修改调整

This commit is contained in:
2026-03-12 00:22:03 +08:00
parent b216a71a79
commit b18fc01912
790 changed files with 127129 additions and 1 deletions

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folderAsset: yes
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assetBundleName:
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Shader "FairyGUI/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(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
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
_BlendSrcFactor ("Blend SrcFactor", Float) = 1
_BlendDstFactor ("Blend DstFactor", Float) = 10
}
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 [_BlendSrcFactor] [_BlendDstFactor]
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
#pragma multi_compile _ GRAYED
#pragma multi_compile _ CLIPPED SOFT_CLIPPED
#include "UnityCG.cginc"
#include "UnityUI.cginc"
//begin copy
//#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
//#include "Assets/TextMesh Pro/Shaders/TMPro.cginc"
// UI Editable properties
uniform sampler2D _FaceTex; // Alpha : Signed Distance
uniform float _FaceUVSpeedX;
uniform float _FaceUVSpeedY;
uniform fixed4 _FaceColor; // RGBA : Color + Opacity
uniform float _FaceDilate; // v[ 0, 1]
uniform float _OutlineSoftness; // v[ 0, 1]
uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
uniform float _OutlineUVSpeedX;
uniform float _OutlineUVSpeedY;
uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
uniform float _OutlineWidth; // v[ 0, 1]
uniform float _Bevel; // v[ 0, 1]
uniform float _BevelOffset; // v[-1, 1]
uniform float _BevelWidth; // v[-1, 1]
uniform float _BevelClamp; // v[ 0, 1]
uniform float _BevelRoundness; // v[ 0, 1]
uniform sampler2D _BumpMap; // Normal map
uniform float _BumpOutline; // v[ 0, 1]
uniform float _BumpFace; // v[ 0, 1]
uniform samplerCUBE _Cube; // Cube / sphere map
uniform fixed4 _ReflectFaceColor; // RGB intensity
uniform fixed4 _ReflectOutlineColor;
//uniform float _EnvTiltX; // v[-1, 1]
//uniform float _EnvTiltY; // v[-1, 1]
uniform float3 _EnvMatrixRotation;
uniform float4x4 _EnvMatrix;
uniform fixed4 _SpecularColor; // RGB intensity
uniform float _LightAngle; // v[ 0,Tau]
uniform float _SpecularPower; // v[ 0, 1]
uniform float _Reflectivity; // v[ 5, 15]
uniform float _Diffuse; // v[ 0, 1]
uniform float _Ambient; // v[ 0, 1]
uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
uniform float _UnderlayOffsetX; // v[-1, 1]
uniform float _UnderlayOffsetY; // v[-1, 1]
uniform float _UnderlayDilate; // v[-1, 1]
uniform float _UnderlaySoftness; // v[ 0, 1]
uniform fixed4 _GlowColor; // RGBA : Color + Intesity
uniform float _GlowOffset; // v[-1, 1]
uniform float _GlowOuter; // v[ 0, 1]
uniform float _GlowInner; // v[ 0, 1]
uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
// API Editable properties
uniform float _ShaderFlags;
uniform float _WeightNormal;
uniform float _WeightBold;
uniform float _ScaleRatioA;
uniform float _ScaleRatioB;
uniform float _ScaleRatioC;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
//uniform float _UseClipRect;
uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
// Font Atlas properties
uniform sampler2D _MainTex;
uniform float _TextureWidth;
uniform float _TextureHeight;
uniform float _GradientScale;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _PerspectiveFilter;
uniform float _Sharpness;
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;
}
//end copy
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float2 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;
CBUFFER_START(UnityPerMaterial)
#ifdef CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
#endif
#ifdef SOFT_CLIPPED
float4 _ClipBox = float4(-2, -2, 0, 0);
float4 _ClipSoftness = float4(0, 0, 0, 0);
#endif
CBUFFER_END
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
// #if GLOW_ON
// alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
// #endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
// float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
//float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
//float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
output.position = vPosition;
#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
output.color.rgb = GammaToLinearSpace(input.color.rgb);
output.color.a = input.color.a;
#else
output.color = input.color;
#endif
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
//output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
output.underlayColor = underlayColor;
#endif
//output.textures = float4(faceUV, outlineUV);
#ifdef CLIPPED
output.mask = mul(unity_ObjectToWorld, input.position).xy * _ClipBox.zw + _ClipBox.xy;
#endif
#ifdef SOFT_CLIPPED
output.mask = mul(unity_ObjectToWorld, input.position).xy * _ClipBox.zw + _ClipBox.xy;
#endif
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
float scale = input.param.y;
float bias = input.param.z;
float weight = input.param.w;
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
//faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
//outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
// #if BEVEL_ON
// float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
// float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
// float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
// bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
// n = normalize(n- bump);
// float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
// float3 col = GetSpecular(n, light);
// faceColor.rgb += col*faceColor.a;
// faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
// faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
// fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
// faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
// #endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
// #if GLOW_ON
// float4 glowColor = GetGlowColor(sd, scale);
// faceColor.rgb += glowColor.rgb * glowColor.a;
// #endif
// Alternative implementation to UnityGet2DClipping with support for softness.
// #if UNITY_UI_CLIP_RECT
// half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
// faceColor *= m.x * m.y;
// #endif
// #if UNITY_UI_ALPHACLIP
// clip(faceColor.a - 0.001);
// #endif
#ifdef GRAYED
fixed grey = dot(faceColor.rgb, fixed3(0.299, 0.587, 0.114));
faceColor.rgb = fixed3(grey, grey, grey);
#endif
#ifdef CLIPPED
float2 factor = abs(input.mask);
clip(1-max(factor.x, factor.y));
#endif
#ifdef SOFT_CLIPPED
float2 factor;
float2 condition = step(input.mask.xy, 0);
float4 clip_softness = _ClipSoftness * float4(condition, 1 - condition);
factor.xy = (1.0 - abs(input.mask.xy)) * (clip_softness.xw + clip_softness.zy);
faceColor.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
ENDCG
}
}
//Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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nonModifiableTextures: []
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#if FAIRYGUI_TMPRO
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.TextCore;
using TMPro;
namespace FairyGUI
{
/// <summary>
/// TextMeshPro text adapter for FairyGUI. Most of codes were taken from TextMeshPro!
/// Note that not all of TextMeshPro features are supported.
/// </summary>
public class TMPFont : BaseFont
{
protected TMP_FontAsset _fontAsset;
FontStyles _style;
float _scale;
float _padding;
float _stylePadding;
float _ascent;
float _lineHeight;
float _boldMultiplier;
FontWeight _defaultFontWeight;
FontWeight _fontWeight;
TextFormat _topTextFormat;
TextFormat _format;
float _fontSizeScale;
TMP_Character _char;
NTexture[] _atlasTextures;
float _gradientScale;
float _ratioA;
float _ratioB;
float _ratioC;
int _formatVersion;
TMPFont _fallbackFont;
List<TMPFont> _fallbackFonts;
VertexBuffer[] _subMeshBuffers;
bool _preparing;
public TMPFont()
{
this.canTint = true;
this.shader = "FairyGUI/TextMeshPro/Distance Field";
this.keepCrisp = true;
_defaultFontWeight = FontWeight.Medium;
_fallbackFonts = new List<TMPFont>();
_atlasTextures = new NTexture[0];
_subMeshBuffers = new VertexBuffer[0];
}
override public void Dispose()
{
Release();
}
public TMP_FontAsset fontAsset
{
get { return _fontAsset; }
set
{
_fontAsset = value;
Init();
}
}
public FontWeight fontWeight
{
get { return _defaultFontWeight; }
set { _defaultFontWeight = value; }
}
void Release()
{
foreach (var tex in _atlasTextures)
{
if (tex != null)
tex.Dispose();
}
}
void Init()
{
Release();
mainTexture = WrapAtlasTexture(0);
// _ascent = _fontAsset.faceInfo.ascentLine;
// _lineHeight = _fontAsset.faceInfo.lineHeight;
_ascent = _fontAsset.faceInfo.pointSize;
_lineHeight = _fontAsset.faceInfo.pointSize * 1.25f;
_gradientScale = fontAsset.atlasPadding + 1;
}
void OnCreateNewMaterial(Material mat)
{
mat.SetFloat(ShaderUtilities.ID_TextureWidth, mainTexture.width);
mat.SetFloat(ShaderUtilities.ID_TextureHeight, mainTexture.height);
mat.SetFloat(ShaderUtilities.ID_GradientScale, _gradientScale);
mat.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
mat.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);
}
public override void Prepare(TextFormat format)
{
_preparing = true;
_topTextFormat = _format = format;
}
static List<NGraphics> subInstancesCopy = new List<NGraphics>();
public override bool BuildGraphics(NGraphics graphics)
{
_preparing = false;
_format = _topTextFormat;
if (graphics.subInstances != null)
subInstancesCopy.AddRange(graphics.subInstances);
UpdatePaddings();
UpdateGraphics(graphics);
bool changed = CreateSubGraphics(graphics, true);
for (int i = 0; i < _fallbackFonts.Count; i++)
{
_fallbackFonts[i]._format = _format;
if (_fallbackFonts[i].CreateSubGraphics(graphics, false))
changed = true;
}
if (subInstancesCopy.Count > 0)
{
foreach (var g in subInstancesCopy)
{
if (g != null)
{
g.texture = null;
g.enabled = false;
}
}
subInstancesCopy.Clear();
}
return changed;
}
bool CreateSubGraphics(NGraphics graphics, bool paddingsUpdated)
{
bool changed = false;
for (int i = 0; i < _atlasTextures.Length; i++)
{
var texture = _atlasTextures[i];
if (texture == null || texture.lastActive == 0)
continue;
texture.lastActive = 0;
NGraphics sub = null;
if (graphics.subInstances != null)
{
int index = graphics.subInstances.FindIndex(g => g.texture == texture);
if (index == -1)
index = graphics.subInstances.FindIndex(g => g.texture == null);
if (index != -1)
{
sub = graphics.subInstances[index];
subInstancesCopy[index] = null;
}
}
if (sub == null)
{
sub = graphics.CreateSubInstance("SubTextField");
sub.meshFactory = new TMPFont_SubMesh();
sub.SetShaderAndTexture(shader, texture);
graphics.subInstances.Add(sub);
changed = true;
}
else if (sub.texture != texture)
{
sub.SetShaderAndTexture(shader, texture);
sub.enabled = true;
changed = true;
}
if (!paddingsUpdated)
{
paddingsUpdated = true;
UpdatePaddings();
}
UpdateGraphics(sub);
((TMPFont_SubMesh)sub.meshFactory).font = this;
((TMPFont_SubMesh)sub.meshFactory).atlasIndex = i;
}
return changed;
}
void UpdateGraphics(NGraphics graphics)
{
graphics.userData.x = _padding;
graphics.userData.y = _stylePadding;
MaterialPropertyBlock block = graphics.materialPropertyBlock;
block.SetFloat(ShaderUtilities.ID_ScaleRatio_A, _ratioA);
block.SetFloat(ShaderUtilities.ID_ScaleRatio_B, _ratioB);
block.SetFloat(ShaderUtilities.ID_ScaleRatio_C, _ratioC);
block.SetFloat(ShaderUtilities.ID_FaceDilate, _format.faceDilate);
if (_format.outline > 0)
{
graphics.ToggleKeyword("OUTLINE_ON", true);
block.SetFloat(ShaderUtilities.ID_OutlineWidth, _format.outline);
block.SetColor(ShaderUtilities.ID_OutlineColor, _format.outlineColor);
block.SetFloat(ShaderUtilities.ID_OutlineSoftness, _format.outlineSoftness);
}
else
{
graphics.ToggleKeyword("OUTLINE_ON", false);
block.SetFloat(ShaderUtilities.ID_OutlineWidth, 0);
block.SetFloat(ShaderUtilities.ID_OutlineSoftness, 0);
}
if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0)
{
graphics.ToggleKeyword("UNDERLAY_ON", true);
block.SetColor(ShaderUtilities.ID_UnderlayColor, _format.shadowColor);
block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, _format.shadowOffset.x);
block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, -_format.shadowOffset.y);
block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, _format.underlaySoftness);
}
else
{
graphics.ToggleKeyword("UNDERLAY_ON", false);
block.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, 0);
block.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, 0);
block.SetFloat(ShaderUtilities.ID_UnderlaySoftness, 0);
}
}
override public void StartDraw(NGraphics graphics)
{
_padding = graphics.userData.x;
_stylePadding = graphics.userData.y;
if (graphics.subInstances != null)
{
foreach (var g in graphics.subInstances)
{
if (g.texture == null)
continue;
var mesh = g.meshFactory as TMPFont_SubMesh;
if (mesh != null)
{
mesh.font._padding = g.userData.x;
mesh.font._stylePadding = g.userData.y;
mesh.font._subMeshBuffers[mesh.atlasIndex] = mesh.source = VertexBuffer.Begin();
}
}
}
}
NTexture WrapAtlasTexture(int index)
{
if (_atlasTextures.Length != fontAsset.atlasTextures.Length)
{
Array.Resize(ref _atlasTextures, fontAsset.atlasTextures.Length);
Array.Resize(ref _subMeshBuffers, _atlasTextures.Length);
}
var texture = _atlasTextures[index];
if (texture == null)
{
texture = new NTexture(_fontAsset.atlasTextures[index]);
texture.destroyMethod = DestroyMethod.None;
_atlasTextures[index] = texture;
var manager = texture.GetMaterialManager(this.shader);
manager.onCreateNewMaterial += OnCreateNewMaterial;
}
else if (texture.nativeTexture != _fontAsset.atlasTextures[index])
{
texture.Reload(_fontAsset.atlasTextures[index], null);
}
return texture;
}
override public void SetFormat(TextFormat format, float fontSizeScale)
{
_format = format;
_formatVersion++;
_fontSizeScale = fontSizeScale;
float size = _format.size * fontSizeScale;
if (_format.specialStyle == TextFormat.SpecialStyle.Subscript || _format.specialStyle == TextFormat.SpecialStyle.Superscript)
size *= SupScale;
_scale = size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale;
_style = FontStyles.Normal;
if (_format.bold)
{
_style |= FontStyles.Bold;
_fontWeight = FontWeight.Bold;
_boldMultiplier = 1 + _fontAsset.boldSpacing * 0.01f;
}
else
{
_fontWeight = _defaultFontWeight;
_boldMultiplier = 1.0f;
}
if (_format.italic)
_style |= FontStyles.Italic;
_format.FillVertexColors(vertexColors);
}
override public bool GetGlyph(char ch, out float width, out float height, out float baseline)
{
if (!GetCharacterFromFontAsset(ch, _style, _fontWeight))
{
width = height = baseline = 0;
return false;
}
var font = _fallbackFont ?? this;
width = _char.glyph.metrics.horizontalAdvance * font._boldMultiplier * font._scale;
height = font._lineHeight * font._scale;
baseline = font._ascent * font._scale;
if (_format.specialStyle == TextFormat.SpecialStyle.Subscript)
{
height /= SupScale;
baseline /= SupScale;
}
else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript)
{
height = height / SupScale + baseline * SupOffset;
baseline *= (SupOffset + 1 / SupScale);
}
height = Mathf.RoundToInt(height);
baseline = Mathf.RoundToInt(baseline);
return true;
}
bool GetCharacterFromFontAsset(uint unicode, FontStyles fontStyle, FontWeight fontWeight)
{
bool isAlternativeTypeface;
// #region OLD_TMP_VERION
// TMP_FontAsset actualAsset;
// _char = TMP_FontAssetUtilities.GetCharacterFromFontAsset(unicode, _fontAsset, true, fontStyle, fontWeight,
// out isAlternativeTypeface, out actualAsset
// );
// if (_char == null)
// return false;
// #endregion
#region NEW_TMP_VERION
_char = TMP_FontAssetUtilities.GetCharacterFromFontAsset(unicode, _fontAsset, true, fontStyle, fontWeight,
out isAlternativeTypeface
);
if (_char == null)
return false;
TMP_FontAsset actualAsset = _char.textAsset as TMP_FontAsset;
#endregion
if (actualAsset != _fontAsset) //fallback
{
if (_fallbackFont == null || _fallbackFont._fontAsset != actualAsset)
{
_fallbackFont = _fallbackFonts.Find(x => x._fontAsset == actualAsset);
if (_fallbackFont == null && _preparing)
{
_fallbackFont = new TMPFont();
_fallbackFont.fontAsset = actualAsset;
_fallbackFonts.Add(_fallbackFont);
}
}
if (_fallbackFont != null)
{
if (_fallbackFont._formatVersion != _formatVersion)
{
_fallbackFont.SetFormat(_format, _fontSizeScale);
_fallbackFont._formatVersion = _formatVersion;
}
_fallbackFont._char = _char;
}
}
else
_fallbackFont = null;
if (_preparing)
{
if (_fallbackFont != null)
{
_fallbackFont.WrapAtlasTexture(_char.glyph.atlasIndex).lastActive = 1;
}
else if (_char.glyph.atlasIndex != 0)
{
WrapAtlasTexture(_char.glyph.atlasIndex).lastActive = 1;
}
}
return true;
}
static Vector3 bottomLeft;
static Vector3 topLeft;
static Vector3 topRight;
static Vector3 bottomRight;
static Vector4 uvBottomLeft;
static Vector4 uvTopLeft;
static Vector4 uvTopRight;
static Vector4 uvBottomRight;
static Vector4 uv2BottomLeft;
static Vector4 uv2TopLeft;
static Vector4 uv2TopRight;
static Vector4 uv2BottomRight;
static Color32[] vertexColors = new Color32[4];
override public void DrawGlyph(VertexBuffer vb, float x, float y)
{
if (_fallbackFont != null)
{
_fallbackFont.DrawGlyph(vb, x, y);
return;
}
vb = _subMeshBuffers[_char.glyph.atlasIndex] ?? vb;
GlyphMetrics metrics = _char.glyph.metrics;
GlyphRect rect = _char.glyph.glyphRect;
if (_format.specialStyle == TextFormat.SpecialStyle.Subscript)
y = y - Mathf.RoundToInt(_ascent * _scale * SupOffset);
else if (_format.specialStyle == TextFormat.SpecialStyle.Superscript)
y = y + Mathf.RoundToInt(_ascent * _scale * (1 / SupScale - 1 + SupOffset));
topLeft.x = x + (metrics.horizontalBearingX - _padding - _stylePadding) * _scale;
topLeft.y = y + (metrics.horizontalBearingY + _padding) * _scale;
bottomRight.x = topLeft.x + (metrics.width + _padding * 2 + _stylePadding * 2) * _scale;
bottomRight.y = topLeft.y - (metrics.height + _padding * 2) * _scale;
topRight.x = bottomRight.x;
topRight.y = topLeft.y;
bottomLeft.x = topLeft.x;
bottomLeft.y = bottomRight.y;
#region Handle Italic & Shearing
if (((_style & FontStyles.Italic) == FontStyles.Italic))
{
// Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount.
float shear_value = _fontAsset.italicStyle * 0.01f;
Vector3 topShear = new Vector3(shear_value * ((metrics.horizontalBearingY + _padding + _stylePadding) * _scale), 0, 0);
Vector3 bottomShear = new Vector3(shear_value * (((metrics.horizontalBearingY - metrics.height - _padding - _stylePadding)) * _scale), 0, 0);
topLeft += topShear;
bottomLeft += bottomShear;
topRight += topShear;
bottomRight += bottomShear;
}
#endregion Handle Italics & Shearing
vb.vertices.Add(bottomLeft);
vb.vertices.Add(topLeft);
vb.vertices.Add(topRight);
vb.vertices.Add(bottomRight);
float u = (rect.x - _padding - _stylePadding) / _fontAsset.atlasWidth;
float v = (rect.y - _padding - _stylePadding) / _fontAsset.atlasHeight;
float uw = rect.width > 0 ? (rect.width + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasWidth : 0;
float vw = rect.height > 0 ? (rect.height + _padding * 2 + _stylePadding * 2) / _fontAsset.atlasHeight : 0;
uvBottomLeft = new Vector2(u, v);
uvTopLeft = new Vector2(u, v + vw);
uvTopRight = new Vector2(u + uw, v + vw);
uvBottomRight = new Vector2(u + uw, v);
float xScale = _scale * 0.01f;
if (_format.bold)
xScale *= -1;
uv2BottomLeft = new Vector2(0, xScale);
uv2TopLeft = new Vector2(511, xScale);
uv2TopRight = new Vector2(2093567, xScale);
uv2BottomRight = new Vector2(2093056, xScale);
vb.uvs.Add(uvBottomLeft);
vb.uvs.Add(uvTopLeft);
vb.uvs.Add(uvTopRight);
vb.uvs.Add(uvBottomRight);
vb.uvs2.Add(uv2BottomLeft);
vb.uvs2.Add(uv2TopLeft);
vb.uvs2.Add(uv2TopRight);
vb.uvs2.Add(uv2BottomRight);
vb.colors.Add(vertexColors[0]);
vb.colors.Add(vertexColors[1]);
vb.colors.Add(vertexColors[2]);
vb.colors.Add(vertexColors[3]);
}
override public void DrawLine(VertexBuffer vb, float x, float y, float width, int fontSize, int type)
{
if (!GetCharacterFromFontAsset('_', _style, FontWeight.Regular))
return;
if (_fallbackFont != null)
_fallbackFont.InternalDrawLine(vb, x, y, width, fontSize, type);
else
InternalDrawLine(vb, x, y, width, fontSize, type);
}
void InternalDrawLine(VertexBuffer vb, float x, float y, float width, int fontSize, int type)
{
vb = _subMeshBuffers[_char.glyph.atlasIndex] ?? vb;
float thickness;
float offset;
if (type == 0)
{
thickness = _fontAsset.faceInfo.underlineThickness;
offset = _fontAsset.faceInfo.underlineOffset;
}
else
{
thickness = _fontAsset.faceInfo.strikethroughThickness;
offset = _fontAsset.faceInfo.strikethroughOffset;
}
GlyphRect rect = _char.glyph.glyphRect;
float scale = (float)fontSize / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale;
float segmentWidth = _char.glyph.metrics.width / 2 * scale;
width += _padding * 2;
if (width < _char.glyph.metrics.width * scale)
segmentWidth = width / 2f;
// UNDERLINE VERTICES FOR (3) LINE SEGMENTS
#region UNDERLINE VERTICES
thickness = thickness * scale;
if (thickness < 1)
thickness = 1;
offset = Mathf.RoundToInt(offset * scale);
x -= _padding;
y += offset;
// Front Part of the Underline
topLeft.x = x;
topLeft.y = y + _padding * scale;
bottomRight.x = x + segmentWidth;
bottomRight.y = y - thickness - _padding * scale;
topRight.x = bottomRight.x;
topRight.y = topLeft.y;
bottomLeft.x = topLeft.x;
bottomLeft.y = bottomRight.y;
vb.vertices.Add(bottomLeft);
vb.vertices.Add(topLeft);
vb.vertices.Add(topRight);
vb.vertices.Add(bottomRight);
// Middle Part of the Underline
topLeft = topRight;
bottomLeft = bottomRight;
topRight.x = x + width - segmentWidth;
bottomRight.x = topRight.x;
vb.vertices.Add(bottomLeft);
vb.vertices.Add(topLeft);
vb.vertices.Add(topRight);
vb.vertices.Add(bottomRight);
// End Part of the Underline
topLeft = topRight;
bottomLeft = bottomRight;
topRight.x = x + width;
bottomRight.x = topRight.x;
vb.vertices.Add(bottomLeft);
vb.vertices.Add(topLeft);
vb.vertices.Add(topRight);
vb.vertices.Add(bottomRight);
#endregion
// UNDERLINE UV0
#region HANDLE UV0
// Calculate UV required to setup the 3 Quads for the Underline.
Vector2 uv0 = new Vector2((rect.x - _padding) / _fontAsset.atlasWidth, (rect.y - _padding) / _fontAsset.atlasHeight); // bottom left
Vector2 uv1 = new Vector2(uv0.x, (rect.y + rect.height + _padding) / _fontAsset.atlasHeight); // top left
Vector2 uv2 = new Vector2((rect.x - _padding + (float)rect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Left
Vector2 uv3 = new Vector2(uv2.x, uv0.y); // Mid Bottom Left
Vector2 uv4 = new Vector2((rect.x + _padding + (float)rect.width / 2) / _fontAsset.atlasWidth, uv1.y); // Mid Top Right
Vector2 uv5 = new Vector2(uv4.x, uv0.y); // Mid Bottom right
Vector2 uv6 = new Vector2((rect.x + _padding + rect.width) / _fontAsset.atlasWidth, uv1.y); // End Part - Bottom Right
Vector2 uv7 = new Vector2(uv6.x, uv0.y); // End Part - Top Right
vb.uvs.Add(uv0);
vb.uvs.Add(uv1);
vb.uvs.Add(uv2);
vb.uvs.Add(uv3);
// Middle Part of the Underline
vb.uvs.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv0.y));
vb.uvs.Add(new Vector2(uv2.x - uv2.x * 0.001f, uv1.y));
vb.uvs.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv1.y));
vb.uvs.Add(new Vector2(uv2.x + uv2.x * 0.001f, uv0.y));
// Right Part of the Underline
vb.uvs.Add(uv5);
vb.uvs.Add(uv4);
vb.uvs.Add(uv6);
vb.uvs.Add(uv7);
#endregion
// UNDERLINE UV2
#region HANDLE UV2 - SDF SCALE
// UV1 contains Face / Border UV layout.
float segUv1 = segmentWidth / width;
float segUv2 = 1 - segUv1;
//Calculate the xScale or how much the UV's are getting stretched on the X axis for the middle section of the underline.
float xScale = scale * 0.01f;
vb.uvs2.Add(PackUV(0, 0, xScale));
vb.uvs2.Add(PackUV(0, 1, xScale));
vb.uvs2.Add(PackUV(segUv1, 1, xScale));
vb.uvs2.Add(PackUV(segUv1, 0, xScale));
vb.uvs2.Add(PackUV(segUv1, 0, xScale));
vb.uvs2.Add(PackUV(segUv1, 1, xScale));
vb.uvs2.Add(PackUV(segUv2, 1, xScale));
vb.uvs2.Add(PackUV(segUv2, 0, xScale));
vb.uvs2.Add(PackUV(segUv2, 0, xScale));
vb.uvs2.Add(PackUV(segUv2, 1, xScale));
vb.uvs2.Add(PackUV(1, 1, xScale));
vb.uvs2.Add(PackUV(1, 0, xScale));
#endregion
// UNDERLINE VERTEX COLORS
#region
// Alpha is the lower of the vertex color or tag color alpha used.
for (int i = 0; i < 12; i++)
vb.colors.Add(vertexColors[0]);
#endregion
}
Vector2 PackUV(float x, float y, float xScale)
{
double x0 = (int)(x * 511);
double y0 = (int)(y * 511);
return new Vector2((float)((x0 * 4096) + y0), xScale);
}
override public bool HasCharacter(char ch)
{
return _fontAsset.HasCharacter(ch, true);
}
override public int GetLineHeight(int size)
{
return Mathf.RoundToInt(_lineHeight * ((float)size / _fontAsset.faceInfo.pointSize * _fontAsset.faceInfo.scale));
}
void UpdatePaddings()
{
UpdateShaderRatios();
_padding = GetPadding();
_stylePadding = (((_style & FontStyles.Bold) == FontStyles.Bold) ? _fontAsset.boldStyle : _fontAsset.normalStyle)
/ 4.0f * _gradientScale * _ratioA;
// Clamp overall padding to Gradient Scale size.
if (_stylePadding + _padding > _gradientScale)
_padding = _gradientScale - _stylePadding;
}
float GetPadding()
{
Vector4 padding = Vector4.zero;
Vector4 maxPadding = Vector4.zero;
float faceDilate = _format.faceDilate * _ratioA;
float outlineSoftness = _format.outline > 0 ? _format.outlineSoftness : 0;
float faceSoftness = outlineSoftness * _ratioA;
float outlineThickness = _format.outline * _ratioA;
float uniformPadding = outlineThickness + faceSoftness + faceDilate;
// Underlay padding contribution
if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0)
{
float offsetX = _format.shadowOffset.x * _ratioC;
float offsetY = -_format.shadowOffset.y * _ratioC;
float dilate = _format.faceDilate * _ratioC;
float softness = _format.underlaySoftness * _ratioC;
padding.x = Mathf.Max(padding.x, faceDilate + dilate + softness - offsetX);
padding.y = Mathf.Max(padding.y, faceDilate + dilate + softness - offsetY);
padding.z = Mathf.Max(padding.z, faceDilate + dilate + softness + offsetX);
padding.w = Mathf.Max(padding.w, faceDilate + dilate + softness + offsetY);
}
padding.x = Mathf.Max(padding.x, uniformPadding);
padding.y = Mathf.Max(padding.y, uniformPadding);
padding.z = Mathf.Max(padding.z, uniformPadding);
padding.w = Mathf.Max(padding.w, uniformPadding);
padding.x = Mathf.Min(padding.x, 1);
padding.y = Mathf.Min(padding.y, 1);
padding.z = Mathf.Min(padding.z, 1);
padding.w = Mathf.Min(padding.w, 1);
maxPadding.x = maxPadding.x < padding.x ? padding.x : maxPadding.x;
maxPadding.y = maxPadding.y < padding.y ? padding.y : maxPadding.y;
maxPadding.z = maxPadding.z < padding.z ? padding.z : maxPadding.z;
maxPadding.w = maxPadding.w < padding.w ? padding.w : maxPadding.w;
padding *= _gradientScale;
// Set UniformPadding to the maximum value of any of its components.
uniformPadding = Mathf.Max(padding.x, padding.y);
uniformPadding = Mathf.Max(padding.z, uniformPadding);
uniformPadding = Mathf.Max(padding.w, uniformPadding);
return uniformPadding + 1.25f;
}
// Scale Ratios to ensure property ranges are optimum in Material Editor
void UpdateShaderRatios()
{
_ratioA = _ratioB = _ratioC = 1;
float clamp = 1;
float weight = Mathf.Max(fontAsset.normalStyle, fontAsset.boldStyle) / 4.0f;
float range = (weight + _format.faceDilate) * (_gradientScale - clamp);
// Compute Ratio A
float outlineSoftness = _format.outline > 0 ? _format.outlineSoftness : 0;
float t = Mathf.Max(1, weight + _format.faceDilate + _format.outline + outlineSoftness);
_ratioA = (_gradientScale - clamp) / (_gradientScale * t);
// Compute Ratio B
// no glow support yet
// Compute Ratio C
if (_format.shadowOffset.x != 0 || _format.shadowOffset.y != 0)
{
t = Mathf.Max(1, Mathf.Max(Mathf.Abs(_format.shadowOffset.x), Mathf.Abs(-_format.shadowOffset.y)) + _format.faceDilate + _format.underlaySoftness);
_ratioC = Mathf.Max(0, _gradientScale - clamp - range) / (_gradientScale * t);
}
}
}
class TMPFont_SubMesh : IMeshFactory
{
public TMPFont font;
public int atlasIndex;
public VertexBuffer source;
public void OnPopulateMesh(VertexBuffer vb)
{
if (source != null)
{
vb.Append(source);
vb.AddTriangles();
source = null;
}
}
}
}
#endif

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#if FAIRYGUI_TMPRO
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public partial class TextFormat
{
public float faceDilate;
public float outlineSoftness;
public float underlaySoftness;
}
}
#endif

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