refactor: Update Unity to 2022.3.62
This commit is contained in:
@@ -2,7 +2,7 @@
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"name": "Cryville.Common",
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"name": "Cryville.Common",
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"rootNamespace": "",
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"rootNamespace": "",
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"references": [
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"references": [
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"GUID:da293eebbcb9a4947a212534c52d1a32"
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"GUID:6055be8ebefd69e48b49212b09b47b2f"
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],
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],
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"includePlatforms": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"excludePlatforms": [],
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@@ -6,8 +6,9 @@ using System.Globalization;
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using System.Reflection;
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using System.Reflection;
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using TMPro;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.TextCore;
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using UnityEngine.TextCore.LowLevel;
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using UnityEngine.TextCore.LowLevel;
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using UnityEngine.TextCore.Text;
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using AtlasPopulationMode = TMPro.AtlasPopulationMode;
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namespace Cryville.Common.Unity.UI {
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namespace Cryville.Common.Unity.UI {
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[RequireComponent(typeof(TMP_Text))]
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[RequireComponent(typeof(TMP_Text))]
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@@ -16,7 +17,7 @@ namespace Cryville.Common.Unity.UI {
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public static FontMatcher FontMatcher;
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public static FontMatcher FontMatcher;
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public static int MaxFallbackCount = 4;
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public static int MaxFallbackCount = 4;
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static readonly Dictionary<CultureInfo, FontAsset> _cachedFonts = new();
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static readonly Dictionary<CultureInfo, TMP_FontAsset> _cachedFonts = new();
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[SerializeField]
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[SerializeField]
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Shader m_shader;
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Shader m_shader;
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@@ -46,7 +47,7 @@ namespace Cryville.Common.Unity.UI {
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if (MaxFallbackCount <= 0) break;
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if (MaxFallbackCount <= 0) break;
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}
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}
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else {
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else {
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font.fallbackFontAssetTable ??= new List<FontAsset>();
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font.fallbackFontAssetTable ??= new List<TMP_FontAsset>();
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font.fallbackFontAssetTable.Add(ifont);
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font.fallbackFontAssetTable.Add(ifont);
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if (font.fallbackFontAssetTable.Count >= MaxFallbackCount) break;
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if (font.fallbackFontAssetTable.Count >= MaxFallbackCount) break;
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}
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}
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@@ -58,23 +59,93 @@ namespace Cryville.Common.Unity.UI {
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Text.font = font;
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Text.font = font;
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}
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}
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static MethodInfo _methodCreateFontAsset;
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static TMP_FontAsset CreateFontAsset(string path, int index) => CreateFontAsset(path, index, 90, 9, GlyphRenderMode.SDFAA, 1024, 1024, AtlasPopulationMode.Dynamic);
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static readonly object[] _paramsCreateFontAsset = new object[] { null, null, 90, 9, GlyphRenderMode.SDFAA, 1024, 1024, Type.Missing, Type.Missing };
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static FontAsset CreateFontAsset(string path, int index) {
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static readonly Lazy<FieldInfo> _f_m_Version = new(() => typeof(TMP_FontAsset).GetField("m_Version", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic));
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if (_methodCreateFontAsset == null) {
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static readonly Lazy<PropertyInfo> _p_atlasWidth = new(() => typeof(TMP_FontAsset).GetProperty("atlasWidth", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic));
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_methodCreateFontAsset = typeof(FontAsset).GetMethod(
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static readonly Lazy<PropertyInfo> _p_atlasHeight = new(() => typeof(TMP_FontAsset).GetProperty("atlasHeight", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic));
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"CreateFontAsset", BindingFlags.Static | BindingFlags.NonPublic, null,
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static readonly Lazy<PropertyInfo> _p_atlasPadding = new(() => typeof(TMP_FontAsset).GetProperty("atlasPadding", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic));
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new Type[] {
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static readonly Lazy<PropertyInfo> _p_atlasRenderMode = new(() => typeof(TMP_FontAsset).GetProperty("atlasRenderMode", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic));
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typeof(string), typeof(int), typeof(int), typeof(int),
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static readonly Lazy<PropertyInfo> _p_freeGlyphRects = new(() => typeof(TMP_FontAsset).GetProperty("freeGlyphRects", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic));
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typeof(GlyphRenderMode), typeof(int), typeof(int),
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static readonly Lazy<PropertyInfo> _p_usedGlyphRects = new(() => typeof(TMP_FontAsset).GetProperty("usedGlyphRects", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic));
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typeof(AtlasPopulationMode), typeof(bool)
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},
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static readonly Lazy<PropertyInfo> _p_ShaderRef_MobileBitmap = new(() => typeof(ShaderUtilities).GetProperty("ShaderRef_MobileBitmap", BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic));
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null
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static readonly Lazy<PropertyInfo> _p_ShaderRef_MobileSDF = new(() => typeof(ShaderUtilities).GetProperty("ShaderRef_MobileSDF", BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic));
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);
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public static TMP_FontAsset CreateFontAsset(string path, int faceIndex, int samplingPointSize, int atlasPadding, GlyphRenderMode renderMode, int atlasWidth, int atlasHeight, AtlasPopulationMode atlasPopulationMode = AtlasPopulationMode.Dynamic, bool enableMultiAtlasSupport = true) {
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// Initialize FontEngine
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FontEngine.InitializeFontEngine();
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// Load Font Face
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if (FontEngine.LoadFontFace(path, samplingPointSize, faceIndex) != FontEngineError.Success) {
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Debug.LogWarning("Unable to load font face at path " + path);
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return null;
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}
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}
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_paramsCreateFontAsset[0] = path;
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_paramsCreateFontAsset[1] = index;
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// Create new font asset
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return (FontAsset)_methodCreateFontAsset.Invoke(null, _paramsCreateFontAsset);
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TMP_FontAsset fontAsset = ScriptableObject.CreateInstance<TMP_FontAsset>();
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_f_m_Version.Value.SetValue(fontAsset, "1.1.0");
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fontAsset.faceInfo = FontEngine.GetFaceInfo();
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fontAsset.atlasPopulationMode = atlasPopulationMode;
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_p_atlasWidth.Value.SetValue(fontAsset, atlasWidth);
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_p_atlasHeight.Value.SetValue(fontAsset, atlasHeight);
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_p_atlasPadding.Value.SetValue(fontAsset, atlasPadding);
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_p_atlasRenderMode.Value.SetValue(fontAsset, renderMode);
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// Initialize array for the font atlas textures.
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fontAsset.atlasTextures = new Texture2D[1];
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// Create and add font atlas texture.
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var texture = new Texture2D(0, 0, TextureFormat.Alpha8, false);
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fontAsset.atlasTextures[0] = texture;
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fontAsset.isMultiAtlasTexturesEnabled = enableMultiAtlasSupport;
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// Add free rectangle of the size of the texture.
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int packingModifier;
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if (((int)renderMode & 0x10) != 0) {
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packingModifier = 0;
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// Optimize by adding static ref to shader.
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var tmp_material = new Material((Shader)_p_ShaderRef_MobileBitmap.Value.GetValue(null));
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//tmp_material.name = texture.name + " Material";
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tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture);
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tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth);
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tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight);
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fontAsset.material = tmp_material;
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}
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else {
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packingModifier = 1;
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// Optimize by adding static ref to shader.
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var tmp_material = new Material((Shader)_p_ShaderRef_MobileSDF.Value.GetValue(null));
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//tmp_material.name = texture.name + " Material";
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tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture);
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tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth);
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tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight);
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tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier);
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tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
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tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
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fontAsset.material = tmp_material;
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}
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_p_freeGlyphRects.Value.SetValue(fontAsset, new List<GlyphRect>(8) { new(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) });
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_p_usedGlyphRects.Value.SetValue(fontAsset, new List<GlyphRect>(8));
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// TODO: Consider adding support for extracting glyph positioning data
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fontAsset.ReadFontAssetDefinition();
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return fontAsset;
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}
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}
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}
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}
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}
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}
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@@ -5,7 +5,7 @@
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"GUID:b92f9c7ac10b1c04e86fc48210f62ab1",
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"GUID:b92f9c7ac10b1c04e86fc48210f62ab1",
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||||||
"GUID:1e0937e40dadba24a97b7342c4559580",
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"GUID:1e0937e40dadba24a97b7342c4559580",
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"GUID:e5b7e7f40a80a814ba706299d68f9213",
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"GUID:e5b7e7f40a80a814ba706299d68f9213",
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||||||
"GUID:da293eebbcb9a4947a212534c52d1a32"
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"GUID:6055be8ebefd69e48b49212b09b47b2f"
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],
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],
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"includePlatforms": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"excludePlatforms": [],
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1494
Assets/Main.unity
1494
Assets/Main.unity
File diff suppressed because it is too large
Load Diff
@@ -25,6 +25,7 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 314817003022633517}
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m_GameObject: {fileID: 314817003022633517}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -32,7 +33,6 @@ Transform:
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m_Children:
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m_Children:
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- {fileID: 5835740329156370247}
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- {fileID: 5835740329156370247}
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!212 &3466321595658153065
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--- !u!212 &3466321595658153065
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SpriteRenderer:
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SpriteRenderer:
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@@ -102,7 +102,7 @@ MonoBehaviour:
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m_material: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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m_material: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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m_sprite: {fileID: 21300000, guid: 6fd7ea081adb0004a989c2e841e4cf34, type: 3}
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m_sprite: {fileID: 21300000, guid: 6fd7ea081adb0004a989c2e841e4cf34, type: 3}
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m_spriteArea: {fileID: 21300000, guid: ff05af16f0aa0464fb8ce6255a8bcbde, type: 3}
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m_spriteArea: {fileID: 21300000, guid: ff05af16f0aa0464fb8ce6255a8bcbde, type: 3}
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m_textMesh: {fileID: 8492560861778078080}
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m_textMesh: {fileID: 2943969175049193218}
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m_text:
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m_text:
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m_color: {r: 1, g: 1, b: 1, a: 1}
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m_color: {r: 1, g: 1, b: 1, a: 1}
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m_textColor: {r: 0, g: 0, b: 0, a: 1}
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m_textColor: {r: 0, g: 0, b: 0, a: 1}
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@@ -116,7 +116,7 @@ GameObject:
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m_Component:
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m_Component:
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- component: {fileID: 5835740329156370247}
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- component: {fileID: 5835740329156370247}
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- component: {fileID: 7081374813375499800}
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- component: {fileID: 7081374813375499800}
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- component: {fileID: 8492560861778078080}
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- component: {fileID: 2943969175049193218}
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m_Layer: 0
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m_Layer: 0
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m_Name: Text
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m_Name: Text
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m_TagString: Untagged
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m_TagString: Untagged
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@@ -137,7 +137,6 @@ RectTransform:
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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m_Father: {fileID: 3836035813174775836}
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m_Father: {fileID: 3836035813174775836}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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@@ -164,7 +163,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_RendererPriority: 0
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m_Materials:
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m_Materials:
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- {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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- {fileID: 2032012751209664223, guid: 43806d535501e38458454007849d98a5, type: 2}
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m_StaticBatchInfo:
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m_StaticBatchInfo:
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firstSubMesh: 0
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firstSubMesh: 0
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subMeshCount: 0
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subMeshCount: 0
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@@ -186,7 +185,7 @@ MeshRenderer:
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m_SortingLayer: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 0
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m_AdditionalVertexStreams: {fileID: 0}
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m_AdditionalVertexStreams: {fileID: 0}
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--- !u!114 &8492560861778078080
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--- !u!114 &2943969175049193218
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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@@ -195,7 +194,7 @@ MonoBehaviour:
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m_GameObject: {fileID: 3168339112987716420}
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m_GameObject: {fileID: 3168339112987716420}
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m_Enabled: 1
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 35fd352f36a42a74e9f2d44b7fc67bdf, type: 3}
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m_Script: {fileID: 11500000, guid: 9541d86e2fd84c1d9990edf0852d74ab, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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@@ -208,8 +207,8 @@ MonoBehaviour:
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m_Calls: []
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m_Calls: []
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m_text:
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m_text:
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m_isRightToLeft: 0
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_fontAsset: {fileID: 11400000, guid: 43806d535501e38458454007849d98a5, type: 2}
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m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_sharedMaterial: {fileID: 2032012751209664223, guid: 43806d535501e38458454007849d98a5, type: 2}
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m_fontSharedMaterials: []
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m_fontMaterial: {fileID: 0}
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m_fontMaterial: {fileID: 0}
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m_fontMaterials: []
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m_fontMaterials: []
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@@ -249,7 +248,7 @@ MonoBehaviour:
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m_lineSpacingMax: 0
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m_TextWrappingMode: 1
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m_enableWordWrapping: 1
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m_wordWrappingRatios: 0.4
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m_linkedTextComponent: {fileID: 0}
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@@ -1,177 +1,5 @@
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%YAML 1.1
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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float2 UnpackUV(float uv)
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{
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float2 output;
|
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output.x = floor(uv / 4096.0);
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output.y = uv - 4096.0 * output.x;
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return output * 0.001953125;
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}
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float4 BlendARGB(float4 overlying, float4 underlying)
|
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{
|
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overlying.rgb *= overlying.a;
|
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underlying.rgb *= underlying.a;
|
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float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
|
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float alpha = underlying.a + (1 - underlying.a) * overlying.a;
|
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return float4(blended / alpha, alpha);
|
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}
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float3 GetSpecular(float3 n, float3 l)
|
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{
|
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float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
|
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return _SpecularColor.rgb * spec * _SpecularPower;
|
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}
|
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|
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void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
|
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{
|
|
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float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
|
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|
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// Read "height field"
|
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float4 h = float4(
|
|
||||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
|
|
||||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
|
|
||||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
|
|
||||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
|
|
||||||
|
|
||||||
bool raisedBevel = _BevelType;
|
|
||||||
|
|
||||||
h += _BevelOffset;
|
|
||||||
|
|
||||||
float bevelWidth = max(.01, _BevelWidth);
|
|
||||||
|
|
||||||
// Track outline
|
|
||||||
h -= .5;
|
|
||||||
h /= bevelWidth;
|
|
||||||
h = saturate(h + .5);
|
|
||||||
|
|
||||||
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
|
|
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h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
|
|
||||||
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
|
|
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h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
|
|
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|
|
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float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
|
|
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float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
|
|
||||||
|
|
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float3 f = float3(1, 1, 1);
|
|
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if (isFront) f = float3(1, 1, -1);
|
|
||||||
nornmal = cross(va, vb) * f;
|
|
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}
|
|
||||||
|
|
||||||
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
|
|
||||||
{
|
|
||||||
n.z = abs(n.z);
|
|
||||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
|
|
||||||
|
|
||||||
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
|
|
||||||
//faceColor.rgb += col * faceColor.a;
|
|
||||||
col *= 1 - (dot(n, light) * _Diffuse);
|
|
||||||
col *= 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;
|
|
||||||
|
|
||||||
color = float4(col, faceColor.a);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Add custom function to handle time in HDRP
|
|
||||||
|
|
||||||
|
|
||||||
//
|
|
||||||
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
|
|
||||||
{
|
|
||||||
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
|
||||||
{
|
|
||||||
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
|
||||||
}
|
|
||||||
|
|
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void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
|
||||||
{
|
|
||||||
float2 pixelSize = position.w;
|
|
||||||
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
|
||||||
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
|
||||||
}
|
|
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|
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// UV : Texture coordinate of the source distance field texture
|
|
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// TextureSize : Size of the source distance field texture
|
|
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// Filter : Enable perspective filter (soften)
|
|
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void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
|
||||||
{
|
|
||||||
if(Filter)
|
|
||||||
{
|
|
||||||
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
|
||||||
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
|
||||||
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
|
||||||
SSR = rsqrt(s) / TextureSize;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
|
||||||
SSR = s / TextureSize;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// SSR : Screen Space Ratio
|
|
||||||
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
|
||||||
// SDR : Signed Distance Ratio
|
|
||||||
//
|
|
||||||
// IsoPerimeter : Dilate / Contract the shape
|
|
||||||
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
|
||||||
{
|
|
||||||
softness *= SSR * SDR;
|
|
||||||
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
|
||||||
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
|
||||||
}
|
|
||||||
|
|
||||||
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
|
||||||
{
|
|
||||||
softness *= SSR * SDR;
|
|
||||||
float d = (SD - 0.5f) * SDR;
|
|
||||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
||||||
}
|
|
||||||
|
|
||||||
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
|
||||||
{
|
|
||||||
softness *= SSR * SDR;
|
|
||||||
float d = (SD - 0.5f) * SDR;
|
|
||||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
||||||
}
|
|
||||||
|
|
||||||
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
|
||||||
{
|
|
||||||
softness *= SSR * SDR;
|
|
||||||
float4 d = (SD - 0.5f) * SDR;
|
|
||||||
if(outline) d.w = max(max(d.x, d.y), d.z);
|
|
||||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
||||||
}
|
|
||||||
|
|
||||||
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
|
||||||
{
|
|
||||||
outColor = BlendARGB(overlying, underlying);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Face only
|
|
||||||
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
|
||||||
{
|
|
||||||
color0.a *= alpha;
|
|
||||||
outColor = color0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Face + 1 Outline
|
|
||||||
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
|
||||||
{
|
|
||||||
color1.a *= alpha.y;
|
|
||||||
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
|
||||||
outColor = lerp(color1, color0, alpha.x);
|
|
||||||
outColor.rgb /= outColor.a;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Face + 3 Outline
|
|
||||||
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
|
||||||
{
|
|
||||||
color3.a *= alpha.w;
|
|
||||||
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
|
||||||
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
|
||||||
outColor.rgb /= outColor.a;
|
|
||||||
}
|
|
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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|
@@ -1,80 +0,0 @@
|
|||||||
// 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]
|
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uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
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mipBias: -1
|
|
||||||
wrapMode: 1
|
|
||||||
nPOTScale: 0
|
|
||||||
lightmap: 0
|
|
||||||
rGBM: 0
|
|
||||||
compressionQuality: 50
|
|
||||||
spriteMode: 0
|
|
||||||
spriteExtrude: 1
|
|
||||||
spriteMeshType: 1
|
|
||||||
alignment: 0
|
|
||||||
spritePivot: {x: .5, y: .5}
|
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
|
||||||
spritePixelsToUnits: 100
|
|
||||||
alphaIsTransparency: 1
|
|
||||||
textureType: 2
|
|
||||||
buildTargetSettings: []
|
|
||||||
spriteSheet:
|
|
||||||
sprites: []
|
|
||||||
spritePackingTag:
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5abdb6015a0833c48a9800e7a2b8e1eb
|
|
||||||
ShaderImporter:
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|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@@ -1,75 +0,0 @@
|
|||||||
// Simplified SDF shader:
|
|
||||||
// - No Shading Option (bevel / bump / env map)
|
|
||||||
// - No Glow Option
|
|
||||||
// - Softness is applied on both side of the outline
|
|
||||||
|
|
||||||
Shader "Hidden/TMP/Internal/Editor/Distance Field SSD" {
|
|
||||||
|
|
||||||
Properties{
|
|
||||||
_FaceColor("Face Color", Color) = (1,1,1,1)
|
|
||||||
_FaceDilate("Face Dilate", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_OutlineColor("Outline Color", Color) = (0,0,0,1)
|
|
||||||
_OutlineWidth("Outline Thickness", Range(0,1)) = 0
|
|
||||||
_OutlineSoftness("Outline Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_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) = 1024
|
|
||||||
_TextureHeight("Texture Height", float) = 1024
|
|
||||||
_GradientScale("Gradient Scale", float) = 1
|
|
||||||
_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
|
|
||||||
}
|
|
||||||
|
|
||||||
SubShader
|
|
||||||
{
|
|
||||||
Tags
|
|
||||||
{
|
|
||||||
"ForceSupported" = "True"
|
|
||||||
}
|
|
||||||
|
|
||||||
Lighting Off
|
|
||||||
Blend One OneMinusSrcAlpha
|
|
||||||
Cull Off
|
|
||||||
ZWrite Off
|
|
||||||
ZTest Always
|
|
||||||
|
|
||||||
Pass
|
|
||||||
{
|
|
||||||
CGPROGRAM
|
|
||||||
#pragma vertex VertShader
|
|
||||||
#pragma fragment PixShader
|
|
||||||
#pragma shader_feature __ OUTLINE_ON
|
|
||||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
|
||||||
#include "UnityUI.cginc"
|
|
||||||
#include "TMP_Properties.cginc"
|
|
||||||
|
|
||||||
#include "TMP_SDF_SSD.cginc"
|
|
||||||
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
||||||
}
|
|
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ca3b9025f140ce049a1d378440734832
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@@ -1,132 +0,0 @@
|
|||||||
struct vertex_t
|
|
||||||
{
|
|
||||||
float4 position : POSITION;
|
|
||||||
float3 normal : NORMAL;
|
|
||||||
float4 color : COLOR;
|
|
||||||
float4 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct pixel_t
|
|
||||||
{
|
|
||||||
float4 position : SV_POSITION;
|
|
||||||
float4 faceColor : COLOR;
|
|
||||||
float4 outlineColor : COLOR1;
|
|
||||||
float2 texcoord0 : TEXCOORD0;
|
|
||||||
float4 param : TEXCOORD1; // weight, scaleRatio
|
|
||||||
float2 clipUV : TEXCOORD2;
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
float4 texcoord2 : TEXCOORD3;
|
|
||||||
float4 underlayColor : COLOR2;
|
|
||||||
#endif
|
|
||||||
};
|
|
||||||
|
|
||||||
sampler2D _GUIClipTexture;
|
|
||||||
uniform float4x4 unity_GUIClipTextureMatrix;
|
|
||||||
float4 _MainTex_TexelSize;
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
float bold = step(input.texcoord0.w, 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 Clip Texture
|
|
||||||
float3 eyePos = UnityObjectToViewPos(input.position);
|
|
||||||
float2 clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
|
|
||||||
|
|
||||||
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 = float2(input.texcoord0.xy);
|
|
||||||
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _MainTex_TexelSize.z , _OutlineWidth * _ScaleRatioA * 0.5, 0);
|
|
||||||
output.clipUV = clipUV;
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
float4 underlayColor = _UnderlayColor;
|
|
||||||
underlayColor.rgb *= underlayColor.a;
|
|
||||||
|
|
||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _MainTex_TexelSize.z;
|
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _MainTex_TexelSize.w;
|
|
||||||
|
|
||||||
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
|
|
||||||
{
|
|
||||||
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
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
||||||
faceColor *= input.texcoord2.z;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
faceColor *= tex2D(_GUIClipTexture, input.clipUV).a;
|
|
||||||
|
|
||||||
return faceColor;
|
|
||||||
}
|
|
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
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guid: cebea68575f67064f96951c387311479
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ShaderImporter:
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externalObjects: {}
|
|
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defaultTextures: []
|
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 8a4406749db485641a802331b0cbfa4e
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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guid: 41546e97322eff343a6d1244de178a5d
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TextureImporter:
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fileIDToRecycleName: {}
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serializedVersion: 2
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mipmaps:
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|
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mipMapMode: 0
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|
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enableMipMap: 0
|
|
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linearTexture: 1
|
|
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correctGamma: 0
|
|
||||||
fadeOut: 0
|
|
||||||
borderMipMap: 0
|
|
||||||
mipMapFadeDistanceStart: 1
|
|
||||||
mipMapFadeDistanceEnd: 3
|
|
||||||
bumpmap:
|
|
||||||
convertToNormalMap: 0
|
|
||||||
externalNormalMap: 0
|
|
||||||
heightScale: .25
|
|
||||||
normalMapFilter: 0
|
|
||||||
isReadable: 0
|
|
||||||
grayScaleToAlpha: 0
|
|
||||||
generateCubemap: 0
|
|
||||||
cubemapConvolution: 0
|
|
||||||
cubemapConvolutionSteps: 8
|
|
||||||
cubemapConvolutionExponent: 1.5
|
|
||||||
seamlessCubemap: 0
|
|
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textureFormat: -3
|
|
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maxTextureSize: 32
|
|
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textureSettings:
|
|
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filterMode: 0
|
|
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aniso: 1
|
|
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mipBias: -1
|
|
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wrapMode: 1
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|
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nPOTScale: 0
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|
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lightmap: 0
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rGBM: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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|
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spritePixelsToUnits: 100
|
|
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alphaIsTransparency: 1
|
|
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textureType: 2
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|
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buildTargetSettings: []
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|
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spriteSheet:
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sprites: []
|
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spritePackingTag:
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: bcac79c55067867468844f63cd98df00
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TextureImporter:
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fileIDToRecycleName: {}
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serializedVersion: 2
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mipmaps:
|
|
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mipMapMode: 0
|
|
||||||
enableMipMap: 0
|
|
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linearTexture: 1
|
|
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correctGamma: 0
|
|
||||||
fadeOut: 0
|
|
||||||
borderMipMap: 0
|
|
||||||
mipMapFadeDistanceStart: 1
|
|
||||||
mipMapFadeDistanceEnd: 3
|
|
||||||
bumpmap:
|
|
||||||
convertToNormalMap: 0
|
|
||||||
externalNormalMap: 0
|
|
||||||
heightScale: .25
|
|
||||||
normalMapFilter: 0
|
|
||||||
isReadable: 0
|
|
||||||
grayScaleToAlpha: 0
|
|
||||||
generateCubemap: 0
|
|
||||||
cubemapConvolution: 0
|
|
||||||
cubemapConvolutionSteps: 8
|
|
||||||
cubemapConvolutionExponent: 1.5
|
|
||||||
seamlessCubemap: 0
|
|
||||||
textureFormat: -3
|
|
||||||
maxTextureSize: 32
|
|
||||||
textureSettings:
|
|
||||||
filterMode: 0
|
|
||||||
aniso: 1
|
|
||||||
mipBias: -1
|
|
||||||
wrapMode: 1
|
|
||||||
nPOTScale: 0
|
|
||||||
lightmap: 0
|
|
||||||
rGBM: 0
|
|
||||||
compressionQuality: 50
|
|
||||||
spriteMode: 0
|
|
||||||
spriteExtrude: 1
|
|
||||||
spriteMeshType: 1
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|
||||||
alignment: 0
|
|
||||||
spritePivot: {x: .5, y: .5}
|
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
|
||||||
spritePixelsToUnits: 100
|
|
||||||
alphaIsTransparency: 1
|
|
||||||
textureType: 2
|
|
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buildTargetSettings: []
|
|
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spriteSheet:
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|
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sprites: []
|
|
||||||
spritePackingTag:
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|
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userData:
|
|
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 5a12d249eb330f040954fd6351b13b83
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TextureImporter:
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fileIDToRecycleName: {}
|
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serializedVersion: 2
|
|
||||||
mipmaps:
|
|
||||||
mipMapMode: 0
|
|
||||||
enableMipMap: 0
|
|
||||||
linearTexture: 1
|
|
||||||
correctGamma: 0
|
|
||||||
fadeOut: 0
|
|
||||||
borderMipMap: 0
|
|
||||||
mipMapFadeDistanceStart: 1
|
|
||||||
mipMapFadeDistanceEnd: 3
|
|
||||||
bumpmap:
|
|
||||||
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guid: ad3c3aac0abe836409f34bcde02494a6
|
|
||||||
TextureImporter:
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|
||||||
fileIDToRecycleName: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
mipmaps:
|
|
||||||
mipMapMode: 0
|
|
||||||
enableMipMap: 0
|
|
||||||
linearTexture: 1
|
|
||||||
correctGamma: 0
|
|
||||||
fadeOut: 0
|
|
||||||
borderMipMap: 0
|
|
||||||
mipMapFadeDistanceStart: 1
|
|
||||||
mipMapFadeDistanceEnd: 3
|
|
||||||
bumpmap:
|
|
||||||
convertToNormalMap: 0
|
|
||||||
externalNormalMap: 0
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|
||||||
heightScale: .25
|
|
||||||
normalMapFilter: 0
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|
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isReadable: 0
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|
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grayScaleToAlpha: 0
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|
||||||
generateCubemap: 0
|
|
||||||
cubemapConvolution: 0
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|
||||||
cubemapConvolutionSteps: 8
|
|
||||||
cubemapConvolutionExponent: 1.5
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|
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seamlessCubemap: 0
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|
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textureFormat: -3
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|
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maxTextureSize: 32
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|
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textureSettings:
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|
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filterMode: 0
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|
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aniso: 1
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|
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mipBias: -1
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|
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wrapMode: 1
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|
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nPOTScale: 0
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|
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lightmap: 0
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|
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rGBM: 0
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|
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compressionQuality: 50
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|
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spriteMode: 0
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|
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spriteExtrude: 1
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|
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spriteMeshType: 1
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|
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alignment: 0
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|
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spritePivot: {x: .5, y: .5}
|
|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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|
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spritePixelsToUnits: 100
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|
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alphaIsTransparency: 1
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|
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textureType: 2
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|
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buildTargetSettings: []
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|
||||||
spriteSheet:
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|
||||||
sprites: []
|
|
||||||
spritePackingTag:
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|
||||||
userData:
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|
||||||
assetBundleName:
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|
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assetBundleVariant:
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|
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
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guid: 1a008d976abb5b24aa36a8a000d9ebb6
|
guid: 6ab70aee4d56447429c680537fbf93ed
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user