optimze unity project for xr_rm

This commit is contained in:
2026-06-03 14:16:52 +08:00
parent 9260e46b3c
commit 3fc8024648
98 changed files with 20352 additions and 1568 deletions

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@ -0,0 +1,260 @@
#if UNITY_EDITOR
using System;
using System.IO;
using System.Text;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.TextCore.LowLevel;
public static class XrRmTmpFontAssetBuilder
{
private const string ResourcesDirectory = "Assets/Resources";
private const string FontDirectory = "Assets/Resources/Fonts";
private const string RegularFontPath = FontDirectory + "/Roboto-Regular.ttf";
private const string BoldFontPath = FontDirectory + "/Roboto-Bold.ttf";
private const string RegularAssetPath = FontDirectory + "/Roboto-Regular SDF.asset";
private const string BoldAssetPath = FontDirectory + "/Roboto-Bold SDF.asset";
private const string PreferredTmpSettingsPath = ResourcesDirectory + "/TMP Settings.asset";
private const string StandardTmpSettingsPath = "Assets/TextMesh Pro/Resources/TMP Settings.asset";
private const int SamplingPointSize = 90;
private const int AtlasPadding = 9;
private const int AtlasSize = 1024;
private const string MobileSdfShaderName = "TextMeshPro/Mobile/Distance Field";
[MenuItem("XR-RM/Rebuild Roboto TMP Font Assets")]
public static void RebuildRobotoFontAssets()
{
EnsureRobotoFontAssets(true);
}
public static void EnsureRobotoFontAssets(bool forceRebuild = false)
{
Directory.CreateDirectory(ResourcesDirectory);
Directory.CreateDirectory(FontDirectory);
EnsureTmpEssentialResources();
TMP_FontAsset regularFontAsset = EnsureFontAsset(
RegularFontPath,
RegularAssetPath,
"Roboto-Regular SDF",
forceRebuild);
TMP_FontAsset boldFontAsset = EnsureFontAsset(
BoldFontPath,
BoldAssetPath,
"Roboto-Bold SDF",
forceRebuild);
EnsureTmpSettings(regularFontAsset, boldFontAsset);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("XR-RM Roboto TMP font assets are ready.");
}
private static TMP_FontAsset EnsureFontAsset(string fontPath, string assetPath, string assetName, bool forceRebuild)
{
if (!forceRebuild)
{
TMP_FontAsset existing = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(assetPath);
if (existing != null)
{
return existing;
}
}
if (!File.Exists(fontPath))
{
throw new FileNotFoundException("Roboto font file is missing.", fontPath);
}
AssetDatabase.ImportAsset(fontPath, ImportAssetOptions.ForceSynchronousImport);
Font sourceFont = AssetDatabase.LoadAssetAtPath<Font>(fontPath);
if (sourceFont == null)
{
throw new InvalidOperationException("Unity could not import Roboto font: " + fontPath);
}
if (File.Exists(assetPath))
{
AssetDatabase.DeleteAsset(assetPath);
}
TMP_FontAsset fontAsset = TMP_FontAsset.CreateFontAsset(
sourceFont,
SamplingPointSize,
AtlasPadding,
GlyphRenderMode.SDFAA,
AtlasSize,
AtlasSize,
AtlasPopulationMode.Dynamic,
false);
if (fontAsset == null)
{
throw new InvalidOperationException("TextMesh Pro could not create font asset from: " + fontPath);
}
fontAsset.name = assetName;
fontAsset.atlasTextures[0].name = assetName + " Atlas";
fontAsset.material.name = assetName + " Atlas Material";
if (!fontAsset.TryAddCharacters(BuildAsciiCharacterSet(), out string missingCharacters) ||
!string.IsNullOrEmpty(missingCharacters))
{
throw new InvalidOperationException(assetName + " is missing ASCII glyphs: " + missingCharacters);
}
fontAsset.atlasPopulationMode = AtlasPopulationMode.Static;
fontAsset.ReadFontAssetDefinition();
Texture2D atlasTexture = fontAsset.atlasTexture;
Material atlasMaterial = fontAsset.material;
AssetDatabase.CreateAsset(fontAsset, assetPath);
if (atlasTexture != null)
{
AssetDatabase.AddObjectToAsset(atlasTexture, fontAsset);
}
if (atlasMaterial != null)
{
AssetDatabase.AddObjectToAsset(atlasMaterial, fontAsset);
}
EditorUtility.SetDirty(fontAsset);
return fontAsset;
}
private static void EnsureTmpSettings(TMP_FontAsset regularFontAsset, TMP_FontAsset fallbackFontAsset)
{
string settingsPath = ResolveTmpSettingsPath();
TMP_Settings settings = AssetDatabase.LoadAssetAtPath<TMP_Settings>(settingsPath);
if (settings == null)
{
settings = ScriptableObject.CreateInstance<TMP_Settings>();
Directory.CreateDirectory(Path.GetDirectoryName(settingsPath));
AssetDatabase.CreateAsset(settings, settingsPath);
}
SerializedObject serializedSettings = new SerializedObject(settings);
SetObject(serializedSettings, "m_defaultFontAsset", regularFontAsset);
SetString(serializedSettings, "m_defaultFontAssetPath", "Fonts/");
SetFloat(serializedSettings, "m_defaultFontSize", 36.0f);
SetFloat(serializedSettings, "m_defaultAutoSizeMinRatio", 0.5f);
SetFloat(serializedSettings, "m_defaultAutoSizeMaxRatio", 1.0f);
SetBool(serializedSettings, "m_enableWordWrapping", false);
SetBool(serializedSettings, "m_enableKerning", true);
SetBool(serializedSettings, "m_EnableRaycastTarget", false);
SetObjectArray(serializedSettings, "m_fallbackFontAssets", fallbackFontAsset);
serializedSettings.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(settings);
}
private static void EnsureTmpEssentialResources()
{
if (Shader.Find(MobileSdfShaderName) != null)
{
return;
}
UnityEditor.PackageManager.PackageInfo packageInfo =
UnityEditor.PackageManager.PackageInfo.FindForAssembly(typeof(TMP_Text).Assembly);
if (packageInfo == null)
{
throw new InvalidOperationException("Could not locate the TextMesh Pro package.");
}
string packagePath = Path.GetFullPath(Path.Combine(
packageInfo.resolvedPath,
"Package Resources/TMP Essential Resources.unitypackage"));
if (!File.Exists(packagePath))
{
throw new FileNotFoundException("TMP Essential Resources package is missing.", packagePath);
}
Debug.Log("XR-RM importing TMP Essential Resources: " + packagePath);
AssetDatabase.ImportPackage(packagePath, false);
AssetDatabase.Refresh();
if (Shader.Find(MobileSdfShaderName) == null)
{
throw new InvalidOperationException("TMP Essential Resources did not import the shader: " + MobileSdfShaderName);
}
}
private static string ResolveTmpSettingsPath()
{
if (File.Exists(PreferredTmpSettingsPath))
{
return PreferredTmpSettingsPath;
}
if (File.Exists(StandardTmpSettingsPath))
{
return StandardTmpSettingsPath;
}
return PreferredTmpSettingsPath;
}
private static void SetObject(SerializedObject serializedObject, string propertyName, UnityEngine.Object value)
{
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property != null)
{
property.objectReferenceValue = value;
}
}
private static void SetObjectArray(SerializedObject serializedObject, string propertyName, UnityEngine.Object value)
{
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
{
return;
}
property.arraySize = value == null ? 0 : 1;
if (value != null)
{
property.GetArrayElementAtIndex(0).objectReferenceValue = value;
}
}
private static void SetString(SerializedObject serializedObject, string propertyName, string value)
{
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property != null)
{
property.stringValue = value;
}
}
private static void SetFloat(SerializedObject serializedObject, string propertyName, float value)
{
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property != null)
{
property.floatValue = value;
}
}
private static void SetBool(SerializedObject serializedObject, string propertyName, bool value)
{
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property != null)
{
property.boolValue = value;
}
}
private static string BuildAsciiCharacterSet()
{
StringBuilder builder = new StringBuilder(95);
for (char character = ' '; character <= '~'; character++)
{
builder.Append(character);
}
return builder.ToString();
}
}
#endif

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@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,10 +1,8 @@
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.NetworkInformation;
using System.Net.Sockets;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
@ -21,18 +19,25 @@ using Unity.XR.PXR;
public static class XrRmUdpSenderProjectSetup
{
private const string ScenePath = "Assets/Scenes/Main.unity";
private const string PicoProjectSettingPath = "Assets/Resources/PXR_ProjectSetting.asset";
private const string PackageName = "com.local.xr_rm_udp_sender";
private const string ProductName = "XR-RM-PICO-UDP-Sender";
private const string VersionName = "1.0";
private const string DefaultTargetHost = "192.168.9.99";
private const string TargetHostEnvVar = "XR_RM_UDP_TARGET_HOST";
private const int MaxAndroidVersionCode = 2100000000;
private static readonly DateTime BuildVersionEpochUtc = new DateTime(2020, 1, 1, 0, 0, 0, DateTimeKind.Utc);
[MenuItem("XR-RM/Apply UDP Sender Android Settings")]
public static void ApplyAndroidSettings()
{
PlayerSettings.companyName = "XR-RM";
PlayerSettings.productName = ProductName;
PlayerSettings.bundleVersion = VersionName;
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.Android, PackageName);
PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel29;
PlayerSettings.Android.targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
PlayerSettings.Android.preferredInstallLocation = AndroidPreferredInstallLocation.ForceInternal;
PlayerSettings.Android.forceInternetPermission = true;
PlayerSettings.SetScriptingBackend(NamedBuildTarget.Android, ScriptingImplementation.IL2CPP);
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARM64;
@ -49,7 +54,9 @@ public static class XrRmUdpSenderProjectSetup
EditorUserBuildSettings.selectedBuildTargetGroup = BuildTargetGroup.Android;
EnsurePicoSettings();
NormalizePicoProjectSettings();
EnablePicoLoader();
XrRmTmpFontAssetBuilder.EnsureRobotoFontAssets();
CreateOrRefreshScene();
EditorBuildSettings.scenes = new[] { new EditorBuildSettingsScene(ScenePath, true) };
AssetDatabase.SaveAssets();
@ -77,7 +84,7 @@ public static class XrRmUdpSenderProjectSetup
component = sender.AddComponent<PicoControllerUdpSender>();
}
string targetHost = ResolveTargetHost();
string targetHost = ResolveTargetHost(component.host);
component.host = targetHost;
component.port = 15000;
component.sendHz = 90.0f;
@ -131,6 +138,7 @@ public static class XrRmUdpSenderProjectSetup
public static void BuildAndroidApk()
{
ApplyAndroidSettings();
BumpAndroidVersionCodeForInstall();
Directory.CreateDirectory("Builds");
BuildPlayerOptions options = new BuildPlayerOptions
@ -152,6 +160,54 @@ public static class XrRmUdpSenderProjectSetup
Debug.Log($"Android APK built: {options.locationPathName}");
}
private static void BumpAndroidVersionCodeForInstall()
{
long elapsedMinutes = (long)(DateTime.UtcNow - BuildVersionEpochUtc).TotalMinutes;
long currentVersionCode = Math.Max(0, PlayerSettings.Android.bundleVersionCode);
long nextVersionCode = Math.Max(currentVersionCode + 1, elapsedMinutes);
if (nextVersionCode > MaxAndroidVersionCode)
{
throw new InvalidOperationException(
$"Android versionCode {nextVersionCode} exceeds safe install limit {MaxAndroidVersionCode}.");
}
PlayerSettings.Android.bundleVersionCode = (int)nextVersionCode;
Debug.Log($"XR-RM Android versionCode set to {nextVersionCode} for installable APK builds.");
}
private static void NormalizePicoProjectSettings()
{
UnityEngine.Object projectSetting = AssetDatabase.LoadMainAssetAtPath(PicoProjectSettingPath);
if (projectSetting == null)
{
return;
}
SerializedObject serializedSetting = new SerializedObject(projectSetting);
SetBoolOrInt(serializedSetting, "portalInited", false);
serializedSetting.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(projectSetting);
}
private static void SetBoolOrInt(SerializedObject serializedObject, string propertyName, bool value)
{
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
{
return;
}
if (property.propertyType == SerializedPropertyType.Boolean)
{
property.boolValue = value;
}
else if (property.propertyType == SerializedPropertyType.Integer)
{
property.intValue = value ? 1 : 0;
}
}
private static void EnablePicoLoader()
{
XRGeneralSettingsPerBuildTarget buildTargetSettings = AssetDatabase.FindAssets("t:XRGeneralSettingsPerBuildTarget")
@ -196,7 +252,7 @@ public static class XrRmUdpSenderProjectSetup
EditorUtility.SetDirty(buildTargetSettings);
}
private static string ResolveTargetHost()
private static string ResolveTargetHost(string existingHost)
{
string envHost = Environment.GetEnvironmentVariable(TargetHostEnvVar);
if (IsUsableTargetHost(envHost))
@ -204,40 +260,12 @@ public static class XrRmUdpSenderProjectSetup
return envHost.Trim();
}
string discoveredHost = GetPreferredLocalIPv4Address();
return string.IsNullOrEmpty(discoveredHost) ? DefaultTargetHost : discoveredHost;
}
private static string GetPreferredLocalIPv4Address()
{
List<string> candidates = new List<string>();
foreach (NetworkInterface networkInterface in NetworkInterface.GetAllNetworkInterfaces())
if (IsUsableTargetHost(existingHost))
{
if (networkInterface.OperationalStatus != OperationalStatus.Up)
{
continue;
}
if (networkInterface.NetworkInterfaceType == NetworkInterfaceType.Loopback ||
networkInterface.NetworkInterfaceType == NetworkInterfaceType.Tunnel)
{
continue;
}
foreach (UnicastIPAddressInformation addressInfo in networkInterface.GetIPProperties().UnicastAddresses)
{
string address = addressInfo.Address.ToString();
if (IsUsableTargetHost(address))
{
candidates.Add(address);
}
}
return existingHost.Trim();
}
return candidates
.OrderByDescending(GetAddressScore)
.ThenBy(address => address, StringComparer.Ordinal)
.FirstOrDefault();
return DefaultTargetHost;
}
private static bool IsUsableTargetHost(string value)
@ -256,37 +284,5 @@ public static class XrRmUdpSenderProjectSetup
return !loopback && !linkLocal && !unspecified;
}
private static int GetAddressScore(string address)
{
string[] parts = address.Split('.');
if (parts.Length != 4 ||
!int.TryParse(parts[0], out int first) ||
!int.TryParse(parts[1], out int second))
{
return 0;
}
if (first == 192 && second == 168)
{
return 50;
}
if (first == 10)
{
return 40;
}
if (first == 172 && second >= 16 && second <= 31)
{
return 35;
}
if (first == 198 && (second == 18 || second == 19))
{
return 5;
}
return 10;
}
}
#endif

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@ -0,0 +1,21 @@
fileFormatVersion: 2
guid: c8a92aff4ec89686dbbebe474b26d3d6
TrueTypeFontImporter:
externalObjects: {}
serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
characterPadding: 1
includeFontData: 1
fontNames:
- Roboto
fallbackFontReferences: []
customCharacters:
fontRenderingMode: 0
ascentCalculationMode: 1
useLegacyBoundsCalculation: 0
shouldRoundAdvanceValue: 1
userData:
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@ -0,0 +1,201 @@
Apache License
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@ -0,0 +1,21 @@
fileFormatVersion: 2
guid: b58718e8be5f47e71bf35d8503ed1ff8
TrueTypeFontImporter:
externalObjects: {}
serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
characterPadding: 1
includeFontData: 1
fontNames:
- Roboto
fallbackFontReferences: []
customCharacters:
fontRenderingMode: 0
ascentCalculationMode: 1
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@ -50,6 +50,6 @@ MonoBehaviour:
recommendMSAA: 0
validationFFREnabled: 0
validationETFREnabled: 0
portalInited: 1
portalInited: 0
isDataCollectionDisabled: 0
portalFirstSelected: 0

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@ -168,7 +168,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: e4c7a11d85854eddb40a6a614bfb129c, type: 3}
m_Name:
m_EditorClassIdentifier:
host: 192.168.9.92
host: 192.168.43.7
port: 15000
sendHz: 90
convertUnityToProjectCoordinates: 1

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@ -5,6 +5,9 @@ using System.Net.Sockets;
using System.Text;
using UnityEngine;
using UnityEngine.XR;
#if !PICO_OPENXR_SDK
using Unity.XR.PXR;
#endif
public class PicoControllerUdpSender : MonoBehaviour
{
@ -12,7 +15,12 @@ public class PicoControllerUdpSender : MonoBehaviour
private const string PortPrefsKey = "xr_rm_udp_sender.port";
private const string SendHzPrefsKey = "xr_rm_udp_sender.send_hz";
private const string ConvertPrefsKey = "xr_rm_udp_sender.convert_coordinates";
private const int MaxPacketsPerFrame = 4;
private const string PoseSourceNone = "none";
private const string PoseSourceUnityXr = "unity_xr";
private const string PoseSourcePxrPredict = "pxr_predict";
private const int InvalidTrackingState = -1;
private const int UnknownControllerStatus = -1;
private const double SendScheduleEpsilonSeconds = 0.0001;
[Header("ROS UDP Target")]
public string host = "192.168.9.99";
@ -25,15 +33,24 @@ public class PicoControllerUdpSender : MonoBehaviour
private UdpClient client;
private IPEndPoint endPoint;
private float nextSendTime;
private double nextSendTime;
private bool sendEnabled;
private readonly Packet packet = new Packet();
private readonly List<InputDevice> deviceBuffer = new List<InputDevice>();
private int nextSeq = 1;
public bool SendEnabled => sendEnabled;
public bool HasEndpoint => endPoint != null;
public bool LeftDeviceValid { get; private set; }
public bool RightDeviceValid { get; private set; }
public bool LeftPoseValid { get; private set; }
public bool RightPoseValid { get; private set; }
public string LeftPoseSource { get; private set; } = PoseSourceNone;
public string RightPoseSource { get; private set; } = PoseSourceNone;
public int LeftTrackingState { get; private set; } = InvalidTrackingState;
public int RightTrackingState { get; private set; } = InvalidTrackingState;
public int LeftControllerStatus { get; private set; } = UnknownControllerStatus;
public int RightControllerStatus { get; private set; } = UnknownControllerStatus;
public bool LeftGripPressed { get; private set; }
public bool RightGripPressed { get; private set; }
public string LastError { get; private set; } = string.Empty;
@ -44,6 +61,8 @@ public class PicoControllerUdpSender : MonoBehaviour
private class Packet
{
public double t;
public double source_time;
public int seq;
public string frame_id = "xr_world";
public Controllers controllers = new Controllers();
}
@ -62,6 +81,23 @@ public class PicoControllerUdpSender : MonoBehaviour
public float trigger;
public float[] pos = new float[] { 0.0f, 1.0f, 0.0f };
public float[] quat = new float[] { 0.0f, 0.0f, 0.0f, 1.0f };
public bool pose_valid;
public int tracking_state = -1;
public int controller_status = -1;
public float grip_value;
public float[] axis = new float[] { 0.0f, 0.0f };
public ButtonsPayload buttons = new ButtonsPayload();
public string pose_source = PoseSourceNone;
}
[Serializable]
private class ButtonsPayload
{
public bool grip;
public bool primary;
public bool secondary;
public bool menu;
public bool axis_click;
}
private void OnEnable()
@ -69,7 +105,7 @@ public class PicoControllerUdpSender : MonoBehaviour
LoadConfig();
ReopenClient();
sendEnabled = sendOnStart;
nextSendTime = 0.0f;
nextSendTime = 0.0;
}
private void OnDisable()
@ -86,7 +122,7 @@ public class PicoControllerUdpSender : MonoBehaviour
return;
}
nextSendTime = 0.0f;
nextSendTime = 0.0;
}
private void OnApplicationFocus(bool hasFocus)
@ -97,7 +133,7 @@ public class PicoControllerUdpSender : MonoBehaviour
return;
}
nextSendTime = 0.0f;
nextSendTime = 0.0;
}
private void Update()
@ -110,21 +146,21 @@ public class PicoControllerUdpSender : MonoBehaviour
FillController(XRNode.LeftHand, packet.controllers.left);
FillController(XRNode.RightHand, packet.controllers.right);
float now = Time.unscaledTime;
float interval = 1.0f / Mathf.Max(sendHz, 1.0f);
if (nextSendTime <= 0.0f || now - nextSendTime > interval * MaxPacketsPerFrame)
double now = Time.realtimeSinceStartupAsDouble;
double interval = 1.0 / Math.Max((double)sendHz, 1.0);
if (nextSendTime <= 0.0 || now - nextSendTime > interval)
{
nextSendTime = now;
}
int sentThisFrame = 0;
while (now >= nextSendTime && sentThisFrame < MaxPacketsPerFrame)
if (now + SendScheduleEpsilonSeconds < nextSendTime)
{
packet.t = Time.realtimeSinceStartupAsDouble;
SendPacket();
nextSendTime += interval;
sentThisFrame++;
return;
}
StampPacket();
SendPacket();
nextSendTime += interval;
}
public bool ApplyConfig(string newHost, int newPort, float newSendHz, bool newConvertUnityToProjectCoordinates, bool save)
@ -169,7 +205,7 @@ public class PicoControllerUdpSender : MonoBehaviour
}
sendEnabled = enabled;
nextSendTime = 0.0f;
nextSendTime = 0.0;
}
private void LoadConfig()
@ -228,6 +264,8 @@ public class PicoControllerUdpSender : MonoBehaviour
{
InputDevice device = GetControllerDevice(node);
bool isLeft = node == XRNode.LeftHand;
ResetControllerPayload(payload);
if (isLeft)
{
LeftDeviceValid = device.isValid;
@ -239,52 +277,174 @@ public class PicoControllerUdpSender : MonoBehaviour
if (!device.isValid)
{
payload.grip = false;
payload.trigger = 0.0f;
SetGripState(isLeft, false);
SetPoseState(isLeft, false, PoseSourceNone, InvalidTrackingState, UnknownControllerStatus);
return;
}
Vector3 position = Vector3.zero;
Quaternion rotation = Quaternion.identity;
Vector3 unityPosition = Vector3.zero;
Quaternion unityRotation = Quaternion.identity;
float trigger = 0.0f;
float gripValue = 0.0f;
Vector2 axis = Vector2.zero;
bool gripButton = false;
bool primaryButton = false;
bool secondaryButton = false;
bool menuButton = false;
bool axisClick = false;
bool isTracked = true;
InputTrackingState trackingState = 0;
device.TryGetFeatureValue(CommonUsages.devicePosition, out position);
device.TryGetFeatureValue(CommonUsages.deviceRotation, out rotation);
bool hasUnityPosition = device.TryGetFeatureValue(CommonUsages.devicePosition, out unityPosition);
bool hasUnityRotation = device.TryGetFeatureValue(CommonUsages.deviceRotation, out unityRotation);
device.TryGetFeatureValue(CommonUsages.trigger, out trigger);
device.TryGetFeatureValue(CommonUsages.grip, out gripValue);
device.TryGetFeatureValue(CommonUsages.gripButton, out gripButton);
device.TryGetFeatureValue(CommonUsages.primary2DAxis, out axis);
device.TryGetFeatureValue(CommonUsages.primary2DAxisClick, out axisClick);
device.TryGetFeatureValue(CommonUsages.primaryButton, out primaryButton);
device.TryGetFeatureValue(CommonUsages.secondaryButton, out secondaryButton);
device.TryGetFeatureValue(CommonUsages.menuButton, out menuButton);
payload.grip = gripButton || gripValue > 0.5f;
SetGripState(isLeft, payload.grip);
payload.trigger = Mathf.Clamp01(trigger);
bool hasIsTracked = device.TryGetFeatureValue(CommonUsages.isTracked, out isTracked);
bool hasTrackingState = device.TryGetFeatureValue(CommonUsages.trackingState, out trackingState);
int trackingStateValue = hasTrackingState ? (int)trackingState : InvalidTrackingState;
bool trackedOk = !hasIsTracked || isTracked;
bool trackingStateOk = !hasTrackingState
|| ((trackingState & InputTrackingState.Position) != 0
&& (trackingState & InputTrackingState.Rotation) != 0);
bool unityPoseValid = hasUnityPosition
&& hasUnityRotation
&& trackedOk
&& trackingStateOk
&& IsFinite(unityPosition)
&& IsFinite(unityRotation);
if (convertUnityToProjectCoordinates)
Vector3 posePosition = Vector3.zero;
Quaternion poseRotation = Quaternion.identity;
string poseSource = PoseSourceNone;
int controllerStatus = UnknownControllerStatus;
bool poseValid = TryGetPicoPredictedPose(isLeft, out posePosition, out poseRotation, out controllerStatus);
if (poseValid)
{
payload.pos[0] = position.x;
payload.pos[1] = position.y;
payload.pos[2] = -position.z;
poseSource = PoseSourcePxrPredict;
}
else if (unityPoseValid)
{
posePosition = unityPosition;
poseRotation = unityRotation;
poseSource = PoseSourceUnityXr;
poseValid = true;
}
payload.quat[0] = -rotation.x;
payload.quat[1] = -rotation.y;
payload.quat[2] = rotation.z;
payload.quat[3] = rotation.w;
payload.trigger = Mathf.Clamp01(trigger);
payload.grip_value = Mathf.Clamp01(gripValue);
payload.axis[0] = axis.x;
payload.axis[1] = axis.y;
payload.buttons.grip = gripButton;
payload.buttons.primary = primaryButton;
payload.buttons.secondary = secondaryButton;
payload.buttons.menu = menuButton;
payload.buttons.axis_click = axisClick;
payload.pose_valid = poseValid;
payload.pose_source = poseSource;
payload.tracking_state = trackingStateValue;
payload.controller_status = controllerStatus;
payload.grip = poseValid && (gripButton || gripValue > 0.5f);
SetGripState(isLeft, payload.grip);
SetPoseState(isLeft, poseValid, poseSource, trackingStateValue, controllerStatus);
WritePose(payload, posePosition, poseRotation, poseSource);
}
private void WritePose(ControllerPayload payload, Vector3 position, Quaternion rotation, string poseSource)
{
if (convertUnityToProjectCoordinates && poseSource == PoseSourcePxrPredict)
{
WritePoseValues(
payload,
ConvertPicoNativePositionToProject(position),
ConvertPicoNativeRotationToProject(rotation));
}
else
{
payload.pos[0] = position.x;
payload.pos[1] = position.y;
payload.pos[2] = position.z;
payload.quat[0] = rotation.x;
payload.quat[1] = rotation.y;
payload.quat[2] = rotation.z;
payload.quat[3] = rotation.w;
WritePoseValues(payload, position, rotation);
}
}
private static Vector3 ConvertPicoNativePositionToProject(Vector3 position)
{
return new Vector3(position.z, position.y, -position.x);
}
private static Quaternion ConvertPicoNativeRotationToProject(Quaternion rotation)
{
return Quaternion.Euler(0.0f, 90.0f, 0.0f) * rotation;
}
private static void WritePoseValues(ControllerPayload payload, Vector3 position, Quaternion rotation)
{
payload.pos[0] = position.x;
payload.pos[1] = position.y;
payload.pos[2] = position.z;
payload.quat[0] = rotation.x;
payload.quat[1] = rotation.y;
payload.quat[2] = rotation.z;
payload.quat[3] = rotation.w;
}
private bool TryGetPicoPredictedPose(
bool isLeft,
out Vector3 position,
out Quaternion rotation,
out int controllerStatus)
{
position = Vector3.zero;
rotation = Quaternion.identity;
controllerStatus = UnknownControllerStatus;
#if !PICO_OPENXR_SDK && !UNITY_EDITOR
try
{
PXR_Input.Controller controller = isLeft
? PXR_Input.Controller.LeftController
: PXR_Input.Controller.RightController;
if (!PXR_Input.IsControllerConnected(controller))
{
return false;
}
PXR_Input.ControllerStatus status = PXR_Input.GetControllerStatus(controller);
controllerStatus = (int)status;
if (!IsPositionCapablePicoStatus(status))
{
return false;
}
double predictTime = PXR_System.GetPredictedDisplayTime();
position = PXR_Input.GetControllerPredictPosition(controller, predictTime);
rotation = PXR_Input.GetControllerPredictRotation(controller, predictTime);
return IsFinite(position) && IsFinite(rotation);
}
catch (Exception exception)
{
LastError = $"PXR pose failed: {exception.Message}";
return false;
}
#else
return false;
#endif
}
#if !PICO_OPENXR_SDK && !UNITY_EDITOR
private static bool IsPositionCapablePicoStatus(PXR_Input.ControllerStatus status)
{
return status == PXR_Input.ControllerStatus.Static
|| status == PXR_Input.ControllerStatus.SixDof
|| status == PXR_Input.ControllerStatus.CollidedIn6Dof;
}
#endif
private InputDevice GetControllerDevice(XRNode node)
{
InputDevice device = InputDevices.GetDeviceAtXRNode(node);
@ -340,15 +500,106 @@ public class PicoControllerUdpSender : MonoBehaviour
}
}
private void SendSafeStopPacket()
private void SetPoseState(
bool isLeft,
bool poseValid,
string poseSource,
int trackingState,
int controllerStatus)
{
if (isLeft)
{
LeftPoseValid = poseValid;
LeftPoseSource = poseSource;
LeftTrackingState = trackingState;
LeftControllerStatus = controllerStatus;
}
else
{
RightPoseValid = poseValid;
RightPoseSource = poseSource;
RightTrackingState = trackingState;
RightControllerStatus = controllerStatus;
}
}
private static void ResetControllerPayload(ControllerPayload payload)
{
if (payload.pos == null || payload.pos.Length != 3)
{
payload.pos = new float[] { 0.0f, 0.0f, 0.0f };
}
if (payload.quat == null || payload.quat.Length != 4)
{
payload.quat = new float[] { 0.0f, 0.0f, 0.0f, 1.0f };
}
if (payload.axis == null || payload.axis.Length != 2)
{
payload.axis = new float[] { 0.0f, 0.0f };
}
if (payload.buttons == null)
{
payload.buttons = new ButtonsPayload();
}
payload.grip = false;
payload.trigger = 0.0f;
payload.pos[0] = 0.0f;
payload.pos[1] = 0.0f;
payload.pos[2] = 0.0f;
payload.quat[0] = 0.0f;
payload.quat[1] = 0.0f;
payload.quat[2] = 0.0f;
payload.quat[3] = 1.0f;
payload.pose_valid = false;
payload.tracking_state = InvalidTrackingState;
payload.controller_status = UnknownControllerStatus;
payload.grip_value = 0.0f;
payload.axis[0] = 0.0f;
payload.axis[1] = 0.0f;
payload.buttons.grip = false;
payload.buttons.primary = false;
payload.buttons.secondary = false;
payload.buttons.menu = false;
payload.buttons.axis_click = false;
payload.pose_source = PoseSourceNone;
}
private void StampPacket()
{
packet.t = Time.realtimeSinceStartupAsDouble;
packet.controllers.left.grip = false;
packet.controllers.left.trigger = 0.0f;
packet.controllers.right.grip = false;
packet.controllers.right.trigger = 0.0f;
packet.source_time = packet.t;
packet.seq = nextSeq;
nextSeq = nextSeq == int.MaxValue ? 1 : nextSeq + 1;
}
private static bool IsFinite(Vector3 value)
{
return IsFinite(value.x) && IsFinite(value.y) && IsFinite(value.z);
}
private static bool IsFinite(Quaternion value)
{
return IsFinite(value.x) && IsFinite(value.y) && IsFinite(value.z) && IsFinite(value.w);
}
private static bool IsFinite(float value)
{
return !float.IsNaN(value) && !float.IsInfinity(value);
}
private void SendSafeStopPacket()
{
StampPacket();
ResetControllerPayload(packet.controllers.left);
ResetControllerPayload(packet.controllers.right);
LeftGripPressed = false;
RightGripPressed = false;
SetPoseState(true, false, PoseSourceNone, InvalidTrackingState, UnknownControllerStatus);
SetPoseState(false, false, PoseSourceNone, InvalidTrackingState, UnknownControllerStatus);
SendPacket();
}

View File

@ -1,5 +1,9 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Net;
using System.Net.Sockets;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR;
@ -11,29 +15,55 @@ using Unity.XR.PXR;
public class PicoUdpConfigPanel : MonoBehaviour
{
private const int RowCount = 6;
private const int RowCount = 8;
private const int MaxSavedIps = 5;
private const float AxisRepeatDelay = 0.22f;
private const string RecentIpPrefsKey = "xr_rm_udp_sender.ip_recent";
private const string FavoriteIpPrefsKey = "xr_rm_udp_sender.ip_favorites";
private const string IpListSeparator = "|";
private const string RegularFontResourcePath = "Fonts/Roboto-Regular SDF";
private const string EmphasisFontResourcePath = "Fonts/Roboto-Bold SDF";
private const int RowTargetIp = 0;
private const int RowSavedIp = 1;
private const int RowFavorite = 2;
private const int RowTargetPort = 3;
private const int RowSendHz = 4;
private const int RowCoordinates = 5;
private const int RowSending = 6;
private const int RowSaveApply = 7;
public int targetFrameRate = 90;
public bool showOnStart = true;
public bool togglePanelWithMenuButton = true;
private readonly Text[] rowTexts = new Text[RowCount];
private readonly Color normalColor = new Color(0.86f, 0.91f, 0.96f, 1.0f);
private readonly Color selectedColor = new Color(0.35f, 0.82f, 1.0f, 1.0f);
private readonly Color mutedColor = new Color(0.58f, 0.66f, 0.74f, 1.0f);
private readonly ConfigRow[] rows = new ConfigRow[RowCount];
private readonly List<string> recentIps = new List<string>();
private readonly List<string> favoriteIps = new List<string>();
private readonly List<string> savedIpChoices = new List<string>();
private readonly Color normalColor = new Color(0.92f, 0.96f, 0.98f, 1.0f);
private readonly Color selectedColor = new Color(0.32f, 0.86f, 1.0f, 1.0f);
private readonly Color mutedColor = new Color(0.64f, 0.72f, 0.78f, 1.0f);
private readonly Color cardColor = new Color(0.018f, 0.026f, 0.032f, 0.86f);
private readonly Color rowColor = new Color(0.08f, 0.105f, 0.125f, 0.66f);
private readonly Color selectedRowColor = new Color(0.05f, 0.20f, 0.28f, 0.92f);
private PicoControllerUdpSender sender;
private Canvas canvas;
private GameObject configPanelObject;
private GameObject runHudObject;
private Text titleText;
private Text statusText;
private Text footerText;
private Text hudTitleText;
private Text hudStatusText;
private Text hudDetailText;
private Text hudHintText;
private Image hudStatusStripe;
private TextMeshProUGUI titleText;
private TextMeshProUGUI statusText;
private TextMeshProUGUI connectionHeaderText;
private TextMeshProUGUI runtimeHeaderText;
private TextMeshProUGUI footerText;
private TextMeshProUGUI hudTitleText;
private TextMeshProUGUI hudStatusText;
private TextMeshProUGUI hudDetailText;
private TextMeshProUGUI hudHintText;
private TMP_FontAsset regularFontAsset;
private TMP_FontAsset emphasisFontAsset;
private TouchScreenKeyboard keyboard;
private KeyboardTarget keyboardTarget;
private string hostDraft;
@ -42,6 +72,7 @@ public class PicoUdpConfigPanel : MonoBehaviour
private bool convertDraft;
private PicoKeepAwake keepAwake;
private int selectedRow;
private int selectedSavedIpIndex;
private float nextAxisTime;
private bool wasActivatePressed;
private bool wasApplyPressed;
@ -56,6 +87,15 @@ public class PicoUdpConfigPanel : MonoBehaviour
SendHz
}
private class ConfigRow
{
public GameObject root;
public Image background;
public Image accent;
public TextMeshProUGUI labelText;
public TextMeshProUGUI valueText;
}
private void Awake()
{
sender = GetComponent<PicoControllerUdpSender>();
@ -69,6 +109,8 @@ public class PicoUdpConfigPanel : MonoBehaviour
{
keepAwake = gameObject.AddComponent<PicoKeepAwake>();
}
LoadFonts();
}
private void Start()
@ -76,6 +118,7 @@ public class PicoUdpConfigPanel : MonoBehaviour
ApplyRuntimeDefaults();
EnsurePanel();
LoadDraftsFromSender();
LoadIpLists();
canvas.gameObject.SetActive(true);
SetConfigPanelVisible(showOnStart, false);
RefreshPanel();
@ -96,6 +139,7 @@ public class PicoUdpConfigPanel : MonoBehaviour
Screen.sleepTimeout = SleepTimeout.NeverSleep;
XRSettings.eyeTextureResolutionScale = 1.0f;
RequestPicoDisplayRefreshRate();
RequestPicoPassthrough();
}
private void RequestPicoDisplayRefreshRate()
@ -120,6 +164,24 @@ public class PicoUdpConfigPanel : MonoBehaviour
#endif
}
private void RequestPicoPassthrough()
{
#if UNITY_ANDROID && !UNITY_EDITOR
try
{
#if PICO_OPENXR_SDK
PassthroughFeature.EnableVideoSeeThrough = true;
#else
PXR_Manager.EnableVideoSeeThrough = true;
#endif
}
catch (Exception exception)
{
Debug.LogWarning($"XR-RM failed to enable PICO video see-through: {exception.Message}");
}
#endif
}
private void EnsurePanel()
{
Camera panelCamera = Camera.main;
@ -130,8 +192,6 @@ public class PicoUdpConfigPanel : MonoBehaviour
panelCamera = cameraObject.AddComponent<Camera>();
panelCamera.nearClipPlane = 0.05f;
panelCamera.farClipPlane = 100.0f;
panelCamera.clearFlags = CameraClearFlags.SolidColor;
panelCamera.backgroundColor = new Color(0.02f, 0.025f, 0.03f, 1.0f);
if (FindObjectOfType<AudioListener>() == null)
{
@ -141,6 +201,9 @@ public class PicoUdpConfigPanel : MonoBehaviour
AddTrackedPoseDriverIfAvailable(cameraObject);
}
panelCamera.clearFlags = CameraClearFlags.SolidColor;
panelCamera.backgroundColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);
GameObject canvasObject = new GameObject("XR-RM UDP Config Canvas", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler));
canvasObject.transform.SetParent(panelCamera.transform, false);
canvasObject.transform.localPosition = new Vector3(0.0f, 0.0f, 2.0f);
@ -156,75 +219,102 @@ public class PicoUdpConfigPanel : MonoBehaviour
canvasRect.sizeDelta = new Vector2(980.0f, 640.0f);
CanvasScaler scaler = canvasObject.GetComponent<CanvasScaler>();
scaler.dynamicPixelsPerUnit = 12.0f;
scaler.dynamicPixelsPerUnit = 18.0f;
scaler.referencePixelsPerUnit = 100.0f;
configPanelObject = new GameObject("Config Panel", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
configPanelObject.transform.SetParent(canvasObject.transform, false);
RectTransform backgroundRect = configPanelObject.GetComponent<RectTransform>();
backgroundRect.anchorMin = Vector2.zero;
backgroundRect.anchorMax = Vector2.one;
backgroundRect.offsetMin = Vector2.zero;
backgroundRect.offsetMax = Vector2.zero;
SetRect(backgroundRect, new Vector2(0.08f, 0.08f), new Vector2(0.92f, 0.92f), Vector2.zero, Vector2.zero);
Image background = configPanelObject.GetComponent<Image>();
background.color = new Color(0.045f, 0.06f, 0.075f, 0.94f);
background.color = cardColor;
titleText = CreateText("Title", configPanelObject.transform, 38, FontStyle.Bold, TextAnchor.MiddleLeft);
SetRect(titleText.rectTransform, new Vector2(0.06f, 0.82f), new Vector2(0.94f, 0.96f), Vector2.zero, Vector2.zero);
titleText = CreateText("Title", configPanelObject.transform, 40, FontStyles.Bold, TextAlignmentOptions.Left);
SetRect(titleText.rectTransform, new Vector2(0.06f, 0.875f), new Vector2(0.94f, 0.965f), Vector2.zero, Vector2.zero);
statusText = CreateText("Status", configPanelObject.transform, 22, FontStyle.Normal, TextAnchor.MiddleLeft);
statusText = CreateText("Status", configPanelObject.transform, 21, FontStyles.Normal, TextAlignmentOptions.Left);
statusText.color = mutedColor;
SetRect(statusText.rectTransform, new Vector2(0.06f, 0.72f), new Vector2(0.94f, 0.82f), Vector2.zero, Vector2.zero);
SetRect(statusText.rectTransform, new Vector2(0.06f, 0.795f), new Vector2(0.94f, 0.872f), Vector2.zero, Vector2.zero);
for (int i = 0; i < RowCount; i++)
{
Text rowText = CreateText("Row " + i, configPanelObject.transform, 27, FontStyle.Normal, TextAnchor.MiddleLeft);
float top = 0.68f - i * 0.09f;
SetRect(rowText.rectTransform, new Vector2(0.08f, top - 0.075f), new Vector2(0.92f, top), Vector2.zero, Vector2.zero);
rowTexts[i] = rowText;
}
connectionHeaderText = CreateText("Connection Header", configPanelObject.transform, 18, FontStyles.Bold, TextAlignmentOptions.Left);
connectionHeaderText.color = selectedColor;
SetRect(connectionHeaderText.rectTransform, new Vector2(0.06f, 0.725f), new Vector2(0.94f, 0.775f), Vector2.zero, Vector2.zero);
footerText = CreateText("Footer", configPanelObject.transform, 23, FontStyle.Normal, TextAnchor.MiddleCenter);
footerText.color = normalColor;
SetRect(footerText.rectTransform, new Vector2(0.05f, 0.025f), new Vector2(0.95f, 0.15f), Vector2.zero, Vector2.zero);
CreateConfigRow(RowTargetIp, 0.655f, 0.715f);
CreateConfigRow(RowSavedIp, 0.585f, 0.645f);
CreateConfigRow(RowFavorite, 0.515f, 0.575f);
runtimeHeaderText = CreateText("Runtime Header", configPanelObject.transform, 18, FontStyles.Bold, TextAlignmentOptions.Left);
runtimeHeaderText.color = selectedColor;
SetRect(runtimeHeaderText.rectTransform, new Vector2(0.06f, 0.445f), new Vector2(0.94f, 0.495f), Vector2.zero, Vector2.zero);
CreateConfigRow(RowTargetPort, 0.375f, 0.435f);
CreateConfigRow(RowSendHz, 0.305f, 0.365f);
CreateConfigRow(RowCoordinates, 0.235f, 0.295f);
CreateConfigRow(RowSending, 0.165f, 0.225f);
CreateConfigRow(RowSaveApply, 0.095f, 0.155f);
footerText = CreateText("Footer", configPanelObject.transform, 19, FontStyles.Normal, TextAlignmentOptions.Center);
footerText.color = mutedColor;
SetRect(footerText.rectTransform, new Vector2(0.05f, 0.020f), new Vector2(0.95f, 0.075f), Vector2.zero, Vector2.zero);
CreateRunHud(canvasObject.transform);
}
private void CreateConfigRow(int index, float bottom, float top)
{
GameObject rowObject = new GameObject("Row " + index, typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
rowObject.transform.SetParent(configPanelObject.transform, false);
RectTransform rowRect = rowObject.GetComponent<RectTransform>();
SetRect(rowRect, new Vector2(0.06f, bottom), new Vector2(0.94f, top), Vector2.zero, Vector2.zero);
Image background = rowObject.GetComponent<Image>();
background.color = rowColor;
GameObject accentObject = CreateImage("Accent", rowObject.transform, new Color(0.0f, 0.0f, 0.0f, 0.0f));
SetRect(accentObject.GetComponent<RectTransform>(), new Vector2(0.0f, 0.0f), new Vector2(0.018f, 1.0f), Vector2.zero, Vector2.zero);
TextMeshProUGUI labelText = CreateText("Label", rowObject.transform, 20, FontStyles.Bold, TextAlignmentOptions.Left);
SetRect(labelText.rectTransform, new Vector2(0.045f, 0.10f), new Vector2(0.38f, 0.90f), Vector2.zero, Vector2.zero);
TextMeshProUGUI valueText = CreateText("Value", rowObject.transform, 21, FontStyles.Normal, TextAlignmentOptions.Left);
SetRect(valueText.rectTransform, new Vector2(0.39f, 0.10f), new Vector2(0.965f, 0.90f), Vector2.zero, Vector2.zero);
rows[index] = new ConfigRow
{
root = rowObject,
background = background,
accent = accentObject.GetComponent<Image>(),
labelText = labelText,
valueText = valueText,
};
}
private void CreateRunHud(Transform canvasParent)
{
runHudObject = new GameObject("Run HUD", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image));
runHudObject.transform.SetParent(canvasParent, false);
RectTransform hudRect = runHudObject.GetComponent<RectTransform>();
hudRect.anchorMin = Vector2.zero;
hudRect.anchorMax = Vector2.one;
hudRect.offsetMin = Vector2.zero;
hudRect.offsetMax = Vector2.zero;
SetRect(hudRect, new Vector2(0.035f, 0.055f), new Vector2(0.54f, 0.285f), Vector2.zero, Vector2.zero);
Image hudBackground = runHudObject.GetComponent<Image>();
hudBackground.color = new Color(0.018f, 0.026f, 0.032f, 0.88f);
hudBackground.color = new Color(0.012f, 0.020f, 0.026f, 0.82f);
GameObject headerObject = CreateImage("HUD Header", runHudObject.transform, new Color(0.035f, 0.05f, 0.06f, 0.88f));
SetRect(headerObject.GetComponent<RectTransform>(), new Vector2(0.05f, 0.70f), new Vector2(0.95f, 0.92f), Vector2.zero, Vector2.zero);
GameObject stripeObject = CreateImage("HUD Status Stripe", runHudObject.transform, selectedColor);
SetRect(stripeObject.GetComponent<RectTransform>(), new Vector2(0.0f, 0.0f), new Vector2(0.018f, 1.0f), Vector2.zero, Vector2.zero);
hudStatusStripe = stripeObject.GetComponent<Image>();
hudTitleText = CreateText("HUD Title", headerObject.transform, 34, FontStyle.Bold, TextAnchor.MiddleLeft);
SetRect(hudTitleText.rectTransform, new Vector2(0.04f, 0.54f), new Vector2(0.96f, 0.95f), Vector2.zero, Vector2.zero);
hudTitleText = CreateText("HUD Title", runHudObject.transform, 24, FontStyles.Bold, TextAlignmentOptions.Left);
SetRect(hudTitleText.rectTransform, new Vector2(0.055f, 0.74f), new Vector2(0.95f, 0.96f), Vector2.zero, Vector2.zero);
hudStatusText = CreateText("HUD Status", headerObject.transform, 28, FontStyle.Bold, TextAnchor.MiddleLeft);
hudStatusText = CreateText("HUD Status", runHudObject.transform, 22, FontStyles.Bold, TextAlignmentOptions.Left);
hudStatusText.color = selectedColor;
SetRect(hudStatusText.rectTransform, new Vector2(0.04f, 0.15f), new Vector2(0.96f, 0.56f), Vector2.zero, Vector2.zero);
SetRect(hudStatusText.rectTransform, new Vector2(0.055f, 0.49f), new Vector2(0.95f, 0.75f), Vector2.zero, Vector2.zero);
hudDetailText = CreateText("HUD Detail", runHudObject.transform, 25, FontStyle.Normal, TextAnchor.MiddleCenter);
SetRect(hudDetailText.rectTransform, new Vector2(0.07f, 0.36f), new Vector2(0.93f, 0.64f), Vector2.zero, Vector2.zero);
hudDetailText = CreateText("HUD Detail", runHudObject.transform, 19, FontStyles.Normal, TextAlignmentOptions.Left);
SetRect(hudDetailText.rectTransform, new Vector2(0.055f, 0.16f), new Vector2(0.95f, 0.50f), Vector2.zero, Vector2.zero);
hudHintText = CreateText("HUD Hint", runHudObject.transform, 23, FontStyle.Normal, TextAnchor.MiddleCenter);
hudHintText = CreateText("HUD Hint", runHudObject.transform, 17, FontStyles.Normal, TextAlignmentOptions.Left);
hudHintText.color = mutedColor;
SetRect(hudHintText.rectTransform, new Vector2(0.07f, 0.08f), new Vector2(0.93f, 0.20f), Vector2.zero, Vector2.zero);
GameObject verticalLine = CreateImage("HUD Vertical Reticle", runHudObject.transform, new Color(0.35f, 0.82f, 1.0f, 0.38f));
SetRect(verticalLine.GetComponent<RectTransform>(), new Vector2(0.498f, 0.27f), new Vector2(0.502f, 0.36f), Vector2.zero, Vector2.zero);
GameObject horizontalLine = CreateImage("HUD Horizontal Reticle", runHudObject.transform, new Color(0.35f, 0.82f, 1.0f, 0.38f));
SetRect(horizontalLine.GetComponent<RectTransform>(), new Vector2(0.47f, 0.313f), new Vector2(0.53f, 0.319f), Vector2.zero, Vector2.zero);
SetRect(hudHintText.rectTransform, new Vector2(0.055f, 0.02f), new Vector2(0.95f, 0.16f), Vector2.zero, Vector2.zero);
}
private static void AddTrackedPoseDriverIfAvailable(GameObject cameraObject)
@ -246,25 +336,62 @@ public class PicoUdpConfigPanel : MonoBehaviour
}
}
private Text CreateText(string name, Transform parent, int fontSize, FontStyle fontStyle, TextAnchor alignment)
private void LoadFonts()
{
GameObject textObject = new GameObject(name, typeof(RectTransform), typeof(CanvasRenderer), typeof(Text));
regularFontAsset = Resources.Load<TMP_FontAsset>(RegularFontResourcePath);
emphasisFontAsset = Resources.Load<TMP_FontAsset>(EmphasisFontResourcePath);
if (regularFontAsset == null)
{
regularFontAsset = TMP_Settings.GetFontAsset();
}
if (emphasisFontAsset == null)
{
emphasisFontAsset = regularFontAsset;
}
if (regularFontAsset == null)
{
Debug.LogWarning("XR-RM failed to load Roboto TMP font assets. Rebuild with XR-RM/Rebuild Roboto TMP Font Assets.");
}
}
private TextMeshProUGUI CreateText(string name, Transform parent, int fontSize, FontStyles fontStyle, TextAlignmentOptions alignment)
{
GameObject textObject = new GameObject(name, typeof(RectTransform), typeof(CanvasRenderer), typeof(TextMeshProUGUI));
textObject.transform.SetParent(parent, false);
Text text = textObject.GetComponent<Text>();
text.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
TextMeshProUGUI text = textObject.GetComponent<TextMeshProUGUI>();
TMP_FontAsset fontAsset = GetFontAssetForStyle(fontStyle);
if (fontAsset != null)
{
text.font = fontAsset;
}
text.fontSize = fontSize;
text.fontStyle = fontStyle;
text.alignment = alignment;
text.horizontalOverflow = HorizontalWrapMode.Wrap;
text.verticalOverflow = VerticalWrapMode.Truncate;
text.resizeTextForBestFit = true;
text.resizeTextMinSize = Mathf.Max(12, fontSize - 8);
text.resizeTextMaxSize = fontSize;
text.enableAutoSizing = true;
text.fontSizeMin = Mathf.Max(13, fontSize - 6);
text.fontSizeMax = fontSize;
text.enableWordWrapping = false;
text.overflowMode = TextOverflowModes.Ellipsis;
text.raycastTarget = false;
text.color = normalColor;
Shadow shadow = textObject.AddComponent<Shadow>();
shadow.effectColor = new Color(0.0f, 0.0f, 0.0f, 0.78f);
shadow.effectDistance = new Vector2(1.4f, -1.4f);
shadow.useGraphicAlpha = true;
return text;
}
private TMP_FontAsset GetFontAssetForStyle(FontStyles fontStyle)
{
return fontStyle == FontStyles.Bold && emphasisFontAsset != null ? emphasisFontAsset : regularFontAsset;
}
private static void SetRect(RectTransform rectTransform, Vector2 anchorMin, Vector2 anchorMax, Vector2 offsetMin, Vector2 offsetMax)
{
rectTransform.anchorMin = anchorMin;
@ -290,6 +417,61 @@ public class PicoUdpConfigPanel : MonoBehaviour
convertDraft = sender.convertUnityToProjectCoordinates;
}
private void LoadIpLists()
{
LoadIpList(RecentIpPrefsKey, recentIps);
LoadIpList(FavoriteIpPrefsKey, favoriteIps);
RefreshSavedIpChoices(hostDraft);
}
private void LoadIpList(string prefsKey, List<string> target)
{
target.Clear();
string raw = PlayerPrefs.GetString(prefsKey, string.Empty);
if (string.IsNullOrEmpty(raw))
{
return;
}
string[] values = raw.Split(new[] { IpListSeparator }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < values.Length && target.Count < MaxSavedIps; i++)
{
AddUniqueIp(target, values[i]);
}
}
private void SaveIpLists()
{
PlayerPrefs.SetString(RecentIpPrefsKey, string.Join(IpListSeparator, recentIps.ToArray()));
PlayerPrefs.SetString(FavoriteIpPrefsKey, string.Join(IpListSeparator, favoriteIps.ToArray()));
PlayerPrefs.Save();
}
private void RefreshSavedIpChoices(string preferredIp)
{
savedIpChoices.Clear();
for (int i = 0; i < favoriteIps.Count; i++)
{
AddUniqueIp(savedIpChoices, favoriteIps[i]);
}
for (int i = 0; i < recentIps.Count; i++)
{
AddUniqueIp(savedIpChoices, recentIps[i]);
}
if (savedIpChoices.Count == 0 && IsValidIpv4(hostDraft))
{
savedIpChoices.Add(hostDraft);
}
selectedSavedIpIndex = Mathf.Clamp(FindIpIndex(savedIpChoices, preferredIp), 0, Mathf.Max(0, savedIpChoices.Count - 1));
if (selectedSavedIpIndex < 0)
{
selectedSavedIpIndex = 0;
}
}
private void HandleKeyboard()
{
if (keyboard == null)
@ -317,6 +499,7 @@ public class PicoUdpConfigPanel : MonoBehaviour
if (keyboardTarget == KeyboardTarget.Host)
{
hostDraft = trimmed;
RefreshSavedIpChoices(hostDraft);
panelMessage = "Target IP edited";
}
else if (keyboardTarget == KeyboardTarget.Port)
@ -403,22 +586,30 @@ public class PicoUdpConfigPanel : MonoBehaviour
private void AdjustSelectedValue(int direction)
{
if (selectedRow == 1)
if (selectedRow == RowSavedIp)
{
SelectSavedIp(direction);
}
else if (selectedRow == RowFavorite)
{
ToggleFavoriteIp();
}
else if (selectedRow == RowTargetPort)
{
portDraft = Mathf.Clamp(portDraft + direction, 1, 65535);
panelMessage = "Target port adjusted";
}
else if (selectedRow == 2)
else if (selectedRow == RowSendHz)
{
sendHzDraft = Mathf.Clamp(sendHzDraft + direction * 5.0f, 1.0f, 120.0f);
panelMessage = "Send rate adjusted";
}
else if (selectedRow == 3)
else if (selectedRow == RowCoordinates)
{
convertDraft = !convertDraft;
panelMessage = "Coordinate mode toggled";
}
else if (selectedRow == 4)
else if (selectedRow == RowSending)
{
ToggleSending();
}
@ -426,33 +617,91 @@ public class PicoUdpConfigPanel : MonoBehaviour
private void ActivateSelectedRow()
{
if (selectedRow == 0)
if (selectedRow == RowTargetIp)
{
OpenKeyboard(KeyboardTarget.Host, hostDraft, TouchScreenKeyboardType.URL);
}
else if (selectedRow == 1)
else if (selectedRow == RowSavedIp)
{
OpenKeyboard(KeyboardTarget.Port, portDraft.ToString(), TouchScreenKeyboardType.NumberPad);
ApplySelectedSavedIp();
}
else if (selectedRow == 2)
else if (selectedRow == RowFavorite)
{
OpenKeyboard(KeyboardTarget.SendHz, Mathf.RoundToInt(sendHzDraft).ToString(), TouchScreenKeyboardType.NumberPad);
ToggleFavoriteIp();
}
else if (selectedRow == 3)
else if (selectedRow == RowTargetPort)
{
OpenKeyboard(KeyboardTarget.Port, portDraft.ToString(CultureInfo.InvariantCulture), TouchScreenKeyboardType.NumberPad);
}
else if (selectedRow == RowSendHz)
{
OpenKeyboard(KeyboardTarget.SendHz, Mathf.RoundToInt(sendHzDraft).ToString(CultureInfo.InvariantCulture), TouchScreenKeyboardType.NumberPad);
}
else if (selectedRow == RowCoordinates)
{
convertDraft = !convertDraft;
panelMessage = "Coordinate mode toggled";
}
else if (selectedRow == 4)
else if (selectedRow == RowSending)
{
ToggleSending();
}
else if (selectedRow == 5)
else if (selectedRow == RowSaveApply)
{
ApplyDrafts();
}
}
private void SelectSavedIp(int direction)
{
if (savedIpChoices.Count == 0)
{
panelMessage = "No saved IPs";
return;
}
selectedSavedIpIndex = (selectedSavedIpIndex + direction + savedIpChoices.Count) % savedIpChoices.Count;
panelMessage = "Saved IP selected";
}
private void ApplySelectedSavedIp()
{
if (savedIpChoices.Count == 0)
{
panelMessage = "No saved IPs";
return;
}
selectedSavedIpIndex = Mathf.Clamp(selectedSavedIpIndex, 0, savedIpChoices.Count - 1);
hostDraft = savedIpChoices[selectedSavedIpIndex];
panelMessage = "Saved IP applied";
}
private void ToggleFavoriteIp()
{
if (!IsValidIpv4(hostDraft))
{
panelMessage = "Invalid IP for favorite";
return;
}
int index = FindIpIndex(favoriteIps, hostDraft);
if (index >= 0)
{
favoriteIps.RemoveAt(index);
panelMessage = "Favorite removed";
}
else
{
InsertIpAtFront(favoriteIps, hostDraft);
TrimIpList(favoriteIps);
panelMessage = "Favorite saved";
}
SaveIpLists();
RefreshSavedIpChoices(hostDraft);
}
private void OpenKeyboard(KeyboardTarget target, string text, TouchScreenKeyboardType keyboardType)
{
keyboardTarget = target;
@ -469,7 +718,83 @@ public class PicoUdpConfigPanel : MonoBehaviour
private void ApplyDrafts()
{
bool applied = sender.ApplyConfig(hostDraft, portDraft, sendHzDraft, convertDraft, true);
panelMessage = applied ? "Saved and applied" : sender.LastError;
if (!applied)
{
panelMessage = sender.LastError;
return;
}
RecordRecentIp(hostDraft);
SaveIpLists();
RefreshSavedIpChoices(hostDraft);
panelMessage = "Saved and applied";
}
private void RecordRecentIp(string ip)
{
if (!IsValidIpv4(ip))
{
return;
}
InsertIpAtFront(recentIps, ip);
TrimIpList(recentIps);
}
private static void InsertIpAtFront(List<string> values, string ip)
{
int existingIndex = FindIpIndex(values, ip);
if (existingIndex >= 0)
{
values.RemoveAt(existingIndex);
}
values.Insert(0, ip.Trim());
}
private static bool AddUniqueIp(List<string> values, string ip)
{
string trimmed = ip == null ? string.Empty : ip.Trim();
if (!IsValidIpv4(trimmed) || FindIpIndex(values, trimmed) >= 0)
{
return false;
}
values.Add(trimmed);
return true;
}
private static void TrimIpList(List<string> values)
{
while (values.Count > MaxSavedIps)
{
values.RemoveAt(values.Count - 1);
}
}
private static int FindIpIndex(List<string> values, string ip)
{
string trimmed = ip == null ? string.Empty : ip.Trim();
for (int i = 0; i < values.Count; i++)
{
if (string.Equals(values[i], trimmed, StringComparison.OrdinalIgnoreCase))
{
return i;
}
}
return -1;
}
private static bool IsValidIpv4(string value)
{
string trimmed = value == null ? string.Empty : value.Trim();
return IPAddress.TryParse(trimmed, out IPAddress address) && address.AddressFamily == AddressFamily.InterNetwork;
}
private bool IsCurrentHostFavorite()
{
return FindIpIndex(favoriteIps, hostDraft) >= 0;
}
private bool IsActivatePressed()
@ -479,12 +804,19 @@ public class PicoUdpConfigPanel : MonoBehaviour
private static Vector2 ReadPrimaryAxis()
{
if (TryReadPrimaryAxis(XRNode.RightHand, out Vector2 rightAxis))
bool hasRightAxis = TryReadPrimaryAxis(XRNode.RightHand, out Vector2 rightAxis);
bool hasLeftAxis = TryReadPrimaryAxis(XRNode.LeftHand, out Vector2 leftAxis);
if (hasRightAxis && hasLeftAxis)
{
return rightAxis.sqrMagnitude >= leftAxis.sqrMagnitude ? rightAxis : leftAxis;
}
if (hasRightAxis)
{
return rightAxis;
}
if (TryReadPrimaryAxis(XRNode.LeftHand, out Vector2 leftAxis))
if (hasLeftAxis)
{
return leftAxis;
}
@ -552,15 +884,19 @@ public class PicoUdpConfigPanel : MonoBehaviour
{
titleText.text = "XR-RM PICO UDP Sender";
statusText.text = BuildConfigStatusText();
connectionHeaderText.text = "Connection";
runtimeHeaderText.text = "Runtime";
SetRow(0, "Target IP", hostDraft);
SetRow(1, "Target Port", portDraft.ToString());
SetRow(2, "Send Rate", Mathf.RoundToInt(sendHzDraft) + " Hz");
SetRow(3, "Coordinates", convertDraft ? "Project (+Z forward)" : "Unity raw");
SetRow(4, "UDP Sending", sender.SendEnabled ? "ON" : "OFF");
SetRow(5, "Save & Apply", "press trigger");
SetRow(RowTargetIp, "Target IP", hostDraft);
SetRow(RowSavedIp, "Saved IP", BuildSavedIpText());
SetRow(RowFavorite, "Favorite", IsCurrentHostFavorite() ? "ON" : "OFF");
SetRow(RowTargetPort, "Target Port", portDraft.ToString(CultureInfo.InvariantCulture));
SetRow(RowSendHz, "Send Rate", Mathf.RoundToInt(sendHzDraft).ToString(CultureInfo.InvariantCulture) + " Hz");
SetRow(RowCoordinates, "Coordinates", convertDraft ? "Project (+Z back)" : "Source raw");
SetRow(RowSending, "UDP Sending", sender.SendEnabled ? "ON" : "OFF");
SetRow(RowSaveApply, "Save & Apply", "press trigger");
footerText.text = "Stick: select / adjust Trigger, A or X: edit\nB or Y: save Menu: run view";
footerText.text = "Stick: select / adjust Trigger, A or X: edit/apply B or Y: save Menu: run view";
}
private void RefreshRunHud()
@ -570,11 +906,13 @@ public class PicoUdpConfigPanel : MonoBehaviour
return;
}
hudTitleText.text = "XR-RM UDP Sender";
Color stateColor = sender.SendEnabled ? new Color(0.28f, 0.92f, 0.62f, 1.0f) : new Color(1.0f, 0.68f, 0.30f, 1.0f);
hudStatusStripe.color = stateColor;
hudTitleText.text = "XR-RM UDP";
hudStatusText.color = stateColor;
hudStatusText.text = (sender.SendEnabled ? "SENDING" : "PAUSED") + " " + BuildEndpointText();
hudDetailText.text = BuildTrackingStateText() + " " + BuildGripStateText() + "\n"
+ BuildPacketStateText(false) + " " + BuildKeepAwakeStateText();
hudHintText.text = "Menu: config panel";
hudDetailText.text = BuildCompactTrackingStateText() + "\n" + BuildPacketStateText(false);
hudHintText.text = "Menu: config";
}
private string BuildConfigStatusText()
@ -593,14 +931,70 @@ public class PicoUdpConfigPanel : MonoBehaviour
return sender.HasEndpoint ? sender.host + ":" + sender.port : "not configured";
}
private string BuildTrackingStateText()
private string BuildSavedIpText()
{
return "L " + (sender.LeftDeviceValid ? "ok" : "--") + " / R " + (sender.RightDeviceValid ? "ok" : "--");
if (savedIpChoices.Count == 0)
{
return "none";
}
selectedSavedIpIndex = Mathf.Clamp(selectedSavedIpIndex, 0, savedIpChoices.Count - 1);
string ip = savedIpChoices[selectedSavedIpIndex];
string marker = FindIpIndex(favoriteIps, ip) >= 0 ? "favorite" : "recent";
return ip + " " + marker + " " + (selectedSavedIpIndex + 1).ToString(CultureInfo.InvariantCulture) + "/" + savedIpChoices.Count.ToString(CultureInfo.InvariantCulture);
}
private string BuildGripStateText()
private string BuildTrackingStateText()
{
return "Grip L " + (sender.LeftGripPressed ? "ON" : "--") + " / R " + (sender.RightGripPressed ? "ON" : "--");
return "L " + BuildPoseSummary(true) + " / R " + BuildPoseSummary(false);
}
private string BuildCompactTrackingStateText()
{
return "L " + BuildCompactPoseSummary(true) + " / R " + BuildCompactPoseSummary(false);
}
private string BuildCompactPoseSummary(bool left)
{
bool deviceValid = left ? sender.LeftDeviceValid : sender.RightDeviceValid;
if (!deviceValid)
{
return "--";
}
bool poseValid = left ? sender.LeftPoseValid : sender.RightPoseValid;
string source = ShortPoseSource(left ? sender.LeftPoseSource : sender.RightPoseSource);
return (poseValid ? "valid" : "invalid") + " " + source;
}
private string BuildPoseSummary(bool left)
{
bool deviceValid = left ? sender.LeftDeviceValid : sender.RightDeviceValid;
if (!deviceValid)
{
return "--";
}
bool poseValid = left ? sender.LeftPoseValid : sender.RightPoseValid;
string source = ShortPoseSource(left ? sender.LeftPoseSource : sender.RightPoseSource);
int status = left ? sender.LeftControllerStatus : sender.RightControllerStatus;
int tracking = left ? sender.LeftTrackingState : sender.RightTrackingState;
return (poseValid ? "valid" : "invalid") + " " + source + " s" + status + " t" + tracking;
}
private static string ShortPoseSource(string source)
{
if (source == "pxr_predict")
{
return "pxr";
}
if (source == "unity_xr")
{
return "unity";
}
return "none";
}
private string BuildPacketStateText(bool compact)
@ -628,11 +1022,20 @@ public class PicoUdpConfigPanel : MonoBehaviour
private void SetRow(int index, string label, string value)
{
Text rowText = rowTexts[index];
ConfigRow row = rows[index];
bool selected = index == selectedRow;
rowText.color = selected ? selectedColor : normalColor;
rowText.fontStyle = selected ? FontStyle.Bold : FontStyle.Normal;
rowText.text = (selected ? "> " : " ") + label.PadRight(14) + value;
row.background.color = selected ? selectedRowColor : rowColor;
row.accent.color = selected ? selectedColor : new Color(0.18f, 0.25f, 0.30f, 0.70f);
row.labelText.text = label;
row.valueText.text = value;
row.labelText.color = selected ? selectedColor : mutedColor;
row.valueText.color = normalColor;
row.valueText.fontStyle = selected ? FontStyles.Bold : FontStyles.Normal;
TMP_FontAsset valueFontAsset = GetFontAssetForStyle(row.valueText.fontStyle);
if (valueFontAsset != null)
{
row.valueText.font = valueFontAsset;
}
}
private static bool TryParseFloat(string value, out float parsedValue)

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f54d1bd14bd3ca042bd867b519fee8cc
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6ab70aee4d56447429c680537fbf93ed
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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View File

@ -0,0 +1,46 @@
Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_Padding ("Padding", float) = 0
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2;
};
uniform sampler2D _MainTex;
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v)
{
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
v2f OUT;
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}

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Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_VertexOffsetX("Vertex OffsetX", float) = 0
_VertexOffsetY("Vertex OffsetY", float) = 0
_MaskSoftnessX("Mask SoftnessX", float) = 0
_MaskSoftnessY("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 mask : TEXCOORD2;
};
sampler2D _MainTex;
fixed4 _Color;
float _DiffusePower;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
v2f vert (appdata_t v)
{
v2f OUT;
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
OUT.color = v.color;
OUT.color *= _Color;
OUT.color.rgb *= _DiffusePower;
OUT.texcoord0 = v.texcoord0;
float2 pixelSize = OUT.vertex.w;
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : COLOR
{
fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord0
}
Pass {
SetTexture [_MainTex] {
constantColor [_Color] combine constant * primary, constant * texture
}
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
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Shader "TextMeshPro/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2;
};
uniform sampler2D _MainTex;
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v)
{
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
v2f OUT;
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0);
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
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Shader "TextMeshPro/Distance Field Overlay" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest Always
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
float scale = input.param.y;
float bias = input.param.z;
float weight = input.param.w;
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n- bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col*faceColor.a;
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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fileFormatVersion: 2
guid: dd89cf5b9246416f84610a006f916af7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "TextMeshPro/Distance Field SSD" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull[_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest[unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma shader_feature __ FORCE_LINEAR
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 color : COLOR;
float2 atlas : TEXCOORD0;
float weight : TEXCOORD1;
float2 mask : TEXCOORD2; // Position in object space(xy)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
float4 SRGBToLinear(float4 rgba) {
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
output.position = vPosition;
output.color = color;
output.atlas = input.texcoord0;
output.weight = weight;
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = input.texcoord0 + bOffset;
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale);
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n - bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col * faceColor.a;
faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if (UNDERLAY_ON || UNDERLAY_INNER)
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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defaultTextures: []
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userData:
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// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_MaskTex ("Mask Texture", 2D) = "white" {}
_MaskInverse ("Inverse", float) = 0
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
float _MaskWipeControl;
float _MaskEdgeSoftness;
fixed4 _MaskEdgeColor;
bool _MaskInverse;
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Structure for pixel shader
pixel_t output = {
vPosition,
faceColor,
outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias),
#endif
};
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
//#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
//#endif
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
c *= a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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userData:
assetBundleName:
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View File

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// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest Always
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_MaskTex ("Mask Texture", 2D) = "white" {}
_MaskInverse ("Inverse", float) = 0
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro_Mobile.cginc"
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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// Simplified version of the SDF Surface shader :
// - No support for Bevel, Bump or envmap
// - Diffuse only lighting
// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
// Should not be directly exposed to the user
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_CullMode ("Cull Mode", Float) = 0
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
//_MaskSoftness ("Mask Softness", float) = 0
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
LOD 300
Cull [_CullMode]
CGPROGRAM
#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
#pragma target 3.0
#pragma shader_feature __ GLOW_ON
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#include "TMPro_Surface.cginc"
ENDCG
// Pass to render object as a shadow caster
Pass
{
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
Fog {Mode Off}
ZWrite On ZTest LEqual Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;
float alphaClip : TEXCOORD2;
};
uniform float4 _MainTex_ST;
uniform float4 _OutlineTex_ST;
float _OutlineWidth;
float _FaceDilate;
float _ScaleRatioA;
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
return o;
}
uniform sampler2D _MainTex;
float4 frag(v2f i) : COLOR
{
fixed4 texcol = tex2D(_MainTex, i.uv).a;
clip(texcol.a - i.alphaClip);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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Shader "TextMeshPro/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0.5
_BumpFace ("Bump Face", Range(0,1)) = 0.5
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
// Should not be directly exposed to the user
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_CullMode ("Cull Mode", Float) = 0
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
//_MaskSoftness ("Mask Softness", float) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 300
Cull [_CullMode]
CGPROGRAM
#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
#pragma target 3.0
#pragma shader_feature __ GLOW_ON
#pragma glsl
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#define BEVEL_ON 1
#include "TMPro_Surface.cginc"
ENDCG
// Pass to render object as a shadow caster
Pass
{
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
Fog {Mode Off}
ZWrite On
ZTest LEqual
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;
float alphaClip : TEXCOORD2;
};
uniform float4 _MainTex_ST;
uniform float4 _OutlineTex_ST;
float _OutlineWidth;
float _FaceDilate;
float _ScaleRatioA;
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
return o;
}
uniform sampler2D _MainTex;
float4 frag(v2f i) : COLOR
{
fixed4 texcol = tex2D(_MainTex, i.uv).a;
clip(texcol.a - i.alphaClip);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "TextMeshPro/Distance Field" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
float scale = input.param.y;
float bias = input.param.z;
float weight = input.param.w;
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n- bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col*faceColor.a;
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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Shader "TextMeshPro/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
{
half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
faceColor.rgb *= faceColor.a;
outlineColor.rgb *= outlineColor.a;
faceColor = lerp(faceColor, outlineColor, outlineAlpha);
faceColor *= faceAlpha;
return faceColor;
}
float3 GetSurfaceNormal(float4 h, float bias)
{
bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
h += bias+_BevelOffset;
float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h+.5);
if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
h = min(h, 1.0-_BevelClamp);
h *= _Bevel * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
return cross(va, vb);
}
float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
{
// Read "height field"
float4 h = {tex2D(_MainTex, uv - delta.xz).a,
tex2D(_MainTex, uv + delta.xz).a,
tex2D(_MainTex, uv - delta.zy).a,
tex2D(_MainTex, uv + delta.zy).a};
return GetSurfaceNormal(h, bias);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
float4 GetGlowColor(float d, float scale)
{
float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
glow = saturate(abs(glow/(1.0 + t)));
glow = 1.0-pow(glow, _GlowPower);
glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
float alpha = underlying.a + (1-underlying.a)*overlying.a;
return float4(blended, alpha);
}

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struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
float4 underlayColor : COLOR2;
#endif
};
float4 SRGBToLinear(float4 rgba) {
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
float opacity = color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
output.position = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
#endif
output.mask = mask;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
output.underlayColor = underlayColor;
#endif
return output;
}
float4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
#endif
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float bias = input.param.x * scale - 0.5;
float sd = saturate(d * scale - bias - input.param.z);
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#ifdef MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
faceColor *= a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
faceColor *= input.texcoord2.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor;
}

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// UI Editable properties
uniform sampler2D _FaceTex; // Alpha : Signed Distance
uniform float _FaceUVSpeedX;
uniform float _FaceUVSpeedY;
uniform fixed4 _FaceColor; // RGBA : Color + Opacity
uniform float _FaceDilate; // v[ 0, 1]
uniform float _OutlineSoftness; // v[ 0, 1]
uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
uniform float _OutlineUVSpeedX;
uniform float _OutlineUVSpeedY;
uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
uniform float _OutlineWidth; // v[ 0, 1]
uniform float _Bevel; // v[ 0, 1]
uniform float _BevelOffset; // v[-1, 1]
uniform float _BevelWidth; // v[-1, 1]
uniform float _BevelClamp; // v[ 0, 1]
uniform float _BevelRoundness; // v[ 0, 1]
uniform sampler2D _BumpMap; // Normal map
uniform float _BumpOutline; // v[ 0, 1]
uniform float _BumpFace; // v[ 0, 1]
uniform samplerCUBE _Cube; // Cube / sphere map
uniform fixed4 _ReflectFaceColor; // RGB intensity
uniform fixed4 _ReflectOutlineColor;
//uniform float _EnvTiltX; // v[-1, 1]
//uniform float _EnvTiltY; // v[-1, 1]
uniform float3 _EnvMatrixRotation;
uniform float4x4 _EnvMatrix;
uniform fixed4 _SpecularColor; // RGB intensity
uniform float _LightAngle; // v[ 0,Tau]
uniform float _SpecularPower; // v[ 0, 1]
uniform float _Reflectivity; // v[ 5, 15]
uniform float _Diffuse; // v[ 0, 1]
uniform float _Ambient; // v[ 0, 1]
uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
uniform float _UnderlayOffsetX; // v[-1, 1]
uniform float _UnderlayOffsetY; // v[-1, 1]
uniform float _UnderlayDilate; // v[-1, 1]
uniform float _UnderlaySoftness; // v[ 0, 1]
uniform fixed4 _GlowColor; // RGBA : Color + Intesity
uniform float _GlowOffset; // v[-1, 1]
uniform float _GlowOuter; // v[ 0, 1]
uniform float _GlowInner; // v[ 0, 1]
uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
// API Editable properties
uniform float _ShaderFlags;
uniform float _WeightNormal;
uniform float _WeightBold;
uniform float _ScaleRatioA;
uniform float _ScaleRatioB;
uniform float _ScaleRatioC;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
//uniform float _UseClipRect;
uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
// Font Atlas properties
uniform sampler2D _MainTex;
uniform float _TextureWidth;
uniform float _TextureHeight;
uniform float _GradientScale;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _PerspectiveFilter;
uniform float _Sharpness;

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void VertShader(inout appdata_full v, out Input data)
{
v.vertex.x += _VertexOffsetX;
v.vertex.y += _VertexOffsetY;
UNITY_INITIALIZE_OUTPUT(Input, data);
float bold = step(v.texcoord1.y, 0);
// Generate normal for backface
float3 view = ObjSpaceViewDir(v.vertex);
v.normal *= sign(dot(v.normal, view));
#if USE_DERIVATIVE
data.param.y = 1;
#else
float4 vert = v.vertex;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
data.param.y = scale;
#endif
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
}
void PixShader(Input input, inout SurfaceOutput o)
{
#if USE_DERIVATIVE
float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
#else
float scale = input.param.y;
#endif
// Signed distance
float c = tex2D(_MainTex, input.uv_MainTex).a;
float sd = (.5 - c - input.param.x) * scale + .5;
float outline = _OutlineWidth*_ScaleRatioA * scale;
float softness = _OutlineSoftness*_ScaleRatioA * scale;
// Color & Alpha
float4 faceColor = _FaceColor;
float4 outlineColor = _OutlineColor;
faceColor *= input.color;
outlineColor.a *= input.color.a;
faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
faceColor.rgb /= max(faceColor.a, 0.0001);
#if BEVEL_ON
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
// Face Normal
float3 n = GetSurfaceNormal(smp4x, input.param.x);
// Bumpmap
float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
bump = lerp(float3(0, 0, 1), bump, faceColor.a);
n = normalize(n - bump);
// Cubemap reflection
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#else
float3 n = float3(0, 0, -1);
float3 emission = float3(0, 0, 0);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
glowColor.a *= input.color.a;
emission += glowColor.rgb*glowColor.a;
faceColor = BlendARGB(glowColor, faceColor);
faceColor.rgb /= max(faceColor.a, 0.0001);
#endif
// Set Standard output structure
o.Albedo = faceColor.rgb;
o.Normal = -n;
o.Emission = emission;
o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
o.Gloss = 1;
o.Alpha = faceColor.a;
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This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
Please visit their website to view the complete set of their emojis and review their licensing terms.

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View File

@ -2,6 +2,7 @@
"dependencies": {
"com.unity.xr.picoxr": "file:../../PICO-Unity-Integration-SDK-release_3.4.0",
"com.unity.xr.management": "4.4.0",
"com.unity.textmeshpro": "3.0.6",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",

View File

@ -16,9 +16,18 @@
"dependencies": {},
"url": "https://packages.unity.cn"
},
"com.unity.textmeshpro": {
"version": "3.0.6",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.ugui": "1.0.0"
},
"url": "https://packages.unity.cn"
},
"com.unity.ugui": {
"version": "1.0.0",
"depth": 2,
"depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.modules.ui": "1.0.0",
@ -39,14 +48,14 @@
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.ugui": "1.0.0",
"com.unity.inputsystem": "1.7.0",
"com.unity.mathematics": "1.2.6",
"com.unity.ugui": "1.0.0",
"com.unity.xr.core-utils": "2.2.3",
"com.unity.xr.legacyinputhelpers": "2.1.10",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.physics": "1.0.0"
"com.unity.xr.core-utils": "2.2.3",
"com.unity.modules.physics": "1.0.0",
"com.unity.xr.legacyinputhelpers": "2.1.10"
},
"url": "https://packages.unity.cn"
},
@ -134,7 +143,7 @@
},
"com.unity.modules.ui": {
"version": "1.0.0",
"depth": 3,
"depth": 2,
"source": "builtin",
"dependencies": {}
},

View File

@ -12,7 +12,7 @@ PlayerSettings:
targetDevice: 2
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: DefaultCompany
companyName: XR-RM
productName: XR-RM-PICO-UDP-Sender
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
@ -170,10 +170,10 @@ PlayerSettings:
iPhone: 0
tvOS: 0
overrideDefaultApplicationIdentifier: 1
AndroidBundleVersionCode: 1
AndroidBundleVersionCode: 3377155
AndroidMinSdkVersion: 29
AndroidTargetSdkVersion: 0
AndroidPreferredInstallLocation: 1
AndroidPreferredInstallLocation: 2
aotOptions:
stripEngineCode: 1
iPhoneStrippingLevel: 0

View File

@ -8,11 +8,14 @@ Configured target:
```text
Host = 192.168.9.99
Port = 15000
Send Hz = 60
Send Hz = 90
Convert Unity To Project Coordinates = true
Package Name = com.local.xr_rm_udp_sender
```
The default send rate is 90 Hz. If the network or headset performance is not
stable enough on site, lower it manually in the PICO panel to 60 Hz.
Open this folder with the Ubuntu editor installed at:
```text
@ -44,6 +47,14 @@ Runtime scene components:
disables PICO auto sleep, applies Android `KEEP_SCREEN_ON`, and restores
captured screen/sleep timeouts when sending stops.
Coordinate modes:
- `Project (+Z back)`: ROS-facing output. For `pose_source=pxr_predict`, the
measured PICO native pose is converted with `project.x=native.z`,
`project.y=native.y`, and `project.z=-native.x`.
- `Source raw`: sends the source pose without this conversion for field
diagnostics only.
The setup menu chooses the UDP target host from `XR_RM_UDP_TARGET_HOST` when
set. Otherwise it auto-detects a local IPv4 address; on this Ubuntu machine the
current Wi-Fi address is `192.168.9.99`.