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Merge branch 'master' into FlowchartWindowPerfOptimisation

master
desktop-maesty/steve 6 years ago
parent
commit
ab01729d39
  1. 34
      Assets/Fungus/Docs/CHANGELOG.txt
  2. 5
      Assets/Fungus/EditorResources/FungusEditorResources.asset
  3. 32
      Assets/Fungus/Scripts/Commands/Call.cs
  4. 2
      Assets/Fungus/Scripts/Commands/ControlAudio.cs
  5. 24
      Assets/Fungus/Scripts/Components/Block.cs
  6. 7
      Assets/Fungus/Scripts/Components/Flowchart.cs
  7. 2
      Assets/Fungus/Scripts/Components/Localization.cs
  8. 9
      Assets/Fungus/Scripts/Components/MenuDialog.cs
  9. 57
      Assets/Fungus/Scripts/Components/MusicManager.cs
  10. 4
      Assets/Fungus/Scripts/Components/NarrativeLog.cs
  11. 73
      Assets/Fungus/Scripts/Components/SayDialog.cs
  12. 180
      Assets/Fungus/Scripts/Components/Writer.cs
  13. 4
      Assets/Fungus/Scripts/Editor/FlowchartMenuItems.cs
  14. 67
      Assets/Fungus/Scripts/Editor/VariableReferenceDrawer.cs
  15. 11
      Assets/Fungus/Scripts/Editor/VariableReferenceDrawer.cs.meta
  16. 18
      Assets/Fungus/Scripts/Interfaces/IWriterTextDestination.cs
  17. 11
      Assets/Fungus/Scripts/Interfaces/IWriterTextDestination.cs.meta
  18. 46
      Assets/Fungus/Scripts/Utils/ConversationManager.cs
  19. 214
      Assets/Fungus/Scripts/Utils/TextAdapter.cs
  20. 11
      Assets/Fungus/Scripts/Utils/TextAdapter.cs.meta
  21. 5
      Assets/Fungus/Scripts/Utils/TextTagParser.cs
  22. 34
      Assets/Fungus/Scripts/Utils/VariableReference.cs
  23. 11
      Assets/Fungus/Scripts/Utils/VariableReference.cs.meta
  24. 2
      Assets/Fungus/Thirdparty/FungusLua/Scripts/Editor/MenuItems.cs
  25. 8
      Assets/Fungus/Thirdparty/TextMeshPro.meta
  26. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Documentation.meta
  27. BIN
      Assets/Fungus/Thirdparty/TextMeshPro/Documentation/TextMesh Pro User Guide 2016.pdf
  28. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Documentation/TextMesh Pro User Guide 2016.pdf.meta
  29. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources.meta
  30. 9
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials.meta
  31. 103
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat
  32. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta
  33. 101
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
  34. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta
  35. 3888
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF.asset
  36. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta
  37. 1
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/LineBreaking Following Characters.txt
  38. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/LineBreaking Following Characters.txt.meta
  39. 1
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/LineBreaking Leading Characters.txt
  40. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/LineBreaking Leading Characters.txt.meta
  41. 9
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders.meta
  42. 142
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader
  43. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
  44. 144
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap-Mobile.shader
  45. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta
  46. 142
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap.shader
  47. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap.shader.meta
  48. 304
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF Overlay.shader
  49. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF Overlay.shader.meta
  50. 245
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile Masking.shader
  51. 9
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta
  52. 229
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader
  53. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta
  54. 229
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile.shader
  55. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile.shader.meta
  56. 136
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader
  57. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta
  58. 155
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Surface.shader
  59. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Surface.shader.meta
  60. 305
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF.shader
  61. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF.shader.meta
  62. 113
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Sprite.shader
  63. 9
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Sprite.shader.meta
  64. 84
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro.cginc
  65. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro.cginc.meta
  66. 84
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro_Properties.cginc
  67. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro_Properties.cginc.meta
  68. 115
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro_Surface.cginc
  69. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro_Surface.cginc.meta
  70. 9
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Sprite Assets.meta
  71. 296
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Sprite Assets/EmojiOne.asset
  72. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Sprite Assets/EmojiOne.asset.meta
  73. 9
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Style Sheets.meta
  74. 68
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Style Sheets/Default Style Sheet.asset
  75. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/Style Sheets/Default Style Sheet.asset.meta
  76. 103
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/TMP Settings.asset
  77. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Resources/TMP Settings.asset.meta
  78. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Sprites.meta
  79. 3
      Assets/Fungus/Thirdparty/TextMeshPro/Sprites/EmojiOne Attribution.txt
  80. 7
      Assets/Fungus/Thirdparty/TextMeshPro/Sprites/EmojiOne Attribution.txt.meta
  81. 156
      Assets/Fungus/Thirdparty/TextMeshPro/Sprites/EmojiOne.json
  82. 8
      Assets/Fungus/Thirdparty/TextMeshPro/Sprites/EmojiOne.json.meta
  83. BIN
      Assets/Fungus/Thirdparty/TextMeshPro/Sprites/EmojiOne.png
  84. 431
      Assets/Fungus/Thirdparty/TextMeshPro/Sprites/EmojiOne.png.meta
  85. 974
      Assets/FungusExamples/EnterName/EnterName.unity
  86. 157
      Assets/FungusExamples/FirstPerson/FirstPersonDemo.unity
  87. 15
      Assets/FungusExamples/FirstPerson/Scripts/LookingAtDoor.cs
  88. 8
      Assets/FungusExamples/TextMeshPro.meta
  89. 7
      Assets/FungusExamples/TextMeshPro/README.md
  90. 7
      Assets/FungusExamples/TextMeshPro/README.md.meta
  91. 1970
      Assets/FungusExamples/TextMeshPro/TMpro Demo.unity
  92. 7
      Assets/FungusExamples/TextMeshPro/TMpro Demo.unity.meta
  93. 8
      Assets/Tests/Narrative/OverlapTests.cs
  94. 908
      Assets/Tests/Scripting/RecursiveCall.unity
  95. 7
      Assets/Tests/Scripting/RecursiveCall.unity.meta
  96. 69
      Assets/Tests/StringSubstitution/Editor/FungusConversationParseTests.cs
  97. 11
      Assets/Tests/StringSubstitution/Editor/FungusConversationParseTests.cs.meta
  98. 2
      Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/TestComponent.cs
  99. 9
      Packages/manifest.json
  100. 2
      ProjectSettings/ProjectVersion.txt
  101. Some files were not shown because too many files have changed in this diff Show More

34
Assets/Fungus/Docs/CHANGELOG.txt

@ -2,6 +2,40 @@ Changelog {#changelog}
=========
[TOC]
v3.10.0 {#v3_10_0}
======
## Added
- #725 Added Stop Then Call mode in Call command. Stops the calling Block immediately, instead of waiting a frame.
- #718 Say and Menu dialogs now support TextMeshPro directly
- TextMeshPro demo scene - A default say dialog but with TextMeshPro Text UI elements in place of uGUI Text
- A default menu dialog but with TextMeshPro Text UI elements in place of uGUI Text
- TextAdapter can be asked to include children in text output search MenuDialogue now uses TextAdapter rather than assuming UI.Text
- #720 Variable reference allows for selecting a flowchart a targeting a specific fungus variable for use from c#
- #705 Added FirstPersonDemo examples
- New audio commands: Play Ambience Sound, Stop Ambience Sound, Play Random sound.
## Fixed
- #717 Control Audio > Play Loop volume is always 1
- #723 Unity 2018.3 Warnings
- #711 Beeps in WriterAudio ignores last sound in array
- PLay Sound Effect volume is now independent of Set Music Volume setting
- Correct width calc on smaller width inspectors
- #708 Specifically identify choice blocks as hexagons in documentation
## Changed
- #721 Conversation text can now contain colons within the text body itself
- #719 Change FlowchartMenuItem.SpawnPrefab to GameObject.Inst rather than PrefabUtil to avoid exception modifications.empty
- #709 Command searchable pop up
- Added Fungus Preferences setting to enable Searchable PopupMenus
- #694 Adding Random Sound Command and Ambiance Sounds - thanks to Hector Castelli
- #704 Replaced Rotorz Reorderable List with Unity's InternalReorderable list
- ExceuteOnEvent dropdown is searchable -can double click to circumvent the search drop down -can remove event by setting None -use search similar to add command method
Changelog {#changelog}
=========
[TOC]
v3.9.1 {#v3_9_1}
======

5
Assets/Fungus/EditorResources/FungusEditorResources.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

32
Assets/Fungus/Scripts/Commands/Call.cs

@ -18,7 +18,9 @@ namespace Fungus
/// <summary> Continue executing the current block after calling </summary>
Continue,
/// <summary> Wait until the called block finishes executing, then continue executing current block. </summary>
WaitUntilFinished
WaitUntilFinished,
/// <summary> Stop executing the current block before attempting to call. This allows for circular calls within the same frame </summary>
StopThenCall
}
/// <summary>
@ -63,6 +65,13 @@ namespace Fungus
return;
}
if(targetBlock.IsExecuting())
{
Debug.LogWarning(targetBlock.BlockName + " cannot be called/executed, it is already running.");
Continue();
return;
}
// Callback action for Wait Until Finished mode
Action onComplete = null;
if (callMode == CallMode.WaitUntilFinished)
@ -94,10 +103,18 @@ namespace Fungus
flowchart.SelectedBlock = targetBlock;
}
if (callMode == CallMode.StopThenCall)
{
StopParentBlock();
}
StartCoroutine(targetBlock.Execute(index, onComplete));
}
else
{
if (callMode == CallMode.StopThenCall)
{
StopParentBlock();
}
// Execute block in another Flowchart
targetFlowchart.ExecuteBlock(targetBlock, index, onComplete);
}
@ -134,18 +151,7 @@ namespace Fungus
summary = targetBlock.BlockName;
}
switch (callMode)
{
case CallMode.Stop:
summary += " : Stop";
break;
case CallMode.Continue:
summary += " : Continue";
break;
case CallMode.WaitUntilFinished:
summary += " : Wait";
break;
}
summary += " : " + callMode.ToString();
return summary;
}

2
Assets/Fungus/Scripts/Commands/ControlAudio.cs

@ -134,7 +134,7 @@ namespace Fungus
}
else
{
_audioSource.Value.volume = 1;
_audioSource.Value.volume = endVolume;
_audioSource.Value.loop = true;
_audioSource.Value.GetComponent<AudioSource>().Play();
}

24
Assets/Fungus/Scripts/Components/Block.cs

@ -47,6 +47,8 @@ namespace Fungus
protected Command activeCommand;
protected Action lastOnCompleteAction;
/// <summary>
// Index of last command executed before the current one.
// -1 indicates no previous command.
@ -205,15 +207,19 @@ namespace Fungus
{
if (executionState != ExecutionState.Idle)
{
Debug.LogWarning(BlockName + " cannot be executed, it is already running.");
yield break;
}
lastOnCompleteAction = onComplete;
if (!executionInfoSet)
{
SetExecutionInfo();
}
executionCount++;
var executionCountAtStart = executionCount;
var flowchart = GetFlowchart();
executionState = ExecutionState.Executing;
@ -302,14 +308,25 @@ namespace Fungus
command.IsExecuting = false;
}
if(State == ExecutionState.Executing &&
//ensure we aren't dangling from a previous stopage and stopping a future run
executionCountAtStart == executionCount)
{
ReturnToIdle();
}
}
private void ReturnToIdle()
{
executionState = ExecutionState.Idle;
activeCommand = null;
BlockSignals.DoBlockEnd(this);
if (onComplete != null)
if (lastOnCompleteAction != null)
{
onComplete();
lastOnCompleteAction();
}
lastOnCompleteAction = null;
}
/// <summary>
@ -326,6 +343,9 @@ namespace Fungus
// This will cause the execution loop to break on the next iteration
jumpToCommandIndex = int.MaxValue;
//force idle here so other commands that rely on block not executing are informed this frame rather than next
ReturnToIdle();
}
/// <summary>

7
Assets/Fungus/Scripts/Components/Flowchart.cs

@ -18,6 +18,8 @@ namespace Fungus
[ExecuteInEditMode]
public class Flowchart : MonoBehaviour, ISubstitutionHandler
{
public const string SubstituteVariableRegexString = "{\\$.*?}";
[HideInInspector]
[SerializeField] protected int version = 0; // Default to 0 to always trigger an update for older versions of Fungus.
@ -575,6 +577,7 @@ namespace Fungus
// Can't restart a running block, have to wait until it's idle again
if (block.IsExecuting())
{
Debug.LogWarning(block.BlockName + " cannot be called/executed, it is already running.");
return false;
}
@ -1260,7 +1263,7 @@ namespace Fungus
sb.Append(input);
// Instantiate the regular expression object.
Regex r = new Regex("{\\$.*?}");
Regex r = new Regex(SubstituteVariableRegexString);
bool changed = false;
@ -1311,7 +1314,7 @@ namespace Fungus
public virtual bool SubstituteStrings(StringBuilder input)
{
// Instantiate the regular expression object.
Regex r = new Regex("{\\$.*?}");
Regex r = new Regex(SubstituteVariableRegexString);
bool modified = false;

2
Assets/Fungus/Scripts/Components/Localization.cs

@ -560,7 +560,7 @@ namespace Fungus
Init();
// Instantiate the regular expression object.
Regex r = new Regex("{\\$.*?}");
Regex r = new Regex(Flowchart.SubstituteVariableRegexString);
bool modified = false;

9
Assets/Fungus/Scripts/Components/MenuDialog.cs

@ -315,13 +315,16 @@ namespace Fungus
{
EventSystem.current.SetSelectedGameObject(button.gameObject);
}
Text textComponent = button.GetComponentInChildren<Text>();
if (textComponent != null)
TextAdapter textAdapter = new TextAdapter();
textAdapter.InitFromGameObject(button.gameObject, true);
if (textAdapter.HasTextObject())
{
text = TextVariationHandler.SelectVariations(text);
textComponent.text = text;
textAdapter.Text = text;
}
button.onClick.AddListener(action);
return true;

57
Assets/Fungus/Scripts/Components/MusicManager.cs

@ -12,13 +12,14 @@ namespace Fungus
//[RequireComponent(typeof(AudioSource))]
public class MusicManager : MonoBehaviour
{
protected AudioSource audioSource;
protected AudioSource audioSourceMusic;
protected AudioSource audioSourceAmbiance;
protected AudioSource audioSourceSoundEffect;
void Reset()
{
int audioSourceCount = this.GetComponents<AudioSource>().Length;
for (int i = 0; i < 2 - audioSourceCount; i++)
for (int i = 0; i < 3 - audioSourceCount; i++)
gameObject.AddComponent<AudioSource>();
}
@ -26,14 +27,16 @@ namespace Fungus
protected virtual void Awake()
{
Reset();
audioSource = GetComponents<AudioSource>()[0];
audioSourceAmbiance = GetComponents<AudioSource>()[1];
AudioSource[] audioSources = GetComponents<AudioSource>();
audioSourceMusic = audioSources[0];
audioSourceAmbiance = audioSources[1];
audioSourceSoundEffect = audioSources[2];
}
protected virtual void Start()
{
audioSource.playOnAwake = false;
audioSource.loop = true;
audioSourceMusic.playOnAwake = false;
audioSourceMusic.loop = true;
}
#region Public members
@ -44,33 +47,33 @@ namespace Fungus
/// </summary>
public void PlayMusic(AudioClip musicClip, bool loop, float fadeDuration, float atTime)
{
if (audioSource == null || audioSource.clip == musicClip)
if (audioSourceMusic == null || audioSourceMusic.clip == musicClip)
{
return;
}
if (Mathf.Approximately(fadeDuration, 0f))
{
audioSource.clip = musicClip;
audioSource.loop = loop;
audioSource.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audioSource.Play();
audioSourceMusic.clip = musicClip;
audioSourceMusic.loop = loop;
audioSourceMusic.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audioSourceMusic.Play();
}
else
{
float startVolume = audioSource.volume;
float startVolume = audioSourceMusic.volume;
LeanTween.value(gameObject, startVolume, 0f, fadeDuration)
.setOnUpdate((v) => {
// Fade out current music
audioSource.volume = v;
audioSourceMusic.volume = v;
}).setOnComplete(() => {
// Play new music
audioSource.volume = startVolume;
audioSource.clip = musicClip;
audioSource.loop = loop;
audioSource.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audioSource.Play();
audioSourceMusic.volume = startVolume;
audioSourceMusic.clip = musicClip;
audioSourceMusic.loop = loop;
audioSourceMusic.time = atTime; // May be inaccurate if the audio source is compressed http://docs.unity3d.com/ScriptReference/AudioSource-time.html BK
audioSourceMusic.Play();
});
}
}
@ -82,7 +85,7 @@ namespace Fungus
/// <param name="volume">The volume level of the sound effect.</param>
public virtual void PlaySound(AudioClip soundClip, float volume)
{
audioSource.PlayOneShot(soundClip, volume);
audioSourceSoundEffect.PlayOneShot(soundClip, volume);
}
/// <summary>
@ -109,7 +112,7 @@ namespace Fungus
{
if (Mathf.Approximately(duration, 0f))
{
audioSource.pitch = pitch;
audioSourceMusic.pitch = pitch;
audioSourceAmbiance.pitch = pitch;
if (onComplete != null)
{
@ -119,11 +122,11 @@ namespace Fungus
}
LeanTween.value(gameObject,
audioSource.pitch,
audioSourceMusic.pitch,
pitch,
duration).setOnUpdate((p) =>
{
audioSource.pitch = p;
audioSourceMusic.pitch = p;
audioSourceAmbiance.pitch = p;
}).setOnComplete(() =>
{
@ -148,16 +151,16 @@ namespace Fungus
{
onComplete();
}
audioSource.volume = volume;
audioSourceMusic.volume = volume;
audioSourceAmbiance.volume = volume;
return;
}
LeanTween.value(gameObject,
audioSource.volume,
audioSourceMusic.volume,
volume,
duration).setOnUpdate((v) => {
audioSource.volume = v;
audioSourceMusic.volume = v;
audioSourceAmbiance.volume = v;
}).setOnComplete(() => {
if (onComplete != null)
@ -172,8 +175,8 @@ namespace Fungus
/// </summary>
public virtual void StopMusic()
{
audioSource.Stop();
audioSource.clip = null;
audioSourceMusic.Stop();
audioSourceMusic.clip = null;
}
/// <summary>

4
Assets/Fungus/Scripts/Components/NarrativeLog.cs

@ -67,8 +67,8 @@ namespace Fungus
if (writerState == WriterState.End)
{
var sd = SayDialog.GetSayDialog();
var from = sd.NameText != null ? sd.NameText.text : string.Empty;
var line = sd.StoryText != null ? sd.StoryText.text : string.Empty;
var from = sd.NameText;
var line = sd.StoryText;
AddLine(from, line);
}

73
Assets/Fungus/Scripts/Components/SayDialog.cs

@ -25,11 +25,44 @@ namespace Fungus
[Tooltip("The name text UI object")]
[SerializeField] protected Text nameText;
public virtual Text NameText { get { return nameText; } }
[Tooltip("TextAdapter will search for appropriate output on this GameObject if nameText is null")]
[SerializeField] protected GameObject nameTextGO;
protected TextAdapter nameTextAdapter = new TextAdapter();
public virtual string NameText
{
get
{
return nameTextAdapter.Text;
}
set
{
nameTextAdapter.Text = value;
}
}
[Tooltip("The story text UI object")]
[SerializeField] protected Text storyText;
public virtual Text StoryText { get { return storyText; } }
[Tooltip("TextAdapter will search for appropriate output on this GameObject if storyText is null")]
[SerializeField] protected GameObject storyTextGO;
protected TextAdapter storyTextAdapter = new TextAdapter();
public virtual string StoryText
{
get
{
return storyTextAdapter.Text;
}
set
{
storyTextAdapter.Text = value;
}
}
public virtual RectTransform StoryTextRectTrans
{
get
{
return storyText != null ? storyText.rectTransform : storyTextGO.GetComponent<RectTransform>();
}
}
[Tooltip("The character UI object")]
[SerializeField] protected Image characterImage;
@ -68,7 +101,10 @@ namespace Fungus
{
activeSayDialogs.Add(this);
}
}
nameTextAdapter.InitFromGameObject(nameText != null ? nameText.gameObject : nameTextGO);
storyTextAdapter.InitFromGameObject(storyText != null ? storyText.gameObject : storyTextGO);
}
protected virtual void OnDestroy()
{
@ -139,7 +175,7 @@ namespace Fungus
// Start method of another component, so check that no image has been set yet.
// Same for nameText.
if (nameText != null && nameText.text == "")
if (NameText == "")
{
SetCharacterName("", Color.white);
}
@ -199,10 +235,7 @@ namespace Fungus
protected virtual void ClearStoryText()
{
if (storyText != null)
{
storyText.text = "";
}
StoryText = "";
}
#region Public members
@ -300,9 +333,9 @@ namespace Fungus
{
characterImage.gameObject.SetActive(false);
}
if (nameText != null)
if (NameText != null)
{
nameText.text = "";
NameText = "";
}
speakingCharacter = null;
}
@ -371,7 +404,7 @@ namespace Fungus
if (startStoryTextWidth != 0)
{
storyText.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left,
StoryTextRectTrans.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left,
startStoryTextInset,
startStoryTextWidth);
}
@ -379,25 +412,25 @@ namespace Fungus
// Adjust story text box to not overlap image rect
if (fitTextWithImage &&
storyText != null &&
StoryText != null &&
characterImage.gameObject.activeSelf)
{
if (Mathf.Approximately(startStoryTextWidth, 0f))
{
startStoryTextWidth = storyText.rectTransform.rect.width;
startStoryTextInset = storyText.rectTransform.offsetMin.x;
startStoryTextWidth = StoryTextRectTrans.rect.width;
startStoryTextInset = StoryTextRectTrans.offsetMin.x;
}
// Clamp story text to left or right depending on relative position of the character image
if (storyText.rectTransform.position.x < characterImage.rectTransform.position.x)
if (StoryTextRectTrans.position.x < characterImage.rectTransform.position.x)
{
storyText.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left,
StoryTextRectTrans.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left,
startStoryTextInset,
startStoryTextWidth - characterImage.rectTransform.rect.width);
}
else
{
storyText.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Right,
StoryTextRectTrans.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Right,
startStoryTextInset,
startStoryTextWidth - characterImage.rectTransform.rect.width);
}
@ -410,11 +443,11 @@ namespace Fungus
/// </summary>
public virtual void SetCharacterName(string name, Color color)
{
if (nameText != null)
if (NameText != null)
{
var subbedName = stringSubstituter.SubstituteStrings(name);
nameText.text = subbedName;
nameText.color = color;
NameText = subbedName;
nameTextAdapter.SetTextColor(color);
}
}

180
Assets/Fungus/Scripts/Components/Writer.cs

@ -65,11 +65,7 @@ namespace Fungus
protected float currentWritingSpeed;
protected float currentPunctuationPause;
protected Text textUI;
protected InputField inputField;
protected TextMesh textMesh;
protected Component textComponent;
protected PropertyInfo textProperty;
protected TextAdapter textAdapter = new TextAdapter();
protected bool boldActive = false;
protected bool italicActive = false;
@ -103,25 +99,7 @@ namespace Fungus
go = gameObject;
}
textUI = go.GetComponent<Text>();
inputField = go.GetComponent<InputField>();
textMesh = go.GetComponent<TextMesh>();
// Try to find any component with a text property
if (textUI == null && inputField == null && textMesh == null)
{
var allcomponents = go.GetComponents<Component>();
for (int i = 0; i < allcomponents.Length; i++)
{
var c = allcomponents[i];
textProperty = c.GetType().GetProperty("text");
if (textProperty != null)
{
textComponent = c;
break;
}
}
}
textAdapter.InitFromGameObject(go);
// Cache the list of child writer listeners
var allComponents = GetComponentsInChildren<Component>();
@ -150,17 +128,7 @@ namespace Fungus
{
if (forceRichText)
{
if (textUI != null)
{
textUI.supportRichText = true;
}
// Input Field does not support rich text
if (textMesh != null)
{
textMesh.richText = true;
}
textAdapter.ForceRichText();
}
}
@ -168,7 +136,7 @@ namespace Fungus
{
openString.Length = 0;
if (SupportsRichText())
if (textAdapter.SupportsRichText())
{
if (sizeActive)
{
@ -197,7 +165,7 @@ namespace Fungus
{
closeString.Length = 0;
if (SupportsRichText())
if (textAdapter.SupportsRichText())
{
if (italicActive)
{
@ -362,7 +330,7 @@ namespace Fungus
break;
case TokenType.Clear:
Text = "";
textAdapter.Text = "";
break;
case TokenType.SpeedStart:
@ -518,9 +486,9 @@ namespace Fungus
// Start with the visible portion of any existing displayed text.
string startText = "";
if (visibleCharacterCount > 0 &&
visibleCharacterCount <= Text.Length)
visibleCharacterCount <= textAdapter.Text.Length)
{
startText = Text.Substring(0, visibleCharacterCount);
startText = textAdapter.Text.Substring(0, visibleCharacterCount);
}
UpdateOpenMarkup();
@ -544,7 +512,7 @@ namespace Fungus
PartitionString(writeWholeWords, param, i);
ConcatenateString(startText);
Text = outputString.ToString();
textAdapter.Text = outputString.ToString();
NotifyGlyph();
@ -626,7 +594,7 @@ namespace Fungus
visibleCharacterCount = outputString.Length;
// Make right hand side text hidden
if (SupportsRichText() &&
if (textAdapter.SupportsRichText() &&
rightString.Length + readAheadString.Length > 0)
{
// Ensure the hidden color strings are populated
@ -707,7 +675,7 @@ namespace Fungus
if (clear)
{
textUI.text = "";
textAdapter.Text = "";
}
NotifyResume();
@ -828,54 +796,6 @@ namespace Fungus
#region Public members
/// <summary>
/// Gets or sets the text property of the attached text object.
/// </summary>
public virtual string Text
{
get
{
if (textUI != null)
{
return textUI.text;
}
else if (inputField != null)
{
return inputField.text;
}
else if (textMesh != null)
{
return textMesh.text;
}
else if (textProperty != null)
{
return textProperty.GetValue(textComponent, null) as string;
}
return "";
}
set
{
if (textUI != null)
{
textUI.text = value;
}
else if (inputField != null)
{
inputField.text = value;
}
else if (textMesh != null)
{
textMesh.text = value;
}
else if (textProperty != null)
{
textProperty.SetValue(textComponent, value, null);
}
}
}
/// <summary>
/// This property is true when the writer is writing text or waiting (i.e. still processing tokens).
/// </summary>
@ -916,11 +836,11 @@ namespace Fungus
{
if (clear)
{
this.Text = "";
textAdapter.Text = "";
visibleCharacterCount = 0;
}
if (!HasTextObject())
if (!textAdapter.HasTextObject())
{
yield break;
}
@ -948,83 +868,17 @@ namespace Fungus
yield return StartCoroutine(ProcessTokens(tokens, stopAudio, onComplete));
}
/// <summary>
/// Sets the color property of the text UI object.
/// </summary>
public virtual void SetTextColor(Color textColor)
public void SetTextColor(Color textColor)
{
if (textUI != null)
{
textUI.color = textColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
inputField.textComponent.color = textColor;
}
}
else if (textMesh != null)
{
textMesh.color = textColor;
}
textAdapter.SetTextColor(textColor);
}
/// <summary>
/// Sets the alpha component of the color property of the text UI object.
/// </summary>
public virtual void SetTextAlpha(float textAlpha)
public void SetTextAlpha(float textAlpha)
{
if (textUI != null)
{
Color tempColor = textUI.color;
tempColor.a = textAlpha;
textUI.color = tempColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
Color tempColor = inputField.textComponent.color;
tempColor.a = textAlpha;
inputField.textComponent.color = tempColor;
}
}
else if (textMesh != null)
{
Color tempColor = textMesh.color;
tempColor.a = textAlpha;
textMesh.color = tempColor;
}
textAdapter.SetTextAlpha(textAlpha);
}
/// <summary>
/// Returns true if there is a supported text object attached to this writer.
/// </summary>
public virtual bool HasTextObject()
{
return (textUI != null || inputField != null || textMesh != null || textComponent != null);
}
/// <summary>
/// Returns true if the text object has rich text support.
/// </summary>
public virtual bool SupportsRichText()
{
if (textUI != null)
{
return textUI.supportRichText;
}
if (inputField != null)
{
return false;
}
if (textMesh != null)
{
return textMesh.richText;
}
return false;
}
#endregion

4
Assets/Fungus/Scripts/Editor/FlowchartMenuItems.cs

@ -58,8 +58,8 @@ namespace Fungus.EditorUtils
return null;
}
GameObject go = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
PrefabUtility.DisconnectPrefabInstance(go);
GameObject go = GameObject.Instantiate(prefab) as GameObject;
go.name = prefab.name;
SceneView view = SceneView.lastActiveSceneView;
if (view != null)

67
Assets/Fungus/Scripts/Editor/VariableReferenceDrawer.cs

@ -0,0 +1,67 @@
using UnityEditor;
using UnityEngine;
namespace Fungus.EditorUtils
{
/// <summary>
/// Custom drawer for the VariableReference, allows for more easily selecting a target variable in external c#
/// scripts.
/// </summary>
[CustomPropertyDrawer(typeof(Fungus.VariableReference))]
public class VariableReferenceDrawer : PropertyDrawer
{
public Fungus.Flowchart lastFlowchart;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var l = EditorGUI.BeginProperty(position, label, property);
var startPos = position;
position = EditorGUI.PrefixLabel(position, l);
position.height = EditorGUIUtility.singleLineHeight;
var variable = property.FindPropertyRelative("variable");
Fungus.Variable v = variable.objectReferenceValue as Fungus.Variable;
if (variable.objectReferenceValue != null && lastFlowchart == null)
{
if (v != null)
{
lastFlowchart = v.GetComponent<Flowchart>();
}
}
lastFlowchart = EditorGUI.ObjectField(position, lastFlowchart, typeof(Fungus.Flowchart), true) as Fungus.Flowchart;
position.y += EditorGUIUtility.singleLineHeight;
if (lastFlowchart != null)
{
var ourPos = startPos;
ourPos.y = position.y;
var prefixLabel = new GUIContent(v != null ? v.GetType().Name : "No Var Selected");
EditorGUI.indentLevel++;
VariableEditor.VariableField(variable,
prefixLabel,
lastFlowchart,
"<None>",
null,
//lable, index, elements
(s, t, u) => (EditorGUI.Popup(ourPos, s, t, u)));
EditorGUI.indentLevel--;
}
else
{
EditorGUI.PrefixLabel(position, new GUIContent("Flowchart Required"));
}
variable.serializedObject.ApplyModifiedProperties();
property.serializedObject.ApplyModifiedProperties();
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.singleLineHeight * 2;
}
}
}

11
Assets/Fungus/Scripts/Editor/VariableReferenceDrawer.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e5d801a1ae7a4c144b6c561f8b7f8852
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

18
Assets/Fungus/Scripts/Interfaces/IWriterTextDestination.cs

@ -0,0 +1,18 @@
using UnityEngine;
namespace Fungus
{
/// <summary>
/// One of the possible ways to route text from a writer to a desired location.
/// </summary>
public interface IWriterTextDestination
{
string Text { get; set; }
void ForceRichText();
void SetTextColor(Color textColor);
void SetTextAlpha(float textAlpha);
bool HasTextObject();
bool SupportsRichText();
}
}

11
Assets/Fungus/Scripts/Interfaces/IWriterTextDestination.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: feba9da59eeb32b4a935aa62ddbc5de1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

46
Assets/Fungus/Scripts/Utils/ConversationManager.cs

@ -14,6 +14,14 @@ namespace Fungus
/// </summary>
public class ConversationManager
{
const string ConversationTextBodyRegex = @"((?<sayParams>[\w ""><.'-_]*?):)?(?<text>.*)\r*(\n|$)";
public struct RawConversationItem
{
public string[] sayParams;
public string text;
}
protected struct ConversationItem
{
public string Text { get; set; }
@ -112,16 +120,13 @@ namespace Fungus
return sayDialog;
}
protected virtual List<ConversationItem> Parse(string conv)
public static void PreParse(string conv, System.Action<RawConversationItem> itemAction)
{
//find SimpleScript say strings with portrait options
//You can test regex matches here: http://regexstorm.net/tester
var sayRegex = new Regex(@"((?<sayParams>[\w ""><.'-_]*):)?(?<text>.*)\r*(\n|$)");
var sayRegex = new Regex(ConversationTextBodyRegex);
MatchCollection sayMatches = sayRegex.Matches(conv);
var items = new List<ConversationItem>(sayMatches.Count);
Character currentCharacter = null;
for (int i = 0; i < sayMatches.Count; i++)
{
string text = sayMatches[i].Groups["text"].Value.Trim();
@ -141,14 +146,39 @@ namespace Fungus
{
separateParams = Split(sayParams);
}
else
{
separateParams = new string[0];
}
var item = new RawConversationItem() { sayParams = separateParams, text = text };
itemAction(item);
}
}
public static List<RawConversationItem> PreParse(string conv)
{
List<RawConversationItem> retval = new List<RawConversationItem>();
var item = CreateConversationItem(separateParams, text, currentCharacter);
PreParse(conv, (ia) => { retval.Add(ia); });
return retval;
}
protected virtual List<ConversationItem> Parse(string conv)
{
var items = new List<ConversationItem>();
Character currentCharacter = null;
PreParse(conv, (ia) =>
{
var item = CreateConversationItem(ia.sayParams, ia.text, currentCharacter);
// Previous speaking character is the default for next conversation item
currentCharacter = item.Character;
items.Add(item);
}
});
return items;
}

214
Assets/Fungus/Scripts/Utils/TextAdapter.cs

@ -0,0 +1,214 @@
using UnityEngine;
using UnityEngine.UI;
using System.Reflection;
namespace Fungus
{
/// <summary>
/// Helper class for hiding the many, many ways we might want to show text to the user.
/// </summary>
public class TextAdapter : IWriterTextDestination
{
protected Text textUI;
protected InputField inputField;
protected TextMesh textMesh;
protected Component textComponent;
protected PropertyInfo textProperty;
protected IWriterTextDestination writerTextDestination;
public void InitFromGameObject(GameObject go, bool includeChildren = false)
{
if (go == null)
{
return;
}
if (!includeChildren)
{
textUI = go.GetComponent<Text>();
inputField = go.GetComponent<InputField>();
textMesh = go.GetComponent<TextMesh>();
writerTextDestination = go.GetComponent<IWriterTextDestination>();
}
else
{
textUI = go.GetComponentInChildren<Text>();
inputField = go.GetComponentInChildren<InputField>();
textMesh = go.GetComponentInChildren<TextMesh>();
writerTextDestination = go.GetComponentInChildren<IWriterTextDestination>();
}
// Try to find any component with a text property
if (textUI == null && inputField == null && textMesh == null && writerTextDestination == null)
{
Component[] allcomponents = null;
if (!includeChildren)
allcomponents = go.GetComponents<Component>();
else
allcomponents = go.GetComponentsInChildren<Component>();
for (int i = 0; i < allcomponents.Length; i++)
{
var c = allcomponents[i];
textProperty = c.GetType().GetProperty("text");
if (textProperty != null)
{
textComponent = c;
break;
}
}
}
}
public void ForceRichText()
{
if (textUI != null)
{
textUI.supportRichText = true;
}
// Input Field does not support rich text
if (textMesh != null)
{
textMesh.richText = true;
}
if(writerTextDestination != null)
{
writerTextDestination.ForceRichText();
}
}
public void SetTextColor(Color textColor)
{
if (textUI != null)
{
textUI.color = textColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
inputField.textComponent.color = textColor;
}
}
else if (textMesh != null)
{
textMesh.color = textColor;
}
else if (writerTextDestination != null)
{
writerTextDestination.SetTextColor(textColor);
}
}
public void SetTextAlpha(float textAlpha)
{
if (textUI != null)
{
Color tempColor = textUI.color;
tempColor.a = textAlpha;
textUI.color = tempColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
Color tempColor = inputField.textComponent.color;
tempColor.a = textAlpha;
inputField.textComponent.color = tempColor;
}
}
else if (textMesh != null)
{
Color tempColor = textMesh.color;
tempColor.a = textAlpha;
textMesh.color = tempColor;
}
else if (writerTextDestination != null)
{
writerTextDestination.SetTextAlpha(textAlpha);
}
}
public bool HasTextObject()
{
return (textUI != null || inputField != null || textMesh != null || textComponent != null || writerTextDestination != null);
}
public bool SupportsRichText()
{
if (textUI != null)
{
return textUI.supportRichText;
}
if (inputField != null)
{
return false;
}
if (textMesh != null)
{
return textMesh.richText;
}
if (writerTextDestination != null)
{
return writerTextDestination.SupportsRichText();
}
return false;
}
public virtual string Text
{
get
{
if (textUI != null)
{
return textUI.text;
}
else if (inputField != null)
{
return inputField.text;
}
else if (writerTextDestination != null)
{
return Text;
}
else if (textMesh != null)
{
return textMesh.text;
}
else if (textProperty != null)
{
return textProperty.GetValue(textComponent, null) as string;
}
return "";
}
set
{
if (textUI != null)
{
textUI.text = value;
}
else if (inputField != null)
{
inputField.text = value;
}
else if (writerTextDestination != null)
{
Text = value;
}
else if (textMesh != null)
{
textMesh.text = value;
}
else if (textProperty != null)
{
textProperty.SetValue(textComponent, value, null);
}
}
}
}
}

11
Assets/Fungus/Scripts/Utils/TextAdapter.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8a0aefc857c868742b39093959e4a0ce
MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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5
Assets/Fungus/Scripts/Utils/TextTagParser.cs

@ -12,6 +12,8 @@ namespace Fungus
/// </summary>
public static class TextTagParser
{
const string TextTokenRegexString = @"\{.*?\}";
private static void AddWordsToken(List<TextTagToken> tokenList, string words)
{
TextTagToken token = new TextTagToken();
@ -235,8 +237,7 @@ namespace Fungus
{
List<TextTagToken> tokens = new List<TextTagToken>();
string pattern = @"\{.*?\}";
Regex myRegex = new Regex(pattern);
Regex myRegex = new Regex(TextTokenRegexString);
Match m = myRegex.Match(storyText); // m is the first match

34
Assets/Fungus/Scripts/Utils/VariableReference.cs

@ -0,0 +1,34 @@
namespace Fungus
{
/// <summary>
/// A simple struct wrapping a reference to a Fungus Variable. Allows for VariableReferenceDrawer.
/// This is the a way to directly reference a fungus variable in external c# scripts, it will
/// give you an inspector field that gives a drop down of all the variables on the targeted
/// flowchart, in a similar way to what you would expect from selecting a variable on a command.
/// </summary>
[System.Serializable]
public struct VariableReference
{
public Variable variable;
public T Get<T>()
{
T retval = default(T);
var asType = variable as VariableBase<T>;
if (asType != null)
return asType.Value;
return retval;
}
public void Set<T>(T val)
{
var asType = variable as VariableBase<T>;
if (asType != null)
asType.Value = val;
}
}
}

11
Assets/Fungus/Scripts/Utils/VariableReference.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
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2
Assets/Fungus/Thirdparty/FungusLua/Scripts/Editor/MenuItems.cs vendored

@ -77,7 +77,7 @@ namespace Fungus
}
GameObject go = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
PrefabUtility.DisconnectPrefabInstance(go);
PrefabUtility.UnpackPrefabInstance(go, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
if (centerInScene)
{

8
Assets/Fungus/Thirdparty/TextMeshPro.meta vendored

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f54d1bd14bd3ca042bd867b519fee8cc
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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8
Assets/Fungus/Thirdparty/TextMeshPro/Documentation.meta vendored

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8e7e8f5a82a3a134e91c54efd2274ea9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/Fungus/Thirdparty/TextMeshPro/Documentation/TextMesh Pro User Guide 2016.pdf vendored

Binary file not shown.

7
Assets/Fungus/Thirdparty/TextMeshPro/Documentation/TextMesh Pro User Guide 2016.pdf.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1b8d251f9af63b746bf2f7ffe00ebb9b
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
Assets/Fungus/Thirdparty/TextMeshPro/Resources.meta vendored

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 243e06394e614e5d99fab26083b707fa
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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9
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials.meta vendored

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 731f1baa9d144a9897cb1d341c2092b8
folderAsset: yes
timeCreated: 1442040525
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

103
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat vendored

@ -0,0 +1,103 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: LiberationSans SDF - Drop Shadow
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
m_ShaderKeywords: OUTLINE_ON UNDERLAY_ON
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Cube:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _FaceTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2846298, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OutlineTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _Ambient: 0.5
- _Bevel: 0.5
- _BevelClamp: 0
- _BevelOffset: 0
- _BevelRoundness: 0
- _BevelWidth: 0
- _BumpFace: 0
- _BumpOutline: 0
- _ColorMask: 15
- _Diffuse: 0.5
- _DiffusePower: 1
- _FaceDilate: 0.1
- _FaceUVSpeedX: 0
- _FaceUVSpeedY: 0
- _GlowInner: 0.05
- _GlowOffset: 0
- _GlowOuter: 0.05
- _GlowPower: 0.75
- _GradientScale: 10
- _LightAngle: 3.1416
- _MaskSoftnessX: 0
- _MaskSoftnessY: 0
- _OutlineSoftness: 0
- _OutlineUVSpeedX: 0
- _OutlineUVSpeedY: 0
- _OutlineWidth: 0.1
- _PerspectiveFilter: 0.875
- _Reflectivity: 10
- _ScaleRatioA: 0.9
- _ScaleRatioB: 0.73125
- _ScaleRatioC: 0.64125
- _ScaleX: 1
- _ScaleY: 1
- _ShaderFlags: 0
- _SpecularPower: 2
- _Stencil: 0
- _StencilComp: 8
- _StencilOp: 0
- _StencilReadMask: 255
- _StencilWriteMask: 255
- _TextureHeight: 1024
- _TextureWidth: 1024
- _UnderlayDilate: 0
- _UnderlayOffsetX: 0.5
- _UnderlayOffsetY: -0.5
- _UnderlaySoftness: 0.05
- _VertexOffsetX: 0
- _VertexOffsetY: 0
- _WeightBold: 0.75
- _WeightNormal: 0
m_Colors:
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}

8
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta vendored

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e73a58f6e2794ae7b1b7e50b7fb811b0
timeCreated: 1484172806
licenseType: Pro
NativeFormatImporter:
userData:
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101
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat vendored

@ -0,0 +1,101 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: LiberationSans SDF - Outline
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
m_ShaderKeywords: OUTLINE_ON
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Cube:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _FaceTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2846298, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OutlineTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _Ambient: 0.5
- _Bevel: 0.5
- _BevelClamp: 0
- _BevelOffset: 0
- _BevelRoundness: 0
- _BevelWidth: 0
- _BumpFace: 0
- _BumpOutline: 0
- _ColorMask: 15
- _Diffuse: 0.5
- _FaceDilate: 0.1
- _FaceUVSpeedX: 0
- _FaceUVSpeedY: 0
- _GlowInner: 0.05
- _GlowOffset: 0
- _GlowOuter: 0.05
- _GlowPower: 0.75
- _GradientScale: 10
- _LightAngle: 3.1416
- _MaskSoftnessX: 0
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- _OutlineSoftness: 0
- _OutlineUVSpeedX: 0
- _OutlineUVSpeedY: 0
- _OutlineWidth: 0.1
- _PerspectiveFilter: 0.875
- _Reflectivity: 10
- _ScaleRatioA: 0.9
- _ScaleRatioB: 0.73125
- _ScaleRatioC: 0.64125
- _ScaleX: 1
- _ScaleY: 1
- _ShaderFlags: 0
- _SpecularPower: 2
- _Stencil: 0
- _StencilComp: 8
- _StencilOp: 0
- _StencilReadMask: 255
- _StencilWriteMask: 255
- _TextureHeight: 1024
- _TextureWidth: 1024
- _UnderlayDilate: 0
- _UnderlayOffsetX: 0
- _UnderlayOffsetY: 0
- _UnderlaySoftness: 0
- _VertexOffsetX: 0
- _VertexOffsetY: 0
- _WeightBold: 0.75
- _WeightNormal: 0
m_Colors:
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}

8
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta vendored

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 79459efec17a4d00a321bdcc27bbc385
timeCreated: 1484172856
licenseType: Pro
NativeFormatImporter:
userData:
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3888
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF.asset vendored

File diff suppressed because one or more lines are too long

8
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta vendored

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fileFormatVersion: 2
guid: 8f586378b4e144a9851e7b34d9b748ee
timeCreated: 1484171803
licenseType: Pro
NativeFormatImporter:
userData:
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1
Assets/Fungus/Thirdparty/TextMeshPro/Resources/LineBreaking Following Characters.txt vendored

@ -0,0 +1 @@
)]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,.

8
Assets/Fungus/Thirdparty/TextMeshPro/Resources/LineBreaking Following Characters.txt.meta vendored

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fileFormatVersion: 2
guid: fade42e8bc714b018fac513c043d323b
timeCreated: 1425440388
licenseType: Store
TextScriptImporter:
userData:
assetBundleName:
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1
Assets/Fungus/Thirdparty/TextMeshPro/Resources/LineBreaking Leading Characters.txt vendored

@ -0,0 +1 @@
([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ #

8
Assets/Fungus/Thirdparty/TextMeshPro/Resources/LineBreaking Leading Characters.txt.meta vendored

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d82c1b31c7e74239bff1220585707d2b
timeCreated: 1425440388
licenseType: Store
TextScriptImporter:
userData:
assetBundleName:
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9
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders.meta vendored

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 99f836c9cb9345dba2e72c4a1f2d0695
folderAsset: yes
timeCreated: 1436068007
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

142
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader vendored

@ -0,0 +1,142 @@
Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
_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
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2;
};
uniform sampler2D _MainTex;
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v)
{
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
v2f OUT;
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 48bb5f55d8670e349b6e614913f9d910
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

144
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap-Mobile.shader vendored

@ -0,0 +1,144 @@
Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
_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
_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
_ColorMask("Color Mask", Float) = 15
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull Off
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 mask : TEXCOORD2;
};
sampler2D _MainTex;
fixed4 _Color;
float _DiffusePower;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
v2f vert (appdata_t v)
{
v2f OUT;
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
OUT.color = v.color;
OUT.color *= _Color;
OUT.color.rgb *= _DiffusePower;
OUT.texcoord0 = v.texcoord0;
float2 pixelSize = OUT.vertex.w;
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : COLOR
{
fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord0
}
Pass {
SetTexture [_MainTex] {
constantColor [_Color] combine constant * primary, constant * texture
}
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1e3b057af24249748ff873be7fafee47
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

142
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap.shader vendored

@ -0,0 +1,142 @@
Shader "TextMeshPro/Bitmap" {
Properties {
_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)
_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
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2;
};
uniform sampler2D _MainTex;
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v)
{
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
v2f OUT;
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0);
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Bitmap.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 128e987d567d4e2c824d754223b3f3b0
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

304
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF Overlay.shader vendored

@ -0,0 +1,304 @@
Shader "TextMeshPro/Distance Field Overlay" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_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
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest Always
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
pixel_t output = {
vPosition,
input.color,
input.texcoord0,
float4(alphaClip, scale, bias, weight),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4(input.texcoord0 + bOffset, bScale, bBias),
underlayColor,
#endif
float4(faceUV, outlineUV),
};
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
float scale = input.param.y;
float bias = input.param.z;
float weight = input.param.w;
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n- bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col*faceColor.a;
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF Overlay.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: dd89cf5b9246416f84610a006f916af7
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

245
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile Masking.shader vendored

@ -0,0 +1,245 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties {
_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
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_MaskTex ("Mask Texture", 2D) = "white" {}
_MaskInverse ("Inverse", float) = 0
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
float _MaskWipeControl;
float _MaskEdgeSoftness;
fixed4 _MaskEdgeColor;
bool _MaskInverse;
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Structure for pixel shader
pixel_t output = {
vPosition,
faceColor,
outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias),
#endif
};
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
c *= a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

9
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta vendored

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: bc1ede39bf3643ee8e493720e4259791
timeCreated: 1463704911
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

229
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader vendored

@ -0,0 +1,229 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties {
_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
_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
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest Always
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Structure for pixel shader
pixel_t output = {
vPosition,
faceColor,
outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias),
#endif
};
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a02a7d8c237544f1962732b55a9aebf1
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

229
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile.shader vendored

@ -0,0 +1,229 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
_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
_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
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Structure for pixel shader
pixel_t output = {
vPosition,
faceColor,
outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias),
#endif
};
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Mobile.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: fe393ace9b354375a9cb14cdbbc28be4
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

136
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader vendored

@ -0,0 +1,136 @@
// Simplified version of the SDF Surface shader :
// - No support for Bevel, Bump or envmap
// - Diffuse only lighting
// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_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
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
// Should not be directly exposed to the user
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
//_MaskSoftness ("Mask Softness", float) = 0
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
LOD 300
Cull [_CullMode]
CGPROGRAM
#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
#pragma target 3.0
#pragma shader_feature __ GLOW_ON
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#include "TMPro_Surface.cginc"
ENDCG
// Pass to render object as a shadow caster
Pass
{
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
Fog {Mode Off}
ZWrite On ZTest LEqual Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;
float alphaClip : TEXCOORD2;
};
uniform float4 _MainTex_ST;
uniform float4 _OutlineTex_ST;
float _OutlineWidth;
float _FaceDilate;
float _ScaleRatioA;
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
return o;
}
uniform sampler2D _MainTex;
float4 frag(v2f i) : COLOR
{
fixed4 texcol = tex2D(_MainTex, i.uv).a;
clip(texcol.a - i.alphaClip);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 85187c2149c549c5b33f0cdb02836b17
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

155
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Surface.shader vendored

@ -0,0 +1,155 @@
Shader "TextMeshPro/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0.5
_BumpFace ("Bump Face", Range(0,1)) = 0.5
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
// Should not be directly exposed to the user
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
//_MaskSoftness ("Mask Softness", float) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 300
Cull [_CullMode]
CGPROGRAM
#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
#pragma target 3.0
#pragma shader_feature __ GLOW_ON
#pragma glsl
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#define BEVEL_ON 1
#include "TMPro_Surface.cginc"
ENDCG
// Pass to render object as a shadow caster
Pass
{
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
Fog {Mode Off}
ZWrite On
ZTest LEqual
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;
float alphaClip : TEXCOORD2;
};
uniform float4 _MainTex_ST;
uniform float4 _OutlineTex_ST;
float _OutlineWidth;
float _FaceDilate;
float _ScaleRatioA;
v2f vert( appdata_base v )
{
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
return o;
}
uniform sampler2D _MainTex;
float4 frag(v2f i) : COLOR
{
fixed4 texcol = tex2D(_MainTex, i.uv).a;
clip(texcol.a - i.alphaClip);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF-Surface.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f7ada0af4f174f0694ca6a487b8f543d
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

305
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF.shader vendored

@ -0,0 +1,305 @@
Shader "TextMeshPro/Distance Field" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_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
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
pixel_t output = {
vPosition,
input.color,
input.texcoord0,
float4(alphaClip, scale, bias, weight),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4(input.texcoord0 + bOffset, bScale, bBias),
underlayColor,
#endif
float4(faceUV, outlineUV),
};
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
float scale = input.param.y;
float bias = input.param.z;
float weight = input.param.w;
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n- bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col*faceColor.a;
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_SDF.shader.meta vendored

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 68e6db2ebdc24f95958faec2be5558d6
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

113
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Sprite.shader vendored

@ -0,0 +1,113 @@
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
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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;
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);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

9
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMP_Sprite.shader.meta vendored

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: cf81c85f95fe47e1a27f6ae460cf182c
timeCreated: 1450517184
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

84
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro.cginc vendored

@ -0,0 +1,84 @@
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
{
half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
faceColor.rgb *= faceColor.a;
outlineColor.rgb *= outlineColor.a;
faceColor = lerp(faceColor, outlineColor, outlineAlpha);
faceColor *= faceAlpha;
return faceColor;
}
float3 GetSurfaceNormal(float4 h, float bias)
{
bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
h += bias+_BevelOffset;
float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h+.5);
if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
h = min(h, 1.0-_BevelClamp);
h *= _Bevel * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
return cross(va, vb);
}
float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
{
// Read "height field"
float4 h = {tex2D(_MainTex, uv - delta.xz).a,
tex2D(_MainTex, uv + delta.xz).a,
tex2D(_MainTex, uv - delta.zy).a,
tex2D(_MainTex, uv + delta.zy).a};
return GetSurfaceNormal(h, bias);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
float4 GetGlowColor(float d, float scale)
{
float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
glow = saturate(abs(glow/(1.0 + t)));
glow = 1.0-pow(glow, _GlowPower);
glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
float alpha = underlying.a + (1-underlying.a)*overlying.a;
return float4(blended, alpha);
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro.cginc.meta vendored

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guid: 407bc68d299748449bbf7f48ee690f8d
ShaderImporter:
defaultTextures: []
userData:
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84
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro_Properties.cginc vendored

@ -0,0 +1,84 @@
// UI Editable properties
uniform sampler2D _FaceTex; // Alpha : Signed Distance
uniform float _FaceUVSpeedX;
uniform float _FaceUVSpeedY;
uniform fixed4 _FaceColor; // RGBA : Color + Opacity
uniform float _FaceDilate; // v[ 0, 1]
uniform float _OutlineSoftness; // v[ 0, 1]
uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
uniform float _OutlineUVSpeedX;
uniform float _OutlineUVSpeedY;
uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
uniform float _OutlineWidth; // v[ 0, 1]
uniform float _Bevel; // v[ 0, 1]
uniform float _BevelOffset; // v[-1, 1]
uniform float _BevelWidth; // v[-1, 1]
uniform float _BevelClamp; // v[ 0, 1]
uniform float _BevelRoundness; // v[ 0, 1]
uniform sampler2D _BumpMap; // Normal map
uniform float _BumpOutline; // v[ 0, 1]
uniform float _BumpFace; // v[ 0, 1]
uniform samplerCUBE _Cube; // Cube / sphere map
uniform fixed4 _ReflectFaceColor; // RGB intensity
uniform fixed4 _ReflectOutlineColor;
//uniform float _EnvTiltX; // v[-1, 1]
//uniform float _EnvTiltY; // v[-1, 1]
uniform float3 _EnvMatrixRotation;
uniform float4x4 _EnvMatrix;
uniform fixed4 _SpecularColor; // RGB intensity
uniform float _LightAngle; // v[ 0,Tau]
uniform float _SpecularPower; // v[ 0, 1]
uniform float _Reflectivity; // v[ 5, 15]
uniform float _Diffuse; // v[ 0, 1]
uniform float _Ambient; // v[ 0, 1]
uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
uniform float _UnderlayOffsetX; // v[-1, 1]
uniform float _UnderlayOffsetY; // v[-1, 1]
uniform float _UnderlayDilate; // v[-1, 1]
uniform float _UnderlaySoftness; // v[ 0, 1]
uniform fixed4 _GlowColor; // RGBA : Color + Intesity
uniform float _GlowOffset; // v[-1, 1]
uniform float _GlowOuter; // v[ 0, 1]
uniform float _GlowInner; // v[ 0, 1]
uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
// API Editable properties
uniform float _ShaderFlags;
uniform float _WeightNormal;
uniform float _WeightBold;
uniform float _ScaleRatioA;
uniform float _ScaleRatioB;
uniform float _ScaleRatioC;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
//uniform float _UseClipRect;
uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
// Font Atlas properties
uniform sampler2D _MainTex;
uniform float _TextureWidth;
uniform float _TextureHeight;
uniform float _GradientScale;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _PerspectiveFilter;

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro_Properties.cginc.meta vendored

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userData:
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115
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro_Surface.cginc vendored

@ -0,0 +1,115 @@
void VertShader(inout appdata_full v, out Input data)
{
v.vertex.x += _VertexOffsetX;
v.vertex.y += _VertexOffsetY;
UNITY_INITIALIZE_OUTPUT(Input, data);
float bold = step(v.texcoord1.y, 0);
// Generate normal for backface
float3 view = ObjSpaceViewDir(v.vertex);
v.normal *= sign(dot(v.normal, view));
#if USE_DERIVATIVE
data.param.y = 1;
#else
float4 vert = v.vertex;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(v.texcoord1.y) * _GradientScale * 1.5;
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
data.param.y = scale;
#endif
//float opacity = v.color.a;
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
}
void PixShader(Input input, inout SurfaceOutput o)
{
#if USE_DERIVATIVE | BEVEL_ON
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
#endif
#if USE_DERIVATIVE
// Screen space scaling reciprocal with anisotropic correction
float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
float2 tdx = ddx(input.uv_MainTex)*res;
float2 tdy = ddy(input.uv_MainTex)*res;
float lx = length(tdx);
float ly = length(tdy);
float s = sqrt(min(lx, ly) / max(lx, ly));
s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
#else
float scale = input.param.y;
#endif
// Signed distance
float c = tex2D(_MainTex, input.uv_MainTex).a;
float sd = (.5 - c - input.param.x) * scale + .5;
float outline = _OutlineWidth*_ScaleRatioA * scale;
float softness = _OutlineSoftness*_ScaleRatioA * scale;
// Color & Alpha
float4 faceColor = _FaceColor;
float4 outlineColor = _OutlineColor;
faceColor *= input.color;
outlineColor.a *= input.color.a;
faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
faceColor.rgb /= max(faceColor.a, 0.0001);
#if BEVEL_ON
// Face Normal
float3 n = GetSurfaceNormal(smp4x, input.param.x);
// Bumpmap
float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
bump = lerp(float3(0, 0, 1), bump, faceColor.a);
n = normalize(n - bump);
// Cubemap reflection
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#else
float3 n = float3(0, 0, -1);
float3 emission = float3(0, 0, 0);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
glowColor.a *= input.color.a;
emission += glowColor.rgb*glowColor.a;
faceColor = BlendARGB(glowColor, faceColor);
faceColor.rgb /= max(faceColor.a, 0.0001);
#endif
// Set Standard output structure
o.Albedo = faceColor.rgb;
o.Normal = -n;
o.Emission = emission;
o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
o.Gloss = 1;
o.Alpha = faceColor.a;
}

7
Assets/Fungus/Thirdparty/TextMeshPro/Resources/Shaders/TMPro_Surface.cginc.meta vendored

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folderAsset: yes
timeCreated: 1441876896
licenseType: Pro
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974
Assets/FungusExamples/EnterName/EnterName.unity

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157
Assets/FungusExamples/FirstPerson/FirstPersonDemo.unity

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m_Name:
m_EditorClassIdentifier:
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selectedFlowchart: {fileID: 1112454213}
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@ -1337,8 +1337,7 @@ MonoBehaviour:
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selectedCommands:
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@ -2455,6 +2454,32 @@ GameObject:
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m_Name:
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description:
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--- !u!114 &1112454206
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@ -2642,10 +2667,12 @@ MonoBehaviour:
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@ -2680,7 +2707,7 @@ MonoBehaviour:
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indentLevel: 0
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--- !u!114 &1112454216
MonoBehaviour:
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@ -2745,7 +2772,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
itemId: 8
indentLevel: 1
indentLevel: 2
storyText: "Yes, a door John. \n\nBut how to reach it."
description:
character: {fileID: 92124522}
@ -2834,7 +2861,7 @@ MonoBehaviour:
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15
Assets/FungusExamples/FirstPerson/Scripts/LookingAtDoor.cs

@ -1,6 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace Fungus.Examples
{
@ -12,6 +10,8 @@ namespace Fungus.Examples
public BlockReference runBlockWhenGazed;
public Transform eye;
public VariableReference fungusBoolHasGazed;
public void ActivateNow()
{
enabled = true;
@ -19,10 +19,11 @@ namespace Fungus.Examples
private void Update()
{
var curCounter = gazeCounter;
RaycastHit hit;
if(Physics.Raycast(eye.position, eye.forward, out hit))
if (Physics.Raycast(eye.position, eye.forward, out hit))
{
if(hit.collider == doorCol)
if (hit.collider == doorCol)
{
gazeCounter += Time.deltaTime;
}
@ -36,10 +37,10 @@ namespace Fungus.Examples
gazeCounter = 0;
}
if(gazeCounter >= gazeTime)
if (gazeCounter >= gazeTime && curCounter <= gazeTime)
{
runBlockWhenGazed.Execute();
enabled = false;
fungusBoolHasGazed.Set(true);
}
}
}

8
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Assets/FungusExamples/TextMeshPro/README.md

@ -0,0 +1,7 @@
In this scene we have a SayDialog and a MenuDialog from their default prefabs.
We have then replaced the UI Text elements used for story text, character text and the text items in the menu options with TextMeshPro Text UI elements.
The only other addtional change required is to set the Name Text GO and the Story Text GO in the SayDialog component on the SayDialog GameObject. These will show as bold be default in this scene as they differ from the prefab.
A similar approach can be used in any of your custom SayDialogs or menus is your projects.
Alternatively you may wish to update the prefabs on the defaults if that is all your project requires to exist.
As of 12-2018 this is done via the TextAdapter as it includes the previous functionality of fungus that attempts to find a component on the target GO with a 'text' property, which TMPro components have. In the future there are some more advanced features of TMPro that could be taken advantage of if the presence of TMPro is forced and more deeply integrated, such as into the Writer to use TMPro's revealed characters feature.

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Assets/FungusExamples/TextMeshPro/TMpro Demo.unity

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7
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8
Assets/Tests/Narrative/OverlapTests.cs

@ -17,7 +17,7 @@ public class OverlapTests : MonoBehaviour
IntegrationTest.Fail("Character image not active");
}
if (sayDialog_RightImage.CharacterImage.transform.position.x < sayDialog_RightImage.StoryText.transform.position.x)
if (sayDialog_RightImage.CharacterImage.transform.position.x < sayDialog_RightImage.StoryTextRectTrans.transform.position.x)
{
IntegrationTest.Fail("Character image not on right hand side");
}
@ -30,7 +30,7 @@ public class OverlapTests : MonoBehaviour
IntegrationTest.Fail("Character image should not be active");
}
float width = sayDialog_RightImage.StoryText.rectTransform.rect.width;
float width = sayDialog_RightImage.StoryTextRectTrans.rect.width;
if (!Mathf.Approximately(width, 1439))
{
IntegrationTest.Fail("Story text width not correct");
@ -44,7 +44,7 @@ public class OverlapTests : MonoBehaviour
IntegrationTest.Fail("Character image not active");
}
if (sayDialog_LeftImage.CharacterImage.transform.position.x > sayDialog_LeftImage.StoryText.transform.position.x)
if (sayDialog_LeftImage.CharacterImage.transform.position.x > sayDialog_LeftImage.StoryTextRectTrans.transform.position.x)
{
IntegrationTest.Fail("Character image not on left hand side");
}
@ -57,7 +57,7 @@ public class OverlapTests : MonoBehaviour
IntegrationTest.Fail("Character image should not be active");
}
float width = sayDialog_LeftImage.StoryText.rectTransform.rect.width;
float width = sayDialog_LeftImage.StoryTextRectTrans.rect.width;
if (!Mathf.Approximately(width, 1439))
{
IntegrationTest.Fail("Story text width not correct");

908
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Assets/Tests/Scripting/RecursiveCall.unity.meta

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69
Assets/Tests/StringSubstitution/Editor/FungusConversationParseTests.cs

@ -0,0 +1,69 @@
using NUnit.Framework;
using System.Collections.Generic;
public class FungusConversationParseTests
{
private const string SimpleConv =
@"john bored left: Oh, so that's how you use the Conversation command.
sherlock eyeroll right nowait: Yes, well done John. {w=1.5}
You catch on quickly don't you?
sherlock >>>:
hide john ""offscreen left"": I sure do.
-- This is a comment, it doesn't appear in the conversation
";
private static readonly List<Fungus.ConversationManager.RawConversationItem> SimpleConvRes = new List<Fungus.ConversationManager.RawConversationItem>()
{
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "john", "bored", "left" }, text = "Oh, so that's how you use the Conversation command."},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "sherlock", "eyeroll", "right", "nowait" }, text = "Yes, well done John. {w=1.5}"},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ }, text = "You catch on quickly don't you?"},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "sherlock", ">>>" }, text = ""},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "hide", "john", "offscreen left" }, text = "I sure do."},
};
[Test]
public void FungusConversationPreParseSimple()
{
var res = Fungus.ConversationManager.PreParse(SimpleConv);
ValueCompareRawConversationItemLists(res, SimpleConvRes);
}
private void ValueCompareRawConversationItemLists(List<Fungus.ConversationManager.RawConversationItem> lhs, List<Fungus.ConversationManager.RawConversationItem> rhs)
{
Assert.AreEqual(lhs.Count, rhs.Count, "Different number of results found.");
for (int i = 0; i < lhs.Count; i++)
{
Assert.AreEqual(lhs[i].text, rhs[i].text, "RawConItem " + i.ToString() + " has different text body.");
Assert.AreEqual(lhs[i].sayParams.Length, rhs[i].sayParams.Length, "RawConItem " + i.ToString() + " have differing say param counts");
for (int j = 0; j < lhs[i].sayParams.Length; j++)
{
Assert.AreEqual(lhs[i].sayParams[j], rhs[i].sayParams[j], "RawConItem " + i.ToString() + " param: " + j.ToString() + " content");
}
}
}
private const string MultiColonConv =
@"sherlock left: Outragous!
john bashful: This is an overreaction Sherlock.
sherlock: Colon to direct attention to a list. Colon to emphasize connecton between independent phrases.
: To Buy: Eggs, Milk, Flour.
sherlock irate right: In this world, there are only two tragedies: one is not getting what one wants, and the other is getting it.
john smug:Love is blind: sometimes it keeps us from seeing the truth.";
private static readonly List<Fungus.ConversationManager.RawConversationItem> MultiColonConvRes = new List<Fungus.ConversationManager.RawConversationItem>()
{
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "sherlock", "left" }, text = "Outragous!"},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "john", "bashful" }, text = "This is an overreaction Sherlock."},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "sherlock" }, text = "Colon to direct attention to a list. Colon to emphasize connecton between independent phrases."},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ }, text = "To Buy: Eggs, Milk, Flour."},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "sherlock", "irate", "right" }, text = "In this world, there are only two tragedies: one is not getting what one wants, and the other is getting it."},
new Fungus.ConversationManager.RawConversationItem(){ sayParams = new string[]{ "john", "smug" }, text = "Love is blind: sometimes it keeps us from seeing the truth."},
};
[Test]
public void FungusConversationPreParseMultiColon()
{
var res = Fungus.ConversationManager.PreParse(MultiColonConv);
ValueCompareRawConversationItemLists(res, MultiColonConvRes);
}
}

11
Assets/Tests/StringSubstitution/Editor/FungusConversationParseTests.cs.meta

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2
Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/TestComponent.cs

@ -276,7 +276,7 @@ namespace UnityTest
{
var tests = Resources.FindObjectsOfTypeAll (typeof(TestComponent)).Cast<TestComponent> ();
#if UNITY_EDITOR
tests = tests.Where( t => {var p = PrefabUtility.GetPrefabType(t); return p != PrefabType.Prefab && p != PrefabType.ModelPrefab;} );
tests = tests.Where( t => {var p = PrefabUtility.GetPrefabAssetType(t); return p == PrefabAssetType.NotAPrefab;} );
#endif
return tests.ToList ();

9
Packages/manifest.json

@ -1,10 +1,11 @@
{
"dependencies": {
"com.unity.ads": "2.0.8",
"com.unity.analytics": "2.0.16",
"com.unity.package-manager-ui": "1.9.11",
"com.unity.ads": "2.3.1",
"com.unity.analytics": "3.2.2",
"com.unity.collab-proxy": "1.2.15",
"com.unity.package-manager-ui": "2.0.3",
"com.unity.purchasing": "2.0.3",
"com.unity.textmeshpro": "1.2.4",
"com.unity.textmeshpro": "1.3.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",

2
ProjectSettings/ProjectVersion.txt

@ -1 +1 @@
m_EditorVersion: 2018.1.6f1
m_EditorVersion: 2018.3.0f2

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