Browse Source

之前的修改

胡佳骏 1 year ago
parent
commit
cac5ea5211
44 changed files with 4543 additions and 939 deletions
  1. 6 2
      Assets/ImmersalSDK/Core/Scripts/AR/ARSpace.cs
  2. 199 198
      Assets/MRNavigatorPro.unity
  3. 1 1
      Assets/Map Data/85471-ghzoffice-dense.ply.meta
  4. 1 1
      Assets/Map Data/85471-ghzoffice-sparse.ply.meta
  5. 1 1
      Assets/Map Data/85471-ghzoffice-tex.glb.meta
  6. 1 1
      Assets/Prefab/BluePrefabs/ModelItem/Cartoon+castle.glb.meta
  7. 4 4
      Assets/Resources/VuforiaConfiguration.asset
  8. 1 1
      Assets/Scripts/BaseManager/Root.cs
  9. 1 1
      Assets/Scripts/Blue/Temp/MoveChange.cs
  10. 17 2
      Assets/Scripts/LayoutTemplate/TemplateModel.cs
  11. 6 6
      Assets/Scripts/PlayerTrigger.cs
  12. 1 1
      Assets/Scripts/UI/LoginPanel.cs
  13. 4130 364
      Assets/StartTrack.unity
  14. 11 83
      Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Anton SDF.asset
  15. 11 55
      Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Bangers SDF.asset
  16. 13 58
      Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Electronic Highway Sign SDF.asset
  17. 5 6
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
  18. 0 2
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
  19. 4 5
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
  20. 0 2
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
  21. 5 6
      Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
  22. 0 2
      Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
  23. 14 15
      Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
  24. 0 2
      Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
  25. 11 12
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
  26. 2 2
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
  27. 9 10
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
  28. 0 2
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
  29. 11 12
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
  30. 0 2
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
  31. 6 7
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
  32. 0 2
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
  33. 9 11
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
  34. 0 2
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
  35. 14 15
      Assets/TextMesh Pro/Shaders/TMP_SDF.shader
  36. 0 2
      Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
  37. 17 20
      Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
  38. 2 2
      Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
  39. 0 2
      Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
  40. 0 2
      Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
  41. 25 11
      Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
  42. 0 2
      Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta
  43. 3 0
      ProjectSettings/EditorBuildSettings.asset
  44. 2 2
      ProjectSettings/ProjectSettings.asset

+ 6 - 2
Assets/ImmersalSDK/Core/Scripts/AR/ARSpace.cs

@@ -45,7 +45,7 @@ namespace Immersal.AR
         {
             get { return m_InitialOffset; }
         }
-
+        public GameObject go;
         void Awake()
 		{
 			Vector3 pos = transform.position;
@@ -53,8 +53,12 @@ namespace Immersal.AR
 			Matrix4x4 offset = Matrix4x4.TRS(pos, rot, Vector3.one);
 
 			m_InitialOffset = offset;
+           // Invoke("openCamera",2f);
 		}
-
+        void openCamera()
+        {
+          //  go.SetActive(true);
+        }
         public void OnDestroy()
         {
             transformToSpace.Clear();

+ 199 - 198
Assets/MRNavigatorPro.unity

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@@ -14965,7 +14966,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 1, y: 1}
-  m_AnchoredPosition: {x: 0, y: -0.005147581}
+  m_AnchoredPosition: {x: 0, y: -0.00513994}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0, y: 1}
 --- !u!114 &1180406930876628118
@@ -15338,7 +15339,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 22457152, guid: 67117722a812a2e46ab8cb8eafbf5f5e, type: 3}
       propertyPath: m_RootOrder
-      value: 8
+      value: 7
       objectReference: {fileID: 0}
     - target: {fileID: 22457152, guid: 67117722a812a2e46ab8cb8eafbf5f5e, type: 3}
       propertyPath: m_AnchorMax.x
@@ -16276,7 +16277,7 @@ PrefabInstance:
     - target: {fileID: 5886227751517987777, guid: 73594541ba5ecf84680e516628f9f8a8,
         type: 3}
       propertyPath: m_RootOrder
-      value: 12
+      value: 11
       objectReference: {fileID: 0}
     - target: {fileID: 5886227751517987777, guid: 73594541ba5ecf84680e516628f9f8a8,
         type: 3}
@@ -16791,7 +16792,7 @@ Transform:
   - {fileID: 1422492108}
   - {fileID: 2125129375}
   m_Father: {fileID: 0}
-  m_RootOrder: 11
+  m_RootOrder: 12
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!114 &8019606655069246676
 MonoBehaviour:

+ 1 - 1
Assets/Map Data/85471-ghzoffice-dense.ply.meta

@@ -7,4 +7,4 @@ ScriptedImporter:
   userData: 
   assetBundleName: 
   assetBundleVariant: 
-  script: {fileID: 11500000, guid: bb61eadf1271610449b8fe5e0be4d3bc, type: 3}
+  script: {fileID: 11500000, guid: 649469c6a3fb99e49a8b3ed0ff48d866, type: 3}

+ 1 - 1
Assets/Map Data/85471-ghzoffice-sparse.ply.meta

@@ -7,4 +7,4 @@ ScriptedImporter:
   userData: 
   assetBundleName: 
   assetBundleVariant: 
-  script: {fileID: 11500000, guid: bb61eadf1271610449b8fe5e0be4d3bc, type: 3}
+  script: {fileID: 11500000, guid: 649469c6a3fb99e49a8b3ed0ff48d866, type: 3}

+ 1 - 1
Assets/Map Data/85471-ghzoffice-tex.glb.meta

@@ -7,4 +7,4 @@ ScriptedImporter:
   userData: 
   assetBundleName: 
   assetBundleVariant: 
-  script: {fileID: 11500000, guid: 8a80967e1e6521b4fb722ed8d5dddf56, type: 3}
+  script: {fileID: 11500000, guid: 2b41132147e7df9498566a67dbd40543, type: 3}

+ 1 - 1
Assets/Prefab/BluePrefabs/ModelItem/Cartoon+castle.glb.meta

@@ -7,4 +7,4 @@ ScriptedImporter:
   userData: 
   assetBundleName: 
   assetBundleVariant: 
-  script: {fileID: 11500000, guid: 8a80967e1e6521b4fb722ed8d5dddf56, type: 3}
+  script: {fileID: 11500000, guid: 2b41132147e7df9498566a67dbd40543, type: 3}

+ 4 - 4
Assets/Resources/VuforiaConfiguration.asset

@@ -23,8 +23,8 @@ MonoBehaviour:
     modelTargetRecoWhileExtendedTracked: 0
     shareRecordingsInITunes: 0
     logLevel: 0
-    version: 10.15.4
-    eulaAcceptedVersions: '{"Values":["8.5","7.5","8.3","7.2","7.1","8.0","7.7","8.1","0.0","9.2","9.4","10.10","10.11","10.12","10.13","9.8","10.3","10.2","9.1","10.15","9.7"]}'
+    version: 10.13.3
+    eulaAcceptedVersions: '{"Values":["8.5","7.5","8.3","7.2","7.1","8.0","7.7","8.1","0.0","9.2","9.4","10.10","10.11","10.12","10.13","9.8","10.3","10.2","9.1","10.15","9.7","10.19"]}'
   database:
     disableModelExtraction: 0
   shaders:
@@ -39,12 +39,12 @@ MonoBehaviour:
     unlitShader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
     videoBackgroundEnabled: 1
   deviceTracker:
-    autoStartTracker: 0
+    autoStartTracker: 1
     arcoreRequirement: 1
     autoImportArcore: 1
     thirdPartyARCoreClientDetected: 1
   playmode:
-    mRecordingPath: 
+    mSequencePath: 
     playModeType: 0
   webcam:
     renderTextureLayer: 30

+ 1 - 1
Assets/Scripts/BaseManager/Root.cs

@@ -39,7 +39,7 @@ public class Root : MonoBehaviour
 
     private void Update()
     {
-        if (API_GSXR_Slam.GSXR_Get_Head() != null && !m_IsSelect)
+        if (OpenXRCamera.Instance.head != null && !m_IsSelect)
         {
             time += Time.deltaTime;
             UIManager.Instance.ChangePos();

+ 1 - 1
Assets/Scripts/Blue/Temp/MoveChange.cs

@@ -18,7 +18,7 @@ public class MoveChange : MonoBehaviour
 #else
         if(DeviceType.type!="A01"&&DeviceType.type!="Phone")
         {
-            ControllerTracker = API_GSXR_Module_InputSystem_KS.GSXR_KSRight.inputDeviceKSPartUI.transform;
+        ControllerTracker = API_Module_InputSystem_KS.KSRight.inputDeviceKSPartUI.transform;
         }else
         {
             ControllerTracker = OpenXRCamera.Instance.head;

+ 17 - 2
Assets/Scripts/LayoutTemplate/TemplateModel.cs

@@ -4,6 +4,7 @@ using System.Collections.Generic;
 using System.IO;
 using TriLibCore;
 using UnityEngine;
+using static BoundingBox;
 
 public class TemplateModel : BaseTemPlate
 {
@@ -295,17 +296,31 @@ public class TemplateModel : BaseTemPlate
 
     public void TriLibModel()
     {
-
         Debug.Log("模型加载完成TriLibModel" + Data.localLoadPath);
         TriLibModelLoad.Load(Data.localLoadPath, (AssetLoaderContext ac) => {
             Debug.Log("模型加载完成");
         }, (AssetLoaderContext ac) => {
+
+            m_ModelObj = Instantiate(ac.RootGameObject, transform);
             Debug.Log("载材质加完成");
           //  ac.RootGameObject.transform.position = Camera.main.transform.forward;
-            m_ModelObj = Instantiate(ac.RootGameObject, transform);
+            Bounds bounds = GetAllBounds.GetAllObjectBounds(m_ModelObj);
+
+            Debug.Log("载材质加完成" + bounds.center);
+            Debug.Log("载材质加完成" + bounds.size);
+            GameObject obj = new GameObject("Test");
+            obj.transform.parent = m_ModelObj.transform;
+            obj.transform.position = bounds.center;
+            float bizhi = 0.4f / bounds.size.x;
+            m_ModelObj.transform.localScale = Vector3.one * bizhi;
+            m_ModelObj.transform.localPosition = Vector3.zero - obj.transform.position;
+            Debug.Log("载材质加完成" + m_ModelObj.transform.localPosition);
+
             ManipulationHandler manipulation = gameObject.AddComponent<ManipulationHandler>();
             manipulation.enabled = false;
             BoundingBox boundingBox = gameObject.AddComponent<BoundingBox>();
+            boundingBox.ActiveHandle = HandleType.Rotation | HandleType.Scale;
+            gameObject.AddComponent<BoxCollider>().size = bounds.size * bizhi;
             boundingBox.enabled = false;
             ac.RootGameObject.SetActive(false);
         }, (AssetLoaderContext ac, float f) => {

+ 6 - 6
Assets/Scripts/PlayerTrigger.cs

@@ -164,11 +164,11 @@ public class PlayerTrigger : MonoBehaviour
             position = transform.parent.TransformPoint(position);
             Debug.Log(position);
 #if UNITY_EDITOR
-            API_GSXR_Slam.GSXR_Get_Head().position = position;
+            OpenXRCamera.Instance.head.position = position;
 #elif UNITY_ANDROID
-            API_GSXR_Slam.GSXR_Get_Head().position = position;
+             OpenXRCamera.Instance.head.position = position;
 #endif
-            Debug.Log("m_Dir:" + m_Dir.ToString() + "=====" + API_GSXR_Slam.GSXR_Get_Head().localPosition.ToString());
+            Debug.Log("m_Dir:" + m_Dir.ToString() + "=====" + OpenXRCamera.Instance.head.localPosition.ToString());
         }
     }
 
@@ -181,12 +181,12 @@ public class PlayerTrigger : MonoBehaviour
             m_MoveIndex = m_MoveIndex < MovePoints.Count ? m_MoveIndex : 0;
             var position = transform.parent.TransformPoint(new Vector3(MovePoints[m_MoveIndex].x, transform.localPosition.y, MovePoints[m_MoveIndex].z));
 #if UNITY_EDITOR
-            API_GSXR_Slam.GSXR_Get_Head().position = position;
+            OpenXRCamera.Instance.head.position = position;
 #elif UNITY_ANDROID
-            API_GSXR_Slam.GSXR_Get_Head().position = position;
+             OpenXRCamera.Instance.head.position = position;
 #endif
         }
-        Debug.Log("m_MoveIndex:" + m_MoveIndex.ToString() + "=====" + API_GSXR_Slam.GSXR_Get_Head().localPosition.ToString());
+        Debug.Log("m_MoveIndex:" + m_MoveIndex.ToString() + "=====" + OpenXRCamera.Instance.head.localPosition.ToString());
         Debug.Log(transform.position);
     }
 

+ 1 - 1
Assets/Scripts/UI/LoginPanel.cs

@@ -789,7 +789,7 @@ public class LoginPanel : BaseUI
 
     private void Update()
     {
-        if (API_GSXR_Slam.GSXR_Is_SlamInitialized())
+        if (true)
         {
             m_SN.text = SendSN.GetSN();
             //m_SN.text = API_GSXR_Slam.SlamManager.plugin.SN;

File diff suppressed because it is too large
+ 4130 - 364
Assets/StartTrack.unity


File diff suppressed because it is too large
+ 11 - 83
Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Anton SDF.asset


File diff suppressed because it is too large
+ 11 - 55
Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Bangers SDF.asset


File diff suppressed because it is too large
+ 13 - 58
Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/Electronic Highway Sign SDF.asset


+ 5 - 6
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader

@@ -3,7 +3,7 @@ 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)
+	_FaceColor		("Text Color", Color) = (1,1,1,1)
 
 	_VertexOffsetX	("Vertex OffsetX", float) = 0
 	_VertexOffsetY	("Vertex OffsetY", float) = 0
@@ -19,14 +19,13 @@ Properties {
 	_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]
@@ -35,8 +34,8 @@ SubShader{
 		ReadMask[_StencilReadMask]
 		WriteMask[_StencilWriteMask]
 	}
-
-
+	
+	
 	Lighting Off
 	Cull [_CullMode]
 	ZTest [unity_GUIZTestMode]
@@ -115,7 +114,7 @@ SubShader{
 			// 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;
 		}
 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: 48bb5f55d8670e349b6e614913f9d910
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 4 - 5
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader

@@ -2,7 +2,7 @@ Shader "TextMeshPro/Mobile/Bitmap" {
 
 Properties {
 	_MainTex		("Font Atlas", 2D) = "white" {}
-	[HDR]_Color		("Text Color", Color) = (1,1,1,1)
+	_Color			("Text Color", Color) = (1,1,1,1)
 	_DiffusePower	("Diffuse Power", Range(1.0,4.0)) = 1.0
 
 	_VertexOffsetX("Vertex OffsetX", float) = 0
@@ -18,7 +18,6 @@ Properties {
 	_StencilWriteMask("Stencil Write Mask", Float) = 255
 	_StencilReadMask("Stencil Read Mask", Float) = 255
 
-	_CullMode("Cull Mode", Float) = 0
 	_ColorMask("Color Mask", Float) = 15
 }
 
@@ -37,7 +36,7 @@ SubShader {
 
 
 	Lighting Off
-	Cull [_CullMode]
+	Cull Off
 	ZTest [unity_GUIZTestMode]
 	ZWrite Off
 	Fog { Mode Off }
@@ -114,11 +113,11 @@ SubShader {
 				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

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: 1e3b057af24249748ff873be7fafee47
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 5 - 6
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader

@@ -3,7 +3,7 @@ Shader "TextMeshPro/Bitmap" {
 Properties {
 	_MainTex		("Font Atlas", 2D) = "white" {}
 	_FaceTex		("Font Texture", 2D) = "white" {}
-	[HDR]_FaceColor	("Text Color", Color) = (1,1,1,1)
+	_FaceColor		("Text Color", Color) = (1,1,1,1)
 
 	_VertexOffsetX	("Vertex OffsetX", float) = 0
 	_VertexOffsetY	("Vertex OffsetY", float) = 0
@@ -18,14 +18,13 @@ Properties {
 	_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]
@@ -34,8 +33,8 @@ SubShader{
 		ReadMask[_StencilReadMask]
 		WriteMask[_StencilWriteMask]
 	}
-
-
+	
+	
 	Lighting Off
 	Cull [_CullMode]
 	ZTest [unity_GUIZTestMode]
@@ -114,7 +113,7 @@ SubShader{
 			// 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;
 		}
 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: 128e987d567d4e2c824d754223b3f3b0
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 14 - 15
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader

@@ -4,10 +4,10 @@ Properties {
 	_FaceTex			("Face Texture", 2D) = "white" {}
 	_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0
 	_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0
-	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceColor			("Face Color", Color) = (1,1,1,1)
 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
 
-	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineColor		("Outline Color", Color) = (0,0,0,1)
 	_OutlineTex			("Outline Texture", 2D) = "white" {}
 	_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0
 	_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0
@@ -21,7 +21,7 @@ Properties {
 	_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0
 
 	_LightAngle			("Light Angle", Range(0.0, 6.2831853)) = 3.1416
-	[HDR]_SpecularColor	("Specular", Color) = (1,1,1,1)
+	_SpecularColor		("Specular", Color) = (1,1,1,1)
 	_SpecularPower		("Specular", Range(0,4)) = 2.0
 	_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10
 	_Diffuse			("Diffuse", Range(0,1)) = 0.5
@@ -35,15 +35,15 @@ Properties {
 	_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)
+	_UnderlayColor		("Border Color", Color) = (0,0,0, 0.5)
 	_UnderlayOffsetX	("Border OffsetX", Range(-1,1)) = 0
 	_UnderlayOffsetY	("Border OffsetY", Range(-1,1)) = 0
 	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
 	_UnderlaySoftness	("Border Softness", Range(0,1)) = 0
 
-	[HDR]_GlowColor		("Color", Color) = (0, 1, 0, 0.5)
+	_GlowColor			("Color", Color) = (0, 1, 0, 0.5)
 	_GlowOffset			("Offset", Range(-1,1)) = 0
 	_GlowInner			("Inner", Range(0,1)) = 0.05
 	_GlowOuter			("Outer", Range(0,1)) = 0.05
@@ -68,7 +68,7 @@ Properties {
 
 	_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
@@ -80,7 +80,6 @@ Properties {
 	_StencilWriteMask	("Stencil Write Mask", Float) = 255
 	_StencilReadMask	("Stencil Read Mask", Float) = 255
 
-	_CullMode			("Cull Mode", Float) = 0
 	_ColorMask			("Color Mask", Float) = 15
 }
 
@@ -97,7 +96,7 @@ SubShader {
 	{
 		Ref [_Stencil]
 		Comp [_StencilComp]
-		Pass [_StencilOp]
+		Pass [_StencilOp] 
 		ReadMask [_StencilReadMask]
 		WriteMask [_StencilWriteMask]
 	}
@@ -146,7 +145,7 @@ SubShader {
 			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;
@@ -187,7 +186,7 @@ SubShader {
 			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
@@ -216,7 +215,7 @@ SubShader {
 			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
 			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
 
-
+			
 			output.position = vPosition;
 			output.color = input.color;
 			output.atlas =	input.texcoord0;
@@ -238,7 +237,7 @@ SubShader {
 			UNITY_SETUP_INSTANCE_ID(input);
 
 			float c = tex2D(_MainTex, input.atlas).a;
-
+		
 		#ifndef UNDERLAY_ON
 			clip(c - input.param.x);
 		#endif
@@ -255,7 +254,7 @@ SubShader {
 			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);
 
@@ -304,7 +303,7 @@ SubShader {
 		#if UNITY_UI_ALPHACLIP
 			clip(faceColor.a - 0.001);
 		#endif
-
+  		
 			return faceColor * input.color.a;
 		}
 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: dd89cf5b9246416f84610a006f916af7
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 11 - 12
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader

@@ -1,4 +1,4 @@
-// Simplified SDF shader:
+// Simplified SDF shader:
 // - No Shading Option (bevel / bump / env map)
 // - No Glow Option
 // - Softness is applied on both side of the outline
@@ -6,14 +6,14 @@
 Shader "TextMeshPro/Mobile/Distance Field - Masking" {
 
 Properties {
-	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceColor			("Face Color", Color) = (1,1,1,1)
 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
 
-	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineColor		("Outline Color", Color) = (0,0,0,1)
 	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
 
-	[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0,.5)
+	_UnderlayColor		("Border Color", Color) = (0,0,0,.5)
 	_UnderlayOffsetX 	("Border OffsetX", Range(-1,1)) = 0
 	_UnderlayOffsetY 	("Border OffsetY", Range(-1,1)) = 0
 	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
@@ -47,19 +47,18 @@ Properties {
 	_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
+	Tags 
 	{
 		"Queue"="Transparent"
 		"IgnoreProjector"="True"
@@ -71,7 +70,7 @@ SubShader {
 	{
 		Ref [_Stencil]
 		Comp [_StencilComp]
-		Pass [_StencilOp]
+		Pass [_StencilOp] 
 		ReadMask [_StencilReadMask]
 		WriteMask [_StencilWriteMask]
 	}
@@ -136,7 +135,7 @@ SubShader {
 
 			float2 pixelSize = vPosition.w;
 			pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
-
+			
 			float scale = rsqrt(dot(pixelSize, pixelSize));
 			scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
 			if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
@@ -218,10 +217,10 @@ SubShader {
 		#endif
 
 		// Alternative implementation to UnityGet2DClipping with support for softness.
-		//#if UNITY_UI_CLIP_RECT
+		#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
+		#endif
 
 		float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
 		float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;

+ 2 - 2
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta

@@ -1,9 +1,9 @@
 fileFormatVersion: 2
 guid: bc1ede39bf3643ee8e493720e4259791
+timeCreated: 1463704911
+licenseType: Pro
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 9 - 10
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader

@@ -6,14 +6,14 @@
 Shader "TextMeshPro/Mobile/Distance Field Overlay" {
 
 Properties {
-	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceColor			("Face Color", Color) = (1,1,1,1)
 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
 
-	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineColor		("Outline Color", Color) = (0,0,0,1)
 	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
 
-	[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0,.5)
+	_UnderlayColor		("Border Color", Color) = (0,0,0,.5)
 	_UnderlayOffsetX 	("Border OffsetX", Range(-1,1)) = 0
 	_UnderlayOffsetY 	("Border OffsetY", Range(-1,1)) = 0
 	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
@@ -42,14 +42,13 @@ Properties {
 	_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
 }
 
@@ -66,7 +65,7 @@ SubShader {
 	{
 		Ref [_Stencil]
 		Comp [_StencilComp]
-		Pass [_StencilOp]
+		Pass [_StencilOp] 
 		ReadMask [_StencilReadMask]
 		WriteMask [_StencilWriteMask]
 	}
@@ -126,7 +125,7 @@ SubShader {
 			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;
@@ -136,7 +135,7 @@ SubShader {
 
 			float2 pixelSize = vPosition.w;
 			pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
-
+			
 			float scale = rsqrt(dot(pixelSize, pixelSize));
 			scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
 			if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
@@ -196,7 +195,7 @@ SubShader {
 		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);
 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: a02a7d8c237544f1962732b55a9aebf1
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 11 - 12
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader

@@ -1,4 +1,4 @@
-// Simplified SDF shader:
+// Simplified SDF shader:
 // - No Shading Option (bevel / bump / env map)
 // - No Glow Option
 // - Softness is applied on both side of the outline
@@ -6,14 +6,14 @@
 Shader "TextMeshPro/Mobile/Distance Field" {
 
 Properties {
-	[HDR]_FaceColor     ("Face Color", Color) = (1,1,1,1)
+	_FaceColor			("Face Color", Color) = (1,1,1,1)
 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
 
-	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineColor		("Outline Color", Color) = (0,0,0,1)
 	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
 
-	[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0,.5)
+	_UnderlayColor		("Border Color", Color) = (0,0,0,.5)
 	_UnderlayOffsetX 	("Border OffsetX", Range(-1,1)) = 0
 	_UnderlayOffsetY 	("Border OffsetY", Range(-1,1)) = 0
 	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
@@ -42,19 +42,18 @@ Properties {
 	_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
+	Tags 
 	{
 		"Queue"="Transparent"
 		"IgnoreProjector"="True"
@@ -66,7 +65,7 @@ SubShader {
 	{
 		Ref [_Stencil]
 		Comp [_StencilComp]
-		Pass [_StencilOp]
+		Pass [_StencilOp] 
 		ReadMask [_StencilReadMask]
 		WriteMask [_StencilWriteMask]
 	}
@@ -126,7 +125,7 @@ SubShader {
 			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;
@@ -136,7 +135,7 @@ SubShader {
 
 			float2 pixelSize = vPosition.w;
 			pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
-
+			
 			float scale = rsqrt(dot(pixelSize, pixelSize));
 			scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
 			if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
@@ -196,7 +195,7 @@ SubShader {
 		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);
 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: fe393ace9b354375a9cb14cdbbc28be4
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 6 - 7
Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader

@@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
 
 Properties {
 	_FaceTex			("Fill Texture", 2D) = "white" {}
-	[HDR]_FaceColor		("Fill Color", Color) = (1,1,1,1)
+	_FaceColor			("Fill Color", Color) = (1,1,1,1)
 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
 
-	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineColor		("Outline Color", Color) = (0,0,0,1)
 	_OutlineTex			("Outline Texture", 2D) = "white" {}
 	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0
-	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
+	_OutlineSoftness		("Outline Softness", Range(0,1)) = 0
 
-	[HDR]_GlowColor		("Color", Color) = (0, 1, 0, 0.5)
+	_GlowColor			("Color", Color) = (0, 1, 0, 0.5)
 	_GlowOffset			("Offset", Range(-1,1)) = 0
 	_GlowInner			("Inner", Range(0,1)) = 0.05
 	_GlowOuter			("Outer", Range(0,1)) = 0.05
@@ -41,8 +41,7 @@ Properties {
 
 	_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
 }
@@ -76,7 +75,7 @@ SubShader {
 		float2	uv2_FaceTex;
 		float2  uv2_OutlineTex;
 		float2	param;					// Weight, Scale
-		float3	viewDirEnv;
+		float3	viewDirEnv;		
 	};
 
 	#include "TMPro_Surface.cginc"

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: 85187c2149c549c5b33f0cdb02836b17
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 9 - 11
Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader

@@ -4,10 +4,10 @@ Properties {
 	_FaceTex			("Fill Texture", 2D) = "white" {}
 	_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0
 	_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0
-	[HDR]_FaceColor		("Fill Color", Color) = (1,1,1,1)
+	_FaceColor			("Fill Color", Color) = (1,1,1,1)
 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
 
-	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineColor		("Outline Color", Color) = (0,0,0,1)
 	_OutlineTex			("Outline Texture", 2D) = "white" {}
 	_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0
 	_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0
@@ -24,16 +24,16 @@ Properties {
 	_BumpOutline		("Bump Outline", Range(0,1)) = 0.5
 	_BumpFace			("Bump Face", Range(0,1)) = 0.5
 
-	_ReflectFaceColor	    ("Face Color", Color) = (0,0,0,1)
+	_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)
+	_EnvMatrixRotation		("Texture Rotation", vector) = (0, 0, 0, 0)
+	_SpecColor				("Specular Color", Color) = (0,0,0,1)
 
 	_FaceShininess		("Face Shininess", Range(0,1)) = 0
 	_OutlineShininess	("Outline Shininess", Range(0,1)) = 0
 
-	[HDR]_GlowColor		("Color", Color) = (0, 1, 0, 0.5)
+	_GlowColor			("Color", Color) = (0, 1, 0, 0.5)
 	_GlowOffset			("Offset", Range(-1,1)) = 0
 	_GlowInner			("Inner", Range(0,1)) = 0.05
 	_GlowOuter			("Outer", Range(0,1)) = 0.05
@@ -59,15 +59,13 @@ Properties {
 
 	_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" }
+	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }	
 
 	LOD 300
 	Cull [_CullMode]
@@ -91,10 +89,10 @@ SubShader {
 		float2	uv2_FaceTex;
 		float2  uv2_OutlineTex;
 		float2	param;						// Weight, Scale
-		float3	viewDirEnv;
+		float3	viewDirEnv;		
 	};
 
-
+	
 	#define BEVEL_ON 1
 	#include "TMPro_Surface.cginc"
 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: f7ada0af4f174f0694ca6a487b8f543d
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 14 - 15
Assets/TextMesh Pro/Shaders/TMP_SDF.shader

@@ -4,10 +4,10 @@ Properties {
 	_FaceTex			("Face Texture", 2D) = "white" {}
 	_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0
 	_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0
-	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceColor			("Face Color", Color) = (1,1,1,1)
 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
 
-	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineColor		("Outline Color", Color) = (0,0,0,1)
 	_OutlineTex			("Outline Texture", 2D) = "white" {}
 	_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0
 	_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0
@@ -21,7 +21,7 @@ Properties {
 	_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0
 
 	_LightAngle			("Light Angle", Range(0.0, 6.2831853)) = 3.1416
-	[HDR]_SpecularColor	("Specular", Color) = (1,1,1,1)
+	_SpecularColor		("Specular", Color) = (1,1,1,1)
 	_SpecularPower		("Specular", Range(0,4)) = 2.0
 	_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10
 	_Diffuse			("Diffuse", Range(0,1)) = 0.5
@@ -35,15 +35,15 @@ Properties {
 	_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)
+	_UnderlayColor		("Border Color", Color) = (0,0,0, 0.5)
 	_UnderlayOffsetX	("Border OffsetX", Range(-1,1)) = 0
 	_UnderlayOffsetY	("Border OffsetY", Range(-1,1)) = 0
 	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
 	_UnderlaySoftness	("Border Softness", Range(0,1)) = 0
 
-	[HDR]_GlowColor			("Color", Color) = (0, 1, 0, 0.5)
+	_GlowColor			("Color", Color) = (0, 1, 0, 0.5)
 	_GlowOffset			("Offset", Range(-1,1)) = 0
 	_GlowInner			("Inner", Range(0,1)) = 0.05
 	_GlowOuter			("Outer", Range(0,1)) = 0.05
@@ -68,7 +68,7 @@ Properties {
 
 	_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
@@ -80,7 +80,6 @@ Properties {
 	_StencilWriteMask	("Stencil Write Mask", Float) = 255
 	_StencilReadMask	("Stencil Read Mask", Float) = 255
 
-	_CullMode			("Cull Mode", Float) = 0
 	_ColorMask			("Color Mask", Float) = 15
 }
 
@@ -97,7 +96,7 @@ SubShader {
 	{
 		Ref [_Stencil]
 		Comp [_StencilComp]
-		Pass [_StencilOp]
+		Pass [_StencilOp] 
 		ReadMask [_StencilReadMask]
 		WriteMask [_StencilWriteMask]
 	}
@@ -146,7 +145,7 @@ SubShader {
 			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;
@@ -187,7 +186,7 @@ SubShader {
 			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
@@ -216,7 +215,7 @@ SubShader {
 			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
 			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
 
-
+			
 			output.position = vPosition;
 			output.color = input.color;
 			output.atlas =	input.texcoord0;
@@ -228,7 +227,7 @@ SubShader {
 			output.underlayColor =	underlayColor;
 			#endif
 			output.textures = float4(faceUV, outlineUV);
-
+	
 			return output;
 		}
 
@@ -238,7 +237,7 @@ SubShader {
 			UNITY_SETUP_INSTANCE_ID(input);
 
 			float c = tex2D(_MainTex, input.atlas).a;
-
+		
 		#ifndef UNDERLAY_ON
 			clip(c - input.param.x);
 		#endif
@@ -255,7 +254,7 @@ SubShader {
 			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);
 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: 68e6db2ebdc24f95958faec2be5558d6
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 17 - 20
Assets/TextMesh Pro/Shaders/TMP_Sprite.shader

@@ -2,7 +2,7 @@ Shader "TextMeshPro/Sprite"
 {
 	Properties
 	{
-        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
+		_MainTex ("Sprite Texture", 2D) = "white" {}
 		_Color ("Tint", Color) = (1,1,1,1)
 		
 		_StencilComp ("Stencil Comparison", Float) = 8
@@ -10,8 +10,7 @@ Shader "TextMeshPro/Sprite"
 		_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)
 
@@ -38,7 +37,7 @@ Shader "TextMeshPro/Sprite"
 			WriteMask [_StencilWriteMask]
 		}
 
-		Cull [_CullMode]
+		Cull Off
 		Lighting Off
 		ZWrite Off
 		ZTest [unity_GUIZTestMode]
@@ -47,60 +46,58 @@ Shader "TextMeshPro/Sprite"
 
 		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
+			#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;
+				half2 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 vert(appdata_t IN)
 			{
 				v2f OUT;
-                UNITY_SETUP_INSTANCE_ID(v);
-                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
-                OUT.worldPosition = v.vertex;
+				OUT.worldPosition = IN.vertex;
 				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
 
-                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+				OUT.texcoord = IN.texcoord;
 				
-                OUT.color = v.color * _Color;
+				#ifdef UNITY_HALF_TEXEL_OFFSET
+				OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
+				#endif
+				
+				OUT.color = IN.color * _Color;
 				return OUT;
 			}
 
+			sampler2D _MainTex;
+
 			fixed4 frag(v2f IN) : SV_Target
 			{
 				half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
 				
-                #ifdef UNITY_UI_CLIP_RECT
+				#if UNITY_UI_CLIP_RECT
 					color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
 				#endif
 

+ 2 - 2
Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta

@@ -1,9 +1,9 @@
 fileFormatVersion: 2
 guid: cf81c85f95fe47e1a27f6ae460cf182c
+timeCreated: 1450517184
+licenseType: Pro
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMPro.cginc.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: 407bc68d299748449bbf7f48ee690f8d
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: 3997e2241185407d80309a82f9148466
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 25 - 11
Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc

@@ -25,6 +25,8 @@ void VertShader(inout appdata_full v, out Input data)
 	data.param.y = scale;
 #endif
 
+	//float opacity = v.color.a;
+
 	data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 
 
 	v.texcoord1.xy = UnpackUV(v.texcoord1.x);
@@ -34,10 +36,26 @@ void VertShader(inout appdata_full v, out Input data)
 void PixShader(Input input, inout SurfaceOutput o)
 {
 
+#if USE_DERIVATIVE | 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 };
+#endif
+
 #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);
+	// Screen space scaling reciprocal with anisotropic correction
+	float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
+	float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
+	float2 tdx = ddx(input.uv_MainTex)*res;
+	float2 tdy = ddy(input.uv_MainTex)*res;
+	float lx = length(tdx);
+	float ly = length(tdy);
+	float s = sqrt(min(lx, ly) / max(lx, ly));
+	s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
+	float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
 #else
 	float scale = input.param.y;
 #endif
@@ -58,14 +76,8 @@ void PixShader(Input input, inout SurfaceOutput o)
 	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 };
 
+#if BEVEL_ON
 	// Face Normal
 	float3 n = GetSurfaceNormal(smp4x, input.param.x);
 
@@ -82,7 +94,9 @@ void PixShader(Input input, inout SurfaceOutput o)
 	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;

+ 0 - 2
Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: d930090c0cd643c7b55f19a38538c162
 ShaderImporter:
-  externalObjects: {}
   defaultTextures: []
-  nonModifiableTextures: []
   userData: 
   assetBundleName: 
   assetBundleVariant: 

+ 3 - 0
ProjectSettings/EditorBuildSettings.asset

@@ -14,6 +14,9 @@ EditorBuildSettings:
   - enabled: 0
     path: Assets/HelloImmersal.unity
     guid: 026b52fb0ac014cae8cdcf9e6e9763aa
+  - enabled: 0
+    path: 
+    guid: 00000000000000000000000000000000
   m_configObjects:
     UnityEditor.XR.ARCore.ARCoreSettings: {fileID: 11400000, guid: 4b1d5a042e31248bd96476a68f09d908,
       type: 2}

+ 2 - 2
ProjectSettings/ProjectSettings.asset

@@ -935,6 +935,7 @@ PlayerSettings:
   metroSplashScreenUseBackgroundColor: 1
   platformCapabilities:
     WindowsStoreApps:
+      EnterpriseAuthentication: False
       OfflineMapsManagement: False
       HumanInterfaceDevice: False
       Location: False
@@ -947,7 +948,6 @@ PlayerSettings:
       InternetClientServer: False
       VideosLibrary: False
       Objects3D: False
-      InternetClient: True
       RemoteSystem: False
       BlockedChatMessages: False
       PhoneCall: False
@@ -969,9 +969,9 @@ PlayerSettings:
       RecordedCallsFolder: False
       Contacts: False
       Proximity: False
+      InternetClient: True
       CodeGeneration: False
       BackgroundMediaPlayback: False
-      EnterpriseAuthentication: False
   metroTargetDeviceFamilies: {}
   metroFTAName: 
   metroFTAFileTypes: []

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