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a/Assets/Examples/2_SimpleMathEditor/Scripts/ExampleNodeEditor.cs.meta b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/ExampleNodeEditor.cs.meta similarity index 100% rename from Assets/Examples/2_SimpleMathEditor/Scripts/ExampleNodeEditor.cs.meta rename to Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/ExampleNodeEditor.cs.meta diff --git a/Assets/Examples/2_SimpleMathEditor/Scripts/FloatNode.cs b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/FloatNode.cs similarity index 100% rename from Assets/Examples/2_SimpleMathEditor/Scripts/FloatNode.cs rename to Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/FloatNode.cs diff --git a/Assets/Examples/2_SimpleMathEditor/Scripts/FloatNode.cs.meta b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/FloatNode.cs.meta similarity index 100% rename from Assets/Examples/2_SimpleMathEditor/Scripts/FloatNode.cs.meta rename to Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/FloatNode.cs.meta diff --git a/Assets/Examples/2_SimpleMathEditor/Scripts/MathOperationNode.cs b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperationNode.cs similarity index 96% rename from Assets/Examples/2_SimpleMathEditor/Scripts/MathOperationNode.cs rename to Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperationNode.cs index 54f1e86..64db172 100644 --- a/Assets/Examples/2_SimpleMathEditor/Scripts/MathOperationNode.cs +++ b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperationNode.cs @@ -1,114 +1,114 @@ -using UnityEngine; -using UnityEngine.UI; -using TMPro; -using System; -using System.Collections.Generic; -using System.Linq; - -namespace RuntimeNodeEditor.Examples -{ - public class MathOperationNode : Node - { - public TMP_Text resultText; - public TMP_Dropdown dropdown; - public SocketInput inputSocket; - public SocketOutput outputSocket; - - private List _incomingOutputs; - - - public override void Setup() - { - _incomingOutputs = new List(); - - Register(outputSocket); - Register(inputSocket); - - SetHeader("operation"); - outputSocket.SetValue(0f); - - dropdown.AddOptions(new List() - { - new TMP_Dropdown.OptionData(MathOperations.Multiply.ToString()), - new TMP_Dropdown.OptionData(MathOperations.Divide.ToString()), - new TMP_Dropdown.OptionData(MathOperations.Add.ToString()), - new TMP_Dropdown.OptionData(MathOperations.Subtract.ToString()) - }); - - dropdown.onValueChanged.AddListener(selected => - { - OnConnectedValueUpdated(); - }); - - OnConnectionEvent += OnConnection; - OnDisconnectEvent += OnDisconnect; - } - - public void OnConnection(SocketInput input, IOutput output) - { - output.ValueUpdated += OnConnectedValueUpdated; - _incomingOutputs.Add(output); - - OnConnectedValueUpdated(); - } - - public void OnDisconnect(SocketInput input, IOutput output) - { - output.ValueUpdated -= OnConnectedValueUpdated; - _incomingOutputs.Remove(output); - - OnConnectedValueUpdated(); - } - - public override void OnSerialize(Serializer serializer) - { - var output = outputSocket.GetValue(); - serializer.Add("opType", dropdown.value.ToString()); - } - - public override void OnDeserialize(Serializer serializer) - { - var opType = int.Parse(serializer.Get("opType")); - dropdown.SetValueWithoutNotify(opType); - - OnConnectedValueUpdated(); - } - - private void OnConnectedValueUpdated() - { - List incomingValues = new List(); - foreach (var c in _incomingOutputs) - { - incomingValues.Add(c.GetValue()); - } - - float result = Calculate(incomingValues); - outputSocket.SetValue(result); - Display(result.ToString()); - } - - private void Display(string text) - { - resultText.text = text; - } - - private float Calculate(List values) - { - if (values.Count > 0) - { - var operation = (MathOperations)dropdown.value; - switch (operation) - { - default: return values.Aggregate((x, y) => x * y); - case MathOperations.Divide: return values.Aggregate((x, y) => x / y); - case MathOperations.Add: return values.Aggregate((x, y) => x + y); - case MathOperations.Subtract: return values.Aggregate((x, y) => x - y); - } - } - else - { - return 0; - } - } - } -} +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using System; +using System.Collections.Generic; +using System.Linq; + +namespace RuntimeNodeEditor.Examples +{ + public class MathOperationNode : Node + { + public TMP_Text resultText; + public TMP_Dropdown dropdown; + public SocketInput inputSocket; + public SocketOutput outputSocket; + + private List _incomingOutputs; + + + public override void Setup() + { + _incomingOutputs = new List(); + + Register(outputSocket); + Register(inputSocket); + + SetHeader("operation"); + outputSocket.SetValue(0f); + + dropdown.AddOptions(new List() + { + new TMP_Dropdown.OptionData(MathOperations.Multiply.ToString()), + new TMP_Dropdown.OptionData(MathOperations.Divide.ToString()), + new TMP_Dropdown.OptionData(MathOperations.Add.ToString()), + new TMP_Dropdown.OptionData(MathOperations.Subtract.ToString()) + }); + + dropdown.onValueChanged.AddListener(selected => + { + OnConnectedValueUpdated(); + }); + + OnConnectionEvent += OnConnection; + OnDisconnectEvent += OnDisconnect; + } + + public void OnConnection(SocketInput input, IOutput output) + { + output.ValueUpdated += OnConnectedValueUpdated; + _incomingOutputs.Add(output); + + OnConnectedValueUpdated(); + } + + public void OnDisconnect(SocketInput input, IOutput output) + { + output.ValueUpdated -= OnConnectedValueUpdated; + _incomingOutputs.Remove(output); + + OnConnectedValueUpdated(); + } + + public override void OnSerialize(Serializer serializer) + { + var output = outputSocket.GetValue(); + serializer.Add("opType", dropdown.value.ToString()); + } + + public override void OnDeserialize(Serializer serializer) + { + var opType = int.Parse(serializer.Get("opType")); + dropdown.SetValueWithoutNotify(opType); + + OnConnectedValueUpdated(); + } + + private void OnConnectedValueUpdated() + { + List incomingValues = new List(); + foreach (var c in _incomingOutputs) + { + incomingValues.Add(c.GetValue()); + } + + float result = Calculate(incomingValues); + outputSocket.SetValue(result); + Display(result.ToString()); + } + + private void Display(string text) + { + resultText.text = text; + } + + private float Calculate(List values) + { + if (values.Count > 0) + { + var operation = (MathOperations)dropdown.value; + switch (operation) + { + default: return values.Aggregate((x, y) => x * y); + case MathOperations.Divide: return values.Aggregate((x, y) => x / y); + case MathOperations.Add: return values.Aggregate((x, y) => x + y); + case MathOperations.Subtract: return values.Aggregate((x, y) => x - y); + } + } + else + { + return 0; + } + } + } +} diff --git a/Assets/Examples/2_SimpleMathEditor/Scripts/MathOperationNode.cs.meta b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperationNode.cs.meta similarity index 100% rename from Assets/Examples/2_SimpleMathEditor/Scripts/MathOperationNode.cs.meta rename to Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperationNode.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Types.cs b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperations.cs similarity index 63% rename from Assets/RuntimeNodeEditor/Scripts/Types.cs rename to Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperations.cs index 1f11df2..9a7ab8c 100644 --- a/Assets/RuntimeNodeEditor/Scripts/Types.cs +++ b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperations.cs @@ -7,10 +7,4 @@ public enum MathOperations Add, Subtract } - - public enum ConnectionType - { - Single, - Multiple - } -} +} \ No newline at end of file diff --git a/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperations.cs.meta b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperations.cs.meta new file mode 100644 index 0000000..618770a --- /dev/null +++ b/Assets/Samples/Runtime Node Editor/1.0.0/Simple Math Editor/Scripts/MathOperations.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c99546b3300c4d81adb04fa5be6cc7b6 +timeCreated: 1781514411 \ No newline at end of file diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index 00e1a36..dc7e8e5 100755 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset @@ -78,6 +78,7 @@ Material: - _BumpOutline: 0 - _BumpScale: 1 - _ColorMask: 15 + - _CullMode: 0 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - _Diffuse: 0.5 @@ -159,20 +160,19 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3} m_Name: LiberationSans SDF - Fallback m_EditorClassIdentifier: - hashCode: -1699145518 - material: {fileID: 2180264} - materialHashCode: -1183942120 m_Version: 1.1.0 + m_Material: {fileID: 2180264} m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 - m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, - type: 3} m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} m_AtlasPopulationMode: 1 + InternalDynamicOS: 0 m_FaceInfo: + m_FaceIndex: 0 m_FamilyName: Liberation Sans m_StyleName: Regular m_PointSize: 86 m_Scale: 1 + m_UnitsPerEM: 2048 m_LineHeight: 98.8916 m_AscentLine: 77.853516 m_CapLine: 59 @@ -193,6 +193,8 @@ MonoBehaviour: m_AtlasTextures: - {fileID: 28268798066460806} m_AtlasTextureIndex: 0 + m_IsMultiAtlasTexturesEnabled: 1 + m_ClearDynamicDataOnBuild: 1 m_UsedGlyphRects: [] m_FreeGlyphRects: - m_X: 0 @@ -229,13 +231,22 @@ MonoBehaviour: m_glyphInfoList: [] m_KerningTable: kerningPairs: [] + m_FontFeatureTable: + m_MultipleSubstitutionRecords: [] + m_LigatureSubstitutionRecords: [] + m_GlyphPairAdjustmentRecords: [] + m_MarkToBaseAdjustmentRecords: [] + m_MarkToMarkAdjustmentRecords: [] + fallbackFontAssets: [] m_FallbackFontAssetTable: [] m_CreationSettings: sourceFontFileName: sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 + faceIndex: 0 pointSizeSamplingMode: 0 pointSize: 86 padding: 9 + paddingMode: 0 packingMode: 4 atlasWidth: 512 atlasHeight: 512 diff --git a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset index ceb609b..018d42f 100755 --- a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset +++ b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset @@ -3,8 +3,9 @@ --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 @@ -12,6 +13,12 @@ MonoBehaviour: m_Name: Default Style Sheet m_EditorClassIdentifier: m_StyleList: + - m_Name: Normal + m_HashCode: -1183493901 + m_OpeningDefinition: + m_ClosingDefinition: + m_OpeningTagArray: + m_ClosingTagArray: - m_Name: H1 m_HashCode: 2425 m_OpeningDefinition: <#40ff80>* @@ -19,19 +26,25 @@ MonoBehaviour: m_OpeningTagArray: 3c00000073000000690000007a000000650000003d00000032000000650000006d0000003e0000003c000000620000003e0000003c000000230000003400000030000000660000006600000038000000300000003e0000002a000000 m_ClosingTagArray: 2a0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000 - m_Name: Quote - m_HashCode: 92254330 + m_HashCode: 93368250 m_OpeningDefinition: m_ClosingDefinition: m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000 m_ClosingTagArray: 3c0000002f000000690000003e0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f00000077000000690000006400000074000000680000003e0000003c0000002f0000006d000000610000007200000067000000690000006e0000003e000000 + - m_Name: A + m_HashCode: 65 + m_OpeningDefinition: + m_ClosingDefinition: + m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000003400000030000000610000003000000066000000660000003e0000003c000000750000003e000000 + m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000 - m_Name: Link - m_HashCode: 2687968 + m_HashCode: 2656128 m_OpeningDefinition: <#40a0ff> m_ClosingDefinition: m_OpeningTagArray: 3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000 m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f0000006c000000690000006e0000006b0000003e000000 - m_Name: Title - m_HashCode: 98732960 + m_HashCode: 97690656 m_OpeningDefinition: m_ClosingDefinition: m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000 diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset b/Assets/TextMesh Pro/Resources/TMP Settings.asset index 1c26063..6dd04e5 100755 --- a/Assets/TextMesh Pro/Resources/TMP Settings.asset +++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset @@ -12,14 +12,17 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3} m_Name: TMP Settings m_EditorClassIdentifier: - m_enableWordWrapping: 1 + assetVersion: 2 + m_TextWrappingMode: 1 m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 m_enableTintAllSprites: 0 m_enableParseEscapeCharacters: 1 m_EnableRaycastTarget: 1 m_GetFontFeaturesAtRuntime: 1 m_missingGlyphCharacter: 0 + m_ClearDynamicDataOnBuild: 1 m_warningsDisabled: 1 m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_defaultFontAssetPath: Fonts & Materials/ @@ -29,13 +32,16 @@ MonoBehaviour: m_defaultTextMeshProTextContainerSize: {x: 20, y: 5} m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50} m_autoSizeTextContainer: 0 + m_IsTextObjectScaleStatic: 0 m_fallbackFontAssets: [] m_matchMaterialPreset: 1 + m_HideSubTextObjects: 1 m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, type: 2} m_defaultSpriteAssetPath: Sprite Assets/ m_enableEmojiSupport: 1 m_MissingCharacterSpriteUnicode: 0 + m_EmojiFallbackTextAssets: [] m_defaultColorGradientPresetsPath: Color Gradient Presets/ m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, type: 2} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl new file mode 100644 index 0000000..b611994 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl @@ -0,0 +1,178 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096.0); + output.y = uv - 4096.0 * output.x; + + return output * 0.001953125; +} + +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, alpha); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal) +{ + float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0); + + // Read "height field" + float4 h = float4( + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a); + + bool raisedBevel = _BevelType; + + h += _BevelOffset; + + float bevelWidth = max(.01, _BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h + .5); + + if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0); + h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)); + h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp)); + h *= _BevelAmount * 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)); + + float3 f = float3(1, 1, 1); + if (isFront) f = float3(1, 1, -1); + nornmal = cross(va, vb) * f; +} + +void EvaluateLight_float(float4 faceColor, float3 n, out float4 color) +{ + n.z = abs(n.z); + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0)); + + float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a; + //faceColor.rgb += col * faceColor.a; + col *= 1 - (dot(n, light) * _Diffuse); + col *= lerp(_Ambient, 1, n.z * n.z); + + //fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + //faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + + color = float4(col, faceColor.a); +} + +// Add custom function to handle time in HDRP + + +// +void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV) +{ + outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y); +} + +void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset) +{ + uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight); +} + +void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR) +{ + float2 pixelSize = position.w; + pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight))); + SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale; +} + +// UV : Texture coordinate of the source distance field texture +// TextureSize : Size of the source distance field texture +// Filter : Enable perspective filter (soften) +void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR) +{ + if(Filter) + { + float2 a = float2(ddx(UV.x), ddy(UV.x)); + float2 b = float2(ddx(UV.y), ddy(UV.y)); + float s = lerp(dot(a,a), dot(b,b), 0.5); + SSR = rsqrt(s) / TextureSize; + } + else + { + float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))); + SSR = s / TextureSize; + } +} + +// SSR : Screen Space Ratio +// SD : Signed Distance (encoded : Distance / SDR + .5) +// SDR : Signed Distance Ratio +// +// IsoPerimeter : Dilate / Contract the shape +void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space + outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha) +} + +void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha) +{ + softness *= SSR * SDR; + float4 d = (SD - 0.5f) * SDR; + if(outline) d.w = max(max(d.x, d.y), d.z); + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void Composite_float(float4 overlying, float4 underlying, out float4 outColor) +{ + outColor = BlendARGB(overlying, underlying); +} + +// Face only +void Layer1_float(float alpha, float4 color0, out float4 outColor) +{ + color0.a *= alpha; + outColor = color0; +} + +// Face + 1 Outline +void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor) +{ + color1.a *= alpha.y; + color0.rgb *= color0.a; color1.rgb *= color1.a; + outColor = lerp(color1, color0, alpha.x); + outColor.rgb /= outColor.a; +} + +// Face + 3 Outline +void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor) +{ + color3.a *= alpha.w; + color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a; + outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x); + outColor.rgb /= outColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta new file mode 100644 index 0000000..001b14e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 96de908384869cd409c75efa351d5edf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader index bab2b2c..7e0f35c 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -1,26 +1,26 @@ 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 + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _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{ @@ -55,15 +55,18 @@ SubShader{ #include "UnityCG.cginc" + #include "UnityUI.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -81,15 +84,9 @@ SubShader{ 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; - } + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; v2f vert (appdata_t v) { @@ -101,6 +98,10 @@ SubShader{ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } fixed4 faceColor = v.color; faceColor *= _FaceColor; @@ -108,13 +109,14 @@ SubShader{ OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + OUT.texcoord1 = TRANSFORM_TEX(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)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader index 006a271..b89e267 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -1,25 +1,25 @@ 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 + _MainTex ("Font Atlas", 2D) = "white" {} + _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 + _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) + _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 + _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 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 } SubShader { @@ -55,15 +55,18 @@ SubShader { #include "UnityCG.cginc" + #include "UnityUI.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -79,6 +82,9 @@ SubShader { uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; v2f vert (appdata_t v) { @@ -88,8 +94,11 @@ SubShader { vert.y += _VertexOffsetY; vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); OUT.color = v.color; OUT.color *= _Color; OUT.color.rgb *= _DiffusePower; @@ -99,8 +108,9 @@ SubShader { //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)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader index 8ce4937..caa527f 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -1,25 +1,25 @@ Shader "TextMeshPro/Bitmap" { Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _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 + _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) + _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 + _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 + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 } SubShader{ @@ -54,15 +54,18 @@ SubShader{ #include "UnityCG.cginc" + #include "UnityUI.cginc" - struct appdata_t { + struct appdata_t + { float4 vertex : POSITION; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct v2f { + struct v2f + { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; @@ -80,15 +83,9 @@ SubShader{ 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; - } + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; v2f vert (appdata_t v) { @@ -100,6 +97,10 @@ SubShader{ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } fixed4 faceColor = v.color; faceColor *= _FaceColor; @@ -107,13 +108,14 @@ SubShader{ OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + OUT.texcoord1 = TRANSFORM_TEX(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)); + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader index c50c593..757a617 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Face Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -127,17 +127,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,16 +148,20 @@ SubShader { float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; - #endif + #endif + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; + uniform float4 _FaceTex_ST; + uniform float4 _OutlineTex_ST; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { @@ -167,7 +172,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -178,7 +183,7 @@ SubShader { float2 pixelSize = vPosition.w; pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord0.w) * _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; @@ -188,13 +193,13 @@ SubShader { float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); - #if GLOW_ON + #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif + #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; @@ -205,23 +210,28 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #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 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } 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)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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); @@ -239,9 +249,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - #ifndef UNDERLAY_ON + #ifndef UNDERLAY_ON clip(c - input.param.x); - #endif + #endif float scale = input.param.y; float bias = input.param.z; @@ -261,7 +271,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -278,36 +288,35 @@ SubShader { 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 + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + // 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 + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif return faceColor * input.color.a; } - ENDCG } } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader index ed48574..27c14bc 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Face Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -109,7 +109,8 @@ SubShader { Blend One OneMinusSrcAlpha ColorMask[_ColorMask] - Pass { + Pass + { CGPROGRAM #pragma target 3.0 #pragma vertex VertShader @@ -127,17 +128,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,18 +149,23 @@ SubShader { float2 mask : TEXCOORD2; // Position in object space(xy) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float2 texcoord2 : TEXCOORD4; float4 underlayColor : COLOR1; - #endif + #endif + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; - float4 SRGBToLinear(float4 rgba) { + 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); } @@ -171,7 +178,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -182,27 +189,31 @@ SubShader { float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #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 + #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 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } float4 color = input.color; - #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) color = SRGBToLinear(input.color); - #endif + #endif output.position = vPosition; output.color = color; @@ -210,10 +221,10 @@ SubShader { 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) + #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord2 = input.texcoord0 + bOffset; output.underlayColor = underlayColor; - #endif + #endif output.textures = float4(faceUV, outlineUV); return output; @@ -226,9 +237,9 @@ SubShader { 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 pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); float weight = input.weight; float bias = (.5 - weight) + (.5 / scale); @@ -247,7 +258,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -264,45 +275,45 @@ SubShader { 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 + #endif - #if (UNDERLAY_ON || UNDERLAY_INNER) + #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 + #endif - #if UNDERLAY_ON + #if UNDERLAY_ON float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); - #endif + #endif - #if UNDERLAY_INNER + #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 + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #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)); + #if UNITY_UI_CLIP_RECT + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); faceColor *= m.x * m.y; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif return faceColor * input.color.a; - } - - ENDCG } + ENDCG + } } Fallback "TextMeshPro/Mobile/Distance Field" diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph new file mode 100644 index 0000000..4f7157c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph @@ -0,0 +1,12074 @@ +{ + "m_SGVersion": 3, + "m_Type": "UnityEditor.ShaderGraph.GraphData", + "m_ObjectId": "386c36a1c4c34ea29deb680fb82cfe8b", + "m_Properties": [ + { 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+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f63d574838ccfb44f84acc05fed0af48 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader index 7019aaf..603df2c 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field - Masking" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -99,35 +99,41 @@ SubShader { #include "UnityUI.cginc" #include "TMPro_Properties.cginc" - struct vertex_t { + struct vertex_t + { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t { + 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) + + #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif + #endif }; float _MaskWipeControl; float _MaskEdgeSoftness; fixed4 _MaskEdgeColor; bool _MaskInverse; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +144,7 @@ SubShader { 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); + scale *= abs(input.texcoord0.w) * _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; @@ -150,6 +156,10 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } float opacity = input.color.a; #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; @@ -163,7 +173,7 @@ SubShader { outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); @@ -171,11 +181,12 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 layerOffset = float2(x, y); - #endif + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); // Structure for pixel shader pixel_t output = { @@ -184,11 +195,11 @@ SubShader { 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) + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) float4(input.texcoord0 + layerOffset, input.color.a, 0), half2(layerScale, layerBias), - #endif + #endif }; return output; @@ -201,41 +212,41 @@ SubShader { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); - #ifdef OUTLINE_ON + #ifdef OUTLINE_ON c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c *= saturate(d - input.param.y); - #endif + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - //#if UNITY_UI_CLIP_RECT + // 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 + //#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; + 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) + #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); - #endif + #endif return c; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader index ce82bed..3edca76 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field Overlay" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -93,16 +93,18 @@ SubShader { #include "UnityUI.cginc" #include "TMPro_Properties.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 vertex : SV_POSITION; @@ -111,12 +113,17 @@ SubShader { 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) + + #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif + #endif }; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + pixel_t VertShader(vertex_t input) { @@ -127,7 +134,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +145,7 @@ SubShader { 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); + scale *= abs(input.texcoord0.w) * _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; @@ -150,10 +157,14 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; - #endif + #endif fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; faceColor.rgb *= faceColor.a; @@ -163,14 +174,14 @@ SubShader { outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - #if (UNDERLAY_ON | UNDERLAY_INNER) + #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 + #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); @@ -182,7 +193,8 @@ SubShader { 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)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.underlayParam = half2(layerScale, layerBias); @@ -200,35 +212,35 @@ SubShader { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); - #ifdef OUTLINE_ON + #ifdef OUTLINE_ON c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c *= saturate(d - input.param.y); - #endif + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + // 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 + #endif - #if (UNDERLAY_ON | UNDERLAY_INNER) + #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); - #endif + #endif return c; } diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader index df4d5b0..43b317d 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field SSD" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader new file mode 100644 index 0000000..2c8e8da --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader @@ -0,0 +1,389 @@ +// 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 - 2 Pass" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 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 { + + // Draw Outline and Underlay + Name "Outline" + + 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; + float4 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 + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + 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); + + const float bold = step(input.texcoord0.w, 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.texcoord0.w) * _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; + const 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); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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 = half4(0, 0, 0, 0); + + #if OUTLINE_ON + c = input.outlineColor * 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 + } + + + // Draw face + Name "Face" + + 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 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; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + 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); + + const float bold = step(input.texcoord0.w, 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.texcoord0.w) * _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; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + // 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.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half2(scale, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + 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.y); + + // 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 UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta new file mode 100644 index 0000000..75bd98d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0178fcb869bafef4690d177d31d17db8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader index d3f5866..b899d6e 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -6,14 +6,14 @@ Shader "TextMeshPro/Mobile/Distance Field" { Properties { - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 @@ -81,6 +81,7 @@ SubShader { Pass { CGPROGRAM + #pragma enable_d3d11_debug_symbols #pragma vertex VertShader #pragma fragment PixShader #pragma shader_feature __ OUTLINE_ON @@ -98,7 +99,7 @@ SubShader { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; @@ -117,6 +118,9 @@ SubShader { #endif }; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { @@ -127,7 +131,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; @@ -138,7 +142,7 @@ SubShader { 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); + scale *= abs(input.texcoord0.w) * _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; @@ -150,7 +154,11 @@ SubShader { float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - float opacity = input.color.a; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; #endif @@ -182,7 +190,9 @@ SubShader { 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)); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); #if (UNDERLAY_ON || UNDERLAY_INNER) output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.underlayParam = half2(layerScale, layerBias); diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader index be764ae..68d0dfa 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" { Properties { _FaceTex ("Fill Texture", 2D) = "white" {} - [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -99,7 +99,8 @@ SubShader { #pragma multi_compile_shadowcaster #include "UnityCG.cginc" - struct v2f { + struct v2f + { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; float2 uv2 : TEXCOORD3; diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader index bcb2bb2..281e60d 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Fill Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = 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Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta new file mode 100644 index 0000000..248825c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 124c112a6e8f1a54e8b0870e881b56d8 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader index 011ee19..bbcfd11 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -4,10 +4,10 @@ Properties { _FaceTex ("Face Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 @@ -21,7 +21,7 @@ Properties { _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularPower ("Specular", Range(0,4)) = 2.0 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Diffuse ("Diffuse", Range(0,1)) = 0.5 @@ -37,13 +37,13 @@ Properties { _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 @@ -127,17 +127,18 @@ SubShader { #include "TMPro_Properties.cginc" #include "TMPro.cginc" - struct vertex_t { + struct vertex_t + { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; - - struct pixel_t { + struct pixel_t + { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; @@ -147,16 +148,20 @@ SubShader { float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; - #endif - float4 textures : TEXCOORD5; + #endif + + float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; pixel_t VertShader(vertex_t input) { @@ -167,7 +172,7 @@ SubShader { UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -178,7 +183,7 @@ SubShader { float2 pixelSize = vPosition.w; pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale *= abs(input.texcoord0.w) * _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; @@ -188,13 +193,13 @@ SubShader { float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); - #if GLOW_ON + #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif + #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - #if (UNDERLAY_ON || UNDERLAY_INNER) + #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; @@ -205,23 +210,28 @@ SubShader { float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 bOffset = float2(x, y); - #endif + #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 textureUV = input.texcoord1; float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } 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)); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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); @@ -239,9 +249,9 @@ SubShader { float c = tex2D(_MainTex, input.atlas).a; - #ifndef UNDERLAY_ON + #ifndef UNDERLAY_ON clip(c - input.param.x); - #endif + #endif float scale = input.param.y; float bias = input.param.z; @@ -261,7 +271,7 @@ SubShader { faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - #if BEVEL_ON + #if BEVEL_ON float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 n = GetSurfaceNormal(input.atlas, weight, dxy); @@ -278,36 +288,35 @@ SubShader { 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 + #endif - #if UNDERLAY_ON + #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 + #endif - #if UNDERLAY_INNER + #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 + #endif - #if GLOW_ON + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); faceColor.rgb += glowColor.rgb * glowColor.a; - #endif + #endif // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT + #if UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); faceColor *= m.x * m.y; - #endif + #endif - #if UNITY_UI_ALPHACLIP + #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); - #endif + #endif - return faceColor * input.color.a; + return faceColor * input.color.a; } - ENDCG } } diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader index adccc04..4012a08 100755 --- a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -2,18 +2,18 @@ Shader "TextMeshPro/Sprite" { Properties { - _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) + _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 } @@ -21,19 +21,19 @@ Shader "TextMeshPro/Sprite" SubShader { Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } - + Stencil { Ref [_Stencil] Comp [_StencilComp] - Pass [_StencilOp] + Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } @@ -47,59 +47,76 @@ Shader "TextMeshPro/Sprite" Pass { + Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag + #pragma target 2.0 #include "UnityCG.cginc" #include "UnityUI.cginc" - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - half2 texcoord : TEXCOORD0; - float4 worldPosition : TEXCOORD1; + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO }; - + + sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; - v2f vert(appdata_t IN) + v2f vert(appdata_t v) { v2f OUT; - OUT.worldPosition = IN.vertex; - OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; - OUT.texcoord = IN.texcoord; - - #ifdef UNITY_HALF_TEXEL_OFFSET - OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); - #endif - - OUT.color = IN.color * _Color; + float2 pixelSize = vPosition.w; + pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.color = v.color * _Color; return OUT; } - sampler2D _MainTex; - fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; - - #if UNITY_UI_CLIP_RECT - color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + #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 #ifdef UNITY_UI_ALPHACLIP @@ -108,7 +125,7 @@ Shader "TextMeshPro/Sprite" return color; } - ENDCG + ENDCG } } } diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta index 0d6eb56..f21163e 100755 --- a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -4,6 +4,6 @@ ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] - userData: + userData: Version 2.0 assetBundleName: assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc index 5969fec..d145a77 100755 --- a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -1,20 +1,22 @@ -struct vertex_t { +struct vertex_t +{ UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; - float2 texcoord0 : TEXCOORD0; + float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; -struct pixel_t { +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 + float4 param : TEXCOORD1; // x = weight, y = no longer used float2 mask : TEXCOORD2; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD3; @@ -22,10 +24,14 @@ struct pixel_t { #endif }; -float4 SRGBToLinear(float4 rgba) { +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); } +float _UIMaskSoftnessX; +float _UIMaskSoftnessY; + pixel_t VertShader(vertex_t input) { pixel_t output; @@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input) UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - float bold = step(input.texcoord1.y, 0); + float bold = step(input.texcoord0.w, 0); float4 vert = input.position; vert.x += _VertexOffsetX; @@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input) 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); + output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0); float2 mask = float2(0, 0); #if UNITY_UI_CLIP_RECT @@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target float d = tex2D(_MainTex, input.texcoord0.xy).a; - float2 UV = input.texcoord0.xy; - float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; + float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); #if (UNDERLAY_ON | UNDERLAY_INNER) float layerScale = scale; @@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); - #ifdef OUTLINE_ON + #if 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); @@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); #endif - #ifdef MASKING + #if MASKING float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; a = saturate(t / _MaskEdgeSoftness); @@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target // 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 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); faceColor *= m.x * m.y; #endif diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc index 2e96258..b806b4f 100755 --- a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -66,11 +66,6 @@ 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; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc index 622ae87..2153a9a 100755 --- a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data) UNITY_INITIALIZE_OUTPUT(Input, data); - float bold = step(v.texcoord1.y, 0); + float bold = step(v.texcoord.w, 0); // Generate normal for backface float3 view = ObjSpaceViewDir(v.vertex); @@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data) 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 *= abs(v.texcoord.w) * _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.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); } @@ -82,7 +80,7 @@ void PixShader(Input input, inout SurfaceOutput o) float3 n = float3(0, 0, -1); float3 emission = float3(0, 0, 0); #endif - + #if GLOW_ON float4 glowColor = GetGlowColor(sd, scale); glowColor.a *= input.color.a; diff --git a/Assets/RuntimeNodeEditor/.DS_Store b/Packages/com.cemuka.runtime-node-editor/.DS_Store similarity index 100% rename from Assets/RuntimeNodeEditor/.DS_Store rename to Packages/com.cemuka.runtime-node-editor/.DS_Store diff --git a/Packages/com.cemuka.runtime-node-editor/Runtime.meta b/Packages/com.cemuka.runtime-node-editor/Runtime.meta new file mode 100644 index 0000000..f30b9b4 --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0eb130964faad3a4a84e3687dcdf84d1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.cemuka.runtime-node-editor/Runtime/Cemuka.RuntimeNodeEditor.asmdef b/Packages/com.cemuka.runtime-node-editor/Runtime/Cemuka.RuntimeNodeEditor.asmdef new file mode 100644 index 0000000..8e3c799 --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Cemuka.RuntimeNodeEditor.asmdef @@ -0,0 +1,23 @@ +{ + "name": "Cemuka.RuntimeNodeEditor", + "rootNamespace": "RuntimeNodeEditor", + "references": [ + "GUID:6055be8ebefd69e48b49212b09b47b2f", + "GUID:75469ad4d38634e559750d17036d5f7c" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": false, + "defineConstraints": [], + "versionDefines": [ + { + "name": "com.unity.inputsystem", + "expression": "", + "define": "NEW_INPUT_SYSTEM_INSTALLED" + } + ], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Packages/com.cemuka.runtime-node-editor/Runtime/Cemuka.RuntimeNodeEditor.asmdef.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Cemuka.RuntimeNodeEditor.asmdef.meta new file mode 100644 index 0000000..d81b4b8 --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Cemuka.RuntimeNodeEditor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8f5c68f774363a54c99fc0044d54659f +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/RuntimeNodeEditor/Imported.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Imported.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported.meta diff --git a/Assets/RuntimeNodeEditor/Imported/.DS_Store b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/.DS_Store similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/.DS_Store rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/.DS_Store diff --git a/Assets/RuntimeNodeEditor/Imported/Fonts.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Fonts.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts.meta diff --git a/Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.ttf b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.ttf similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.ttf rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.ttf diff --git a/Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.ttf.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.ttf.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.ttf.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.ttf.meta diff --git a/Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.txt b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.txt similarity index 97% rename from Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.txt rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.txt index 64414d7..9a0877e 100644 --- a/Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.txt +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.txt @@ -1,136 +1,136 @@ -============================================================================== -NOKIA CELLPHONE FC SMALL -======================== - - -============================================================================== -Info -==== - -This is a font that emulates the bitmap font used by Nokia-based cell phones. -As the name implies ("Nokia Cellphone Small"), this is the "Small" font - used -on some menus, not the data fields (which it used a "big" font). - -This was done because 1) I needed to use it on some projects and 2) I saw lots -of people asking for a font like this. So I had some experience in creating -bitmap-emulating truetype fonts (that is, a truetype, vector-based font that -works as if it was a bitmap-based font) and then I decided to do this thingie. -I send a message to my Nokia 6120 cell phone with every characters that the -cell phone had and then scanned the cellphone screens to rebuild it using -fontlab 3 and 4. - - -============================================================================== -How to use (read it please) -=========================== - -This is a "bitmap" font, a truetype font that emulates real bitmap fonts (with -no antialias, that is). It should be used at the same point size (8) or -multiples thereof (16, 24, 32) to produce the best result. When used properly, -it renders as the font found on the Nokia cellphones software. - -Here's some specific hints: - -Photoshop 5: use it as a normal font, with no antialias. The underline is way -too low, but I can't fix it. - -Photoshop 7: use it as a normal font, with no antialias. If you're -experiencing variating vertical positions for the underline, use a fixed -leading/line spacing (10, for example) instead of the "auto" mode. - -Flash: use it normally. It will not produce antialias as long as you position -your textfield on "rounded" pixels, related to the main flash stage. To do -this, draw/type your textfield on stage, go to the "Info" panel, and be sure -the topmost axis is selected (little black box) and its X and Y position are -set to a position with no decimal points (e.g., 10 and 8 instead of 10.1 and -8.5). You can embed the fonts too, *NO* antialias will occur as long as you use -it on the right positions. - - -============================================================================== -Modifications -============= - -* VERSION 2.2 - A minor correction on wordspacing which got increased on the -last version. Now it's correct again (from 5 to 4 pixels). - -* VERSION 2.1 - Small additions, due to a BIG help by Panu Tuominen from -PanuWorld (www.panuworld.net). Added characters: - - Ý ý - Y/y with acute - Å å - A/a with ring - Ÿ ÿ - Y/y with diaeresis (Y being *done from certain clues* - not sure it's right, but it probably is) - ` - grave accent (unicode 0060) - -* VERSION 2.0 - Took it to a new metric system (more fit for "bitmap fonts"), -fixed lots of small polygon discrepancies, and fixed some Flash filling holes -bugs. I've changed the leading too; since there's no standard leading on the -cellphone menus I've chosen one of my own. - -Also, since I got a new Nokia (3310) cellphone, there's ton of new characters -available that I have added to the font. There are now 164 glyphs on the Nokia -cellphone truetype font. Here's what have been added: - - Ä ä - A/a with diaeresis - È è - E/e with grave - Ë ë - E/e with diaeresis - Ï ï - I/i with diaeresis - Î î - I/i with circumflex - Ò ò - O/o with grave - Ö ö - O/o with diaeresis - Ù ù - U/u with grave - Û û - U/u with circumflex - Ñ ñ - N/n with tilde - Ø ø - O/o with slash/stroke - * * - G/g with breve (turkish codepage) - ¤ - currency sign - Æ - latin capital letter AE - æ - latin small letter AE - ß - greek beta (I think) - € - Euro - -* VERSION 1.4 - Fixed the WORDSPACE and LEADING size. Thanks to Gustavo Rodrigues -(from www.escritaurbana.com.br) for pointing me my mistakes. I also fixed some -mistakes on the documentation (this file). - -* VERSION 1.2 - Optimized for Macromedia Flash usage (no hollows) and with -a MAC TTF version provided by Chris Moritz (members.home.net/fieldofaction3). - - -============================================================================== -Copyright and stuff -=================== - -This is a free font/file, distribute as you wish to who you wish. You are free -to use it on a movie, a videogame, a video, a broadcast, without having to ask -my permission. - -Please do not send me emails asking me to sign release forms if it require -any sort of scanning or digital compositing. It's a big chore. This license -file and a simple confirmation email should suffice as proof that you are -allowed to use it. - -Of course I don't mind emails letting me know where something has been used. -Those are always gratifying! - -Do NOT sell this font. It's not yours and you can't make money of it. - -I don't know if the original Nokia font has some copyright which prevents -people from making new fonts based on it. I hope not. Anyways, buy a Nokia, -and I think everything's gonna be alright. - -Special thanks on this version go out to Carlos Bêla (www.goldenshower.gs) and -Diogo Kalil (www.sincolor.com.br) for helping me out with the Mac version of -the font. It has been extensively tested to ensure it's as smooth (hint, -kerning, spacing and aliasing-wise) as the pc one is. - - -============================================================================== -Author -====== - -This font was done by Zeh Fernando on Fontlab 4 (www.fontlab.com) on a PC. - -Zeh Fernando -zeh@zehfernando.com -www.zehfernando.com +============================================================================== +NOKIA CELLPHONE FC SMALL +======================== + + +============================================================================== +Info +==== + +This is a font that emulates the bitmap font used by Nokia-based cell phones. +As the name implies ("Nokia Cellphone Small"), this is the "Small" font - used +on some menus, not the data fields (which it used a "big" font). + +This was done because 1) I needed to use it on some projects and 2) I saw lots +of people asking for a font like this. So I had some experience in creating +bitmap-emulating truetype fonts (that is, a truetype, vector-based font that +works as if it was a bitmap-based font) and then I decided to do this thingie. +I send a message to my Nokia 6120 cell phone with every characters that the +cell phone had and then scanned the cellphone screens to rebuild it using +fontlab 3 and 4. + + +============================================================================== +How to use (read it please) +=========================== + +This is a "bitmap" font, a truetype font that emulates real bitmap fonts (with +no antialias, that is). It should be used at the same point size (8) or +multiples thereof (16, 24, 32) to produce the best result. When used properly, +it renders as the font found on the Nokia cellphones software. + +Here's some specific hints: + +Photoshop 5: use it as a normal font, with no antialias. The underline is way +too low, but I can't fix it. + +Photoshop 7: use it as a normal font, with no antialias. If you're +experiencing variating vertical positions for the underline, use a fixed +leading/line spacing (10, for example) instead of the "auto" mode. + +Flash: use it normally. It will not produce antialias as long as you position +your textfield on "rounded" pixels, related to the main flash stage. To do +this, draw/type your textfield on stage, go to the "Info" panel, and be sure +the topmost axis is selected (little black box) and its X and Y position are +set to a position with no decimal points (e.g., 10 and 8 instead of 10.1 and +8.5). You can embed the fonts too, *NO* antialias will occur as long as you use +it on the right positions. + + +============================================================================== +Modifications +============= + +* VERSION 2.2 - A minor correction on wordspacing which got increased on the +last version. Now it's correct again (from 5 to 4 pixels). + +* VERSION 2.1 - Small additions, due to a BIG help by Panu Tuominen from +PanuWorld (www.panuworld.net). Added characters: + + Ý ý - Y/y with acute + Å å - A/a with ring + Ÿ ÿ - Y/y with diaeresis (Y being *done from certain clues* - not sure it's right, but it probably is) + ` - grave accent (unicode 0060) + +* VERSION 2.0 - Took it to a new metric system (more fit for "bitmap fonts"), +fixed lots of small polygon discrepancies, and fixed some Flash filling holes +bugs. I've changed the leading too; since there's no standard leading on the +cellphone menus I've chosen one of my own. + +Also, since I got a new Nokia (3310) cellphone, there's ton of new characters +available that I have added to the font. There are now 164 glyphs on the Nokia +cellphone truetype font. Here's what have been added: + + Ä ä - A/a with diaeresis + È è - E/e with grave + Ë ë - E/e with diaeresis + Ï ï - I/i with diaeresis + Î î - I/i with circumflex + Ò ò - O/o with grave + Ö ö - O/o with diaeresis + Ù ù - U/u with grave + Û û - U/u with circumflex + Ñ ñ - N/n with tilde + Ø ø - O/o with slash/stroke + * * - G/g with breve (turkish codepage) + ¤ - currency sign + Æ - latin capital letter AE + æ - latin small letter AE + ß - greek beta (I think) + € - Euro + +* VERSION 1.4 - Fixed the WORDSPACE and LEADING size. Thanks to Gustavo Rodrigues +(from www.escritaurbana.com.br) for pointing me my mistakes. I also fixed some +mistakes on the documentation (this file). + +* VERSION 1.2 - Optimized for Macromedia Flash usage (no hollows) and with +a MAC TTF version provided by Chris Moritz (members.home.net/fieldofaction3). + + +============================================================================== +Copyright and stuff +=================== + +This is a free font/file, distribute as you wish to who you wish. You are free +to use it on a movie, a videogame, a video, a broadcast, without having to ask +my permission. + +Please do not send me emails asking me to sign release forms if it require +any sort of scanning or digital compositing. It's a big chore. This license +file and a simple confirmation email should suffice as proof that you are +allowed to use it. + +Of course I don't mind emails letting me know where something has been used. +Those are always gratifying! + +Do NOT sell this font. It's not yours and you can't make money of it. + +I don't know if the original Nokia font has some copyright which prevents +people from making new fonts based on it. I hope not. Anyways, buy a Nokia, +and I think everything's gonna be alright. + +Special thanks on this version go out to Carlos Bêla (www.goldenshower.gs) and +Diogo Kalil (www.sincolor.com.br) for helping me out with the Mac version of +the font. It has been extensively tested to ensure it's as smooth (hint, +kerning, spacing and aliasing-wise) as the pc one is. + + +============================================================================== +Author +====== + +This font was done by Zeh Fernando on Fontlab 4 (www.fontlab.com) on a PC. + +Zeh Fernando +zeh@zehfernando.com +www.zehfernando.com diff --git a/Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.txt.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.txt.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Fonts/nokiafc22.txt.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Fonts/nokiafc22.txt.meta diff --git a/Assets/RuntimeNodeEditor/Imported/Textures.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Textures.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures.meta diff --git a/Assets/RuntimeNodeEditor/Imported/Textures/body.png b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures/body.png similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Textures/body.png rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures/body.png diff --git a/Assets/RuntimeNodeEditor/Imported/Textures/body.png.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures/body.png.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Textures/body.png.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures/body.png.meta diff --git a/Assets/RuntimeNodeEditor/Imported/Textures/header.png b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures/header.png similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Textures/header.png rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures/header.png diff --git a/Assets/RuntimeNodeEditor/Imported/Textures/header.png.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures/header.png.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Imported/Textures/header.png.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Imported/Textures/header.png.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextContainer.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextContainer.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextContainer.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextContainer.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextContainer.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextContainer.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextContainer.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextContainer.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextItem.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextItem.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextItem.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextItem.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextItem.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextItem.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextItem.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextItem.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextMenu.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextMenu.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextMenu.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextMenu.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextMenu.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextMenu.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/ContextMenu/ContextMenu.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/ContextMenu/ContextMenu.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs/Dropdown.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs/Dropdown.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs/Dropdown.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs/Dropdown.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs/Dropdown.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs/Dropdown.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs/Dropdown.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs/Dropdown.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs/InputField.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs/InputField.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs/InputField.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs/InputField.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs/InputField.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs/InputField.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/DisplayPrefabs/InputField.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/DisplayPrefabs/InputField.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/NodeGraphtemplatePrefab.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/NodeGraphtemplatePrefab.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/NodeGraphtemplatePrefab.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/NodeGraphtemplatePrefab.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/NodeGraphtemplatePrefab.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/NodeGraphtemplatePrefab.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/NodeGraphtemplatePrefab.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/NodeGraphtemplatePrefab.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/NodeTemplatePrefab.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/NodeTemplatePrefab.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/NodeTemplatePrefab.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/NodeTemplatePrefab.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/NodeTemplatePrefab.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/NodeTemplatePrefab.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/NodeTemplatePrefab.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/NodeTemplatePrefab.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets/SocketInput.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets/SocketInput.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets/SocketInput.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets/SocketInput.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets/SocketInput.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets/SocketInput.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets/SocketInput.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets/SocketInput.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets/SocketOutput.prefab b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets/SocketOutput.prefab similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets/SocketOutput.prefab rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets/SocketOutput.prefab diff --git a/Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets/SocketOutput.prefab.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets/SocketOutput.prefab.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Prefabs/Templates/Sockets/SocketOutput.prefab.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Prefabs/Templates/Sockets/SocketOutput.prefab.meta diff --git a/Assets/RuntimeNodeEditor/Scripts.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts.meta diff --git a/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ConnectionType.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ConnectionType.cs new file mode 100644 index 0000000..e7ea577 --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ConnectionType.cs @@ -0,0 +1,8 @@ +namespace RuntimeNodeEditor +{ + public enum ConnectionType + { + Single, + Multiple + } +} \ No newline at end of file diff --git a/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ConnectionType.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ConnectionType.cs.meta new file mode 100644 index 0000000..574f6ea --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ConnectionType.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 14f7d2e00c54e46a2abb8d2eed13d15b \ No newline at end of file diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextContainer.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextContainer.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextContainer.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextContainer.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextContainer.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextContainer.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextContainer.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextContainer.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextItem.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextItem.cs similarity index 95% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextItem.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextItem.cs index c6d85ab..677de50 100644 --- a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextItem.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextItem.cs @@ -1,17 +1,17 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using TMPro; -using UnityEngine; -using UnityEngine.UI; - -namespace RuntimeNodeEditor -{ - public class ContextItem : MonoBehaviour - { - public TMP_Text nameText; - public Button button; - public Transform subContextIcon; - public Transform subContextTransform; - } +using System; +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace RuntimeNodeEditor +{ + public class ContextItem : MonoBehaviour + { + public TMP_Text nameText; + public Button button; + public Transform subContextIcon; + public Transform subContextTransform; + } } \ No newline at end of file diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextItem.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextItem.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextItem.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextItem.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenu.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenu.cs similarity index 96% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenu.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenu.cs index 13db503..adcb5ad 100644 --- a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenu.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenu.cs @@ -1,111 +1,111 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Linq; -using UnityEngine; -using UnityEngine.Events; - -namespace RuntimeNodeEditor -{ - public class ContextMenu : MonoBehaviour - { - public event Action OnMenuItemClick; - - public GameObject contextContainerPrefab; - public GameObject contextItemPrefab; - private RectTransform _rect; - private ContextContainer _root; - - private List _subContainers; - - public void Init() - { - _rect = this.GetComponent(); - _subContainers = new List(); - OnMenuItemClick += OnMenuItemClicked; - } - - public void OnMenuItemClicked(ContextItemData data, ContextContainer container) - { - List toRemove = new List(); - foreach (var item in _subContainers) - { - if (item.depthLevel > data.Level) - { - toRemove.Add(item); - } - } - - foreach (var item in toRemove) - { - Destroy(item.gameObject); - _subContainers.Remove(item); - } - - _subContainers.Add(container); - } - - public void Clear() - { - if (_root != null) - { - Destroy(_root.gameObject); - _subContainers = new List(); - } - } - - public void Show(ContextItemData context, Vector2 pos) - { - _rect.localPosition = pos; - _root = Instantiate(contextContainerPrefab, _rect).GetComponent(); - PopulateContainer(_root, context.children.ToArray()); - - gameObject.SetActive(true); - } - - public void Hide() - { - gameObject.SetActive(false); - } - - private void InitContextItem(ContextItem item, ContextItemData node) - { - item.nameText.text = node.name; - - bool hasSubMenu = node.IsTerminal == false; - item.subContextIcon.gameObject.SetActive(hasSubMenu); - - if (hasSubMenu) - { - item.button.onClick.AddListener(()=> CreateSubContext(node, item.subContextTransform)); - } - else - { - item.button.onClick.AddListener(() =>{ - node.callback?.Invoke(); - - Clear(); - Hide(); - }); - } - } - - private void CreateSubContext(ContextItemData node, Transform holder) - { - var container = Instantiate(contextContainerPrefab, holder).GetComponent(); - - PopulateContainer(container, node.children.ToArray()); - OnMenuItemClick?.Invoke(node, container); - } - - private void PopulateContainer(ContextContainer container, ContextItemData[] data) - { - foreach (var node in data) - { - container.depthLevel = node.Level; - var contextItem = Instantiate(contextItemPrefab, container.content).GetComponent(); - InitContextItem(contextItem, node); - } - } - } +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.Events; + +namespace RuntimeNodeEditor +{ + public class ContextMenu : MonoBehaviour + { + public event Action OnMenuItemClick; + + public GameObject contextContainerPrefab; + public GameObject contextItemPrefab; + private RectTransform _rect; + private ContextContainer _root; + + private List _subContainers; + + public void Init() + { + _rect = this.GetComponent(); + _subContainers = new List(); + OnMenuItemClick += OnMenuItemClicked; + } + + public void OnMenuItemClicked(ContextItemData data, ContextContainer container) + { + List toRemove = new List(); + foreach (var item in _subContainers) + { + if (item.depthLevel > data.Level) + { + toRemove.Add(item); + } + } + + foreach (var item in toRemove) + { + Destroy(item.gameObject); + _subContainers.Remove(item); + } + + _subContainers.Add(container); + } + + public void Clear() + { + if (_root != null) + { + Destroy(_root.gameObject); + _subContainers = new List(); + } + } + + public void Show(ContextItemData context, Vector2 pos) + { + _rect.localPosition = pos; + _root = Instantiate(contextContainerPrefab, _rect).GetComponent(); + PopulateContainer(_root, context.children.ToArray()); + + gameObject.SetActive(true); + } + + public void Hide() + { + gameObject.SetActive(false); + } + + private void InitContextItem(ContextItem item, ContextItemData node) + { + item.nameText.text = node.name; + + bool hasSubMenu = node.IsTerminal == false; + item.subContextIcon.gameObject.SetActive(hasSubMenu); + + if (hasSubMenu) + { + item.button.onClick.AddListener(()=> CreateSubContext(node, item.subContextTransform)); + } + else + { + item.button.onClick.AddListener(() =>{ + node.callback?.Invoke(); + + Clear(); + Hide(); + }); + } + } + + private void CreateSubContext(ContextItemData node, Transform holder) + { + var container = Instantiate(contextContainerPrefab, holder).GetComponent(); + + PopulateContainer(container, node.children.ToArray()); + OnMenuItemClick?.Invoke(node, container); + } + + private void PopulateContainer(ContextContainer container, ContextItemData[] data) + { + foreach (var node in data) + { + container.depthLevel = node.Level; + var contextItem = Instantiate(contextItemPrefab, container.content).GetComponent(); + InitContextItem(contextItem, node); + } + } + } } \ No newline at end of file diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenu.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenu.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenu.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenu.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenuBuilder.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenuBuilder.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenuBuilder.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenuBuilder.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenuBuilder.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenuBuilder.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/ContextMenu/ContextMenuBuilder.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/ContextMenu/ContextMenuBuilder.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Graph.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Graph.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Graph/BezierCurveDrawer.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/BezierCurveDrawer.cs similarity index 97% rename from Assets/RuntimeNodeEditor/Scripts/Graph/BezierCurveDrawer.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/BezierCurveDrawer.cs index a195cf1..ad61adc 100644 --- a/Assets/RuntimeNodeEditor/Scripts/Graph/BezierCurveDrawer.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/BezierCurveDrawer.cs @@ -1,176 +1,176 @@ -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI.Extensions; - -namespace RuntimeNodeEditor -{ - public class BezierCurveDrawer : MonoBehaviour - { - public UILineRenderer RequestLine { get { return _lineRenderer; } } - - public RectTransform pointerLocator; - public RectTransform lineContainer; - [Header("Bezier settings")] - public float vertexCount = 60f; - public float lineThickness = 4f; - public Color connectionColor = Color.yellow; - - private RectTransform _lineContainer; - private RectTransform _pointerLocator; - private UILineRenderer _lineRenderer; - private bool _hasRequest; - private Socket _draggingSocket; - private IConnectionEvents _events; - private Dictionary _connections; - - - public void Init(IConnectionEvents events) - { - _connections = new Dictionary(); - _lineContainer = lineContainer; - _pointerLocator = pointerLocator; - _lineRenderer = CreateLine(); - _hasRequest = false; - _events = events; - - CancelDrag(); - } - - public void UpdateDraw() - { - if (_connections.Count > 0) - { - foreach (var conn in _connections.Values) - { - DrawConnection(conn.output, conn.input, conn.lineRenderer); - } - } - - if (_hasRequest) - { - DrawDragging(_draggingSocket.handle); - } - } - - public void Add(string connId, SocketHandle from, SocketHandle target) - { - var line = CreateLine(); - var trigger = line.gameObject.AddComponent(); - trigger.Init(_events, connId); - _connections.Add(connId, new ConnectionDrawData(connId, from, target, line)); - } - - public void Remove(string connId) - { - Destroy(_connections[connId].lineRenderer.gameObject); - _connections.Remove(connId); - } - - public void StartDrag(Socket from) - { - _draggingSocket = from; - _hasRequest = true; - _lineRenderer.gameObject.SetActive(_hasRequest); - } - - public void CancelDrag() - { - _hasRequest = false; - _lineRenderer.gameObject.SetActive(_hasRequest); - } - - public void SetConnectionColor(string connId, Color color) - { - _connections[connId].lineRenderer.color = color; - } - // drawing - private void DrawConnection(SocketHandle port1, SocketHandle port2, UILineRenderer lineRenderer) - { - var pointList = new List(); - - for (float i = 0; i < vertexCount; i++) - { - var t = i / vertexCount; - pointList.Add(Utility.CubicCurve(GetLocalPoint(port1.handle1.position), - GetLocalPoint(port1.handle2.position), - GetLocalPoint(port2.handle1.position), - GetLocalPoint(port2.handle2.position), - t)); - } - - lineRenderer.m_points = pointList.ToArray(); - lineRenderer.SetVerticesDirty(); - } - - private void DrawDragging(SocketHandle port) - { - Vector2 localPointerPos; - var mousePosition = Utility.GetMousePosition(); - RectTransformUtility.ScreenPointToLocalPointInRectangle(_lineContainer, mousePosition, null, out localPointerPos); - - _pointerLocator.localPosition = localPointerPos; - - var pointList = new List(); - var step = 1f / (vertexCount - 1); - var t = 0f; - for (float i = 0; i < vertexCount; i++) - { - pointList.Add(Utility.QuadraticCurve(GetLocalPoint(port.handle1.position), - GetLocalPoint(port.handle2.position), - GetLocalPoint(_pointerLocator.position), - t)); - t += step; - } - - _lineRenderer.m_points = pointList.ToArray(); - _lineRenderer.SetVerticesDirty(); - } - - private UILineRenderer CreateLine() - { - return CreateLine(connectionColor); - } - - private UILineRenderer CreateLine(Color color) - { - var lineGO = new GameObject("BezierLine"); - var linerenderer = lineGO.AddComponent(); - var lineRect = lineGO.GetComponent(); - - lineGO.transform.SetParent(_lineContainer); - - lineRect.localPosition = Vector3.zero; - lineRect.localScale = Vector3.one; - lineRect.Stretch(); - - linerenderer.lineThickness = lineThickness; - linerenderer.color = color; - linerenderer.raycastTarget = false; - - return linerenderer; - } - - private Vector2 GetLocalPoint(Vector3 pos) - { - return Utility.GetLocalPointIn(_lineContainer, pos); - } - - private class ConnectionDrawData - { - public readonly string id; - public readonly SocketHandle output; - public readonly SocketHandle input; - public readonly UILineRenderer lineRenderer; - - public ConnectionDrawData(string id, SocketHandle port1, SocketHandle port2, UILineRenderer lineRenderer) - { - this.id = id; - this.output = port1; - this.input = port2; - this.lineRenderer = lineRenderer; - } - } - - } - +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI.Extensions; + +namespace RuntimeNodeEditor +{ + public class BezierCurveDrawer : MonoBehaviour + { + public UILineRenderer RequestLine { get { return _lineRenderer; } } + + public RectTransform pointerLocator; + public RectTransform lineContainer; + [Header("Bezier settings")] + public float vertexCount = 60f; + public float lineThickness = 4f; + public Color connectionColor = Color.yellow; + + private RectTransform _lineContainer; + private RectTransform _pointerLocator; + private UILineRenderer _lineRenderer; + private bool _hasRequest; + private Socket _draggingSocket; + private IConnectionEvents _events; + private Dictionary _connections; + + + public void Init(IConnectionEvents events) + { + _connections = new Dictionary(); + _lineContainer = lineContainer; + _pointerLocator = pointerLocator; + _lineRenderer = CreateLine(); + _hasRequest = false; + _events = events; + + CancelDrag(); + } + + public void UpdateDraw() + { + if (_connections.Count > 0) + { + foreach (var conn in _connections.Values) + { + DrawConnection(conn.output, conn.input, conn.lineRenderer); + } + } + + if (_hasRequest) + { + DrawDragging(_draggingSocket.handle); + } + } + + public void Add(string connId, SocketHandle from, SocketHandle target) + { + var line = CreateLine(); + var trigger = line.gameObject.AddComponent(); + trigger.Init(_events, connId); + _connections.Add(connId, new ConnectionDrawData(connId, from, target, line)); + } + + public void Remove(string connId) + { + Destroy(_connections[connId].lineRenderer.gameObject); + _connections.Remove(connId); + } + + public void StartDrag(Socket from) + { + _draggingSocket = from; + _hasRequest = true; + _lineRenderer.gameObject.SetActive(_hasRequest); + } + + public void CancelDrag() + { + _hasRequest = false; + _lineRenderer.gameObject.SetActive(_hasRequest); + } + + public void SetConnectionColor(string connId, Color color) + { + _connections[connId].lineRenderer.color = color; + } + // drawing + private void DrawConnection(SocketHandle port1, SocketHandle port2, UILineRenderer lineRenderer) + { + var pointList = new List(); + + for (float i = 0; i < vertexCount; i++) + { + var t = i / vertexCount; + pointList.Add(Utility.CubicCurve(GetLocalPoint(port1.handle1.position), + GetLocalPoint(port1.handle2.position), + GetLocalPoint(port2.handle1.position), + GetLocalPoint(port2.handle2.position), + t)); + } + + lineRenderer.m_points = pointList.ToArray(); + lineRenderer.SetVerticesDirty(); + } + + private void DrawDragging(SocketHandle port) + { + Vector2 localPointerPos; + var mousePosition = Utility.GetMousePosition(); + RectTransformUtility.ScreenPointToLocalPointInRectangle(_lineContainer, mousePosition, null, out localPointerPos); + + _pointerLocator.localPosition = localPointerPos; + + var pointList = new List(); + var step = 1f / (vertexCount - 1); + var t = 0f; + for (float i = 0; i < vertexCount; i++) + { + pointList.Add(Utility.QuadraticCurve(GetLocalPoint(port.handle1.position), + GetLocalPoint(port.handle2.position), + GetLocalPoint(_pointerLocator.position), + t)); + t += step; + } + + _lineRenderer.m_points = pointList.ToArray(); + _lineRenderer.SetVerticesDirty(); + } + + private UILineRenderer CreateLine() + { + return CreateLine(connectionColor); + } + + private UILineRenderer CreateLine(Color color) + { + var lineGO = new GameObject("BezierLine"); + var linerenderer = lineGO.AddComponent(); + var lineRect = lineGO.GetComponent(); + + lineGO.transform.SetParent(_lineContainer); + + lineRect.localPosition = Vector3.zero; + lineRect.localScale = Vector3.one; + lineRect.Stretch(); + + linerenderer.lineThickness = lineThickness; + linerenderer.color = color; + linerenderer.raycastTarget = false; + + return linerenderer; + } + + private Vector2 GetLocalPoint(Vector3 pos) + { + return Utility.GetLocalPointIn(_lineContainer, pos); + } + + private class ConnectionDrawData + { + public readonly string id; + public readonly SocketHandle output; + public readonly SocketHandle input; + public readonly UILineRenderer lineRenderer; + + public ConnectionDrawData(string id, SocketHandle port1, SocketHandle port2, UILineRenderer lineRenderer) + { + this.id = id; + this.output = port1; + this.input = port2; + this.lineRenderer = lineRenderer; + } + } + + } + } \ No newline at end of file diff --git a/Assets/RuntimeNodeEditor/Scripts/Graph/BezierCurveDrawer.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/BezierCurveDrawer.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Graph/BezierCurveDrawer.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/BezierCurveDrawer.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Graph/GraphPointerListener.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/GraphPointerListener.cs similarity index 96% rename from Assets/RuntimeNodeEditor/Scripts/Graph/GraphPointerListener.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/GraphPointerListener.cs index f5f28f7..f82fd42 100644 --- a/Assets/RuntimeNodeEditor/Scripts/Graph/GraphPointerListener.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/GraphPointerListener.cs @@ -1,33 +1,33 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.EventSystems; - -namespace RuntimeNodeEditor -{ - public class GraphPointerListener : MonoBehaviour, IPointerClickHandler, IDragHandler, IScrollHandler - { - private SignalSystem _signalSystem; - - public void Init(SignalSystem signalSystem) - { - _signalSystem = signalSystem; - } - - public void OnPointerClick(PointerEventData eventData) - { - _signalSystem.InvokeGraphPointerClick(eventData); - } - - public void OnDrag(PointerEventData eventData) - { - _signalSystem.InvokeGraphPointerDrag(eventData); - } - - public void OnScroll(PointerEventData eventData) - { - _signalSystem.InvokeGraphPointerScroll(eventData); - } - } +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace RuntimeNodeEditor +{ + public class GraphPointerListener : MonoBehaviour, IPointerClickHandler, IDragHandler, IScrollHandler + { + private SignalSystem _signalSystem; + + public void Init(SignalSystem signalSystem) + { + _signalSystem = signalSystem; + } + + public void OnPointerClick(PointerEventData eventData) + { + _signalSystem.InvokeGraphPointerClick(eventData); + } + + public void OnDrag(PointerEventData eventData) + { + _signalSystem.InvokeGraphPointerDrag(eventData); + } + + public void OnScroll(PointerEventData eventData) + { + _signalSystem.InvokeGraphPointerScroll(eventData); + } + } } \ No newline at end of file diff --git a/Assets/RuntimeNodeEditor/Scripts/Graph/GraphPointerListener.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/GraphPointerListener.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Graph/GraphPointerListener.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/GraphPointerListener.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Graph/NodeGraph.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/NodeGraph.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Graph/NodeGraph.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/NodeGraph.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/Graph/NodeGraph.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/NodeGraph.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Graph/NodeGraph.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Graph/NodeGraph.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Line.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Line.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Line/LinePointerListener.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/LinePointerListener.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Line/LinePointerListener.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/LinePointerListener.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/Line/LinePointerListener.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/LinePointerListener.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Line/LinePointerListener.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/LinePointerListener.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Line/UILineRenderer.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UILineRenderer.cs old mode 100755 new mode 100644 similarity index 97% rename from Assets/RuntimeNodeEditor/Scripts/Line/UILineRenderer.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UILineRenderer.cs index cf8bc54..71b397b --- a/Assets/RuntimeNodeEditor/Scripts/Line/UILineRenderer.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UILineRenderer.cs @@ -1,1050 +1,1050 @@ -using System; -using System.Collections.Generic; - -namespace UnityEngine.UI.Extensions -{ - [RequireComponent(typeof(RectTransform))] - public class UILineRenderer : UIPrimitiveBase - { - private enum SegmentType - { - Start, - Middle, - End, - Full, - } - - public enum JoinType - { - Bevel, - Miter - } - - public enum BezierType - { - None, - Quick, - Basic, - Improved, - Catenary, - } - - private const float MIN_MITER_JOIN = 15 * Mathf.Deg2Rad; - - // A bevel 'nice' join displaces the vertices of the line segment instead of simply rendering a - // quad to connect the endpoints. This improves the look of textured and transparent lines, since - // there is no overlapping. - private const float MIN_BEVEL_NICE_JOIN = 30 * Mathf.Deg2Rad; - - private static Vector2 UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_TOP_CENTER_LEFT, UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_RIGHT, UV_BOTTOM_RIGHT; - private static Vector2[] startUvs, middleUvs, endUvs, fullUvs; - - [SerializeField, Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")] - internal Vector2[] m_points; - [SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")] - internal List m_segments; - - [SerializeField, Tooltip("Thickness of the line")] - internal float lineThickness = 2; - [SerializeField, Tooltip("Use the relative bounds of the Rect Transform (0,0 -> 0,1) or screen space coordinates")] - internal bool relativeSize; - [SerializeField, Tooltip("Do the points identify a single line or split pairs of lines")] - internal bool lineList; - [SerializeField, Tooltip("Add end caps to each line\nMultiple caps when used with Line List")] - internal bool lineCaps; - [SerializeField, Tooltip("Resolution of the Bezier curve, different to line Resolution")] - internal int bezierSegmentsPerCurve = 10; - - public float LineThickness - { - get { return lineThickness; } - set { lineThickness = value; SetAllDirty(); } - } - - public bool RelativeSize - { - get { return relativeSize; } - set { relativeSize = value; SetAllDirty(); } - } - - public bool LineList - { - get { return lineList; } - set { lineList = value; SetAllDirty(); } - } - - public bool LineCaps - { - get { return lineCaps; } - set { lineCaps = value; SetAllDirty(); } - } - - [Tooltip("The type of Join used between lines, Square/Mitre or Curved/Bevel")] - public JoinType LineJoins = JoinType.Bevel; - - [Tooltip("Bezier method to apply to line, see docs for options\nCan't be used in conjunction with Resolution as Bezier already changes the resolution")] - public BezierType BezierMode = BezierType.None; - - public int BezierSegmentsPerCurve - { - get { return bezierSegmentsPerCurve; } - set { bezierSegmentsPerCurve = value; } - } - - [HideInInspector] - public bool drivenExternally = false; - - - /// - /// Points to be drawn in the line. - /// - public Vector2[] Points - { - get - { - return m_points; - } - - set - { - if (m_points == value) - return; - m_points = value; - - SetAllDirty(); - } - } - - /// - /// List of Segments to be drawn. - /// - public List Segments - { - get - { - return m_segments; - } - - set - { - m_segments = value; - SetAllDirty(); - } - } - private EdgeCollider2D _polygon; - - private EdgeCollider2D Polygon - { - get - { - if (_polygon == null) - { - _polygon = gameObject.AddComponent(); - _polygon.offset = rectTransform.rect.center; - this.raycastTarget = true; - } - return _polygon; - } - } - - - public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) - { - Vector3 point; - RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, screenPoint, eventCamera, out point); - return Polygon.OverlapPoint(point); - - - //Vector3 local; - //RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, screenPoint, eventCamera, out local); - //var hit = Physics2D.Raycast(screenPoint, Vector2.zero); - // if (hit.collider != null) - // { - // return true; - // } - // return base.IsRaycastLocationValid(screenPoint, eventCamera); - } - private void PopulateMesh(VertexHelper vh, Vector2[] pointsToDraw) - { - //If Bezier is desired, pick the implementation - if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Length > 3) { - BezierPath bezierPath = new BezierPath (); - - bezierPath.SetControlPoints (pointsToDraw); - bezierPath.SegmentsPerCurve = bezierSegmentsPerCurve; - List drawingPoints; - switch (BezierMode) { - case BezierType.Basic: - drawingPoints = bezierPath.GetDrawingPoints0 (); - break; - case BezierType.Improved: - drawingPoints = bezierPath.GetDrawingPoints1 (); - break; - default: - drawingPoints = bezierPath.GetDrawingPoints2 (); - break; - } - - pointsToDraw = drawingPoints.ToArray (); - } - if (BezierMode == BezierType.Catenary && pointsToDraw.Length == 2) { - CableCurve cable = new CableCurve (pointsToDraw); - cable.slack = Resolution; - cable.steps = BezierSegmentsPerCurve; - pointsToDraw = cable.Points (); - } - - if (ImproveResolution != ResolutionMode.None) { - pointsToDraw = IncreaseResolution (pointsToDraw); - } - { - Polygon.points = pointsToDraw; - - Polygon.edgeRadius = LineThickness; - } - // scale based on the size of the rect or use absolute, this is switchable - var sizeX = !relativeSize ? 1 : rectTransform.rect.width; - var sizeY = !relativeSize ? 1 : rectTransform.rect.height; - var offsetX = -rectTransform.pivot.x * sizeX; - var offsetY = -rectTransform.pivot.y * sizeY; - - // Generate the quads that make up the wide line - var segments = new List (); - if (lineList) { - for (var i = 1; i < pointsToDraw.Length; i += 2) { - var start = pointsToDraw [i - 1]; - var end = pointsToDraw [i]; - start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY); - end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY); - - if (lineCaps) { - segments.Add (CreateLineCap (start, end, SegmentType.Start)); - } - - segments.Add(CreateLineSegment(start, end, SegmentType.Middle, segments.Count > 1 ? segments[segments.Count - 2] : null)); - - if (lineCaps) { - segments.Add (CreateLineCap (start, end, SegmentType.End)); - } - } - } else { - for (var i = 1; i < pointsToDraw.Length; i++) { - var start = pointsToDraw [i - 1]; - var end = pointsToDraw [i]; - start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY); - end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY); - - if (lineCaps && i == 1) { - segments.Add (CreateLineCap (start, end, SegmentType.Start)); - } - - segments.Add (CreateLineSegment (start, end, SegmentType.Middle)); - - if (lineCaps && i == pointsToDraw.Length - 1) { - segments.Add (CreateLineCap (start, end, SegmentType.End)); - } - } - } - - // Add the line segments to the vertex helper, creating any joins as needed - for (var i = 0; i < segments.Count; i++) { - if (!lineList && i < segments.Count - 1) { - var vec1 = segments [i] [1].position - segments [i] [2].position; - var vec2 = segments [i + 1] [2].position - segments [i + 1] [1].position; - var angle = Vector2.Angle (vec1, vec2) * Mathf.Deg2Rad; - - // Positive sign means the line is turning in a 'clockwise' direction - var sign = Mathf.Sign (Vector3.Cross (vec1.normalized, vec2.normalized).z); - - // Calculate the miter point - var miterDistance = lineThickness / (2 * Mathf.Tan (angle / 2)); - var miterPointA = segments [i] [2].position - vec1.normalized * miterDistance * sign; - var miterPointB = segments [i] [3].position + vec1.normalized * miterDistance * sign; - - var joinType = LineJoins; - if (joinType == JoinType.Miter) { - // Make sure we can make a miter join without too many artifacts. - if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_MITER_JOIN) { - segments [i] [2].position = miterPointA; - segments [i] [3].position = miterPointB; - segments [i + 1] [0].position = miterPointB; - segments [i + 1] [1].position = miterPointA; - } else { - joinType = JoinType.Bevel; - } - } - - if (joinType == JoinType.Bevel) { - if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN) { - if (sign < 0) { - segments [i] [2].position = miterPointA; - segments [i + 1] [1].position = miterPointA; - } else { - segments [i] [3].position = miterPointB; - segments [i + 1] [0].position = miterPointB; - } - } - - var join = new UIVertex[] { segments [i] [2], segments [i] [3], segments [i + 1] [0], segments [i + 1] [1] }; - vh.AddUIVertexQuad (join); - } - } - - vh.AddUIVertexQuad (segments [i]); - } - if (vh.currentVertCount > 64000) { - Debug.LogError ("Max Verticies size is 64000, current mesh verticies count is [" + vh.currentVertCount + "] - Cannot Draw"); - vh.Clear (); - return; - } - - } - - protected override void OnPopulateMesh(VertexHelper vh) - { - if (m_points != null && m_points.Length > 0) { - GeneratedUVs (); - vh.Clear (); - - PopulateMesh (vh, m_points); - - } - else if (m_segments != null && m_segments.Count > 0) { - GeneratedUVs (); - vh.Clear (); - - for (int s = 0; s < m_segments.Count; s++) { - Vector2[] pointsToDraw = m_segments [s]; - PopulateMesh (vh, pointsToDraw); - } - } - - - } - - private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type) - { - if (type == SegmentType.Start) - { - var capStart = start - ((end - start).normalized * lineThickness / 2); - return CreateLineSegment(capStart, start, SegmentType.Start); - } - else if (type == SegmentType.End) - { - var capEnd = end + ((end - start).normalized * lineThickness / 2); - return CreateLineSegment(end, capEnd, SegmentType.End); - } - - Debug.LogError("Bad SegmentType passed in to CreateLineCap. Must be SegmentType.Start or SegmentType.End"); - return null; - } - - private UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, SegmentType type, UIVertex[] previousVert = null) - { - Vector2 offset = new Vector2((start.y - end.y), end.x - start.x).normalized * lineThickness / 2; - - Vector2 v1 = Vector2.zero; - Vector2 v2 = Vector2.zero; - if (previousVert != null) { - v1 = new Vector2(previousVert[3].position.x, previousVert[3].position.y); - v2 = new Vector2(previousVert[2].position.x, previousVert[2].position.y); - } else { - v1 = start - offset; - v2 = start + offset; - } - - var v3 = end + offset; - var v4 = end - offset; - //Return the VDO with the correct uvs - switch (type) - { - case SegmentType.Start: - return SetVbo(new[] { v1, v2, v3, v4 }, startUvs); - case SegmentType.End: - return SetVbo(new[] { v1, v2, v3, v4 }, endUvs); - case SegmentType.Full: - return SetVbo(new[] { v1, v2, v3, v4 }, fullUvs); - default: - return SetVbo(new[] { v1, v2, v3, v4 }, middleUvs); - } - } - - protected override void GeneratedUVs() - { - if (activeSprite != null) - { - var outer = Sprites.DataUtility.GetOuterUV(activeSprite); - var inner = Sprites.DataUtility.GetInnerUV(activeSprite); - UV_TOP_LEFT = new Vector2(outer.x, outer.y); - UV_BOTTOM_LEFT = new Vector2(outer.x, outer.w); - UV_TOP_CENTER_LEFT = new Vector2(inner.x, inner.y); - UV_TOP_CENTER_RIGHT = new Vector2(inner.z, inner.y); - UV_BOTTOM_CENTER_LEFT = new Vector2(inner.x, inner.w); - UV_BOTTOM_CENTER_RIGHT = new Vector2(inner.z, inner.w); - UV_TOP_RIGHT = new Vector2(outer.z, outer.y); - UV_BOTTOM_RIGHT = new Vector2(outer.z, outer.w); - } - else - { - UV_TOP_LEFT = Vector2.zero; - UV_BOTTOM_LEFT = new Vector2(0, 1); - UV_TOP_CENTER_LEFT = new Vector2(0.5f, 0); - UV_TOP_CENTER_RIGHT = new Vector2(0.5f, 0); - UV_BOTTOM_CENTER_LEFT = new Vector2(0.5f, 1); - UV_BOTTOM_CENTER_RIGHT = new Vector2(0.5f, 1); - UV_TOP_RIGHT = new Vector2(1, 0); - UV_BOTTOM_RIGHT = Vector2.one; - } - - - startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER_LEFT, UV_TOP_CENTER_LEFT }; - middleUvs = new[] { UV_TOP_CENTER_LEFT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_CENTER_RIGHT }; - endUvs = new[] { UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_RIGHT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT }; - fullUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT }; - } - - protected override void ResolutionToNativeSize(float distance) - { - if (UseNativeSize) - { - m_Resolution = distance / (activeSprite.rect.width / pixelsPerUnit); - lineThickness = activeSprite.rect.height / pixelsPerUnit; - } - } - - private int GetSegmentPointCount() - { - if (Segments?.Count > 0) - { - int pointCount = 0; - foreach (var segment in Segments) - { - pointCount += segment.Length; - } - return pointCount; - } - return Points.Length; - } - - /// - /// Get the Vector2 position of a line index - /// - /// - /// Positive numbers should be used to specify Index and Segment - /// - /// Required Index of the point, starting from point 1 - /// (optional) Required Segment the point is held in, Starting from Segment 1 - /// Vector2 position of the point within UI Space - public Vector2 GetPosition(int index, int segmentIndex = 0) - { - if (segmentIndex > 0) - { - return Segments[segmentIndex - 1][index - 1]; - } - else if (Segments.Count > 0) - { - var segmentIndexCount = 0; - var indexCount = index; - foreach (var segment in Segments) - { - if (indexCount - segment.Length > 0) - { - indexCount -= segment.Length; - segmentIndexCount += 1; - } - else - { - break; - } - } - return Segments[segmentIndexCount][indexCount - 1]; - } - else - { - return Points[index - 1]; - } - } - - /// - /// Get the Vector2 position of a line within a specific segment - /// - /// Required Index of the point, starting from point 1 - /// Required Segment the point is held in, Starting from Segment 1 - /// Vector2 position of the point within UI Space - public Vector2 GetPositionBySegment(int index, int segment) - { - return Segments[segment][index - 1]; - } - - /// - /// Get the closest point between two given Vector2s from a given Vector2 point - /// - /// Starting position - /// End position - /// Desired / Selected point - /// Closest Vector2 position of the target within UI Space - public Vector2 GetClosestPoint(Vector2 p1, Vector2 p2, Vector2 p3) - { - Vector2 from_p1_to_p3 = p3 - p1; - Vector2 from_p1_to_p2 = p2 - p1; - float dot = Vector2.Dot(from_p1_to_p3, from_p1_to_p2.normalized); - dot /= from_p1_to_p2.magnitude; - float t = Mathf.Clamp01(dot); - return p1 + from_p1_to_p2 * t; - } - } - - /** - Class for representing a Bezier path, and methods for getting suitable points to - draw the curve with line segments. - */ - [System.Serializable] - public class CableCurve - { - [SerializeField] - Vector2 m_start; - [SerializeField] - Vector2 m_end; - [SerializeField] - float m_slack; - [SerializeField] - int m_steps; - [SerializeField] - bool m_regen; - - static Vector2[] emptyCurve = new Vector2[] { new Vector2(0.0f, 0.0f), new Vector2(0.0f, 0.0f) }; - [SerializeField] - Vector2[] points; - - public bool regenPoints - { - get { return m_regen; } - set - { - m_regen = value; - } - } - - public Vector2 start - { - get { return m_start; } - set - { - if (value != m_start) - m_regen = true; - m_start = value; - } - } - - public Vector2 end - { - get { return m_end; } - set - { - if (value != m_end) - m_regen = true; - m_end = value; - } - } - public float slack - { - get { return m_slack; } - set - { - if (value != m_slack) - m_regen = true; - m_slack = Mathf.Max(0.0f, value); - } - } - public int steps - { - get { return m_steps; } - set - { - if (value != m_steps) - m_regen = true; - m_steps = Mathf.Max(2, value); - } - } - - public Vector2 midPoint - { - get - { - Vector2 mid = Vector2.zero; - if (m_steps == 2) - { - return (points[0] + points[1]) * 0.5f; - } - else if (m_steps > 2) - { - int m = m_steps / 2; - if ((m_steps % 2) == 0) - { - mid = (points[m] + points[m + 1]) * 0.5f; - } - else - { - mid = points[m]; - } - } - return mid; - } - } - - public CableCurve() - { - points = emptyCurve; - m_start = Vector2.up; - m_end = Vector2.up + Vector2.right; - m_slack = 0.5f; - m_steps = 20; - m_regen = true; - } - - public CableCurve(Vector2[] inputPoints) - { - points = inputPoints; - m_start = inputPoints[0]; - m_end = inputPoints[1]; - m_slack = 0.5f; - m_steps = 20; - m_regen = true; - } - - public CableCurve(List inputPoints) - { - points = inputPoints.ToArray(); - m_start = inputPoints[0]; - m_end = inputPoints[1]; - m_slack = 0.5f; - m_steps = 20; - m_regen = true; - } - - public CableCurve(CableCurve v) - { - points = v.Points(); - m_start = v.start; - m_end = v.end; - m_slack = v.slack; - m_steps = v.steps; - m_regen = v.regenPoints; - } - - public Vector2[] Points() - { - if (!m_regen) - return points; - - if (m_steps < 2) - return emptyCurve; - - float lineDist = Vector2.Distance(m_end, m_start); - float lineDistH = Vector2.Distance(new Vector2(m_end.x, m_start.y), m_start); - float l = lineDist + Mathf.Max(0.0001f, m_slack); - float r = 0.0f; - float s = m_start.y; - float u = lineDistH; - float v = end.y; - - if ((u - r) == 0.0f) - return emptyCurve; - - float ztarget = Mathf.Sqrt(Mathf.Pow(l, 2.0f) - Mathf.Pow(v - s, 2.0f)) / (u - r); - - int loops = 30; - int iterationCount = 0; - int maxIterations = loops * 10; // For safety. - bool found = false; - - float z = 0.0f; - float ztest = 0.0f; - float zstep = 100.0f; - float ztesttarget = 0.0f; - for (int i = 0; i < loops; i++) - { - for (int j = 0; j < 10; j++) - { - iterationCount++; - ztest = z + zstep; - ztesttarget = (float)Math.Sinh(ztest) / ztest; - - if (float.IsInfinity(ztesttarget)) - continue; - - if (ztesttarget == ztarget) - { - found = true; - z = ztest; - break; - } - else if (ztesttarget > ztarget) - { - break; - } - else - { - z = ztest; - } - - if (iterationCount > maxIterations) - { - found = true; - break; - } - } - - if (found) - break; - - zstep *= 0.1f; - } - - float a = (u - r) / 2.0f / z; - float p = (r + u - a * Mathf.Log((l + v - s) / (l - v + s))) / 2.0f; - float q = (v + s - l * (float)Math.Cosh(z) / (float)Math.Sinh(z)) / 2.0f; - - points = new Vector2[m_steps]; - float stepsf = m_steps - 1; - float stepf; - for (int i = 0; i < m_steps; i++) - { - stepf = i / stepsf; - Vector2 pos = Vector2.zero; - pos.x = Mathf.Lerp(start.x, end.x, stepf); - pos.y = a * (float)Math.Cosh(((stepf * lineDistH) - p) / a) + q; - points[i] = pos; - } - - m_regen = false; - return points; - } - } - - public class BezierPath - { - public int SegmentsPerCurve = 10; - public float MINIMUM_SQR_DISTANCE = 0.01f; - - // This corresponds to about 172 degrees, 8 degrees from a straight line - public float DIVISION_THRESHOLD = -0.99f; - - private List controlPoints; - - private int curveCount; //how many bezier curves in this path? - - /** - Constructs a new empty Bezier curve. Use one of these methods - to add points: SetControlPoints, Interpolate, SamplePoints. - */ - public BezierPath() - { - controlPoints = new List(); - } - - /** - Sets the control points of this Bezier path. - Points 0-3 forms the first Bezier curve, points - 3-6 forms the second curve, etc. - */ - public void SetControlPoints(List newControlPoints) - { - controlPoints.Clear(); - controlPoints.AddRange(newControlPoints); - curveCount = (controlPoints.Count - 1) / 3; - } - - public void SetControlPoints(Vector2[] newControlPoints) - { - controlPoints.Clear(); - controlPoints.AddRange(newControlPoints); - curveCount = (controlPoints.Count - 1) / 3; - } - - /** - Returns the control points for this Bezier curve. - */ - public List GetControlPoints() - { - return controlPoints; - } - - - /** - Calculates a Bezier interpolated path for the given points. - */ - public void Interpolate(List segmentPoints, float scale) - { - controlPoints.Clear(); - - if (segmentPoints.Count < 2) - { - return; - } - - for (int i = 0; i < segmentPoints.Count; i++) - { - if (i == 0) // is first - { - Vector2 p1 = segmentPoints[i]; - Vector2 p2 = segmentPoints[i + 1]; - - Vector2 tangent = (p2 - p1); - Vector2 q1 = p1 + scale * tangent; - - controlPoints.Add(p1); - controlPoints.Add(q1); - } - else if (i == segmentPoints.Count - 1) //last - { - Vector2 p0 = segmentPoints[i - 1]; - Vector2 p1 = segmentPoints[i]; - Vector2 tangent = (p1 - p0); - Vector2 q0 = p1 - scale * tangent; - - controlPoints.Add(q0); - controlPoints.Add(p1); - } - else - { - Vector2 p0 = segmentPoints[i - 1]; - Vector2 p1 = segmentPoints[i]; - Vector2 p2 = segmentPoints[i + 1]; - Vector2 tangent = (p2 - p0).normalized; - Vector2 q0 = p1 - scale * tangent * (p1 - p0).magnitude; - Vector2 q1 = p1 + scale * tangent * (p2 - p1).magnitude; - - controlPoints.Add(q0); - controlPoints.Add(p1); - controlPoints.Add(q1); - } - } - - curveCount = (controlPoints.Count - 1) / 3; - } - - /** - Sample the given points as a Bezier path. - */ - public void SamplePoints(List sourcePoints, float minSqrDistance, float maxSqrDistance, float scale) - { - if (sourcePoints.Count < 2) - { - return; - } - - Stack samplePoints = new Stack(); - - samplePoints.Push(sourcePoints[0]); - - Vector2 potentialSamplePoint = sourcePoints[1]; - - int i = 2; - - for (i = 2; i < sourcePoints.Count; i++) - { - if ( - ((potentialSamplePoint - sourcePoints[i]).sqrMagnitude > minSqrDistance) && - ((samplePoints.Peek() - sourcePoints[i]).sqrMagnitude > maxSqrDistance)) - { - samplePoints.Push(potentialSamplePoint); - } - - potentialSamplePoint = sourcePoints[i]; - } - - //now handle last bit of curve - Vector2 p1 = samplePoints.Pop(); //last sample point - Vector2 p0 = samplePoints.Peek(); //second last sample point - Vector2 tangent = (p0 - potentialSamplePoint).normalized; - float d2 = (potentialSamplePoint - p1).magnitude; - float d1 = (p1 - p0).magnitude; - p1 = p1 + tangent * ((d1 - d2) / 2); - - samplePoints.Push(p1); - samplePoints.Push(potentialSamplePoint); - - - Interpolate(new List(samplePoints), scale); - } - - /** - Calculates a point on the path. - - @param curveIndex The index of the curve that the point is on. For example, - the second curve (index 1) is the curve with control points 3, 4, 5, and 6. - - @param t The parameter indicating where on the curve the point is. 0 corresponds - to the "left" point, 1 corresponds to the "right" end point. - */ - public Vector2 CalculateBezierPoint(int curveIndex, float t) - { - int nodeIndex = curveIndex * 3; - - Vector2 p0 = controlPoints[nodeIndex]; - Vector2 p1 = controlPoints[nodeIndex + 1]; - Vector2 p2 = controlPoints[nodeIndex + 2]; - Vector2 p3 = controlPoints[nodeIndex + 3]; - - return CalculateBezierPoint(t, p0, p1, p2, p3); - } - - /** - Gets the drawing points. This implementation simply calculates a certain number - of points per curve. - */ - public List GetDrawingPoints0() - { - List drawingPoints = new List(); - - for (int curveIndex = 0; curveIndex < curveCount; curveIndex++) - { - if (curveIndex == 0) //Only do this for the first end point. - //When i != 0, this coincides with the - //end point of the previous segment, - { - drawingPoints.Add(CalculateBezierPoint(curveIndex, 0)); - } - - for (int j = 1; j <= SegmentsPerCurve; j++) - { - float t = j / (float)SegmentsPerCurve; - drawingPoints.Add(CalculateBezierPoint(curveIndex, t)); - } - } - - return drawingPoints; - } - - /** - Gets the drawing points. This implementation simply calculates a certain number - of points per curve. - - This is a slightly different implementation from the one above. - */ - public List GetDrawingPoints1() - { - List drawingPoints = new List(); - - for (int i = 0; i < controlPoints.Count - 3; i += 3) - { - Vector2 p0 = controlPoints[i]; - Vector2 p1 = controlPoints[i + 1]; - Vector2 p2 = controlPoints[i + 2]; - Vector2 p3 = controlPoints[i + 3]; - - if (i == 0) //only do this for the first end point. When i != 0, this coincides with the end point of the previous segment, - { - drawingPoints.Add(CalculateBezierPoint(0, p0, p1, p2, p3)); - } - - for (int j = 1; j <= SegmentsPerCurve; j++) - { - float t = j / (float)SegmentsPerCurve; - drawingPoints.Add(CalculateBezierPoint(t, p0, p1, p2, p3)); - } - } - - return drawingPoints; - } - - /** - This gets the drawing points of a bezier curve, using recursive division, - which results in less points for the same accuracy as the above implementation. - */ - public List GetDrawingPoints2() - { - List drawingPoints = new List(); - - for (int curveIndex = 0; curveIndex < curveCount; curveIndex++) - { - List bezierCurveDrawingPoints = FindDrawingPoints(curveIndex); - - if (curveIndex != 0) - { - //remove the fist point, as it coincides with the last point of the previous Bezier curve. - bezierCurveDrawingPoints.RemoveAt(0); - } - - drawingPoints.AddRange(bezierCurveDrawingPoints); - } - - return drawingPoints; - } - - List FindDrawingPoints(int curveIndex) - { - List pointList = new List(); - - Vector2 left = CalculateBezierPoint(curveIndex, 0); - Vector2 right = CalculateBezierPoint(curveIndex, 1); - - pointList.Add(left); - pointList.Add(right); - - FindDrawingPoints(curveIndex, 0, 1, pointList, 1); - - return pointList; - } - - - /** - @returns the number of points added. - */ - int FindDrawingPoints(int curveIndex, float t0, float t1, - List pointList, int insertionIndex) - { - Vector2 left = CalculateBezierPoint(curveIndex, t0); - Vector2 right = CalculateBezierPoint(curveIndex, t1); - - if ((left - right).sqrMagnitude < MINIMUM_SQR_DISTANCE) - { - return 0; - } - - float tMid = (t0 + t1) / 2; - Vector2 mid = CalculateBezierPoint(curveIndex, tMid); - - Vector2 leftDirection = (left - mid).normalized; - Vector2 rightDirection = (right - mid).normalized; - - if (Vector2.Dot(leftDirection, rightDirection) > DIVISION_THRESHOLD || Mathf.Abs(tMid - 0.5f) < 0.0001f) - { - int pointsAddedCount = 0; - - pointsAddedCount += FindDrawingPoints(curveIndex, t0, tMid, pointList, insertionIndex); - pointList.Insert(insertionIndex + pointsAddedCount, mid); - pointsAddedCount++; - pointsAddedCount += FindDrawingPoints(curveIndex, tMid, t1, pointList, insertionIndex + pointsAddedCount); - - return pointsAddedCount; - } - - return 0; - } - - - - /** - Calculates a point on the Bezier curve represented with the four control points given. - */ - private Vector2 CalculateBezierPoint(float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) - { - float u = 1 - t; - float tt = t * t; - float uu = u * u; - float uuu = uu * u; - float ttt = tt * t; - - Vector2 p = uuu * p0; //first term - - p += 3 * uu * t * p1; //second term - p += 3 * u * tt * p2; //third term - p += ttt * p3; //fourth term - - return p; - - } - } +using System; +using System.Collections.Generic; + +namespace UnityEngine.UI.Extensions +{ + [RequireComponent(typeof(RectTransform))] + public class UILineRenderer : UIPrimitiveBase + { + private enum SegmentType + { + Start, + Middle, + End, + Full, + } + + public enum JoinType + { + Bevel, + Miter + } + + public enum BezierType + { + None, + Quick, + Basic, + Improved, + Catenary, + } + + private const float MIN_MITER_JOIN = 15 * Mathf.Deg2Rad; + + // A bevel 'nice' join displaces the vertices of the line segment instead of simply rendering a + // quad to connect the endpoints. This improves the look of textured and transparent lines, since + // there is no overlapping. + private const float MIN_BEVEL_NICE_JOIN = 30 * Mathf.Deg2Rad; + + private static Vector2 UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_TOP_CENTER_LEFT, UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_RIGHT, UV_BOTTOM_RIGHT; + private static Vector2[] startUvs, middleUvs, endUvs, fullUvs; + + [SerializeField, Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")] + internal Vector2[] m_points; + [SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")] + internal List m_segments; + + [SerializeField, Tooltip("Thickness of the line")] + internal float lineThickness = 2; + [SerializeField, Tooltip("Use the relative bounds of the Rect Transform (0,0 -> 0,1) or screen space coordinates")] + internal bool relativeSize; + [SerializeField, Tooltip("Do the points identify a single line or split pairs of lines")] + internal bool lineList; + [SerializeField, Tooltip("Add end caps to each line\nMultiple caps when used with Line List")] + internal bool lineCaps; + [SerializeField, Tooltip("Resolution of the Bezier curve, different to line Resolution")] + internal int bezierSegmentsPerCurve = 10; + + public float LineThickness + { + get { return lineThickness; } + set { lineThickness = value; SetAllDirty(); } + } + + public bool RelativeSize + { + get { return relativeSize; } + set { relativeSize = value; SetAllDirty(); } + } + + public bool LineList + { + get { return lineList; } + set { lineList = value; SetAllDirty(); } + } + + public bool LineCaps + { + get { return lineCaps; } + set { lineCaps = value; SetAllDirty(); } + } + + [Tooltip("The type of Join used between lines, Square/Mitre or Curved/Bevel")] + public JoinType LineJoins = JoinType.Bevel; + + [Tooltip("Bezier method to apply to line, see docs for options\nCan't be used in conjunction with Resolution as Bezier already changes the resolution")] + public BezierType BezierMode = BezierType.None; + + public int BezierSegmentsPerCurve + { + get { return bezierSegmentsPerCurve; } + set { bezierSegmentsPerCurve = value; } + } + + [HideInInspector] + public bool drivenExternally = false; + + + /// + /// Points to be drawn in the line. + /// + public Vector2[] Points + { + get + { + return m_points; + } + + set + { + if (m_points == value) + return; + m_points = value; + + SetAllDirty(); + } + } + + /// + /// List of Segments to be drawn. + /// + public List Segments + { + get + { + return m_segments; + } + + set + { + m_segments = value; + SetAllDirty(); + } + } + private EdgeCollider2D _polygon; + + private EdgeCollider2D Polygon + { + get + { + if (_polygon == null) + { + _polygon = gameObject.AddComponent(); + _polygon.offset = rectTransform.rect.center; + this.raycastTarget = true; + } + return _polygon; + } + } + + + public override bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) + { + Vector3 point; + RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, screenPoint, eventCamera, out point); + return Polygon.OverlapPoint(point); + + + //Vector3 local; + //RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, screenPoint, eventCamera, out local); + //var hit = Physics2D.Raycast(screenPoint, Vector2.zero); + // if (hit.collider != null) + // { + // return true; + // } + // return base.IsRaycastLocationValid(screenPoint, eventCamera); + } + private void PopulateMesh(VertexHelper vh, Vector2[] pointsToDraw) + { + //If Bezier is desired, pick the implementation + if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Length > 3) { + BezierPath bezierPath = new BezierPath (); + + bezierPath.SetControlPoints (pointsToDraw); + bezierPath.SegmentsPerCurve = bezierSegmentsPerCurve; + List drawingPoints; + switch (BezierMode) { + case BezierType.Basic: + drawingPoints = bezierPath.GetDrawingPoints0 (); + break; + case BezierType.Improved: + drawingPoints = bezierPath.GetDrawingPoints1 (); + break; + default: + drawingPoints = bezierPath.GetDrawingPoints2 (); + break; + } + + pointsToDraw = drawingPoints.ToArray (); + } + if (BezierMode == BezierType.Catenary && pointsToDraw.Length == 2) { + CableCurve cable = new CableCurve (pointsToDraw); + cable.slack = Resolution; + cable.steps = BezierSegmentsPerCurve; + pointsToDraw = cable.Points (); + } + + if (ImproveResolution != ResolutionMode.None) { + pointsToDraw = IncreaseResolution (pointsToDraw); + } + { + Polygon.points = pointsToDraw; + + Polygon.edgeRadius = LineThickness; + } + // scale based on the size of the rect or use absolute, this is switchable + var sizeX = !relativeSize ? 1 : rectTransform.rect.width; + var sizeY = !relativeSize ? 1 : rectTransform.rect.height; + var offsetX = -rectTransform.pivot.x * sizeX; + var offsetY = -rectTransform.pivot.y * sizeY; + + // Generate the quads that make up the wide line + var segments = new List (); + if (lineList) { + for (var i = 1; i < pointsToDraw.Length; i += 2) { + var start = pointsToDraw [i - 1]; + var end = pointsToDraw [i]; + start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY); + end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY); + + if (lineCaps) { + segments.Add (CreateLineCap (start, end, SegmentType.Start)); + } + + segments.Add(CreateLineSegment(start, end, SegmentType.Middle, segments.Count > 1 ? segments[segments.Count - 2] : null)); + + if (lineCaps) { + segments.Add (CreateLineCap (start, end, SegmentType.End)); + } + } + } else { + for (var i = 1; i < pointsToDraw.Length; i++) { + var start = pointsToDraw [i - 1]; + var end = pointsToDraw [i]; + start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY); + end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY); + + if (lineCaps && i == 1) { + segments.Add (CreateLineCap (start, end, SegmentType.Start)); + } + + segments.Add (CreateLineSegment (start, end, SegmentType.Middle)); + + if (lineCaps && i == pointsToDraw.Length - 1) { + segments.Add (CreateLineCap (start, end, SegmentType.End)); + } + } + } + + // Add the line segments to the vertex helper, creating any joins as needed + for (var i = 0; i < segments.Count; i++) { + if (!lineList && i < segments.Count - 1) { + var vec1 = segments [i] [1].position - segments [i] [2].position; + var vec2 = segments [i + 1] [2].position - segments [i + 1] [1].position; + var angle = Vector2.Angle (vec1, vec2) * Mathf.Deg2Rad; + + // Positive sign means the line is turning in a 'clockwise' direction + var sign = Mathf.Sign (Vector3.Cross (vec1.normalized, vec2.normalized).z); + + // Calculate the miter point + var miterDistance = lineThickness / (2 * Mathf.Tan (angle / 2)); + var miterPointA = segments [i] [2].position - vec1.normalized * miterDistance * sign; + var miterPointB = segments [i] [3].position + vec1.normalized * miterDistance * sign; + + var joinType = LineJoins; + if (joinType == JoinType.Miter) { + // Make sure we can make a miter join without too many artifacts. + if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_MITER_JOIN) { + segments [i] [2].position = miterPointA; + segments [i] [3].position = miterPointB; + segments [i + 1] [0].position = miterPointB; + segments [i + 1] [1].position = miterPointA; + } else { + joinType = JoinType.Bevel; + } + } + + if (joinType == JoinType.Bevel) { + if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN) { + if (sign < 0) { + segments [i] [2].position = miterPointA; + segments [i + 1] [1].position = miterPointA; + } else { + segments [i] [3].position = miterPointB; + segments [i + 1] [0].position = miterPointB; + } + } + + var join = new UIVertex[] { segments [i] [2], segments [i] [3], segments [i + 1] [0], segments [i + 1] [1] }; + vh.AddUIVertexQuad (join); + } + } + + vh.AddUIVertexQuad (segments [i]); + } + if (vh.currentVertCount > 64000) { + Debug.LogError ("Max Verticies size is 64000, current mesh verticies count is [" + vh.currentVertCount + "] - Cannot Draw"); + vh.Clear (); + return; + } + + } + + protected override void OnPopulateMesh(VertexHelper vh) + { + if (m_points != null && m_points.Length > 0) { + GeneratedUVs (); + vh.Clear (); + + PopulateMesh (vh, m_points); + + } + else if (m_segments != null && m_segments.Count > 0) { + GeneratedUVs (); + vh.Clear (); + + for (int s = 0; s < m_segments.Count; s++) { + Vector2[] pointsToDraw = m_segments [s]; + PopulateMesh (vh, pointsToDraw); + } + } + + + } + + private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type) + { + if (type == SegmentType.Start) + { + var capStart = start - ((end - start).normalized * lineThickness / 2); + return CreateLineSegment(capStart, start, SegmentType.Start); + } + else if (type == SegmentType.End) + { + var capEnd = end + ((end - start).normalized * lineThickness / 2); + return CreateLineSegment(end, capEnd, SegmentType.End); + } + + Debug.LogError("Bad SegmentType passed in to CreateLineCap. Must be SegmentType.Start or SegmentType.End"); + return null; + } + + private UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, SegmentType type, UIVertex[] previousVert = null) + { + Vector2 offset = new Vector2((start.y - end.y), end.x - start.x).normalized * lineThickness / 2; + + Vector2 v1 = Vector2.zero; + Vector2 v2 = Vector2.zero; + if (previousVert != null) { + v1 = new Vector2(previousVert[3].position.x, previousVert[3].position.y); + v2 = new Vector2(previousVert[2].position.x, previousVert[2].position.y); + } else { + v1 = start - offset; + v2 = start + offset; + } + + var v3 = end + offset; + var v4 = end - offset; + //Return the VDO with the correct uvs + switch (type) + { + case SegmentType.Start: + return SetVbo(new[] { v1, v2, v3, v4 }, startUvs); + case SegmentType.End: + return SetVbo(new[] { v1, v2, v3, v4 }, endUvs); + case SegmentType.Full: + return SetVbo(new[] { v1, v2, v3, v4 }, fullUvs); + default: + return SetVbo(new[] { v1, v2, v3, v4 }, middleUvs); + } + } + + protected override void GeneratedUVs() + { + if (activeSprite != null) + { + var outer = Sprites.DataUtility.GetOuterUV(activeSprite); + var inner = Sprites.DataUtility.GetInnerUV(activeSprite); + UV_TOP_LEFT = new Vector2(outer.x, outer.y); + UV_BOTTOM_LEFT = new Vector2(outer.x, outer.w); + UV_TOP_CENTER_LEFT = new Vector2(inner.x, inner.y); + UV_TOP_CENTER_RIGHT = new Vector2(inner.z, inner.y); + UV_BOTTOM_CENTER_LEFT = new Vector2(inner.x, inner.w); + UV_BOTTOM_CENTER_RIGHT = new Vector2(inner.z, inner.w); + UV_TOP_RIGHT = new Vector2(outer.z, outer.y); + UV_BOTTOM_RIGHT = new Vector2(outer.z, outer.w); + } + else + { + UV_TOP_LEFT = Vector2.zero; + UV_BOTTOM_LEFT = new Vector2(0, 1); + UV_TOP_CENTER_LEFT = new Vector2(0.5f, 0); + UV_TOP_CENTER_RIGHT = new Vector2(0.5f, 0); + UV_BOTTOM_CENTER_LEFT = new Vector2(0.5f, 1); + UV_BOTTOM_CENTER_RIGHT = new Vector2(0.5f, 1); + UV_TOP_RIGHT = new Vector2(1, 0); + UV_BOTTOM_RIGHT = Vector2.one; + } + + + startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER_LEFT, UV_TOP_CENTER_LEFT }; + middleUvs = new[] { UV_TOP_CENTER_LEFT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_CENTER_RIGHT }; + endUvs = new[] { UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_RIGHT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT }; + fullUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT }; + } + + protected override void ResolutionToNativeSize(float distance) + { + if (UseNativeSize) + { + m_Resolution = distance / (activeSprite.rect.width / pixelsPerUnit); + lineThickness = activeSprite.rect.height / pixelsPerUnit; + } + } + + private int GetSegmentPointCount() + { + if (Segments?.Count > 0) + { + int pointCount = 0; + foreach (var segment in Segments) + { + pointCount += segment.Length; + } + return pointCount; + } + return Points.Length; + } + + /// + /// Get the Vector2 position of a line index + /// + /// + /// Positive numbers should be used to specify Index and Segment + /// + /// Required Index of the point, starting from point 1 + /// (optional) Required Segment the point is held in, Starting from Segment 1 + /// Vector2 position of the point within UI Space + public Vector2 GetPosition(int index, int segmentIndex = 0) + { + if (segmentIndex > 0) + { + return Segments[segmentIndex - 1][index - 1]; + } + else if (Segments.Count > 0) + { + var segmentIndexCount = 0; + var indexCount = index; + foreach (var segment in Segments) + { + if (indexCount - segment.Length > 0) + { + indexCount -= segment.Length; + segmentIndexCount += 1; + } + else + { + break; + } + } + return Segments[segmentIndexCount][indexCount - 1]; + } + else + { + return Points[index - 1]; + } + } + + /// + /// Get the Vector2 position of a line within a specific segment + /// + /// Required Index of the point, starting from point 1 + /// Required Segment the point is held in, Starting from Segment 1 + /// Vector2 position of the point within UI Space + public Vector2 GetPositionBySegment(int index, int segment) + { + return Segments[segment][index - 1]; + } + + /// + /// Get the closest point between two given Vector2s from a given Vector2 point + /// + /// Starting position + /// End position + /// Desired / Selected point + /// Closest Vector2 position of the target within UI Space + public Vector2 GetClosestPoint(Vector2 p1, Vector2 p2, Vector2 p3) + { + Vector2 from_p1_to_p3 = p3 - p1; + Vector2 from_p1_to_p2 = p2 - p1; + float dot = Vector2.Dot(from_p1_to_p3, from_p1_to_p2.normalized); + dot /= from_p1_to_p2.magnitude; + float t = Mathf.Clamp01(dot); + return p1 + from_p1_to_p2 * t; + } + } + + /** + Class for representing a Bezier path, and methods for getting suitable points to + draw the curve with line segments. + */ + [System.Serializable] + public class CableCurve + { + [SerializeField] + Vector2 m_start; + [SerializeField] + Vector2 m_end; + [SerializeField] + float m_slack; + [SerializeField] + int m_steps; + [SerializeField] + bool m_regen; + + static Vector2[] emptyCurve = new Vector2[] { new Vector2(0.0f, 0.0f), new Vector2(0.0f, 0.0f) }; + [SerializeField] + Vector2[] points; + + public bool regenPoints + { + get { return m_regen; } + set + { + m_regen = value; + } + } + + public Vector2 start + { + get { return m_start; } + set + { + if (value != m_start) + m_regen = true; + m_start = value; + } + } + + public Vector2 end + { + get { return m_end; } + set + { + if (value != m_end) + m_regen = true; + m_end = value; + } + } + public float slack + { + get { return m_slack; } + set + { + if (value != m_slack) + m_regen = true; + m_slack = Mathf.Max(0.0f, value); + } + } + public int steps + { + get { return m_steps; } + set + { + if (value != m_steps) + m_regen = true; + m_steps = Mathf.Max(2, value); + } + } + + public Vector2 midPoint + { + get + { + Vector2 mid = Vector2.zero; + if (m_steps == 2) + { + return (points[0] + points[1]) * 0.5f; + } + else if (m_steps > 2) + { + int m = m_steps / 2; + if ((m_steps % 2) == 0) + { + mid = (points[m] + points[m + 1]) * 0.5f; + } + else + { + mid = points[m]; + } + } + return mid; + } + } + + public CableCurve() + { + points = emptyCurve; + m_start = Vector2.up; + m_end = Vector2.up + Vector2.right; + m_slack = 0.5f; + m_steps = 20; + m_regen = true; + } + + public CableCurve(Vector2[] inputPoints) + { + points = inputPoints; + m_start = inputPoints[0]; + m_end = inputPoints[1]; + m_slack = 0.5f; + m_steps = 20; + m_regen = true; + } + + public CableCurve(List inputPoints) + { + points = inputPoints.ToArray(); + m_start = inputPoints[0]; + m_end = inputPoints[1]; + m_slack = 0.5f; + m_steps = 20; + m_regen = true; + } + + public CableCurve(CableCurve v) + { + points = v.Points(); + m_start = v.start; + m_end = v.end; + m_slack = v.slack; + m_steps = v.steps; + m_regen = v.regenPoints; + } + + public Vector2[] Points() + { + if (!m_regen) + return points; + + if (m_steps < 2) + return emptyCurve; + + float lineDist = Vector2.Distance(m_end, m_start); + float lineDistH = Vector2.Distance(new Vector2(m_end.x, m_start.y), m_start); + float l = lineDist + Mathf.Max(0.0001f, m_slack); + float r = 0.0f; + float s = m_start.y; + float u = lineDistH; + float v = end.y; + + if ((u - r) == 0.0f) + return emptyCurve; + + float ztarget = Mathf.Sqrt(Mathf.Pow(l, 2.0f) - Mathf.Pow(v - s, 2.0f)) / (u - r); + + int loops = 30; + int iterationCount = 0; + int maxIterations = loops * 10; // For safety. + bool found = false; + + float z = 0.0f; + float ztest = 0.0f; + float zstep = 100.0f; + float ztesttarget = 0.0f; + for (int i = 0; i < loops; i++) + { + for (int j = 0; j < 10; j++) + { + iterationCount++; + ztest = z + zstep; + ztesttarget = (float)Math.Sinh(ztest) / ztest; + + if (float.IsInfinity(ztesttarget)) + continue; + + if (ztesttarget == ztarget) + { + found = true; + z = ztest; + break; + } + else if (ztesttarget > ztarget) + { + break; + } + else + { + z = ztest; + } + + if (iterationCount > maxIterations) + { + found = true; + break; + } + } + + if (found) + break; + + zstep *= 0.1f; + } + + float a = (u - r) / 2.0f / z; + float p = (r + u - a * Mathf.Log((l + v - s) / (l - v + s))) / 2.0f; + float q = (v + s - l * (float)Math.Cosh(z) / (float)Math.Sinh(z)) / 2.0f; + + points = new Vector2[m_steps]; + float stepsf = m_steps - 1; + float stepf; + for (int i = 0; i < m_steps; i++) + { + stepf = i / stepsf; + Vector2 pos = Vector2.zero; + pos.x = Mathf.Lerp(start.x, end.x, stepf); + pos.y = a * (float)Math.Cosh(((stepf * lineDistH) - p) / a) + q; + points[i] = pos; + } + + m_regen = false; + return points; + } + } + + public class BezierPath + { + public int SegmentsPerCurve = 10; + public float MINIMUM_SQR_DISTANCE = 0.01f; + + // This corresponds to about 172 degrees, 8 degrees from a straight line + public float DIVISION_THRESHOLD = -0.99f; + + private List controlPoints; + + private int curveCount; //how many bezier curves in this path? + + /** + Constructs a new empty Bezier curve. Use one of these methods + to add points: SetControlPoints, Interpolate, SamplePoints. + */ + public BezierPath() + { + controlPoints = new List(); + } + + /** + Sets the control points of this Bezier path. + Points 0-3 forms the first Bezier curve, points + 3-6 forms the second curve, etc. + */ + public void SetControlPoints(List newControlPoints) + { + controlPoints.Clear(); + controlPoints.AddRange(newControlPoints); + curveCount = (controlPoints.Count - 1) / 3; + } + + public void SetControlPoints(Vector2[] newControlPoints) + { + controlPoints.Clear(); + controlPoints.AddRange(newControlPoints); + curveCount = (controlPoints.Count - 1) / 3; + } + + /** + Returns the control points for this Bezier curve. + */ + public List GetControlPoints() + { + return controlPoints; + } + + + /** + Calculates a Bezier interpolated path for the given points. + */ + public void Interpolate(List segmentPoints, float scale) + { + controlPoints.Clear(); + + if (segmentPoints.Count < 2) + { + return; + } + + for (int i = 0; i < segmentPoints.Count; i++) + { + if (i == 0) // is first + { + Vector2 p1 = segmentPoints[i]; + Vector2 p2 = segmentPoints[i + 1]; + + Vector2 tangent = (p2 - p1); + Vector2 q1 = p1 + scale * tangent; + + controlPoints.Add(p1); + controlPoints.Add(q1); + } + else if (i == segmentPoints.Count - 1) //last + { + Vector2 p0 = segmentPoints[i - 1]; + Vector2 p1 = segmentPoints[i]; + Vector2 tangent = (p1 - p0); + Vector2 q0 = p1 - scale * tangent; + + controlPoints.Add(q0); + controlPoints.Add(p1); + } + else + { + Vector2 p0 = segmentPoints[i - 1]; + Vector2 p1 = segmentPoints[i]; + Vector2 p2 = segmentPoints[i + 1]; + Vector2 tangent = (p2 - p0).normalized; + Vector2 q0 = p1 - scale * tangent * (p1 - p0).magnitude; + Vector2 q1 = p1 + scale * tangent * (p2 - p1).magnitude; + + controlPoints.Add(q0); + controlPoints.Add(p1); + controlPoints.Add(q1); + } + } + + curveCount = (controlPoints.Count - 1) / 3; + } + + /** + Sample the given points as a Bezier path. + */ + public void SamplePoints(List sourcePoints, float minSqrDistance, float maxSqrDistance, float scale) + { + if (sourcePoints.Count < 2) + { + return; + } + + Stack samplePoints = new Stack(); + + samplePoints.Push(sourcePoints[0]); + + Vector2 potentialSamplePoint = sourcePoints[1]; + + int i = 2; + + for (i = 2; i < sourcePoints.Count; i++) + { + if ( + ((potentialSamplePoint - sourcePoints[i]).sqrMagnitude > minSqrDistance) && + ((samplePoints.Peek() - sourcePoints[i]).sqrMagnitude > maxSqrDistance)) + { + samplePoints.Push(potentialSamplePoint); + } + + potentialSamplePoint = sourcePoints[i]; + } + + //now handle last bit of curve + Vector2 p1 = samplePoints.Pop(); //last sample point + Vector2 p0 = samplePoints.Peek(); //second last sample point + Vector2 tangent = (p0 - potentialSamplePoint).normalized; + float d2 = (potentialSamplePoint - p1).magnitude; + float d1 = (p1 - p0).magnitude; + p1 = p1 + tangent * ((d1 - d2) / 2); + + samplePoints.Push(p1); + samplePoints.Push(potentialSamplePoint); + + + Interpolate(new List(samplePoints), scale); + } + + /** + Calculates a point on the path. + + @param curveIndex The index of the curve that the point is on. For example, + the second curve (index 1) is the curve with control points 3, 4, 5, and 6. + + @param t The parameter indicating where on the curve the point is. 0 corresponds + to the "left" point, 1 corresponds to the "right" end point. + */ + public Vector2 CalculateBezierPoint(int curveIndex, float t) + { + int nodeIndex = curveIndex * 3; + + Vector2 p0 = controlPoints[nodeIndex]; + Vector2 p1 = controlPoints[nodeIndex + 1]; + Vector2 p2 = controlPoints[nodeIndex + 2]; + Vector2 p3 = controlPoints[nodeIndex + 3]; + + return CalculateBezierPoint(t, p0, p1, p2, p3); + } + + /** + Gets the drawing points. This implementation simply calculates a certain number + of points per curve. + */ + public List GetDrawingPoints0() + { + List drawingPoints = new List(); + + for (int curveIndex = 0; curveIndex < curveCount; curveIndex++) + { + if (curveIndex == 0) //Only do this for the first end point. + //When i != 0, this coincides with the + //end point of the previous segment, + { + drawingPoints.Add(CalculateBezierPoint(curveIndex, 0)); + } + + for (int j = 1; j <= SegmentsPerCurve; j++) + { + float t = j / (float)SegmentsPerCurve; + drawingPoints.Add(CalculateBezierPoint(curveIndex, t)); + } + } + + return drawingPoints; + } + + /** + Gets the drawing points. This implementation simply calculates a certain number + of points per curve. + + This is a slightly different implementation from the one above. + */ + public List GetDrawingPoints1() + { + List drawingPoints = new List(); + + for (int i = 0; i < controlPoints.Count - 3; i += 3) + { + Vector2 p0 = controlPoints[i]; + Vector2 p1 = controlPoints[i + 1]; + Vector2 p2 = controlPoints[i + 2]; + Vector2 p3 = controlPoints[i + 3]; + + if (i == 0) //only do this for the first end point. When i != 0, this coincides with the end point of the previous segment, + { + drawingPoints.Add(CalculateBezierPoint(0, p0, p1, p2, p3)); + } + + for (int j = 1; j <= SegmentsPerCurve; j++) + { + float t = j / (float)SegmentsPerCurve; + drawingPoints.Add(CalculateBezierPoint(t, p0, p1, p2, p3)); + } + } + + return drawingPoints; + } + + /** + This gets the drawing points of a bezier curve, using recursive division, + which results in less points for the same accuracy as the above implementation. + */ + public List GetDrawingPoints2() + { + List drawingPoints = new List(); + + for (int curveIndex = 0; curveIndex < curveCount; curveIndex++) + { + List bezierCurveDrawingPoints = FindDrawingPoints(curveIndex); + + if (curveIndex != 0) + { + //remove the fist point, as it coincides with the last point of the previous Bezier curve. + bezierCurveDrawingPoints.RemoveAt(0); + } + + drawingPoints.AddRange(bezierCurveDrawingPoints); + } + + return drawingPoints; + } + + List FindDrawingPoints(int curveIndex) + { + List pointList = new List(); + + Vector2 left = CalculateBezierPoint(curveIndex, 0); + Vector2 right = CalculateBezierPoint(curveIndex, 1); + + pointList.Add(left); + pointList.Add(right); + + FindDrawingPoints(curveIndex, 0, 1, pointList, 1); + + return pointList; + } + + + /** + @returns the number of points added. + */ + int FindDrawingPoints(int curveIndex, float t0, float t1, + List pointList, int insertionIndex) + { + Vector2 left = CalculateBezierPoint(curveIndex, t0); + Vector2 right = CalculateBezierPoint(curveIndex, t1); + + if ((left - right).sqrMagnitude < MINIMUM_SQR_DISTANCE) + { + return 0; + } + + float tMid = (t0 + t1) / 2; + Vector2 mid = CalculateBezierPoint(curveIndex, tMid); + + Vector2 leftDirection = (left - mid).normalized; + Vector2 rightDirection = (right - mid).normalized; + + if (Vector2.Dot(leftDirection, rightDirection) > DIVISION_THRESHOLD || Mathf.Abs(tMid - 0.5f) < 0.0001f) + { + int pointsAddedCount = 0; + + pointsAddedCount += FindDrawingPoints(curveIndex, t0, tMid, pointList, insertionIndex); + pointList.Insert(insertionIndex + pointsAddedCount, mid); + pointsAddedCount++; + pointsAddedCount += FindDrawingPoints(curveIndex, tMid, t1, pointList, insertionIndex + pointsAddedCount); + + return pointsAddedCount; + } + + return 0; + } + + + + /** + Calculates a point on the Bezier curve represented with the four control points given. + */ + private Vector2 CalculateBezierPoint(float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) + { + float u = 1 - t; + float tt = t * t; + float uu = u * u; + float uuu = uu * u; + float ttt = tt * t; + + Vector2 p = uuu * p0; //first term + + p += 3 * uu * t * p1; //second term + p += 3 * u * tt * p2; //third term + p += ttt * p3; //fourth term + + return p; + + } + } } \ No newline at end of file diff --git a/Assets/RuntimeNodeEditor/Scripts/Line/UILineRenderer.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UILineRenderer.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Line/UILineRenderer.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UILineRenderer.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Line/UIPrimitiveBase.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UIPrimitiveBase.cs old mode 100755 new mode 100644 similarity index 97% rename from Assets/RuntimeNodeEditor/Scripts/Line/UIPrimitiveBase.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UIPrimitiveBase.cs index 46ab0ba..dd9842c --- a/Assets/RuntimeNodeEditor/Scripts/Line/UIPrimitiveBase.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UIPrimitiveBase.cs @@ -1,369 +1,369 @@ -using System; -using System.Collections.Generic; - -namespace UnityEngine.UI.Extensions -{ - public enum ResolutionMode - { - None, - PerSegment, - PerLine - } - [RequireComponent(typeof(CanvasRenderer))] - public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter - { - static protected Material s_ETC1DefaultUI = null; - List outputList = new List(); - - [SerializeField] private Sprite m_Sprite; - public Sprite sprite { get { return m_Sprite; } set { if (SetClass(ref m_Sprite, value)) GeneratedUVs(); SetAllDirty(); } } - - [NonSerialized] - private Sprite m_OverrideSprite; - public Sprite overrideSprite { get { return activeSprite; } set { if (SetClass(ref m_OverrideSprite, value)) GeneratedUVs(); SetAllDirty(); } } - - protected Sprite activeSprite { get { return m_OverrideSprite != null ? m_OverrideSprite : sprite; } } - - // Not serialized until we support read-enabled sprites better. - internal float m_EventAlphaThreshold = 1; - public float eventAlphaThreshold { get { return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } } - - [SerializeField] - private ResolutionMode m_improveResolution; - public ResolutionMode ImproveResolution { get { return m_improveResolution; } set { m_improveResolution = value; SetAllDirty(); } } - - [SerializeField] - protected float m_Resolution; - public float Resolution { get { return m_Resolution; } set { m_Resolution = value; SetAllDirty(); } } - - [SerializeField] - private bool m_useNativeSize; - public bool UseNativeSize { get { return m_useNativeSize; } set { m_useNativeSize = value; SetAllDirty(); } } - - protected UIPrimitiveBase() - { - useLegacyMeshGeneration = false; - } - - /// - /// Default material used to draw everything if no explicit material was specified. - /// - - static public Material defaultETC1GraphicMaterial - { - get - { - if (s_ETC1DefaultUI == null) - s_ETC1DefaultUI = Canvas.GetETC1SupportedCanvasMaterial(); - return s_ETC1DefaultUI; - } - } - - /// - /// Image's texture comes from the UnityEngine.Image. - /// - public override Texture mainTexture - { - get - { - if (activeSprite == null) - { - if (material != null && material.mainTexture != null) - { - return material.mainTexture; - } - return s_WhiteTexture; - } - - return activeSprite.texture; - } - } - - /// - /// Whether the Image has a border to work with. - /// - - public bool hasBorder - { - get - { - if (activeSprite != null) - { - Vector4 v = activeSprite.border; - return v.sqrMagnitude > 0f; - } - return false; - } - } - - public float pixelsPerUnit - { - get - { - float spritePixelsPerUnit = 100; - if (activeSprite) - spritePixelsPerUnit = activeSprite.pixelsPerUnit; - - float referencePixelsPerUnit = 100; - if (canvas) - referencePixelsPerUnit = canvas.referencePixelsPerUnit; - - return spritePixelsPerUnit / referencePixelsPerUnit; - } - } - - public override Material material - { - get - { - if (m_Material != null) - return m_Material; - - if (activeSprite && activeSprite.associatedAlphaSplitTexture != null) - return defaultETC1GraphicMaterial; - - return defaultMaterial; - } - - set - { - base.material = value; - } - } - - - protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs) - { - UIVertex[] vbo = new UIVertex[4]; - for (int i = 0; i < vertices.Length; i++) - { - var vert = UIVertex.simpleVert; - vert.color = color; - vert.position = vertices[i]; - vert.uv0 = uvs[i]; - vbo[i] = vert; - } - return vbo; - } - - protected Vector2[] IncreaseResolution(Vector2[] input) - { - return IncreaseResolution(new List(input)).ToArray(); - } - - protected List IncreaseResolution(List input) - { - outputList.Clear(); - - switch (ImproveResolution) - { - case ResolutionMode.PerLine: - float totalDistance = 0, increments = 0; - for (int i = 0; i < input.Count - 1; i++) - { - totalDistance += Vector2.Distance(input[i], input[i + 1]); - } - ResolutionToNativeSize(totalDistance); - increments = totalDistance / m_Resolution; - var incrementCount = 0; - for (int i = 0; i < input.Count - 1; i++) - { - var p1 = input[i]; - outputList.Add(p1); - var p2 = input[i + 1]; - var segmentDistance = Vector2.Distance(p1, p2) / increments; - var incrementTime = 1f / segmentDistance; - for (int j = 0; j < segmentDistance; j++) - { - outputList.Add(Vector2.Lerp(p1, (Vector2)p2, j * incrementTime)); - incrementCount++; - } - outputList.Add(p2); - } - break; - case ResolutionMode.PerSegment: - for (int i = 0; i < input.Count - 1; i++) - { - var p1 = input[i]; - outputList.Add(p1); - var p2 = input[i + 1]; - ResolutionToNativeSize(Vector2.Distance(p1, p2)); - increments = 1f / m_Resolution; - for (Single j = 1; j < m_Resolution; j++) - { - outputList.Add(Vector2.Lerp(p1, (Vector2)p2, increments * j)); - } - outputList.Add(p2); - } - break; - } - return outputList; - } - - protected virtual void GeneratedUVs() { } - - protected virtual void ResolutionToNativeSize(float distance) { } - - - #region ILayoutElement Interface - - public virtual void CalculateLayoutInputHorizontal() { } - public virtual void CalculateLayoutInputVertical() { } - - public virtual float minWidth { get { return 0; } } - - public virtual float preferredWidth - { - get - { - if (overrideSprite == null) - return 0; - return overrideSprite.rect.size.x / pixelsPerUnit; - } - } - - public virtual float flexibleWidth { get { return -1; } } - - public virtual float minHeight { get { return 0; } } - - public virtual float preferredHeight - { - get - { - if (overrideSprite == null) - return 0; - return overrideSprite.rect.size.y / pixelsPerUnit; - } - } - - public virtual float flexibleHeight { get { return -1; } } - - public virtual int layoutPriority { get { return 0; } } - - #endregion - - #region ICanvasRaycastFilter Interface - public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) - { - // add test for line check - if (m_EventAlphaThreshold >= 1) - return true; - - Sprite sprite = overrideSprite; - if (sprite == null) - return true; - - Vector2 local; - RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local); - - Rect rect = GetPixelAdjustedRect(); - - // Convert to have lower left corner as reference point. - local.x += rectTransform.pivot.x * rect.width; - local.y += rectTransform.pivot.y * rect.height; - - local = MapCoordinate(local, rect); - - //test local coord with Mesh - - // Normalize local coordinates. - Rect spriteRect = sprite.textureRect; - Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height); - - // Convert to texture space. - float x = Mathf.Lerp(spriteRect.x, spriteRect.xMax, normalized.x) / sprite.texture.width; - float y = Mathf.Lerp(spriteRect.y, spriteRect.yMax, normalized.y) / sprite.texture.height; - - try - { - return sprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold; - } - catch (UnityException e) - { - Debug.LogError("Using clickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this); - return true; - } - } - - /// - /// Return image adjusted position - /// **Copied from Unity's Image component for now and simplified for UI Extensions primitives - /// - /// - /// - /// - private Vector2 MapCoordinate(Vector2 local, Rect rect) - { - Rect spriteRect = sprite.rect; - //if (type == Type.Simple || type == Type.Filled) - return new Vector2(local.x * rect.width, local.y * rect.height); - - //Vector4 border = sprite.border; - //Vector4 adjustedBorder = GetAdjustedBorders(border / pixelsPerUnit, rect); - - //for (int i = 0; i < 2; i++) - //{ - // if (local[i] <= adjustedBorder[i]) - // continue; - - // if (rect.size[i] - local[i] <= adjustedBorder[i + 2]) - // { - // local[i] -= (rect.size[i] - spriteRect.size[i]); - // continue; - // } - - // if (type == Type.Sliced) - // { - // float lerp = Mathf.InverseLerp(adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i]); - // local[i] = Mathf.Lerp(border[i], spriteRect.size[i] - border[i + 2], lerp); - // continue; - // } - // else - // { - // local[i] -= adjustedBorder[i]; - // local[i] = Mathf.Repeat(local[i], spriteRect.size[i] - border[i] - border[i + 2]); - // local[i] += border[i]; - // continue; - // } - //} - - //return local; - } - - Vector4 GetAdjustedBorders(Vector4 border, Rect rect) - { - for (int axis = 0; axis <= 1; axis++) - { - // If the rect is smaller than the combined borders, then there's not room for the borders at their normal size. - // In order to avoid artefact's with overlapping borders, we scale the borders down to fit. - float combinedBorders = border[axis] + border[axis + 2]; - if (rect.size[axis] < combinedBorders && combinedBorders != 0) - { - float borderScaleRatio = rect.size[axis] / combinedBorders; - border[axis] *= borderScaleRatio; - border[axis + 2] *= borderScaleRatio; - } - } - return border; - } - - #endregion - - #region onEnable - protected override void OnEnable() - { - base.OnEnable(); - SetAllDirty(); - } - #endregion - - private static bool SetClass(ref T currentValue, T newValue) where T: class - { - if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue))) - return false; - - currentValue = newValue; - return true; - } - } -} +using System; +using System.Collections.Generic; + +namespace UnityEngine.UI.Extensions +{ + public enum ResolutionMode + { + None, + PerSegment, + PerLine + } + [RequireComponent(typeof(CanvasRenderer))] + public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter + { + static protected Material s_ETC1DefaultUI = null; + List outputList = new List(); + + [SerializeField] private Sprite m_Sprite; + public Sprite sprite { get { return m_Sprite; } set { if (SetClass(ref m_Sprite, value)) GeneratedUVs(); SetAllDirty(); } } + + [NonSerialized] + private Sprite m_OverrideSprite; + public Sprite overrideSprite { get { return activeSprite; } set { if (SetClass(ref m_OverrideSprite, value)) GeneratedUVs(); SetAllDirty(); } } + + protected Sprite activeSprite { get { return m_OverrideSprite != null ? m_OverrideSprite : sprite; } } + + // Not serialized until we support read-enabled sprites better. + internal float m_EventAlphaThreshold = 1; + public float eventAlphaThreshold { get { return m_EventAlphaThreshold; } set { m_EventAlphaThreshold = value; } } + + [SerializeField] + private ResolutionMode m_improveResolution; + public ResolutionMode ImproveResolution { get { return m_improveResolution; } set { m_improveResolution = value; SetAllDirty(); } } + + [SerializeField] + protected float m_Resolution; + public float Resolution { get { return m_Resolution; } set { m_Resolution = value; SetAllDirty(); } } + + [SerializeField] + private bool m_useNativeSize; + public bool UseNativeSize { get { return m_useNativeSize; } set { m_useNativeSize = value; SetAllDirty(); } } + + protected UIPrimitiveBase() + { + useLegacyMeshGeneration = false; + } + + /// + /// Default material used to draw everything if no explicit material was specified. + /// + + static public Material defaultETC1GraphicMaterial + { + get + { + if (s_ETC1DefaultUI == null) + s_ETC1DefaultUI = Canvas.GetETC1SupportedCanvasMaterial(); + return s_ETC1DefaultUI; + } + } + + /// + /// Image's texture comes from the UnityEngine.Image. + /// + public override Texture mainTexture + { + get + { + if (activeSprite == null) + { + if (material != null && material.mainTexture != null) + { + return material.mainTexture; + } + return s_WhiteTexture; + } + + return activeSprite.texture; + } + } + + /// + /// Whether the Image has a border to work with. + /// + + public bool hasBorder + { + get + { + if (activeSprite != null) + { + Vector4 v = activeSprite.border; + return v.sqrMagnitude > 0f; + } + return false; + } + } + + public float pixelsPerUnit + { + get + { + float spritePixelsPerUnit = 100; + if (activeSprite) + spritePixelsPerUnit = activeSprite.pixelsPerUnit; + + float referencePixelsPerUnit = 100; + if (canvas) + referencePixelsPerUnit = canvas.referencePixelsPerUnit; + + return spritePixelsPerUnit / referencePixelsPerUnit; + } + } + + public override Material material + { + get + { + if (m_Material != null) + return m_Material; + + if (activeSprite && activeSprite.associatedAlphaSplitTexture != null) + return defaultETC1GraphicMaterial; + + return defaultMaterial; + } + + set + { + base.material = value; + } + } + + + protected UIVertex[] SetVbo(Vector2[] vertices, Vector2[] uvs) + { + UIVertex[] vbo = new UIVertex[4]; + for (int i = 0; i < vertices.Length; i++) + { + var vert = UIVertex.simpleVert; + vert.color = color; + vert.position = vertices[i]; + vert.uv0 = uvs[i]; + vbo[i] = vert; + } + return vbo; + } + + protected Vector2[] IncreaseResolution(Vector2[] input) + { + return IncreaseResolution(new List(input)).ToArray(); + } + + protected List IncreaseResolution(List input) + { + outputList.Clear(); + + switch (ImproveResolution) + { + case ResolutionMode.PerLine: + float totalDistance = 0, increments = 0; + for (int i = 0; i < input.Count - 1; i++) + { + totalDistance += Vector2.Distance(input[i], input[i + 1]); + } + ResolutionToNativeSize(totalDistance); + increments = totalDistance / m_Resolution; + var incrementCount = 0; + for (int i = 0; i < input.Count - 1; i++) + { + var p1 = input[i]; + outputList.Add(p1); + var p2 = input[i + 1]; + var segmentDistance = Vector2.Distance(p1, p2) / increments; + var incrementTime = 1f / segmentDistance; + for (int j = 0; j < segmentDistance; j++) + { + outputList.Add(Vector2.Lerp(p1, (Vector2)p2, j * incrementTime)); + incrementCount++; + } + outputList.Add(p2); + } + break; + case ResolutionMode.PerSegment: + for (int i = 0; i < input.Count - 1; i++) + { + var p1 = input[i]; + outputList.Add(p1); + var p2 = input[i + 1]; + ResolutionToNativeSize(Vector2.Distance(p1, p2)); + increments = 1f / m_Resolution; + for (Single j = 1; j < m_Resolution; j++) + { + outputList.Add(Vector2.Lerp(p1, (Vector2)p2, increments * j)); + } + outputList.Add(p2); + } + break; + } + return outputList; + } + + protected virtual void GeneratedUVs() { } + + protected virtual void ResolutionToNativeSize(float distance) { } + + + #region ILayoutElement Interface + + public virtual void CalculateLayoutInputHorizontal() { } + public virtual void CalculateLayoutInputVertical() { } + + public virtual float minWidth { get { return 0; } } + + public virtual float preferredWidth + { + get + { + if (overrideSprite == null) + return 0; + return overrideSprite.rect.size.x / pixelsPerUnit; + } + } + + public virtual float flexibleWidth { get { return -1; } } + + public virtual float minHeight { get { return 0; } } + + public virtual float preferredHeight + { + get + { + if (overrideSprite == null) + return 0; + return overrideSprite.rect.size.y / pixelsPerUnit; + } + } + + public virtual float flexibleHeight { get { return -1; } } + + public virtual int layoutPriority { get { return 0; } } + + #endregion + + #region ICanvasRaycastFilter Interface + public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera) + { + // add test for line check + if (m_EventAlphaThreshold >= 1) + return true; + + Sprite sprite = overrideSprite; + if (sprite == null) + return true; + + Vector2 local; + RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, eventCamera, out local); + + Rect rect = GetPixelAdjustedRect(); + + // Convert to have lower left corner as reference point. + local.x += rectTransform.pivot.x * rect.width; + local.y += rectTransform.pivot.y * rect.height; + + local = MapCoordinate(local, rect); + + //test local coord with Mesh + + // Normalize local coordinates. + Rect spriteRect = sprite.textureRect; + Vector2 normalized = new Vector2(local.x / spriteRect.width, local.y / spriteRect.height); + + // Convert to texture space. + float x = Mathf.Lerp(spriteRect.x, spriteRect.xMax, normalized.x) / sprite.texture.width; + float y = Mathf.Lerp(spriteRect.y, spriteRect.yMax, normalized.y) / sprite.texture.height; + + try + { + return sprite.texture.GetPixelBilinear(x, y).a >= m_EventAlphaThreshold; + } + catch (UnityException e) + { + Debug.LogError("Using clickAlphaThreshold lower than 1 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this); + return true; + } + } + + /// + /// Return image adjusted position + /// **Copied from Unity's Image component for now and simplified for UI Extensions primitives + /// + /// + /// + /// + private Vector2 MapCoordinate(Vector2 local, Rect rect) + { + Rect spriteRect = sprite.rect; + //if (type == Type.Simple || type == Type.Filled) + return new Vector2(local.x * rect.width, local.y * rect.height); + + //Vector4 border = sprite.border; + //Vector4 adjustedBorder = GetAdjustedBorders(border / pixelsPerUnit, rect); + + //for (int i = 0; i < 2; i++) + //{ + // if (local[i] <= adjustedBorder[i]) + // continue; + + // if (rect.size[i] - local[i] <= adjustedBorder[i + 2]) + // { + // local[i] -= (rect.size[i] - spriteRect.size[i]); + // continue; + // } + + // if (type == Type.Sliced) + // { + // float lerp = Mathf.InverseLerp(adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i]); + // local[i] = Mathf.Lerp(border[i], spriteRect.size[i] - border[i + 2], lerp); + // continue; + // } + // else + // { + // local[i] -= adjustedBorder[i]; + // local[i] = Mathf.Repeat(local[i], spriteRect.size[i] - border[i] - border[i + 2]); + // local[i] += border[i]; + // continue; + // } + //} + + //return local; + } + + Vector4 GetAdjustedBorders(Vector4 border, Rect rect) + { + for (int axis = 0; axis <= 1; axis++) + { + // If the rect is smaller than the combined borders, then there's not room for the borders at their normal size. + // In order to avoid artefact's with overlapping borders, we scale the borders down to fit. + float combinedBorders = border[axis] + border[axis + 2]; + if (rect.size[axis] < combinedBorders && combinedBorders != 0) + { + float borderScaleRatio = rect.size[axis] / combinedBorders; + border[axis] *= borderScaleRatio; + border[axis + 2] *= borderScaleRatio; + } + } + return border; + } + + #endregion + + #region onEnable + protected override void OnEnable() + { + base.OnEnable(); + SetAllDirty(); + } + #endregion + + private static bool SetClass(ref T currentValue, T newValue) where T: class + { + if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue))) + return false; + + currentValue = newValue; + return true; + } + } +} diff --git a/Assets/RuntimeNodeEditor/Scripts/Line/UIPrimitiveBase.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UIPrimitiveBase.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Line/UIPrimitiveBase.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Line/UIPrimitiveBase.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Node.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Node.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Node.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Node.meta diff --git 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a/Assets/RuntimeNodeEditor/Scripts/Node/NodeDraggablePanel.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Node/NodeDraggablePanel.cs @@ -1,34 +1,34 @@ -using System; -using UnityEngine; -using UnityEngine.EventSystems; - -namespace RuntimeNodeEditor -{ - public class NodeDraggablePanel : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IDragHandler - { - private Node _ownerNode; - private INodeEvents _events; - - public void Init(Node owner, INodeEvents events) - { - _ownerNode = owner; - _events = events; - } - - public void OnPointerClick(PointerEventData eventData) - { - _events.InvokeNodePointerClick(_ownerNode, eventData); - } - - public void OnPointerDown(PointerEventData eventData) - { - _events.InvokeNodePointerDown(_ownerNode, eventData); - } - - public void OnDrag(PointerEventData eventData) - { - _events.InvokeNodePointerDrag(_ownerNode, eventData); - } - - } +using System; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace RuntimeNodeEditor +{ + public class NodeDraggablePanel : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IDragHandler + { + private Node _ownerNode; + private INodeEvents _events; + + public void Init(Node owner, INodeEvents events) + { + _ownerNode = owner; + _events = events; + } + + public void OnPointerClick(PointerEventData eventData) + { + _events.InvokeNodePointerClick(_ownerNode, eventData); + } + + public void OnPointerDown(PointerEventData eventData) + { + _events.InvokeNodePointerDown(_ownerNode, eventData); + } + + public void OnDrag(PointerEventData eventData) + { + _events.InvokeNodePointerDrag(_ownerNode, eventData); + } + + } } \ No newline at end of file diff --git a/Assets/RuntimeNodeEditor/Scripts/Node/NodeDraggablePanel.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Node/NodeDraggablePanel.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Node/NodeDraggablePanel.cs.meta rename to 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b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Connection.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/Connection.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Connection.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/Connection.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Connection.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/Connection.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Connection.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/IOutput.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/IOutput.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/IOutput.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/IOutput.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/IOutput.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/IOutput.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/IOutput.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/IOutput.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/Socket.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Socket.cs similarity index 96% rename from Assets/RuntimeNodeEditor/Scripts/Socket/Socket.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Socket.cs index c1460e6..4392077 100644 --- a/Assets/RuntimeNodeEditor/Scripts/Socket/Socket.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Socket.cs @@ -1,27 +1,27 @@ -using UnityEngine; - -namespace RuntimeNodeEditor -{ - public abstract class Socket : MonoBehaviour - { - public Node OwnerNode { get { return _ownerNode; } } - public ISocketEvents Events { get { return _socketEvents; } } - - public string socketId; - public SocketHandle handle; - public ConnectionType connectionType; - private Node _ownerNode; - private ISocketEvents _socketEvents; - - public void SetOwner(Node owner, ISocketEvents events) - { - _ownerNode = owner; - _socketEvents = events; - Setup(); - } - - public virtual void Setup() { } - public abstract bool HasConnection(); - - } +using UnityEngine; + +namespace RuntimeNodeEditor +{ + public abstract class Socket : MonoBehaviour + { + public Node OwnerNode { get { return _ownerNode; } } + public ISocketEvents Events { get { return _socketEvents; } } + + public string socketId; + public SocketHandle handle; + public ConnectionType connectionType; + private Node _ownerNode; + private ISocketEvents _socketEvents; + + public void SetOwner(Node owner, ISocketEvents events) + { + _ownerNode = owner; + _socketEvents = events; + Setup(); + } + + public virtual void Setup() { } + public abstract bool HasConnection(); + + } } \ No newline at end of file diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/Socket.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Socket.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/Socket.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/Socket.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/SocketHandle.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketHandle.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/SocketHandle.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketHandle.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/SocketHandle.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketHandle.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/SocketHandle.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketHandle.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/SocketInput.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketInput.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/SocketInput.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketInput.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/SocketInput.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketInput.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/SocketInput.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketInput.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/SocketOutput.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketOutput.cs similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/SocketOutput.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketOutput.cs diff --git a/Assets/RuntimeNodeEditor/Scripts/Socket/SocketOutput.cs.meta b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketOutput.cs.meta similarity index 100% rename from Assets/RuntimeNodeEditor/Scripts/Socket/SocketOutput.cs.meta rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Socket/SocketOutput.cs.meta diff --git a/Assets/RuntimeNodeEditor/Scripts/Utility.cs b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Utility.cs similarity index 98% rename from Assets/RuntimeNodeEditor/Scripts/Utility.cs rename to Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Utility.cs index fc92cc9..8ab08bf 100644 --- a/Assets/RuntimeNodeEditor/Scripts/Utility.cs +++ b/Packages/com.cemuka.runtime-node-editor/Runtime/Scripts/Utility.cs @@ -10,7 +10,7 @@ public static Vector2 GetMousePosition() #if ENABLE_LEGACY_INPUT_MANAGER mousePosition = Input.mousePosition; #endif -#if ENABLE_INPUT_SYSTEM +#if NEW_INPUT_SYSTEM_INSTALLED mousePosition = 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+using UnityEngine.UI; + +namespace RuntimeNodeEditor.Examples +{ + public class ColorDisplayNode : Node + { + public Image display; + + public SocketInput rInput; + public SocketInput gInput; + public SocketInput bInput; + + private IOutput _rChannel; + private IOutput _gChannel; + private IOutput _bChannel; + + public override void Setup() + { + rInput.connectionType = ConnectionType.Single; + gInput.connectionType = ConnectionType.Single; + bInput.connectionType = ConnectionType.Single; + + Register(rInput); + Register(gInput); + Register(bInput); + + SetHeader("display"); + + OnConnectionEvent += OnConnection; + OnDisconnectEvent += OnDisconnect; + } + + public void OnConnection(SocketInput input, IOutput output) + { + if (input == rInput) { _rChannel = output; _rChannel.ValueUpdated += RefreshDisplay; } + if (input == gInput) { _gChannel = output; _gChannel.ValueUpdated += RefreshDisplay; } + if (input == bInput) { _bChannel = output; _bChannel.ValueUpdated += RefreshDisplay; } + 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colorEditor; + + private void Start() + { + var graph = colorEditor.CreateGraph(editorHolder); + colorEditor.StartEditor(graph); + } + } +} \ No newline at end of file diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/ColorEditor/Scripts/ColorEditorStarter.cs.meta b/Packages/com.cemuka.runtime-node-editor/Samples~/ColorEditor/Scripts/ColorEditorStarter.cs.meta new file mode 100644 index 0000000..ce8b297 --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/ColorEditor/Scripts/ColorEditorStarter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 921f7c1e891824ce4a66a9134a1df71b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/ColorEditor/Scripts/ColorNodeEditor.cs b/Packages/com.cemuka.runtime-node-editor/Samples~/ColorEditor/Scripts/ColorNodeEditor.cs new file mode 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: MonoBehaviour + { + public RectTransform editorHolder; + public ExampleNodeEditor editor; + + private void Start() + { + Application.targetFrameRate = 60; + var graph = editor.CreateGraph(editorHolder); + editor.StartEditor(graph); + } + } +} \ No newline at end of file diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ApplicationStartup.cs.meta b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ApplicationStartup.cs.meta new file mode 100644 index 0000000..788930f --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ApplicationStartup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0bd7cc62121844813be6ca6e1ad8b98c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ExampleNodeEditor.cs b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ExampleNodeEditor.cs new file mode 100644 index 0000000..6678a75 --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ExampleNodeEditor.cs @@ -0,0 +1,132 @@ +using System; +using RuntimeNodeEditor; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace RuntimeNodeEditor.Examples +{ + public class ExampleNodeEditor : NodeEditor + { + private string _savePath; + + public override void StartEditor(NodeGraph graph) + { + base.StartEditor(graph); + + _savePath = Application.dataPath + "/Examples/2_SimpleMathEditor/Resources/graph.json"; + + Events.OnGraphPointerClickEvent += OnGraphPointerClick; + Events.OnNodePointerClickEvent += OnNodePointerClick; + Events.OnConnectionPointerClickEvent += OnNodeConnectionPointerClick; + Events.OnSocketConnect += OnConnect; + + Graph.SetSize(Vector2.one * 20000); + } + + private void OnConnect(SocketInput arg1, SocketOutput arg2) + { + Graph.drawer.SetConnectionColor(arg2.connection.connId, Color.green); + } + + private void OnGraphPointerClick(PointerEventData eventData) + { + switch (eventData.button) + { + case PointerEventData.InputButton.Right: + { + var ctx = new ContextMenuBuilder() + .Add("nodes/float", CreateFloatNode) + .Add("nodes/math op", CreateMatOpNode) + .Add("graph/load", ()=>LoadGraph(_savePath)) + .Add("graph/save", ()=>SaveGraph(_savePath)) + .Build(); + + SetContextMenu(ctx); + DisplayContextMenu(); + } + break; + case PointerEventData.InputButton.Left: CloseContextMenu(); break; + } + } + + private void SaveGraph(string savePath) + { + CloseContextMenu(); + Graph.SaveFile(savePath); + } + + private void LoadGraph(string savePath) + { + CloseContextMenu(); + Graph.Clear(); + Graph.LoadFile(savePath); + } + + private void OnNodePointerClick(Node node, PointerEventData eventData) + { + if (eventData.button == PointerEventData.InputButton.Right) + { + var ctx = new ContextMenuBuilder() + .Add("duplicate", () => DuplicateNode(node)) + .Add("clear connections", () => ClearConnections(node)) + .Add("delete", () => DeleteNode(node)) + .Build(); + + SetContextMenu(ctx); + DisplayContextMenu(); + } + } + + private void OnNodeConnectionPointerClick(string connId, PointerEventData eventData) + { + if (eventData.button == PointerEventData.InputButton.Right) + { + var ctx = new ContextMenuBuilder() + .Add("clear connection", () => DisconnectConnection(connId)) + .Build(); + + SetContextMenu(ctx); + DisplayContextMenu(); + } + } + + + // context item actions + private void CreateFloatNode() + { + Graph.Create("Nodes/FloatNode"); + CloseContextMenu(); + } + + private void CreateMatOpNode() + { + Graph.Create("Nodes/MathOperationNode"); + CloseContextMenu(); + } + + private void DeleteNode(Node node) + { + Graph.Delete(node); + CloseContextMenu(); + } + + private void DuplicateNode(Node node) + { + Graph.Duplicate(node); + CloseContextMenu(); + } + + private void DisconnectConnection(string line_id) + { + Graph.Disconnect(line_id); + CloseContextMenu(); + } + + private void ClearConnections(Node node) + { + Graph.ClearConnectionsOf(node); + CloseContextMenu(); + } + + } +} \ No newline at end of file diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ExampleNodeEditor.cs.meta b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ExampleNodeEditor.cs.meta new file mode 100644 index 0000000..fd07eac --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/ExampleNodeEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 524db2051db984b6d9d8001206052e7f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/FloatNode.cs b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/FloatNode.cs new file mode 100644 index 0000000..a22622b --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/FloatNode.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using System; + +namespace RuntimeNodeEditor.Examples +{ + public class FloatNode : Node + { + public TMP_InputField valueField; + public SocketOutput outputSocket; + + public override void Setup() + { + Register(outputSocket); + SetHeader("float"); + + valueField.text = "0"; + HandleFieldValue(valueField.text); + + valueField.contentType = TMP_InputField.ContentType.DecimalNumber; + valueField.onEndEdit.AddListener(HandleFieldValue); + } + + private void HandleFieldValue(string value) + { + float floatValue = float.Parse(value); + outputSocket.SetValue(floatValue); + } + + public override void OnSerialize(Serializer serializer) + { + serializer.Add("floatValue", valueField.text); + } + + public override void OnDeserialize(Serializer serializer) + { + var value = serializer.Get("floatValue"); + valueField.SetTextWithoutNotify(value); + + HandleFieldValue(value); + } + } +} \ No newline at end of file diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/FloatNode.cs.meta b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/FloatNode.cs.meta new file mode 100644 index 0000000..ac9165b --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/FloatNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b5c9709d105124d0ca62a7f779ff91e6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperationNode.cs b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperationNode.cs new file mode 100644 index 0000000..64db172 --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperationNode.cs @@ -0,0 +1,114 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using System; +using System.Collections.Generic; +using System.Linq; + +namespace RuntimeNodeEditor.Examples +{ + public class MathOperationNode : Node + { + public TMP_Text resultText; + public TMP_Dropdown dropdown; + public SocketInput inputSocket; + public SocketOutput outputSocket; + + private List _incomingOutputs; + + + public override void Setup() + { + _incomingOutputs = new List(); + + Register(outputSocket); + Register(inputSocket); + + SetHeader("operation"); + outputSocket.SetValue(0f); + + dropdown.AddOptions(new List() + { + new TMP_Dropdown.OptionData(MathOperations.Multiply.ToString()), + new TMP_Dropdown.OptionData(MathOperations.Divide.ToString()), + new TMP_Dropdown.OptionData(MathOperations.Add.ToString()), + new TMP_Dropdown.OptionData(MathOperations.Subtract.ToString()) + }); + + dropdown.onValueChanged.AddListener(selected => + { + OnConnectedValueUpdated(); + }); + + OnConnectionEvent += OnConnection; + OnDisconnectEvent += OnDisconnect; + } + + public void OnConnection(SocketInput input, IOutput output) + { + output.ValueUpdated += OnConnectedValueUpdated; + _incomingOutputs.Add(output); + + OnConnectedValueUpdated(); + } + + public void OnDisconnect(SocketInput input, IOutput output) + { + output.ValueUpdated -= OnConnectedValueUpdated; + _incomingOutputs.Remove(output); + + OnConnectedValueUpdated(); + } + + public override void OnSerialize(Serializer serializer) + { + var output = outputSocket.GetValue(); + serializer.Add("opType", dropdown.value.ToString()); + } + + public override void OnDeserialize(Serializer serializer) + { + var opType = int.Parse(serializer.Get("opType")); + dropdown.SetValueWithoutNotify(opType); + + OnConnectedValueUpdated(); + } + + private void OnConnectedValueUpdated() + { + List incomingValues = new List(); + foreach (var c in _incomingOutputs) + { + incomingValues.Add(c.GetValue()); + } + + float result = Calculate(incomingValues); + outputSocket.SetValue(result); + Display(result.ToString()); + } + + private void Display(string text) + { + resultText.text = text; + } + + private float Calculate(List values) + { + if (values.Count > 0) + { + var operation = (MathOperations)dropdown.value; + switch (operation) + { + default: return values.Aggregate((x, y) => x * y); + case MathOperations.Divide: return values.Aggregate((x, y) => x / y); + case MathOperations.Add: return values.Aggregate((x, y) => x + y); + case MathOperations.Subtract: return values.Aggregate((x, y) => x - y); + } + } + else + { + return 0; + } + } + } +} diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperationNode.cs.meta b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperationNode.cs.meta new file mode 100644 index 0000000..4b07d4d --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperationNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6b548f5db84a5445aaa55ed2641d7452 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperations.cs b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperations.cs new file mode 100644 index 0000000..9a7ab8c --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperations.cs @@ -0,0 +1,10 @@ +namespace RuntimeNodeEditor +{ + public enum MathOperations + { + Multiply, + Divide, + Add, + Subtract + } +} \ No newline at end of file diff --git a/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperations.cs.meta b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperations.cs.meta new file mode 100644 index 0000000..618770a --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/Samples~/SimpleMathEditor/Scripts/MathOperations.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c99546b3300c4d81adb04fa5be6cc7b6 +timeCreated: 1781514411 \ No newline at end of file diff --git a/Packages/com.cemuka.runtime-node-editor/package.json b/Packages/com.cemuka.runtime-node-editor/package.json new file mode 100644 index 0000000..d7b005c --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/package.json @@ -0,0 +1,27 @@ +{ + "name": "com.cemuka.runtime-node-editor", + "version": "1.0.0", + "displayName": "Runtime Node Editor", + "description": "Unity runtime node editor using with Unity UI", + "unity": "6000.4", + "documentationUrl": "https://github.com/cemuka/UnityRuntimeNodeEditor", + "licensesUrl": "https://github.com/cemuka/UnityRuntimeNodeEditor/blob/master/LICENSE.md", + "dependencies": { + }, + "author": { + "name": "Cemuka", + "email": "cemugurkaracam@gmail.com", + "url": "https://github.com/cemuka" + }, + "samples": [ + { + "displayName": "Color Editor", + "path": "Samples~/ColorEditor" + }, + { + "displayName": "Simple Math Editor", + "path": "Samples~/SimpleMathEditor" + } + ] +} + diff --git a/Packages/com.cemuka.runtime-node-editor/package.json.meta b/Packages/com.cemuka.runtime-node-editor/package.json.meta new file mode 100644 index 0000000..de2c5a8 --- /dev/null +++ b/Packages/com.cemuka.runtime-node-editor/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c5e2d61af7a3fb846b962ef3520ac988 +PackageManifestImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json index c989e95..dff5dcd 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,10 +1,15 @@ { "dependencies": { "com.unity.2d.sprite": "1.0.0", - "com.unity.2d.spriteshape": "7.0.4", + "com.unity.2d.spriteshape": "14.0.1", + "com.unity.ai.navigation": "2.0.12", + "com.unity.ide.rider": "3.0.40", "com.unity.ide.vscode": "1.2.5", - "com.unity.textmeshpro": "3.0.6", - "com.unity.ugui": "1.0.0", + "com.unity.inputsystem": "1.19.0", + "com.unity.multiplayer.center": "1.0.1", + "com.unity.ugui": "2.0.0", + "com.unity.modules.accessibility": "1.0.0", + "com.unity.modules.adaptiveperformance": "1.0.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", @@ -31,6 +36,7 @@ "com.unity.modules.unitywebrequestaudio": "1.0.0", "com.unity.modules.unitywebrequesttexture": "1.0.0", "com.unity.modules.unitywebrequestwww": "1.0.0", + "com.unity.modules.vectorgraphics": "1.0.0", "com.unity.modules.vehicles": "1.0.0", "com.unity.modules.video": "1.0.0", "com.unity.modules.vr": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index df00017..fa988df 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -1,24 +1,26 @@ { "dependencies": { + "com.cemuka.runtime-node-editor": { + "version": "file:com.cemuka.runtime-node-editor", + "depth": 0, + "source": "embedded", + "dependencies": {} + }, "com.unity.2d.common": { - "version": "6.0.3", + "version": "13.0.2", "depth": 1, "source": "registry", "dependencies": { + "com.unity.burst": "1.8.4", "com.unity.2d.sprite": "1.0.0", + "com.unity.collections": "2.4.3", "com.unity.mathematics": "1.1.0", + "com.unity.modules.animation": "1.0.0", "com.unity.modules.uielements": "1.0.0", - "com.unity.burst": "1.5.1" + "com.unity.modules.imageconversion": "1.0.0" }, "url": "https://packages.unity.com" }, - "com.unity.2d.path": { - "version": "5.0.2", - "depth": 1, - "source": "registry", - "dependencies": {}, - "url": "https://packages.unity.com" - }, "com.unity.2d.sprite": { "version": "1.0.0", "depth": 0, @@ -26,23 +28,59 @@ "dependencies": {} }, "com.unity.2d.spriteshape": { - "version": "7.0.4", + "version": "14.0.1", "depth": 0, "source": "registry", "dependencies": { + "com.unity.2d.common": "13.0.1", "com.unity.mathematics": "1.1.0", - "com.unity.2d.common": "6.0.3", - "com.unity.2d.path": "5.0.2", "com.unity.modules.physics2d": "1.0.0" }, "url": "https://packages.unity.com" }, + "com.unity.ai.navigation": { + "version": "2.0.12", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.modules.ai": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.burst": { - "version": "1.6.5", + "version": "1.8.29", + "depth": 2, + "source": "registry", + "dependencies": { + "com.unity.mathematics": "1.2.1", + "com.unity.modules.jsonserialize": "1.0.0" + }, + "url": "https://packages.unity.com" + }, + "com.unity.collections": { + "version": "6.4.0", "depth": 2, + "source": "builtin", + "dependencies": { + "com.unity.burst": "1.8.23", + "com.unity.mathematics": "1.3.2", + "com.unity.nuget.mono-cecil": "1.11.5", + "com.unity.test-framework": "1.4.6", + "com.unity.test-framework.performance": "3.0.3" + } + }, + "com.unity.ext.nunit": { + "version": "2.0.5", + "depth": 1, + "source": "builtin", + "dependencies": {} + }, + "com.unity.ide.rider": { + "version": "3.0.40", + "depth": 0, "source": "registry", "dependencies": { - "com.unity.mathematics": "1.2.1" + "com.unity.ext.nunit": "1.0.6" }, "url": "https://packages.unity.com" }, @@ -53,24 +91,59 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.inputsystem": { + "version": "1.19.0", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.modules.uielements": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.mathematics": { - "version": "1.2.6", + "version": "1.3.3", "depth": 1, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, - "com.unity.textmeshpro": { - "version": "3.0.6", + "com.unity.multiplayer.center": { + "version": "1.0.1", "depth": 0, + "source": "builtin", + "dependencies": { + "com.unity.modules.uielements": "1.0.0" + } + }, + "com.unity.nuget.mono-cecil": { + "version": "1.11.6", + "depth": 3, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, + "com.unity.test-framework": { + "version": "1.6.0", + "depth": 3, + "source": "builtin", + "dependencies": { + "com.unity.ext.nunit": "2.0.3", + "com.unity.modules.imgui": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0" + } + }, + "com.unity.test-framework.performance": { + "version": "3.4.0", + "depth": 3, "source": "registry", "dependencies": { - "com.unity.ugui": "1.0.0" + "com.unity.test-framework": "1.1.33", + "com.unity.modules.jsonserialize": "1.0.0" }, "url": "https://packages.unity.com" }, "com.unity.ugui": { - "version": "1.0.0", + "version": "2.0.0", "depth": 0, "source": "builtin", "dependencies": { @@ -78,6 +151,20 @@ "com.unity.modules.imgui": "1.0.0" } }, + "com.unity.modules.accessibility": { + "version": "1.0.0", + "depth": 0, + "source": "builtin", + "dependencies": {} + }, + "com.unity.modules.adaptiveperformance": { + "version": "1.0.0", + "depth": 0, + "source": "builtin", + "dependencies": { + "com.unity.modules.subsystems": "1.0.0" + } + }, "com.unity.modules.ai": { "version": "1.0.0", "depth": 0, @@ -125,6 +212,12 @@ "com.unity.modules.animation": "1.0.0" } }, + "com.unity.modules.hierarchycore": { + "version": "1.0.0", + "depth": 1, + "source": "builtin", + "dependencies": {} + }, "com.unity.modules.imageconversion": { "version": "1.0.0", "depth": 0, @@ -214,17 +307,8 @@ "com.unity.modules.ui": "1.0.0", "com.unity.modules.imgui": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0", - "com.unity.modules.uielementsnative": "1.0.0" - } - }, - "com.unity.modules.uielementsnative": { - "version": "1.0.0", - "depth": 1, - "source": "builtin", - "dependencies": { - "com.unity.modules.ui": "1.0.0", - "com.unity.modules.imgui": "1.0.0", - "com.unity.modules.jsonserialize": "1.0.0" + "com.unity.modules.hierarchycore": "1.0.0", + "com.unity.modules.physics": "1.0.0" } }, "com.unity.modules.umbra": { @@ -288,6 +372,16 @@ "com.unity.modules.imageconversion": "1.0.0" } }, + "com.unity.modules.vectorgraphics": { + "version": "1.0.0", + "depth": 0, + "source": "builtin", + "dependencies": { + "com.unity.modules.uielements": "1.0.0", + "com.unity.modules.imageconversion": "1.0.0", + "com.unity.modules.imgui": "1.0.0" + } + }, "com.unity.modules.vehicles": { "version": "1.0.0", "depth": 0, diff --git a/ProjectSettings/MultiplayerManager.asset b/ProjectSettings/MultiplayerManager.asset new file mode 100644 index 0000000..c19bcd7 --- /dev/null +++ b/ProjectSettings/MultiplayerManager.asset @@ -0,0 +1,9 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!655991488 &1 +MultiplayerManager: + m_ObjectHideFlags: 0 + m_EnableMultiplayerRoles: 0 + m_EnablePlayModeLocalDeployment: 0 + m_EnablePlayModeRemoteDeployment: 0 + m_StrippingTypes: {} diff --git a/ProjectSettings/ProjectAuditorSettings.asset b/ProjectSettings/ProjectAuditorSettings.asset new file mode 100644 index 0000000..d46edb1 --- /dev/null +++ b/ProjectSettings/ProjectAuditorSettings.asset @@ -0,0 +1,53 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 53 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 0} + m_Name: + m_EditorClassIdentifier: UnityEditor.ProjectAuditorModule:Unity.ProjectAuditor.Editor:ProjectAuditorSettings + Rules: + rules: [] + DiagnosticParams: + paramsStack: + - PlatformGroup: + m_String: Unknown + m_SerializedParams: + - Key: StreamingAssetsFolderSizeLimit + Value: 50 + - Key: SpriteAtlasEmptySpaceLimit + Value: 50 + - Key: TextureStreamingMipmapsSizeLimit + Value: 4000 + - Key: StreamingClipThresholdBytes + Value: 218294 + - Key: LongDecompressedClipThresholdBytes + Value: 204800 + - Key: LongCompressedMobileClipThresholdBytes + Value: 204800 + - Key: LoadInBackGroundClipSizeThresholdBytes + Value: 204800 + - PlatformGroup: + m_String: Standalone + m_SerializedParams: + - Key: StreamingAssetsFolderSizeLimit + Value: 50 + - Key: SpriteAtlasEmptySpaceLimit + Value: 50 + - Key: TextureStreamingMipmapsSizeLimit + Value: 4000 + - Key: StreamingClipThresholdBytes + Value: 218294 + - Key: LongDecompressedClipThresholdBytes + Value: 204800 + - Key: LongCompressedMobileClipThresholdBytes + Value: 204800 + - Key: LoadInBackGroundClipSizeThresholdBytes + Value: 204800 + CurrentParamsIndex: 0 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index c9b4ed7..4f06fea 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -3,7 +3,7 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 20 + serializedVersion: 28 productGUID: ac321ef283f9649c7bf38106db4dbca6 AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 @@ -41,19 +41,23 @@ PlayerSettings: height: 1 m_SplashScreenLogos: [] m_VirtualRealitySplashScreen: {fileID: 0} - m_HolographicTrackingLossScreen: {fileID: 0} defaultScreenWidth: 1024 defaultScreenHeight: 768 defaultScreenWidthWeb: 960 defaultScreenHeightWeb: 600 m_StereoRenderingPath: 0 m_ActiveColorSpace: 0 + unsupportedMSAAFallback: 0 + m_SpriteBatchMaxVertexCount: 65535 + m_SpriteBatchVertexThreshold: 300 m_MTRendering: 1 + mipStripping: 0 + numberOfMipsStripped: 0 + numberOfMipsStrippedPerMipmapLimitGroup: {} m_StackTraceTypes: 010000000100000001000000010000000100000001000000 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 iosUseCustomAppBackgroundBehavior: 0 - iosAllowHTTPDownload: 1 allowedAutorotateToPortrait: 1 allowedAutorotateToPortraitUpsideDown: 1 allowedAutorotateToLandscapeRight: 1 @@ -65,18 +69,29 @@ PlayerSettings: androidStartInFullscreen: 1 androidRenderOutsideSafeArea: 1 androidUseSwappy: 0 + androidDisplayOptions: 1 androidBlitType: 0 + androidResizeableActivity: 1 + androidDefaultWindowWidth: 1920 + androidDefaultWindowHeight: 1080 + androidMinimumWindowWidth: 400 + androidMinimumWindowHeight: 300 + androidFullscreenMode: 1 + androidAutoRotationBehavior: 1 + androidPredictiveBackSupport: 1 + androidApplicationEntry: 1 defaultIsNativeResolution: 1 macRetinaSupport: 1 runInBackground: 1 - captureSingleScreen: 0 muteOtherAudioSources: 0 Prepare IOS For Recording: 0 Force IOS Speakers When Recording: 0 + audioSpatialExperience: 0 deferSystemGesturesMode: 0 hideHomeButton: 0 submitAnalytics: 1 usePlayerLog: 1 + dedicatedServerOptimizations: 1 bakeCollisionMeshes: 0 forceSingleInstance: 0 useFlipModelSwapchain: 1 @@ -84,6 +99,7 @@ PlayerSettings: useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games gpuSkinning: 0 + meshDeformation: 0 xboxPIXTextureCapture: 0 xboxEnableAvatar: 0 xboxEnableKinect: 0 @@ -97,6 +113,7 @@ PlayerSettings: xboxEnableGuest: 0 xboxEnablePIXSampling: 0 metalFramebufferOnly: 0 + metalUseMetalDisplayLink: 0 xboxOneResolution: 0 xboxOneSResolution: 0 xboxOneXResolution: 3 @@ -111,68 +128,53 @@ PlayerSettings: switchNVNShaderPoolsGranularity: 33554432 switchNVNDefaultPoolsGranularity: 16777216 switchNVNOtherPoolsGranularity: 16777216 + switchGpuScratchPoolGranularity: 2097152 + switchAllowGpuScratchShrinking: 0 switchNVNMaxPublicTextureIDCount: 0 switchNVNMaxPublicSamplerIDCount: 0 - stadiaPresentMode: 0 - stadiaTargetFramerate: 0 + switchMaxWorkerMultiple: 8 + switchNVNGraphicsFirmwareMemory: 32 + switchGraphicsJobsSyncAfterKick: 1 vulkanNumSwapchainBuffers: 3 vulkanEnableSetSRGBWrite: 0 + vulkanEnablePreTransform: 0 vulkanEnableLateAcquireNextImage: 0 - m_SupportedAspectRatios: - 4:3: 1 - 5:4: 1 - 16:10: 1 - 16:9: 1 - Others: 1 + vulkanEnableCommandBufferRecycling: 1 + loadStoreDebugModeEnabled: 0 + visionOSBundleVersion: 1.0 + tvOSBundleVersion: 1.0 bundleVersion: 0.1 preloadedAssets: [] metroInputSource: 0 wsaTransparentSwapchain: 0 - m_HolographicPauseOnTrackingLoss: 1 xboxOneDisableKinectGpuReservation: 1 xboxOneEnable7thCore: 1 vrSettings: - cardboard: - depthFormat: 0 - enableTransitionView: 0 - daydream: - depthFormat: 0 - useSustainedPerformanceMode: 0 - enableVideoLayer: 0 - useProtectedVideoMemory: 0 - minimumSupportedHeadTracking: 0 - maximumSupportedHeadTracking: 1 - hololens: - depthFormat: 1 - depthBufferSharingEnabled: 1 - lumin: - depthFormat: 0 - frameTiming: 2 - enableGLCache: 0 - glCacheMaxBlobSize: 524288 - glCacheMaxFileSize: 8388608 - oculus: - sharedDepthBuffer: 1 - dashSupport: 1 - lowOverheadMode: 0 - protectedContext: 0 - v2Signing: 1 enable360StereoCapture: 0 - isWsaHolographicRemotingEnabled: 0 enableFrameTimingStats: 0 + enableOpenGLProfilerGPURecorders: 1 + allowHDRDisplaySupport: 0 useHDRDisplay: 0 - D3DHDRBitDepth: 0 + hdrBitDepth: 0 m_ColorGamuts: 00000000 targetPixelDensity: 30 resolutionScalingMode: 0 + resetResolutionOnWindowResize: 0 androidSupportedAspectRatio: 1 androidMaxAspectRatio: 2.1 + androidMinAspectRatio: 1 applicationIdentifier: {} - buildNumber: {} + buildNumber: + Standalone: 0 + VisionOS: 0 + iPhone: 0 + tvOS: 0 + overrideDefaultApplicationIdentifier: 0 AndroidBundleVersionCode: 1 - AndroidMinSdkVersion: 19 + AndroidMinSdkVersion: 25 AndroidTargetSdkVersion: 0 AndroidPreferredInstallLocation: 1 + AndroidPreferredDataLocation: 1 aotOptions: stripEngineCode: 1 iPhoneStrippingLevel: 0 @@ -180,15 +182,20 @@ PlayerSettings: ForceInternetPermission: 0 ForceSDCardPermission: 0 CreateWallpaper: 0 - APKExpansionFiles: 0 + androidSplitApplicationBinary: 0 keepLoadedShadersAlive: 0 StripUnusedMeshComponents: 1 + strictShaderVariantMatching: 0 VertexChannelCompressionMask: 4054 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 10.0 + iOSSimulatorArchitecture: 0 + iOSTargetOSVersionString: 15.0 tvOSSdkVersion: 0 + tvOSSimulatorArchitecture: 0 tvOSRequireExtendedGameController: 0 - tvOSTargetOSVersionString: 10.0 + tvOSTargetOSVersionString: 15.0 + VisionOSSdkVersion: 0 + VisionOSTargetOSVersionString: 1.0 uIPrerenderedIcon: 0 uIRequiresPersistentWiFi: 0 uIRequiresFullScreen: 1 @@ -213,7 +220,6 @@ PlayerSettings: rgba: 0 iOSLaunchScreenFillPct: 100 iOSLaunchScreenSize: 100 - iOSLaunchScreenCustomXibPath: iOSLaunchScreeniPadType: 0 iOSLaunchScreeniPadImage: {fileID: 0} iOSLaunchScreeniPadBackgroundColor: @@ -221,37 +227,55 @@ PlayerSettings: rgba: 0 iOSLaunchScreeniPadFillPct: 100 iOSLaunchScreeniPadSize: 100 - iOSLaunchScreeniPadCustomXibPath: - iOSUseLaunchScreenStoryboard: 0 iOSLaunchScreenCustomStoryboardPath: + iOSLaunchScreeniPadCustomStoryboardPath: iOSDeviceRequirements: [] iOSURLSchemes: [] + macOSURLSchemes: [] iOSBackgroundModes: 0 iOSMetalForceHardShadows: 0 metalEditorSupport: 1 metalAPIValidation: 1 + metalCompileShaderBinary: 0 iOSRenderExtraFrameOnPause: 0 iosCopyPluginsCodeInsteadOfSymlink: 0 appleDeveloperTeamID: iOSManualSigningProvisioningProfileID: tvOSManualSigningProvisioningProfileID: + VisionOSManualSigningProvisioningProfileID: iOSManualSigningProvisioningProfileType: 0 tvOSManualSigningProvisioningProfileType: 0 + VisionOSManualSigningProvisioningProfileType: 0 appleEnableAutomaticSigning: 0 iOSRequireARKit: 0 iOSAutomaticallyDetectAndAddCapabilities: 1 appleEnableProMotion: 0 + shaderPrecisionModel: 0 clonedFromGUID: 5f34be1353de5cf4398729fda238591b templatePackageId: com.unity.template.2d@3.3.2 templateDefaultScene: Assets/Scenes/SampleScene.unity + useCustomMainManifest: 0 + useCustomLauncherManifest: 0 + useCustomMainGradleTemplate: 0 + useCustomLauncherGradleManifest: 0 + useCustomBaseGradleTemplate: 0 + useCustomGradlePropertiesTemplate: 0 + useCustomGradleSettingsTemplate: 0 + useCustomProguardFile: 0 AndroidTargetArchitectures: 1 + AndroidAllowedArchitectures: -1 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} AndroidKeystoreName: AndroidKeyaliasName: + AndroidEnableArmv9SecurityFeatures: 0 + AndroidEnableArm64MTE: 0 AndroidBuildApkPerCpuArchitecture: 0 AndroidTVCompatibility: 0 AndroidIsGame: 1 + androidAppCategory: 3 + useAndroidAppCategory: 1 + androidAppCategoryOther: AndroidEnableTango: 0 androidEnableBanner: 1 androidUseLowAccuracyLocation: 0 @@ -261,11 +285,16 @@ PlayerSettings: height: 180 banner: {fileID: 0} androidGamepadSupportLevel: 0 + AndroidMinifyRelease: 0 + AndroidMinifyDebug: 0 AndroidValidateAppBundleSize: 1 AndroidAppBundleSizeToValidate: 150 + AndroidReportGooglePlayAppDependencies: 1 + androidSymbolsSizeThreshold: 800 m_BuildTargetIcons: [] m_BuildTargetPlatformIcons: [] m_BuildTargetBatching: [] + m_BuildTargetShaderSettings: [] m_BuildTargetGraphicsJobs: - m_BuildTarget: MacStandaloneSupport m_GraphicsJobs: 0 @@ -301,8 +330,16 @@ PlayerSettings: m_BuildTargetGraphicsAPIs: - m_BuildTarget: AndroidPlayer m_APIs: 150000000b000000 + m_Automatic: 1 + - m_BuildTarget: iOSSupport + m_APIs: 10000000 + m_Automatic: 1 + - m_BuildTarget: WindowsStandaloneSupport + m_APIs: 0200000012000000 m_Automatic: 0 m_BuildTargetVRSettings: [] + m_DefaultShaderChunkSizeInMB: 16 + m_DefaultShaderChunkCount: 0 openGLRequireES31: 0 openGLRequireES31AEP: 0 openGLRequireES32: 0 @@ -312,24 +349,35 @@ PlayerSettings: iPhone: 1 tvOS: 1 m_BuildTargetGroupLightmapEncodingQuality: [] + m_BuildTargetGroupHDRCubemapEncodingQuality: [] m_BuildTargetGroupLightmapSettings: [] + m_BuildTargetGroupLoadStoreDebugModeSettings: [] + m_BuildTargetNormalMapEncoding: [] + m_BuildTargetDefaultTextureCompressionFormat: [] playModeTestRunnerEnabled: 0 runPlayModeTestAsEditModeTest: 0 actionOnDotNetUnhandledException: 1 + editorGfxJobOverride: 1 enableInternalProfiler: 0 logObjCUncaughtExceptions: 1 enableCrashReportAPI: 0 cameraUsageDescription: locationUsageDescription: microphoneUsageDescription: + bluetoothUsageDescription: + macOSTargetOSVersion: 12.0 + switchNMETAOverride: switchNetLibKey: switchSocketMemoryPoolSize: 6144 switchSocketAllocatorPoolSize: 128 switchSocketConcurrencyLimit: 14 switchScreenResolutionBehavior: 2 switchUseCPUProfiler: 0 + switchEnableFileSystemTrace: 0 + switchLTOSetting: 0 switchApplicationID: 0x01004b9000490000 switchNSODependencies: + switchCompilerFlags: switchTitleNames_0: switchTitleNames_1: switchTitleNames_2: @@ -345,6 +393,7 @@ PlayerSettings: switchTitleNames_12: switchTitleNames_13: switchTitleNames_14: + switchTitleNames_15: switchPublisherNames_0: switchPublisherNames_1: switchPublisherNames_2: @@ -360,6 +409,7 @@ PlayerSettings: switchPublisherNames_12: switchPublisherNames_13: switchPublisherNames_14: + switchPublisherNames_15: switchIcons_0: {fileID: 0} switchIcons_1: {fileID: 0} switchIcons_2: {fileID: 0} @@ -375,6 +425,7 @@ PlayerSettings: switchIcons_12: {fileID: 0} switchIcons_13: {fileID: 0} switchIcons_14: {fileID: 0} + switchIcons_15: {fileID: 0} switchSmallIcons_0: {fileID: 0} switchSmallIcons_1: {fileID: 0} switchSmallIcons_2: {fileID: 0} @@ -390,6 +441,7 @@ PlayerSettings: switchSmallIcons_12: {fileID: 0} switchSmallIcons_13: {fileID: 0} switchSmallIcons_14: {fileID: 0} + switchSmallIcons_15: {fileID: 0} switchManualHTML: switchAccessibleURLs: switchLegalInformation: @@ -399,7 +451,6 @@ PlayerSettings: switchReleaseVersion: 0 switchDisplayVersion: 1.0.0 switchStartupUserAccount: 0 - switchTouchScreenUsage: 0 switchSupportedLanguagesMask: 0 switchLogoType: 0 switchApplicationErrorCodeCategory: @@ -441,6 +492,7 @@ PlayerSettings: switchNativeFsCacheSize: 32 switchIsHoldTypeHorizontal: 0 switchSupportedNpadCount: 8 + switchEnableTouchScreen: 1 switchSocketConfigEnabled: 0 switchTcpInitialSendBufferSize: 32 switchTcpInitialReceiveBufferSize: 64 @@ -451,7 +503,14 @@ PlayerSettings: switchSocketBufferEfficiency: 4 switchSocketInitializeEnabled: 1 switchNetworkInterfaceManagerInitializeEnabled: 1 - switchPlayerConnectionEnabled: 1 + switchDisableHTCSPlayerConnection: 0 + switchUseNewStyleFilepaths: 1 + switchUseLegacyFmodPriorities: 0 + switchUseMicroSleepForYield: 1 + switchEnableRamDiskSupport: 0 + switchMicroSleepForYieldTime: 25 + switchRamDiskSpaceSize: 12 + switchUpgradedPlayerSettingsToNMETA: 0 ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: @@ -522,6 +581,7 @@ PlayerSettings: ps4videoRecordingFeaturesUsed: 0 ps4contentSearchFeaturesUsed: 0 ps4CompatibilityPS5: 0 + ps4AllowPS5Detection: 0 ps4GPU800MHz: 1 ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: [] @@ -534,6 +594,7 @@ PlayerSettings: webGLMemorySize: 16 webGLExceptionSupport: 1 webGLNameFilesAsHashes: 0 + webGLShowDiagnostics: 0 webGLDataCaching: 1 webGLDebugSymbols: 0 webGLEmscriptenArgs: @@ -542,21 +603,57 @@ PlayerSettings: webGLAnalyzeBuildSize: 0 webGLUseEmbeddedResources: 0 webGLCompressionFormat: 1 + webGLWasmArithmeticExceptions: 0 webGLLinkerTarget: 1 webGLThreadsSupport: 0 - webGLWasmStreaming: 0 + webGLDecompressionFallback: 0 + webGLInitialMemorySize: 32 + webGLMaximumMemorySize: 2048 + webGLMemoryGrowthMode: 2 + webGLMemoryLinearGrowthStep: 16 + webGLMemoryGeometricGrowthStep: 0.2 + webGLMemoryGeometricGrowthCap: 96 + webGLPowerPreference: 2 + webGLWebAssemblyTable: 0 + webGLWebAssemblyBigInt: 0 + webGLCloseOnQuit: 0 + webWasm2023: 0 + webEnableSubmoduleStrippingCompatibility: 0 scriptingDefineSymbols: {} + additionalCompilerArguments: {} platformArchitecture: {} - scriptingBackend: {} + scriptingBackend: + Android: 0 il2cppCompilerConfiguration: {} - managedStrippingLevel: {} + il2cppCodeGeneration: {} + il2cppStacktraceInformation: {} + managedStrippingLevel: + Android: 1 + EmbeddedLinux: 1 + GameCoreScarlett: 1 + GameCoreXboxOne: 1 + Kepler: 1 + Nintendo Switch: 1 + Nintendo Switch 2: 1 + PS4: 1 + PS5: 1 + QNX: 1 + VisionOS: 1 + WebGL: 1 + Windows Store Apps: 1 + XboxOne: 1 + iPhone: 1 + tvOS: 1 incrementalIl2cppBuild: {} + suppressCommonWarnings: 1 allowUnsafeCode: 0 + useDeterministicCompilation: 1 additionalIl2CppArgs: scriptingRuntimeVersion: 1 gcIncremental: 0 gcWBarrierValidation: 0 apiCompatibilityLevelPerPlatform: {} + editorAssembliesCompatibilityLevel: 1 m_RenderingPath: 1 m_MobileRenderingPath: 1 metroPackageName: Template_2D @@ -581,11 +678,13 @@ PlayerSettings: metroSplashScreenBackgroundColor: {r: 0.12941177, g: 0.17254902, b: 0.21568628, a: 1} metroSplashScreenUseBackgroundColor: 0 + syncCapabilities: 0 platformCapabilities: {} metroTargetDeviceFamilies: {} metroFTAName: metroFTAFileTypes: [] metroProtocolName: + vcxProjDefaultLanguage: XboxOneProductId: XboxOneUpdateKey: XboxOneSandboxId: @@ -613,10 +712,7 @@ PlayerSettings: XboxOneXTitleMemory: 8 XboxOneOverrideIdentityName: XboxOneOverrideIdentityPublisher: - vrEditorSettings: - daydream: - daydreamIconForeground: {fileID: 0} - daydreamIconBackground: {fileID: 0} + vrEditorSettings: {} cloudServicesEnabled: UNet: 1 luminIcon: @@ -630,12 +726,30 @@ PlayerSettings: luminVersion: m_VersionCode: 1 m_VersionName: + hmiPlayerDataPath: + hmiForceSRGBBlit: 0 + embeddedLinuxEnableGamepadInput: 0 + hmiCpuConfiguration: + hmiLogStartupTiming: 0 + qnxGraphicConfPath: apiCompatibilityLevel: 6 + captureStartupLogs: {} + activeInputHandler: 2 + windowsGamepadBackendHint: 0 + enableDirectStorage: 0 cloudProjectId: framebufferDepthMemorylessMode: 0 + qualitySettingsNames: [] projectName: organizationId: cloudEnabled: 0 - enableNativePlatformBackendsForNewInputSystem: 0 - disableOldInputManagerSupport: 0 legacyClampBlendShapeWeights: 0 + hmiLoadingImage: {fileID: 0} + platformRequiresReadableAssets: 0 + virtualTexturingSupportEnabled: 0 + insecureHttpOption: 0 + androidVulkanDenyFilterList: [] + androidVulkanAllowFilterList: [] + androidVulkanDeviceFilterListAsset: {fileID: 0} + d3d12DeviceFilterListAsset: {fileID: 0} + allowedHttpConnections: 3 diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index fbb7c0b..2c1b9d7 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2021.3.3f1 -m_EditorVersionWithRevision: 2021.3.3f1 (af2e63e8f9bd) +m_EditorVersion: 6000.4.8f1 +m_EditorVersionWithRevision: 6000.4.8f1 (f8b72d3d7343) diff --git a/ProjectSettings/SceneTemplateSettings.json b/ProjectSettings/SceneTemplateSettings.json new file mode 100644 index 0000000..ede5887 --- /dev/null +++ b/ProjectSettings/SceneTemplateSettings.json @@ -0,0 +1,121 @@ +{ + "templatePinStates": [], + "dependencyTypeInfos": [ + { + "userAdded": false, + "type": "UnityEngine.AnimationClip", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.Animations.AnimatorController", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.AnimatorOverrideController", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.Audio.AudioMixerController", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.ComputeShader", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.Cubemap", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.GameObject", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.LightingDataAsset", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.LightingSettings", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Material", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.MonoScript", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.PhysicsMaterial", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.PhysicsMaterial2D", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Rendering.PostProcessing.PostProcessResources", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Rendering.VolumeProfile", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEditor.SceneAsset", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.Shader", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.ShaderVariantCollection", + "defaultInstantiationMode": 1 + }, + { + "userAdded": false, + "type": "UnityEngine.Texture", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Texture2D", + "defaultInstantiationMode": 0 + }, + { + "userAdded": false, + "type": "UnityEngine.Timeline.TimelineAsset", + "defaultInstantiationMode": 0 + } + ], + "defaultDependencyTypeInfo": { + "userAdded": false, + "type": "", + "defaultInstantiationMode": 1 + }, + "newSceneOverride": 0 +} \ No newline at end of file diff --git a/ProjectSettings/boot.config b/ProjectSettings/boot.config deleted file mode 100644 index e69de29..0000000 diff --git a/README.md b/README.md index 40b904b..bddeb64 100644 --- a/README.md +++ b/README.md @@ -20,7 +20,11 @@ Unity version 2021.3.3f1 RGB color display example ![node editor](./img/color.png) - +## Installing +In the Package Manager, [install a package from git URL](https://docs.unity3d.com/Documentation/Manual/upm-ui-giturl.html) using this URL: +``` +https://github.com/cemuka/UnityRuntimeNodeEditor.git?path=/Packages/com.cemuka.runtime-node-editor +``` ## Example Simply extend the `NodeEditor`. @@ -73,7 +77,7 @@ Graph actions are event based. -You'll find a complete example in the Example folder. Let's walkthrough over. +You'll find 2 complete examples in the package Samples. Let's walkthrough over. Listen events from editor ```c#