", Float) = 15
+}
+
+SubShader {
+
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+
+ Stencil
+ {
+ Ref[_Stencil]
+ Comp[_StencilComp]
+ Pass[_StencilOp]
+ ReadMask[_StencilReadMask]
+ WriteMask[_StencilWriteMask]
+ }
+
+
+ Lighting Off
+ Cull [_CullMode]
+ ZTest [unity_GUIZTestMode]
+ ZWrite Off
+ Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask[_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+ #include "UnityCG.cginc"
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct v2f {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float4 mask : TEXCOORD2;
+ };
+
+ sampler2D _MainTex;
+ fixed4 _Color;
+ float _DiffusePower;
+
+ uniform float _VertexOffsetX;
+ uniform float _VertexOffsetY;
+ uniform float4 _ClipRect;
+ uniform float _MaskSoftnessX;
+ uniform float _MaskSoftnessY;
+
+ v2f vert (appdata_t v)
+ {
+ v2f OUT;
+ float4 vert = v.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+ OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
+ OUT.color = v.color;
+ OUT.color *= _Color;
+ OUT.color.rgb *= _DiffusePower;
+ OUT.texcoord0 = v.texcoord0;
+
+ float2 pixelSize = OUT.vertex.w;
+ //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+ // Clamp _ClipRect to 16bit.
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+
+ return OUT;
+ }
+
+ fixed4 frag (v2f IN) : COLOR
+ {
+ fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+ color *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(color.a - 0.001);
+ #endif
+
+ return color;
+ }
+ ENDCG
+ }
+}
+
+SubShader {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ BindChannels {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord0
+ }
+ Pass {
+ SetTexture [_MainTex] {
+ constantColor [_Color] combine constant * primary, constant * texture
+ }
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
new file mode 100644
index 0000000..d5fb125
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1e3b057af24249748ff873be7fafee47
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
new file mode 100644
index 0000000..8ce4937
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
new file mode 100644
index 0000000..7eb1870
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 128e987d567d4e2c824d754223b3f3b0
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
new file mode 100644
index 0000000..c50c593
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
new file mode 100644
index 0000000..56284e9
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: dd89cf5b9246416f84610a006f916af7
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
new file mode 100644
index 0000000..ed48574
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
new file mode 100644
index 0000000..08cd8ae
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 14eb328de4b8eb245bb7cea29e4ac00b
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
new file mode 100644
index 0000000..7019aaf
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
new file mode 100644
index 0000000..3cbdbbb
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: bc1ede39bf3643ee8e493720e4259791
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
new file mode 100644
index 0000000..ce82bed
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
new file mode 100644
index 0000000..e6b149e
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a02a7d8c237544f1962732b55a9aebf1
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
new file mode 100644
index 0000000..df4d5b0
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
new file mode 100644
index 0000000..9b84c13
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c8d12adcee749c344b8117cf7c7eb912
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
new file mode 100644
index 0000000..d3f5866
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
new file mode 100644
index 0000000..2ac6e76
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: fe393ace9b354375a9cb14cdbbc28be4
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
new file mode 100644
index 0000000..be764ae
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
new file mode 100644
index 0000000..bff8b7a
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 85187c2149c549c5b33f0cdb02836b17
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
new file mode 100644
index 0000000..bcb2bb2
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
@@ -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"
+}
+
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
new file mode 100644
index 0000000..26e814c
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f7ada0af4f174f0694ca6a487b8f543d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader
new file mode 100644
index 0000000..011ee19
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader
@@ -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"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
new file mode 100644
index 0000000..e1cf3f3
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 68e6db2ebdc24f95958faec2be5558d6
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
new file mode 100644
index 0000000..e8283a7
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
@@ -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
+ }
+ }
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
new file mode 100644
index 0000000..50ba195
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: cf81c85f95fe47e1a27f6ae460cf182c
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc
new file mode 100644
index 0000000..5898130
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc
@@ -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);
+}
+
diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
new file mode 100644
index 0000000..0d6eb56
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 407bc68d299748449bbf7f48ee690f8d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
new file mode 100644
index 0000000..5969fec
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
@@ -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;
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta
new file mode 100644
index 0000000..4415e50
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c334973cef89a9840b0b0c507e0377ab
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
new file mode 100644
index 0000000..2e96258
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
@@ -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;
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
new file mode 100644
index 0000000..7b37f2f
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 3997e2241185407d80309a82f9148466
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
new file mode 100644
index 0000000..622ae87
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
@@ -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;
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta
new file mode 100644
index 0000000..41ef4b1
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: d930090c0cd643c7b55f19a38538c162
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites.meta b/Assets/TextMesh Pro/Sprites.meta
new file mode 100644
index 0000000..8b699e5
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d0603b6d5186471b96c778c3949c7ce2
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
new file mode 100644
index 0000000..384180a
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
@@ -0,0 +1,3 @@
+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. \ No newline at end of file
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta
new file mode 100644
index 0000000..0d30e65
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 381dcb09d5029d14897e55f98031fca5
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne.json b/Assets/TextMesh Pro/Sprites/EmojiOne.json
new file mode 100644
index 0000000..6c4e50b
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.json
@@ -0,0 +1,156 @@
+{"frames": [
+
+{
+ "filename": "1f60a.png",
+ "frame": {"x":0,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60b.png",
+ "frame": {"x":128,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60d.png",
+ "frame": {"x":256,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60e.png",
+ "frame": {"x":384,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f600.png",
+ "frame": {"x":0,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f601.png",
+ "frame": {"x":128,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f602.png",
+ "frame": {"x":256,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f603.png",
+ "frame": {"x":384,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f604.png",
+ "frame": {"x":0,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f605.png",
+ "frame": {"x":128,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f606.png",
+ "frame": {"x":256,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f609.png",
+ "frame": {"x":384,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f618.png",
+ "frame": {"x":0,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f923.png",
+ "frame": {"x":128,"y":384,"w":128,"h":128},
+ "rotated": false,
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new file mode 100644
index 0000000..762cf15
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.json.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne.png b/Assets/TextMesh Pro/Sprites/EmojiOne.png
new file mode 100644
index 0000000..c0de66d
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.png
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diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne.png.meta b/Assets/TextMesh Pro/Sprites/EmojiOne.png.meta
new file mode 100644
index 0000000..c9fa1a7
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.png.meta
@@ -0,0 +1,431 @@
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diff --git a/Packages/manifest.json b/Packages/manifest.json
index 38a587f..0c43aa3 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -1,9 +1,13 @@
{
"dependencies": {
+ "com.unity.2d.sprite": "1.0.0",
+ "com.unity.2d.tilemap": "1.0.0",
+ "com.unity.2d.tilemap.extras": "2.2.1",
"com.unity.collab-proxy": "1.15.13",
- "com.unity.feature.2d": "1.0.0",
+ "com.unity.ide.rider": "3.0.12",
"com.unity.ide.visualstudio": "2.0.14",
"com.unity.ide.vscode": "1.2.5",
+ "com.unity.inputsystem": "1.3.0",
"com.unity.test-framework": "1.1.31",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.6.4",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index d9ed306..c8a5818 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -1,81 +1,20 @@
{
"dependencies": {
- "com.unity.2d.animation": {
- "version": "7.0.4",
- "depth": 1,
- "source": "registry",
- "dependencies": {
- "com.unity.2d.common": "6.0.3",
- "com.unity.2d.sprite": "1.0.0",
- "com.unity.modules.animation": "1.0.0",
- "com.unity.modules.uielements": "1.0.0"
- },
- "url": "https://packages.unity.com"
- },
- "com.unity.2d.common": {
- "version": "6.0.3",
- "depth": 2,
- "source": "registry",
- "dependencies": {
- "com.unity.2d.sprite": "1.0.0",
- "com.unity.mathematics": "1.1.0",
- "com.unity.modules.uielements": "1.0.0",
- "com.unity.burst": "1.5.1"
- },
- "url": "https://packages.unity.com"
- },
- "com.unity.2d.path": {
- "version": "5.0.2",
- "depth": 2,
- "source": "registry",
- "dependencies": {},
- "url": "https://packages.unity.com"
- },
- "com.unity.2d.pixel-perfect": {
- "version": "5.0.1",
- "depth": 1,
- "source": "registry",
- "dependencies": {},
- "url": "https://packages.unity.com"
- },
- "com.unity.2d.psdimporter": {
- "version": "6.0.3",
- "depth": 1,
- "source": "registry",
- "dependencies": {
- "com.unity.2d.animation": "7.0.4",
- "com.unity.2d.common": "6.0.3",
- "com.unity.2d.sprite": "1.0.0"
- },
- "url": "https://packages.unity.com"
- },
"com.unity.2d.sprite": {
"version": "1.0.0",
- "depth": 1,
+ "depth": 0,
"source": "builtin",
"dependencies": {}
},
- "com.unity.2d.spriteshape": {
- "version": "7.0.4",
- "depth": 1,
- "source": "registry",
- "dependencies": {
- "com.unity.mathematics": "1.1.0",
- "com.unity.2d.common": "6.0.3",
- "com.unity.2d.path": "5.0.2",
- "com.unity.modules.physics2d": "1.0.0"
- },
- "url": "https://packages.unity.com"
- },
"com.unity.2d.tilemap": {
"version": "1.0.0",
- "depth": 1,
+ "depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.2d.tilemap.extras": {
"version": "2.2.1",
- "depth": 1,
+ "depth": 0,
"source": "registry",
"dependencies": {
"com.unity.modules.tilemap": "1.0.0",
@@ -85,15 +24,6 @@
},
"url": "https://packages.unity.com"
},
- "com.unity.burst": {
- "version": "1.6.4",
- "depth": 3,
- "source": "registry",
- "dependencies": {
- "com.unity.mathematics": "1.2.1"
- },
- "url": "https://packages.unity.com"
- },
"com.unity.collab-proxy": {
"version": "1.15.13",
"depth": 0,
@@ -110,19 +40,14 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
- "com.unity.feature.2d": {
- "version": "1.0.0",
+ "com.unity.ide.rider": {
+ "version": "3.0.12",
"depth": 0,
- "source": "builtin",
+ "source": "registry",
"dependencies": {
- "com.unity.2d.animation": "7.0.4",
- "com.unity.2d.pixel-perfect": "5.0.1",
- "com.unity.2d.psdimporter": "6.0.3",
- "com.unity.2d.sprite": "1.0.0",
- "com.unity.2d.spriteshape": "7.0.4",
- "com.unity.2d.tilemap": "1.0.0",
- "com.unity.2d.tilemap.extras": "2.2.1"
- }
+ "com.unity.ext.nunit": "1.0.6"
+ },
+ "url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.14",
@@ -140,11 +65,13 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
- "com.unity.mathematics": {
- "version": "1.2.5",
- "depth": 2,
+ "com.unity.inputsystem": {
+ "version": "1.3.0",
+ "depth": 0,
"source": "registry",
- "dependencies": {},
+ "dependencies": {
+ "com.unity.modules.uielements": "1.0.0"
+ },
"url": "https://packages.unity.com"
},
"com.unity.services.core": {
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index d4a768f..1d472cb 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -6,6 +6,12 @@ EditorBuildSettings:
serializedVersion: 2
m_Scenes:
- enabled: 1
+ path: Assets/Scenes/Start Scene.unity
+ guid: aa56883817ff83f48923d344413ae542
+ - enabled: 1
path: Assets/Scenes/Jungle.unity
guid: 2cda990e2423bbf4892e6590ba056729
+ - enabled: 1
+ path: Assets/Scenes/Final Scene.unity
+ guid: 12d819fd995889f448f8cbc7b48c7035
m_configObjects: {}
diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset
index 6cfcdda..5b3d6e6 100644
--- a/ProjectSettings/Physics2DSettings.asset
+++ b/ProjectSettings/Physics2DSettings.asset
@@ -53,4 +53,4 @@ Physics2DSettings:
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
- m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+ m_LayerCollisionMatrix: fff7fffffff7fffffff7fffffffffffffff7fffffff7fffffffffffffffffffffff7fffffff7ffffffffffffc8f4ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 34a2ed9..2124b67 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -653,7 +653,7 @@ PlayerSettings:
m_VersionCode: 1
m_VersionName:
apiCompatibilityLevel: 6
- activeInputHandler: 0
+ activeInputHandler: 1
cloudProjectId:
framebufferDepthMemorylessMode: 0
qualitySettingsNames: []
diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset
index d24eb10..7bbcf0f 100644
--- a/ProjectSettings/QualitySettings.asset
+++ b/ProjectSettings/QualitySettings.asset
@@ -227,6 +227,7 @@ QualitySettings:
Lumin: 5
Nintendo Switch: 5
PS4: 5
+ Server: 0
Stadia: 5
Standalone: 5
WebGL: 3
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 1c92a78..aa38f35 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -3,7 +3,10 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
- tags: []
+ tags:
+ - Trap
+ - Enemy
+ - Projectile
layers:
- Default
- TransparentFX
@@ -11,12 +14,12 @@ TagManager:
-
- Water
- UI
- -
- -
- -
- -
- -
- -
+ - Ground
+ - Trap
+ - Player
+ - Grapple
+ - Enemy
+ - Projectile
-
-
-
@@ -38,6 +41,18 @@ TagManager:
-
-
m_SortingLayers:
+ - name: Skybox
+ uniqueID: 1096514961
+ locked: 0
+ - name: Cave Skybox
+ uniqueID: 401529449
+ locked: 0
+ - name: Background
+ uniqueID: 844177657
+ locked: 0
- name: Default
uniqueID: 0
locked: 0
+ - name: Foreground
+ uniqueID: 1183405551
+ locked: 0
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..d250b47
--- /dev/null
+++ b/README.md
@@ -0,0 +1,21 @@
+# Montana Johns: The Curse of the Whip
+
+## Authors
+
+ - Isaiah Cross
+ - Neil Kollack
+ - Toby Vincent
+
+## Background
+
+Montana Johns is an archaeologist for Marshall College. She finds herself at an ancient temple searching for artifacts when she stumbles across a mysterious whip adorned atop a golden pedestal. Little did she know, the whip is sentient and contains the soul of the ancient being who once possessed the whip. It places an ancient curse upon Montana, and presents her with a bargain. In exchange for her freedom, Montana must gather all the ancient artifacts once belonging to the original owner of the whip. Equipped with only the cursed whip and anything she may find along the way, she must progress through the temples in search of these artifacts, in hopes of finally gaining back her freedom.
+
+## Objectives
+
+The objective is to from temple to temple, traversing each temple to find and collect treasures from within, and escape with their life.
+
+## Controls
+ - Move: WASD
+ - Jump: Space
+ - Shoot: Left-Click
+ - Whip/Grapple/Detach: Right-Click \ No newline at end of file