feat: SongCreator 씬 완성 — Beat Sage URL 지원, info.dat 메타데이터 자동 추출
- BeatSageUploader: audio_url 지원(UploadFromUrl), PollAndDownload 공통화, ZIP 500 오류 3회 재시도 - BeatSageConverter: info.dat 파싱(SongMetadata), BPM 자동 감지 → 노트 타이밍 변환에 적용 - SongCreatorManager: title/BPM 필수 입력 제거, 난이도 4개 자동 선택, GenerateFlowFromUrl 버그 수정 - NasPublisher: audioPath null 허용(URL 흐름에서 로컬 파일 없는 경우 스킵) - .gitignore/.gitattributes 초기 설정 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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using TMPro;
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public static class VRBeatSaberSceneBuilder
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{
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private const string MenuScene = "Assets/VRBeatsKit/Scenes/Menu.unity";
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private const string SongCreatorDest = "Assets/Scenes/SongCreator.unity";
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// ─────────────────────────────────────────────
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// ⓪ Fix — Set Graphics API to D3D11 (Oculus requirement)
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// ─────────────────────────────────────────────
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[MenuItem("Tools/VRBeatSaber/⓪ Fix — Set Graphics API to D3D11")]
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public static void FixGraphicsAPI()
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{
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var d3d11 = new[] { GraphicsDeviceType.Direct3D11 };
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|
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PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.StandaloneWindows, false);
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PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.StandaloneWindows64, false);
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PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows, d3d11);
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PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows64, d3d11);
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Debug.Log("[SceneBuilder] ✓ Graphics API set to Direct3D11 for Windows.");
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}
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[MenuItem("Tools/VRBeatSaber/⓪ Fix — Allow HTTP connections")]
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public static void FixAllowHttp()
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{
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PlayerSettings.insecureHttpOption = InsecureHttpOption.AlwaysAllowed;
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Debug.Log("[SceneBuilder] ✓ Insecure HTTP connections allowed.");
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}
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// ─────────────────────────────────────────────
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// Fix — Remove missing script components from open scene
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// ─────────────────────────────────────────────
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[MenuItem("Tools/VRBeatSaber/Fix — Remove Missing Scripts (open scene)")]
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public static void RemoveMissingScripts()
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{
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int removed = 0;
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foreach (var go in Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None))
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{
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var so = new SerializedObject(go);
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var components = so.FindProperty("m_Component");
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for (int i = components.arraySize - 1; i >= 0; i--)
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{
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var comp = components.GetArrayElementAtIndex(i)
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.FindPropertyRelative("component")
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.objectReferenceValue;
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if (comp == null)
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{
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components.DeleteArrayElementAtIndex(i);
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removed++;
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}
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}
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so.ApplyModifiedPropertiesWithoutUndo();
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}
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var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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EditorSceneManager.MarkSceneDirty(activeScene);
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Debug.Log($"[SceneBuilder] ✓ Removed {removed} missing script(s) from '{activeScene.name}'.");
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}
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// ─────────────────────────────────────────────
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// ① Menu — Add Song Creator Button
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// ─────────────────────────────────────────────
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[MenuItem("Tools/VRBeatSaber/① Menu — Add Song Creator Button")]
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public static void PatchMenuAddSongCreatorButton()
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{
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var scene = EditorSceneManager.OpenScene(MenuScene, OpenSceneMode.Single);
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var settings = GameObject.Find("Settings");
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if (settings == null) { Debug.LogError("[SceneBuilder] 'Settings' not found."); return; }
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if (settings.transform.Find("BG/Song Creator") != null)
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{ Debug.LogWarning("[SceneBuilder] Button already exists."); return; }
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var bg = settings.transform.Find("BG");
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if (bg == null) { Debug.LogError("[SceneBuilder] 'Settings/BG' not found."); return; }
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var btnGO = CreateStyledButton(bg, "Song Creator", new Vector2(0f, -20f), new Vector2(80f, 14f), 8f);
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var loader = btnGO.AddComponent<VRBeats.LoadSceneButton>();
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InjectPrivate(loader, "button", btnGO.GetComponent<Button>());
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InjectPrivate(loader, "sceneName", "SongCreator");
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EditorSceneManager.MarkSceneDirty(scene);
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EditorSceneManager.SaveScene(scene);
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Debug.Log("[SceneBuilder] ✓ 'Song Creator' button added to Menu > Settings > BG.");
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}
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// ─────────────────────────────────────────────
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// ② Build SongCreator Scene
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// ─────────────────────────────────────────────
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[MenuItem("Tools/VRBeatSaber/② Build SongCreator Scene")]
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public static void BuildSongCreatorScene()
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{
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if (AssetDatabase.LoadAssetAtPath<Object>(SongCreatorDest) != null)
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AssetDatabase.DeleteAsset(SongCreatorDest);
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if (!AssetDatabase.CopyAsset(MenuScene, SongCreatorDest))
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{
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Debug.LogError("[SceneBuilder] Failed to copy Menu.unity → SongCreator.unity");
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return;
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}
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AssetDatabase.Refresh();
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var scene = EditorSceneManager.OpenScene(SongCreatorDest, OpenSceneMode.Single);
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// Remove unneeded objects
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foreach (var name in new[] { "Logo", "SaberSelect", "SongSelect", "Sabers" })
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{
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var go = GameObject.Find(name);
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if (go != null) Object.DestroyImmediate(go);
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}
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|
||||
// Repurpose Settings panel
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var panel = GameObject.Find("Settings");
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if (panel == null) { Debug.LogError("[SceneBuilder] 'Settings' not found."); return; }
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panel.name = "SongCreatorPanel";
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// Face forward, position in front of player, larger canvas
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var panelRect = panel.GetComponent<RectTransform>();
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panelRect.localRotation = Quaternion.identity;
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panelRect.localPosition = new Vector3(0f, 1.4f, 3.5f);
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panelRect.sizeDelta = new Vector2(180f, 145f);
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|
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// Clear BG children and rebuild UI
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var bg = panel.transform.Find("BG");
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if (bg != null)
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{
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for (int i = bg.childCount - 1; i >= 0; i--)
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Object.DestroyImmediate(bg.GetChild(i).gameObject);
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}
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else
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{
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var bgGO = new GameObject("BG");
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bgGO.transform.SetParent(panel.transform, false);
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var bgRect = bgGO.AddComponent<RectTransform>();
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bgRect.anchorMin = Vector2.zero;
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bgRect.anchorMax = Vector2.one;
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bgRect.offsetMin = bgRect.offsetMax = Vector2.zero;
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var bgImg = bgGO.AddComponent<Image>();
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bgImg.color = new Color(0.22f, 0.40f, 0.49f, 0.49f);
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bg = bgGO.transform;
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}
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// Add SongCreatorManager + dependencies to panel
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var manager = panel.AddComponent<SongCreatorManager>();
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var uploader = panel.AddComponent<BeatSageUploader>();
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var publisher = panel.AddComponent<NasPublisher>();
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// Build all UI and wire references
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BuildSongCreatorUI(bg, manager, uploader, publisher);
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EditorSceneManager.MarkSceneDirty(scene);
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EditorSceneManager.SaveScene(scene);
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Debug.Log("[SceneBuilder] ✓ SongCreator scene built: " + SongCreatorDest);
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}
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// ─────────────────────────────────────────────
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// Song Creator UI (canvas 180 × 145)
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// X: -90 ~ +90 / Y: -72.5 ~ +72.5
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// ─────────────────────────────────────────────
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private static void BuildSongCreatorUI(Transform bg,
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SongCreatorManager manager, BeatSageUploader uploader, NasPublisher publisher)
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{
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var so = new SerializedObject(manager);
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// ── Title ──
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CreateLabel(bg, "Title", "SONG CREATOR", new Vector2(0, 64f), new Vector2(170f, 12f), 11f, Color.white, TextAlignmentOptions.Center);
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CreateLabel(bg, "Subtitle", "Create beatmaps and upload to NAS",
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new Vector2(0, 55f), new Vector2(170f, 7f), 5f, new Color(1,1,1,0.55f), TextAlignmentOptions.Center);
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CreateDivider(bg, "Div0", new Vector2(0, 50f), new Vector2(168f, 0.5f));
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// ── Audio Source ──
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CreateLabel(bg, "LblAudio", "AUDIO SOURCE", new Vector2(-62f, 44f), new Vector2(40f, 6f), 4.5f, new Color(1,1,1,0.65f));
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var dropdown = CreateDropdown(bg, "AudioDropdown", new Vector2(-8f, 36f), new Vector2(120f, 9f));
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var refreshBtn = CreateStyledButton(bg, "Refresh", new Vector2(70f, 36f), new Vector2(24f, 9f), 4.5f);
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var pathHint = CreateLabel(bg, "InputPathHint", "Path: ...", new Vector2(0f, 27f), new Vector2(168f, 6f), 3.8f, new Color(1,1,1,0.4f));
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CreateDivider(bg, "Div1", new Vector2(0, 22f), new Vector2(168f, 0.5f));
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// ── Add Audio ──
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CreateLabel(bg, "LblAdd", "ADD AUDIO", new Vector2(-66f, 17f), new Vector2(34f, 6f), 4.5f, new Color(1,1,1,0.65f));
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var fileBtn = CreateStyledButton(bg, "Browse File", new Vector2(-48f, 9f), new Vector2(44f, 9f), 5f);
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var addStatus = CreateLabel(bg, "AddStatusText", "No file selected.", new Vector2(28f, 9f), new Vector2(88f, 9f), 4f, new Color(1,1,1,0.5f));
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CreateLabel(bg, "LblOr", "— or —", new Vector2(0f, 1f), new Vector2(168f, 6f), 4f, new Color(1,1,1,0.4f), TextAlignmentOptions.Center);
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var urlInput = CreateInputField(bg, "UrlInput", "https://example.com/song.mp3", new Vector2(-16f, -7f), new Vector2(120f, 9f));
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var urlDlBtn = CreateStyledButton(bg, "Download", new Vector2(68f, -7f), new Vector2(28f, 9f), 4.5f);
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CreateDivider(bg, "Div2", new Vector2(0, -12f), new Vector2(168f, 0.5f));
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// ── Metadata ──
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CreateLabel(bg, "LblMeta", "METADATA", new Vector2(-67f, -17f), new Vector2(30f, 6f), 4.5f, new Color(1,1,1,0.65f));
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||||
CreateLabel(bg, "LblTitle", "Title", new Vector2(-72f, -25f), new Vector2(18f, 7f), 4.2f, new Color(1,1,1,0.7f));
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var titleInput = CreateInputField(bg, "TitleInput", "Song title", new Vector2(14f, -25f), new Vector2(130f, 8f));
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CreateLabel(bg, "LblArtist", "Artist", new Vector2(-72f, -34f), new Vector2(18f, 7f), 4.2f, new Color(1,1,1,0.7f));
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var artistInput = CreateInputField(bg, "ArtistInput", "Artist name", new Vector2(14f, -34f), new Vector2(130f, 8f));
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CreateLabel(bg, "LblBpm", "BPM", new Vector2(-72f, -43f), new Vector2(18f, 7f), 4.2f, new Color(1,1,1,0.7f));
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var bpmInput = CreateInputField(bg, "BpmInput", "120", new Vector2(14f, -43f), new Vector2(130f, 8f), TMP_InputField.ContentType.DecimalNumber);
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CreateDivider(bg, "Div3", new Vector2(0, -48f), new Vector2(168f, 0.5f));
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// ── Difficulty ──
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CreateLabel(bg, "LblDiff", "DIFFICULTY", new Vector2(-64f, -53f), new Vector2(36f, 6f), 4.5f, new Color(1,1,1,0.65f));
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|
||||
var group = bg.gameObject.AddComponent<ToggleGroup>();
|
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group.allowSwitchOff = true;
|
||||
|
||||
var tNormal = CreateToggle(bg, "ToggleNormal", "Normal", new Vector2(-60f, -61f), group, true);
|
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var tHard = CreateToggle(bg, "ToggleHard", "Hard", new Vector2(-20f, -61f), group, true);
|
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var tExpert = CreateToggle(bg, "ToggleExpert", "Expert", new Vector2( 20f, -61f), group, true);
|
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var tExpertPlus= CreateToggle(bg, "ToggleExpertPlus","Expert+", new Vector2( 60f, -61f), group, true);
|
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|
||||
// ── Actions ──
|
||||
var generateBtn = CreateStyledButton(bg, "Create & Upload", new Vector2(-20f, -69f), new Vector2(98f, 10f), 6f);
|
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var backBtn = CreateStyledButton(bg, "Back to Menu", new Vector2( 65f, -69f), new Vector2(36f, 10f), 4.5f);
|
||||
|
||||
// ── Progress (hidden by default) ──
|
||||
var progressGO = new GameObject("ProgressGroup");
|
||||
progressGO.transform.SetParent(bg, false);
|
||||
SetRect(progressGO, new Vector2(0f, -69f), new Vector2(170f, 10f));
|
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progressGO.SetActive(false);
|
||||
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var statusTxt = CreateLabel(progressGO.transform, "StatusText", "Ready.",
|
||||
new Vector2(-10f, 0f), new Vector2(120f, 8f), 4f, new Color(1,1,1,0.8f));
|
||||
|
||||
var sliderGO = CreateSlider(progressGO.transform, "ProgressSlider",
|
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new Vector2(65f, 0f), new Vector2(50f, 6f));
|
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|
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// ── Wire SerializeField references ──
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so.FindProperty("audioDropdown") .objectReferenceValue = dropdown;
|
||||
so.FindProperty("refreshBtn") .objectReferenceValue = refreshBtn.GetComponent<Button>();
|
||||
so.FindProperty("inputPathHint") .objectReferenceValue = pathHint.GetComponent<TMP_Text>();
|
||||
so.FindProperty("filePickerBtn") .objectReferenceValue = fileBtn.GetComponent<Button>();
|
||||
so.FindProperty("addStatusText") .objectReferenceValue = addStatus.GetComponent<TMP_Text>();
|
||||
so.FindProperty("urlInput") .objectReferenceValue = urlInput;
|
||||
so.FindProperty("urlDownloadBtn") .objectReferenceValue = urlDlBtn.GetComponent<Button>();
|
||||
so.FindProperty("titleInput") .objectReferenceValue = titleInput;
|
||||
so.FindProperty("artistInput") .objectReferenceValue = artistInput;
|
||||
so.FindProperty("bpmInput") .objectReferenceValue = bpmInput;
|
||||
so.FindProperty("toggleNormal") .objectReferenceValue = tNormal;
|
||||
so.FindProperty("toggleHard") .objectReferenceValue = tHard;
|
||||
so.FindProperty("toggleExpert") .objectReferenceValue = tExpert;
|
||||
so.FindProperty("toggleExpertPlus") .objectReferenceValue = tExpertPlus;
|
||||
so.FindProperty("generateButton") .objectReferenceValue = generateBtn.GetComponent<Button>();
|
||||
so.FindProperty("backButton") .objectReferenceValue = backBtn.GetComponent<Button>();
|
||||
so.FindProperty("progressGroup") .objectReferenceValue = progressGO;
|
||||
so.FindProperty("statusText") .objectReferenceValue = statusTxt.GetComponent<TMP_Text>();
|
||||
so.FindProperty("progressSlider") .objectReferenceValue = sliderGO;
|
||||
so.FindProperty("beatSageUploader") .objectReferenceValue = uploader;
|
||||
so.FindProperty("nasPublisher") .objectReferenceValue = publisher;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
// Back button → Menu scene
|
||||
var backLoader = backBtn.AddComponent<VRBeats.LoadSceneButton>();
|
||||
InjectPrivate(backLoader, "button", backBtn.GetComponent<Button>());
|
||||
InjectPrivate(backLoader, "sceneName", "Menu");
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────
|
||||
// Helpers — UI factory
|
||||
// ─────────────────────────────────────────────
|
||||
|
||||
private static GameObject CreateStyledButton(Transform parent, string label,
|
||||
Vector2 pos, Vector2 size, float fontSize)
|
||||
{
|
||||
var go = new GameObject(label);
|
||||
go.transform.SetParent(parent, false);
|
||||
SetRect(go, pos, size);
|
||||
|
||||
var img = go.AddComponent<Image>();
|
||||
img.color = new Color(1f, 1f, 1f, 0.12f);
|
||||
|
||||
var btn = go.AddComponent<Button>();
|
||||
btn.targetGraphic = img;
|
||||
var c = btn.colors;
|
||||
c.normalColor = Color.white;
|
||||
c.highlightedColor = new Color(0.961f, 0.961f, 0.961f, 1f);
|
||||
c.pressedColor = new Color(0.784f, 0.784f, 0.784f, 1f);
|
||||
c.selectedColor = new Color(0.961f, 0.961f, 0.961f, 1f);
|
||||
c.fadeDuration = 0.1f;
|
||||
btn.colors = c;
|
||||
|
||||
var textGO = new GameObject("Text");
|
||||
textGO.transform.SetParent(go.transform, false);
|
||||
StretchFull(textGO);
|
||||
var tmp = textGO.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = label;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
tmp.fontSize = fontSize;
|
||||
tmp.color = Color.white;
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
private static GameObject CreateLabel(Transform parent, string name, string text,
|
||||
Vector2 pos, Vector2 size, float fontSize,
|
||||
Color? color = null, TextAlignmentOptions align = TextAlignmentOptions.MidlineLeft)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
SetRect(go, pos, size);
|
||||
var tmp = go.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = text;
|
||||
tmp.fontSize = fontSize;
|
||||
tmp.color = color ?? Color.white;
|
||||
tmp.alignment = align;
|
||||
return go;
|
||||
}
|
||||
|
||||
private static void CreateDivider(Transform parent, string name, Vector2 pos, Vector2 size)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
SetRect(go, pos, size);
|
||||
var img = go.AddComponent<Image>();
|
||||
img.color = new Color(1f, 1f, 1f, 0.18f);
|
||||
img.raycastTarget = false;
|
||||
}
|
||||
|
||||
private static TMP_Dropdown CreateDropdown(Transform parent, string name, Vector2 pos, Vector2 size)
|
||||
{
|
||||
// Root
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
SetRect(go, pos, size);
|
||||
var bgImg = go.AddComponent<Image>();
|
||||
bgImg.color = new Color(1f, 1f, 1f, 0.1f);
|
||||
|
||||
var dd = go.AddComponent<TMP_Dropdown>();
|
||||
|
||||
// Caption label
|
||||
var lbl = new GameObject("Label");
|
||||
lbl.transform.SetParent(go.transform, false);
|
||||
var lblRect = lbl.AddComponent<RectTransform>();
|
||||
lblRect.anchorMin = Vector2.zero;
|
||||
lblRect.anchorMax = Vector2.one;
|
||||
lblRect.offsetMin = new Vector2(4f, 2f);
|
||||
lblRect.offsetMax = new Vector2(-14f, -2f);
|
||||
var lblTmp = lbl.AddComponent<TextMeshProUGUI>();
|
||||
lblTmp.fontSize = 4.5f;
|
||||
lblTmp.color = Color.white;
|
||||
lblTmp.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
dd.captionText = lblTmp;
|
||||
|
||||
// Arrow
|
||||
var arrow = new GameObject("Arrow");
|
||||
arrow.transform.SetParent(go.transform, false);
|
||||
SetRect(arrow, new Vector2(size.x * 0.5f - 6f, 0f), new Vector2(8f, 8f));
|
||||
var arrowTmp = arrow.AddComponent<TextMeshProUGUI>();
|
||||
arrowTmp.text = "▼";
|
||||
arrowTmp.fontSize = 4f;
|
||||
arrowTmp.color = new Color(1f, 1f, 1f, 0.7f);
|
||||
arrowTmp.alignment = TextAlignmentOptions.Center;
|
||||
|
||||
// ── Template (must be inactive) ──────────────────────
|
||||
var tmpl = new GameObject("Template");
|
||||
tmpl.transform.SetParent(go.transform, false);
|
||||
var tmplRect = tmpl.AddComponent<RectTransform>();
|
||||
tmplRect.anchorMin = new Vector2(0f, 0f);
|
||||
tmplRect.anchorMax = new Vector2(1f, 0f);
|
||||
tmplRect.pivot = new Vector2(0.5f, 1f);
|
||||
tmplRect.anchoredPosition = new Vector2(0f, 2f);
|
||||
tmplRect.sizeDelta = new Vector2(0f, 60f);
|
||||
var tmplImg = tmpl.AddComponent<Image>();
|
||||
tmplImg.color = new Color(0.15f, 0.15f, 0.15f, 0.97f);
|
||||
var scroll = tmpl.AddComponent<ScrollRect>();
|
||||
|
||||
// Viewport
|
||||
var vp = new GameObject("Viewport");
|
||||
vp.transform.SetParent(tmpl.transform, false);
|
||||
var vpRect = vp.AddComponent<RectTransform>();
|
||||
vpRect.anchorMin = Vector2.zero;
|
||||
vpRect.anchorMax = Vector2.one;
|
||||
vpRect.offsetMin = vpRect.offsetMax = Vector2.zero;
|
||||
vpRect.pivot = new Vector2(0f, 1f);
|
||||
vp.AddComponent<Image>().color = new Color(0f, 0f, 0f, 0.01f);
|
||||
vp.AddComponent<Mask>().showMaskGraphic = false;
|
||||
|
||||
// Content
|
||||
var content = new GameObject("Content");
|
||||
content.transform.SetParent(vp.transform, false);
|
||||
var contentRect = content.AddComponent<RectTransform>();
|
||||
contentRect.anchorMin = new Vector2(0f, 1f);
|
||||
contentRect.anchorMax = new Vector2(1f, 1f);
|
||||
contentRect.pivot = new Vector2(0.5f, 1f);
|
||||
contentRect.anchoredPosition = Vector2.zero;
|
||||
contentRect.sizeDelta = new Vector2(0f, 28f);
|
||||
|
||||
scroll.content = contentRect;
|
||||
scroll.viewport = vpRect;
|
||||
scroll.horizontal = false;
|
||||
scroll.movementType = ScrollRect.MovementType.Clamped;
|
||||
scroll.scrollSensitivity = 10f;
|
||||
|
||||
// Item (Toggle) — the row template
|
||||
var item = new GameObject("Item");
|
||||
item.transform.SetParent(content.transform, false);
|
||||
var itemRect = item.AddComponent<RectTransform>();
|
||||
itemRect.anchorMin = new Vector2(0f, 0.5f);
|
||||
itemRect.anchorMax = new Vector2(1f, 0.5f);
|
||||
itemRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
itemRect.sizeDelta = new Vector2(0f, 9f);
|
||||
itemRect.anchoredPosition = Vector2.zero;
|
||||
|
||||
var itemToggle = item.AddComponent<Toggle>();
|
||||
var itemBg = item.AddComponent<Image>();
|
||||
itemBg.color = new Color(1f, 1f, 1f, 0f);
|
||||
itemToggle.targetGraphic = itemBg;
|
||||
var tc = itemToggle.colors;
|
||||
tc.highlightedColor = new Color(0.3f, 0.6f, 1f, 0.4f);
|
||||
tc.selectedColor = new Color(0.3f, 0.6f, 1f, 0.4f);
|
||||
itemToggle.colors = tc;
|
||||
|
||||
// Item Label
|
||||
var itemLbl = new GameObject("Item Label");
|
||||
itemLbl.transform.SetParent(item.transform, false);
|
||||
var ilRect = itemLbl.AddComponent<RectTransform>();
|
||||
ilRect.anchorMin = Vector2.zero;
|
||||
ilRect.anchorMax = Vector2.one;
|
||||
ilRect.offsetMin = new Vector2(4f, 1f);
|
||||
ilRect.offsetMax = new Vector2(-4f, -1f);
|
||||
var itemTmp = itemLbl.AddComponent<TextMeshProUGUI>();
|
||||
itemTmp.fontSize = 4.5f;
|
||||
itemTmp.color = Color.white;
|
||||
itemTmp.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
|
||||
dd.itemText = itemTmp;
|
||||
dd.template = tmplRect;
|
||||
|
||||
tmpl.SetActive(false);
|
||||
|
||||
return dd;
|
||||
}
|
||||
|
||||
private static TMP_InputField CreateInputField(Transform parent, string name,
|
||||
string placeholder, Vector2 pos, Vector2 size,
|
||||
TMP_InputField.ContentType contentType = TMP_InputField.ContentType.Standard)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
SetRect(go, pos, size);
|
||||
|
||||
var bg = go.AddComponent<Image>();
|
||||
bg.color = new Color(1f, 1f, 1f, 0.08f);
|
||||
|
||||
var area = new GameObject("Text Area");
|
||||
area.transform.SetParent(go.transform, false);
|
||||
var ar = area.AddComponent<RectTransform>();
|
||||
ar.anchorMin = Vector2.zero;
|
||||
ar.anchorMax = Vector2.one;
|
||||
ar.offsetMin = new Vector2(3f, 1f);
|
||||
ar.offsetMax = new Vector2(-3f, -1f);
|
||||
area.AddComponent<RectMask2D>();
|
||||
|
||||
var ph = new GameObject("Placeholder");
|
||||
ph.transform.SetParent(area.transform, false);
|
||||
StretchFull(ph);
|
||||
var phTmp = ph.AddComponent<TextMeshProUGUI>();
|
||||
phTmp.text = placeholder;
|
||||
phTmp.fontSize = 4.5f;
|
||||
phTmp.color = new Color(1f, 1f, 1f, 0.3f);
|
||||
phTmp.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
|
||||
var txt = new GameObject("Text");
|
||||
txt.transform.SetParent(area.transform, false);
|
||||
StretchFull(txt);
|
||||
var txtTmp = txt.AddComponent<TextMeshProUGUI>();
|
||||
txtTmp.fontSize = 4.5f;
|
||||
txtTmp.color = Color.white;
|
||||
txtTmp.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
|
||||
var field = go.AddComponent<TMP_InputField>();
|
||||
field.textComponent = txtTmp;
|
||||
field.placeholder = phTmp;
|
||||
field.textViewport = ar;
|
||||
field.contentType = contentType;
|
||||
|
||||
return field;
|
||||
}
|
||||
|
||||
private static Toggle CreateToggle(Transform parent, string name, string label,
|
||||
Vector2 pos, ToggleGroup group, bool isOn)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
SetRect(go, pos, new Vector2(36f, 8f));
|
||||
|
||||
var img = go.AddComponent<Image>();
|
||||
img.color = new Color(1f, 1f, 1f, 0.1f);
|
||||
|
||||
var toggle = go.AddComponent<Toggle>();
|
||||
toggle.targetGraphic = img;
|
||||
toggle.group = group;
|
||||
toggle.isOn = isOn;
|
||||
var tc = toggle.colors;
|
||||
tc.normalColor = new Color(1f, 1f, 1f, 0.1f);
|
||||
tc.highlightedColor = new Color(0.4f, 0.7f, 1f, 0.5f);
|
||||
tc.pressedColor = new Color(0.2f, 0.5f, 0.9f, 0.8f);
|
||||
tc.selectedColor = new Color(0.3f, 0.6f, 1f, 0.6f);
|
||||
toggle.colors = tc;
|
||||
|
||||
var lbl = new GameObject("Label");
|
||||
lbl.transform.SetParent(go.transform, false);
|
||||
StretchFull(lbl);
|
||||
var tmp = lbl.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = label;
|
||||
tmp.fontSize = 4f;
|
||||
tmp.color = Color.white;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
|
||||
return toggle;
|
||||
}
|
||||
|
||||
private static Slider CreateSlider(Transform parent, string name, Vector2 pos, Vector2 size)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
SetRect(go, pos, size);
|
||||
|
||||
var bg = new GameObject("Background");
|
||||
bg.transform.SetParent(go.transform, false);
|
||||
StretchFull(bg);
|
||||
var bgImg = bg.AddComponent<Image>();
|
||||
bgImg.color = new Color(1f, 1f, 1f, 0.15f);
|
||||
|
||||
var fillArea = new GameObject("Fill Area");
|
||||
fillArea.transform.SetParent(go.transform, false);
|
||||
StretchFull(fillArea);
|
||||
|
||||
var fill = new GameObject("Fill");
|
||||
fill.transform.SetParent(fillArea.transform, false);
|
||||
StretchFull(fill);
|
||||
var fillImg = fill.AddComponent<Image>();
|
||||
fillImg.color = new Color(0.3f, 0.8f, 0.3f, 0.9f);
|
||||
|
||||
var slider = go.AddComponent<Slider>();
|
||||
slider.fillRect = fill.GetComponent<RectTransform>();
|
||||
slider.minValue = 0f;
|
||||
slider.maxValue = 1f;
|
||||
slider.value = 0f;
|
||||
slider.interactable = false;
|
||||
|
||||
return slider;
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────
|
||||
// Utils
|
||||
// ─────────────────────────────────────────────
|
||||
|
||||
private static void SetRect(GameObject go, Vector2 pos, Vector2 size)
|
||||
{
|
||||
var r = go.GetComponent<RectTransform>();
|
||||
if (r == null) r = go.AddComponent<RectTransform>();
|
||||
r.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
r.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
r.pivot = new Vector2(0.5f, 0.5f);
|
||||
r.anchoredPosition = pos;
|
||||
r.sizeDelta = size;
|
||||
}
|
||||
|
||||
private static void StretchFull(GameObject go)
|
||||
{
|
||||
var r = go.GetComponent<RectTransform>();
|
||||
if (r == null) r = go.AddComponent<RectTransform>();
|
||||
r.anchorMin = Vector2.zero;
|
||||
r.anchorMax = Vector2.one;
|
||||
r.offsetMin = r.offsetMax = Vector2.zero;
|
||||
}
|
||||
|
||||
private static void InjectPrivate(object target, string fieldName, object value)
|
||||
{
|
||||
target.GetType()
|
||||
.GetField(fieldName,
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
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?.SetValue(target, value);
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}
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}
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|
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url:
|
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text:
|
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linkText: Read more about URP
|
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url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest
|
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- heading: Forums
|
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text:
|
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linkText: Get answers and support
|
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url: https://forum.unity.com/forums/universal-render-pipeline.383/
|
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- heading: Report bugs
|
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text:
|
||||
linkText: Submit a report
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
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||||
[System.Serializable]
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||||
public class SongMetadata
|
||||
{
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public string title;
|
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public string artist;
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public float bpm;
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}
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[System.Serializable]
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public class BeatSageInfoDat
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{
|
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public string _songName;
|
||||
public string _songAuthorName;
|
||||
public float _beatsPerMinute;
|
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}
|
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[System.Serializable]
|
||||
public class BeatSageRoot
|
||||
{
|
||||
public string _version;
|
||||
public List<BeatSageNote> _notes;
|
||||
}
|
||||
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[System.Serializable]
|
||||
public class BeatSageNote
|
||||
{
|
||||
public float _time;
|
||||
public int _lineIndex;
|
||||
public int _lineLayer;
|
||||
public int _type;
|
||||
public int _cutDirection;
|
||||
}
|
||||
|
||||
public static class BeatSageConverter
|
||||
{
|
||||
public static List<NoteData> Convert(string rawJson, float bpm)
|
||||
{
|
||||
var result = new List<NoteData>();
|
||||
|
||||
var root = JsonUtility.FromJson<BeatSageRoot>(rawJson);
|
||||
if (root?._notes == null)
|
||||
{
|
||||
Debug.LogWarning("[BeatSageConverter] Parse failed or no notes.");
|
||||
return result;
|
||||
}
|
||||
|
||||
foreach (var note in root._notes)
|
||||
{
|
||||
// Only process normal notes (0=red, 1=blue); skip bombs (3) etc.
|
||||
if (note._type != 0 && note._type != 1) continue;
|
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|
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result.Add(new NoteData
|
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{
|
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time = (note._time * 60f) / bpm,
|
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position = note._lineIndex,
|
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lineLayer = note._lineLayer,
|
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colorType = note._type,
|
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cutDirection = note._cutDirection,
|
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});
|
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}
|
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|
||||
Debug.Log($"[BeatSageConverter] Converted {result.Count} notes.");
|
||||
return result;
|
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}
|
||||
|
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public static string ToMapJson(List<NoteData> notes)
|
||||
{
|
||||
return JsonUtility.ToJson(new MapData { target = notes }, true);
|
||||
}
|
||||
|
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public static SongMetadata ParseInfoDat(string json)
|
||||
{
|
||||
var info = JsonUtility.FromJson<BeatSageInfoDat>(json);
|
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if (info == null) return null;
|
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return new SongMetadata
|
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{
|
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title = (info._songName ?? "").Trim(),
|
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artist = (info._songAuthorName ?? "").Trim(),
|
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bpm = info._beatsPerMinute,
|
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};
|
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}
|
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}
|
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@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: 1eca2ce555fd76e44ab91d0aea717fad
|
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@@ -0,0 +1,320 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.IO.Compression;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
public class BeatSageUploader : MonoBehaviour
|
||||
{
|
||||
private const string BASE_URL = "https://beatsage.com";
|
||||
private const string CREATE_EP = "/beatsaber_custom_level_create";
|
||||
private const string HEARTBEAT_EP = "/beatsaber_custom_level_heartbeat/{0}";
|
||||
private const string DOWNLOAD_EP = "/beatsaber_custom_level_download/{0}";
|
||||
|
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private const float POLL_INTERVAL = 5f;
|
||||
private const float POLL_TIMEOUT = 300f;
|
||||
|
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private static readonly Dictionary<string, string> DiffNames = new()
|
||||
{
|
||||
{ "normal", "Normal" },
|
||||
{ "hard", "Hard" },
|
||||
{ "expert", "Expert" },
|
||||
{ "expertplus", "ExpertPlus" },
|
||||
};
|
||||
|
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private static readonly Dictionary<string, string> DatFileNames = new()
|
||||
{
|
||||
{ "normal", "Normal.dat" },
|
||||
{ "hard", "Hard.dat" },
|
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{ "expert", "Expert.dat" },
|
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{ "expertplus", "ExpertPlus.dat" },
|
||||
};
|
||||
|
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public string CurrentStatus { get; private set; } = "";
|
||||
public SongMetadata LastMetadata { get; private set; }
|
||||
|
||||
// Upload from local file path
|
||||
public IEnumerator Upload(
|
||||
string audioPath,
|
||||
List<string> difficulties,
|
||||
float bpm,
|
||||
Action<float> onProgress,
|
||||
Action<Dictionary<string, List<NoteData>>> onComplete,
|
||||
Action<string> onError)
|
||||
{
|
||||
SetStatus("[1/4] Uploading audio...");
|
||||
string levelId = null;
|
||||
|
||||
yield return CreateLevel(audioPath, difficulties, id => levelId = id, onError);
|
||||
if (levelId == null) yield break;
|
||||
onProgress?.Invoke(0.15f);
|
||||
|
||||
yield return PollAndDownload(levelId, difficulties, bpm, onProgress, onComplete, onError);
|
||||
}
|
||||
|
||||
// Upload from direct audio URL (Beat Sage downloads it server-side)
|
||||
public IEnumerator UploadFromUrl(
|
||||
string audioUrl,
|
||||
List<string> difficulties,
|
||||
float bpm,
|
||||
Action<float> onProgress,
|
||||
Action<Dictionary<string, List<NoteData>>> onComplete,
|
||||
Action<string> onError)
|
||||
{
|
||||
SetStatus("[1/4] Sending URL to Beat Sage...");
|
||||
string levelId = null;
|
||||
|
||||
yield return CreateLevelFromUrl(audioUrl, difficulties, id => levelId = id, onError);
|
||||
if (levelId == null) yield break;
|
||||
onProgress?.Invoke(0.15f);
|
||||
|
||||
yield return PollAndDownload(levelId, difficulties, bpm, onProgress, onComplete, onError);
|
||||
}
|
||||
|
||||
// Shared poll + download + convert phase
|
||||
private IEnumerator PollAndDownload(
|
||||
string levelId,
|
||||
List<string> difficulties,
|
||||
float bpm,
|
||||
Action<float> onProgress,
|
||||
Action<Dictionary<string, List<NoteData>>> onComplete,
|
||||
Action<string> onError)
|
||||
{
|
||||
SetStatus("[2/4] Generating beatmap...");
|
||||
bool ready = false;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (!ready && elapsed < POLL_TIMEOUT)
|
||||
{
|
||||
yield return new WaitForSeconds(POLL_INTERVAL);
|
||||
elapsed += POLL_INTERVAL;
|
||||
|
||||
bool error = false;
|
||||
yield return PollHeartbeat(levelId,
|
||||
status =>
|
||||
{
|
||||
ready = string.Equals(status, "generated", StringComparison.OrdinalIgnoreCase)
|
||||
|| string.Equals(status, "done", StringComparison.OrdinalIgnoreCase);
|
||||
error = string.Equals(status, "error", StringComparison.OrdinalIgnoreCase);
|
||||
},
|
||||
onError);
|
||||
|
||||
if (error) { onError?.Invoke("Beat Sage generation failed (error status)"); yield break; }
|
||||
|
||||
onProgress?.Invoke(0.15f + Mathf.Clamp01(elapsed / POLL_TIMEOUT) * 0.6f);
|
||||
SetStatus($"[2/4] Generating... {(int)elapsed}s elapsed");
|
||||
}
|
||||
|
||||
if (!ready) { onError?.Invoke("Beat Sage timeout (>5 min)"); yield break; }
|
||||
|
||||
SetStatus("[3/4] Downloading result...");
|
||||
byte[] zipBytes = null;
|
||||
yield return DownloadZip(levelId, b => zipBytes = b, onError);
|
||||
if (zipBytes == null) yield break;
|
||||
onProgress?.Invoke(0.9f);
|
||||
|
||||
SetStatus("[3/4] Converting map data...");
|
||||
Dictionary<string, List<NoteData>> maps = null;
|
||||
try { maps = ExtractAndConvert(zipBytes, difficulties, bpm); }
|
||||
catch (Exception e) { onError?.Invoke($"Conversion failed: {e.Message}"); yield break; }
|
||||
|
||||
onProgress?.Invoke(1f);
|
||||
SetStatus("[3/4] Conversion complete.");
|
||||
onComplete?.Invoke(maps);
|
||||
}
|
||||
|
||||
private IEnumerator CreateLevelFromUrl(string audioUrl, List<string> difficulties,
|
||||
Action<string> onSuccess, Action<string> onError)
|
||||
{
|
||||
var mappedDiffs = new List<string>();
|
||||
foreach (string d in difficulties)
|
||||
if (DiffNames.TryGetValue(d, out var n)) mappedDiffs.Add(n);
|
||||
|
||||
if (mappedDiffs.Count == 0)
|
||||
{
|
||||
onError?.Invoke("No supported difficulties selected.");
|
||||
yield break;
|
||||
}
|
||||
|
||||
var form = new List<IMultipartFormSection>
|
||||
{
|
||||
new MultipartFormDataSection("audio_url", audioUrl),
|
||||
new MultipartFormDataSection("audio_metadata_title", " "),
|
||||
new MultipartFormDataSection("audio_metadata_artist", " "),
|
||||
new MultipartFormDataSection("difficulties", string.Join(",", mappedDiffs)),
|
||||
new MultipartFormDataSection("modes", "Standard"),
|
||||
new MultipartFormDataSection("events", "DotBlocks,Obstacles,Bombs"),
|
||||
new MultipartFormDataSection("environment", "DefaultEnvironment"),
|
||||
new MultipartFormDataSection("system_tag", "v2"),
|
||||
};
|
||||
|
||||
using var req = UnityWebRequest.Post(BASE_URL + CREATE_EP, form);
|
||||
req.SetRequestHeader("Accept", "*/*");
|
||||
req.SetRequestHeader("User-Agent", "VRBeatSaber/1.0");
|
||||
yield return req.SendWebRequest();
|
||||
|
||||
if (req.result != UnityWebRequest.Result.Success)
|
||||
{
|
||||
onError?.Invoke($"Level create (URL) failed: {req.error}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
string levelId = ParseJsonString(req.downloadHandler.text, "id");
|
||||
if (string.IsNullOrEmpty(levelId))
|
||||
{
|
||||
onError?.Invoke($"Failed to parse levelId. Response: {req.downloadHandler.text}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
onSuccess?.Invoke(levelId);
|
||||
}
|
||||
|
||||
private IEnumerator CreateLevel(string audioPath, List<string> difficulties,
|
||||
Action<string> onSuccess, Action<string> onError)
|
||||
{
|
||||
byte[] audioBytes = File.ReadAllBytes(audioPath);
|
||||
string fileName = Path.GetFileName(audioPath);
|
||||
|
||||
var mappedDiffs = new List<string>();
|
||||
foreach (string d in difficulties)
|
||||
if (DiffNames.TryGetValue(d, out var n)) mappedDiffs.Add(n);
|
||||
|
||||
if (mappedDiffs.Count == 0)
|
||||
{
|
||||
onError?.Invoke("No supported difficulties selected (use Normal/Hard/Expert/ExpertPlus).");
|
||||
yield break;
|
||||
}
|
||||
|
||||
var form = new List<IMultipartFormSection>
|
||||
{
|
||||
new MultipartFormFileSection("audio_file", audioBytes, fileName, "audio/mpeg"),
|
||||
new MultipartFormDataSection("audio_metadata_title", " "),
|
||||
new MultipartFormDataSection("audio_metadata_artist", " "),
|
||||
new MultipartFormDataSection("difficulties", string.Join(",", mappedDiffs)),
|
||||
new MultipartFormDataSection("modes", "Standard"),
|
||||
new MultipartFormDataSection("events", "DotBlocks,Obstacles,Bombs"),
|
||||
new MultipartFormDataSection("environment", "DefaultEnvironment"),
|
||||
new MultipartFormDataSection("system_tag", "v2"),
|
||||
};
|
||||
|
||||
using var req = UnityWebRequest.Post(BASE_URL + CREATE_EP, form);
|
||||
req.SetRequestHeader("Accept", "*/*");
|
||||
req.SetRequestHeader("User-Agent", "VRBeatSaber/1.0");
|
||||
yield return req.SendWebRequest();
|
||||
|
||||
if (req.result != UnityWebRequest.Result.Success)
|
||||
{
|
||||
onError?.Invoke($"Level create request failed: {req.error}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
string levelId = ParseJsonString(req.downloadHandler.text, "id");
|
||||
if (string.IsNullOrEmpty(levelId))
|
||||
{
|
||||
onError?.Invoke($"Failed to parse levelId. Response: {req.downloadHandler.text}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
onSuccess?.Invoke(levelId);
|
||||
}
|
||||
|
||||
private IEnumerator PollHeartbeat(string levelId,
|
||||
Action<string> onStatus, Action<string> onError)
|
||||
{
|
||||
using var req = UnityWebRequest.Get(BASE_URL + string.Format(HEARTBEAT_EP, levelId));
|
||||
yield return req.SendWebRequest();
|
||||
|
||||
if (req.result != UnityWebRequest.Result.Success)
|
||||
{
|
||||
onError?.Invoke($"Heartbeat check failed: {req.error}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
onStatus?.Invoke(ParseJsonString(req.downloadHandler.text, "status") ?? "");
|
||||
}
|
||||
|
||||
private IEnumerator DownloadZip(string levelId,
|
||||
Action<byte[]> onSuccess, Action<string> onError)
|
||||
{
|
||||
string url = BASE_URL + string.Format(DOWNLOAD_EP, levelId);
|
||||
|
||||
for (int attempt = 1; attempt <= 3; attempt++)
|
||||
{
|
||||
using var req = UnityWebRequest.Get(url);
|
||||
yield return req.SendWebRequest();
|
||||
|
||||
if (req.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
onSuccess?.Invoke(req.downloadHandler.data);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// 500 오류는 Beat Sage 처리 지연일 수 있으므로 재시도
|
||||
if (req.responseCode == 500 && attempt < 3)
|
||||
{
|
||||
SetStatus($"[3/4] Server error, retrying ({attempt}/3)...");
|
||||
yield return new WaitForSeconds(5f);
|
||||
continue;
|
||||
}
|
||||
|
||||
onError?.Invoke($"ZIP download failed: {req.error} (HTTP {req.responseCode})");
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
|
||||
private Dictionary<string, List<NoteData>> ExtractAndConvert(
|
||||
byte[] zipBytes, List<string> difficulties, float fallbackBpm)
|
||||
{
|
||||
var result = new Dictionary<string, List<NoteData>>();
|
||||
|
||||
using var ms = new MemoryStream(zipBytes);
|
||||
using var archive = new ZipArchive(ms, ZipArchiveMode.Read);
|
||||
|
||||
// Read info.dat first to get auto-detected BPM and metadata
|
||||
float bpm = fallbackBpm;
|
||||
foreach (var e in archive.Entries)
|
||||
{
|
||||
if (!string.Equals(e.Name, "info.dat", StringComparison.OrdinalIgnoreCase)) continue;
|
||||
using var r = new StreamReader(e.Open(), Encoding.UTF8);
|
||||
var meta = BeatSageConverter.ParseInfoDat(r.ReadToEnd());
|
||||
if (meta != null)
|
||||
{
|
||||
LastMetadata = meta;
|
||||
if (meta.bpm > 0) bpm = meta.bpm;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
foreach (string diff in difficulties)
|
||||
{
|
||||
if (!DatFileNames.TryGetValue(diff, out string datName)) continue;
|
||||
|
||||
ZipArchiveEntry entry = null;
|
||||
foreach (var e in archive.Entries)
|
||||
if (string.Equals(e.Name, datName, StringComparison.OrdinalIgnoreCase))
|
||||
{ entry = e; break; }
|
||||
|
||||
if (entry == null) { Debug.LogWarning($"[BeatSageUploader] {datName} not found — skipped."); continue; }
|
||||
|
||||
using var reader = new StreamReader(entry.Open(), Encoding.UTF8);
|
||||
result[diff] = BeatSageConverter.Convert(reader.ReadToEnd(), bpm);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private static string ParseJsonString(string json, string key)
|
||||
{
|
||||
string search = $"\"{key}\":\"";
|
||||
int start = json.IndexOf(search, StringComparison.Ordinal);
|
||||
if (start < 0) return null;
|
||||
start += search.Length;
|
||||
int end = json.IndexOf('"', start);
|
||||
return end > start ? json.Substring(start, end - start) : null;
|
||||
}
|
||||
|
||||
private void SetStatus(string msg) => CurrentStatus = msg;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 313c2722c0b3ff845a6d014c821e3660
|
||||
@@ -0,0 +1,110 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
// Editor/PC-only helper — auto-injects at runtime, no need to place in scene.
|
||||
// On Quest builds this entire class is stripped.
|
||||
//
|
||||
// Features:
|
||||
// 1. Replaces TrackedDeviceGraphicRaycaster → GraphicRaycaster (enables mouse clicks)
|
||||
// 2. Keeps worldCamera up to date on all World Space canvases
|
||||
// 3. ESC key navigates back
|
||||
public class DesktopUIMode : MonoBehaviour
|
||||
{
|
||||
#if !UNITY_ANDROID || UNITY_EDITOR
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
private static void AutoCreate()
|
||||
{
|
||||
if (FindObjectOfType<DesktopUIMode>() != null) return;
|
||||
new GameObject("[DesktopUIMode]").AddComponent<DesktopUIMode>();
|
||||
}
|
||||
|
||||
private static readonly System.Collections.Generic.Dictionary<string, string> BackMap =
|
||||
new()
|
||||
{
|
||||
{ "SongSelect", "Menu" },
|
||||
{ "SongCreator", "Menu" },
|
||||
{ "MapEditorScene", "SongCreator" },
|
||||
{ "Game", "SongSelect" },
|
||||
};
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (FindObjectsByType<DesktopUIMode>(FindObjectsSortMode.None).Length > 1)
|
||||
{ Destroy(gameObject); return; }
|
||||
|
||||
DontDestroyOnLoad(gameObject);
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
PatchCanvases();
|
||||
}
|
||||
|
||||
private void OnDestroy() => SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
|
||||
private void OnSceneLoaded(Scene s, LoadSceneMode m) => StartCoroutine(PatchAfterFrame());
|
||||
|
||||
private System.Collections.IEnumerator PatchAfterFrame()
|
||||
{ yield return null; PatchCanvases(); }
|
||||
|
||||
private void Update()
|
||||
{
|
||||
RefreshCanvasCameras();
|
||||
if (Keyboard.current?.escapeKey.wasPressedThisFrame == true) GoBack();
|
||||
}
|
||||
|
||||
private static void PatchCanvases()
|
||||
{
|
||||
foreach (var canvas in FindObjectsByType<Canvas>(FindObjectsSortMode.None))
|
||||
{
|
||||
if (canvas.renderMode != RenderMode.WorldSpace) continue;
|
||||
|
||||
var tracked = canvas.GetComponent("TrackedDeviceGraphicRaycaster");
|
||||
if (tracked != null)
|
||||
{
|
||||
DestroyImmediate(tracked);
|
||||
if (canvas.GetComponent<GraphicRaycaster>() == null)
|
||||
canvas.gameObject.AddComponent<GraphicRaycaster>();
|
||||
}
|
||||
}
|
||||
|
||||
RemoveDuplicateAudioListeners();
|
||||
RefreshCanvasCameras();
|
||||
}
|
||||
|
||||
private static void RemoveDuplicateAudioListeners()
|
||||
{
|
||||
var listeners = FindObjectsByType<AudioListener>(FindObjectsSortMode.None);
|
||||
if (listeners.Length <= 1) return;
|
||||
|
||||
AudioListener keep = null;
|
||||
foreach (var al in listeners)
|
||||
if (al.gameObject.scene.name != "DontDestroyOnLoad") { keep = al; break; }
|
||||
keep ??= listeners[0];
|
||||
|
||||
foreach (var al in listeners)
|
||||
if (al != keep) DestroyImmediate(al);
|
||||
}
|
||||
|
||||
private static void RefreshCanvasCameras()
|
||||
{
|
||||
Camera cam = Camera.main;
|
||||
if (cam == null)
|
||||
foreach (var c in FindObjectsByType<Camera>(FindObjectsSortMode.None))
|
||||
if (c.enabled && c.gameObject.scene.name != "DontDestroyOnLoad") { cam = c; break; }
|
||||
cam ??= FindObjectOfType<Camera>();
|
||||
if (cam == null) return;
|
||||
|
||||
foreach (var canvas in FindObjectsByType<Canvas>(FindObjectsSortMode.None))
|
||||
if (canvas.renderMode == RenderMode.WorldSpace && canvas.worldCamera != cam)
|
||||
canvas.worldCamera = cam;
|
||||
}
|
||||
|
||||
private static void GoBack()
|
||||
{
|
||||
if (BackMap.TryGetValue(SceneManager.GetActiveScene().name, out string target))
|
||||
SceneManager.LoadScene(target);
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c0afc29d40bc9cc4486fc0c8078d2cb7
|
||||
@@ -0,0 +1,6 @@
|
||||
// Static container — passes selected song/difficulty between scenes
|
||||
public static class GameSession
|
||||
{
|
||||
public static SongInfo SelectedSong;
|
||||
public static string SelectedDifficulty;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4794ac1142dcc254fa53e2c8d7c1512a
|
||||
@@ -0,0 +1,217 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
public class NasPublisher : MonoBehaviour
|
||||
{
|
||||
[Header("NAS Connection")]
|
||||
[SerializeField] private string nasBaseUrl = "http://192.168.55.3:5000";
|
||||
[SerializeField] private string nasAccount = "admin";
|
||||
[SerializeField] private string nasRootPath = "/web/beatsaber";
|
||||
|
||||
[Header("Static Server URL (for reading songs.json)")]
|
||||
[SerializeField] private string staticBaseUrl = "http://whdwo798.synology.me/beatsaber";
|
||||
|
||||
private string _sid = "";
|
||||
private string _synoToken = "";
|
||||
private string _password = "";
|
||||
|
||||
private void Awake() => LoadConfig();
|
||||
|
||||
private void LoadConfig()
|
||||
{
|
||||
string path = Path.Combine(Application.streamingAssetsPath, "nas_config.json");
|
||||
if (!File.Exists(path)) { Debug.LogWarning("[NasPublisher] nas_config.json not found: " + path); return; }
|
||||
var cfg = JsonUtility.FromJson<NasConfig>(File.ReadAllText(path));
|
||||
if (cfg == null) return;
|
||||
_password = cfg.password ?? "";
|
||||
if (!string.IsNullOrEmpty(cfg.host)) nasBaseUrl = cfg.host;
|
||||
if (!string.IsNullOrEmpty(cfg.account)) nasAccount = cfg.account;
|
||||
if (!string.IsNullOrEmpty(cfg.rootPath)) nasRootPath = cfg.rootPath;
|
||||
if (!string.IsNullOrEmpty(cfg.staticUrl)) staticBaseUrl = cfg.staticUrl;
|
||||
}
|
||||
|
||||
[Serializable] private class NasConfig
|
||||
{
|
||||
public string host;
|
||||
public string account;
|
||||
public string rootPath;
|
||||
public string staticUrl;
|
||||
public string password;
|
||||
}
|
||||
|
||||
public IEnumerator Publish(
|
||||
SongInfo song,
|
||||
string audioPath,
|
||||
Dictionary<string, List<NoteData>> maps,
|
||||
Action<float> onProgress,
|
||||
Action onComplete,
|
||||
Action<string> onError)
|
||||
{
|
||||
bool failed = false;
|
||||
void OnErr(string e) { onError?.Invoke(e); failed = true; }
|
||||
|
||||
yield return Login(OnErr);
|
||||
if (string.IsNullOrEmpty(_sid)) yield break;
|
||||
onProgress?.Invoke(0.1f);
|
||||
|
||||
if (!string.IsNullOrEmpty(audioPath))
|
||||
{
|
||||
yield return UploadFile(audioPath, $"{nasRootPath}/music", $"{song.id}.mp3", OnErr);
|
||||
if (failed) { yield return Logout(); yield break; }
|
||||
}
|
||||
onProgress?.Invoke(0.4f);
|
||||
|
||||
int total = maps.Count, done = 0;
|
||||
foreach (var kv in maps)
|
||||
{
|
||||
string fileName = $"Map_{song.id}_{kv.Key}.json";
|
||||
byte[] bytes = Encoding.UTF8.GetBytes(BeatSageConverter.ToMapJson(kv.Value));
|
||||
AssignMapFile(song, kv.Key, fileName);
|
||||
|
||||
yield return UploadBytes(bytes, fileName, $"{nasRootPath}/maps", OnErr);
|
||||
if (failed) { yield return Logout(); yield break; }
|
||||
|
||||
done++;
|
||||
onProgress?.Invoke(0.4f + (float)done / total * 0.3f);
|
||||
}
|
||||
|
||||
yield return PatchSongsJson(song, OnErr);
|
||||
if (failed) { yield return Logout(); yield break; }
|
||||
onProgress?.Invoke(0.95f);
|
||||
|
||||
yield return Logout();
|
||||
onProgress?.Invoke(1f);
|
||||
onComplete?.Invoke();
|
||||
Debug.Log($"[NasPublisher] Upload complete: '{song.title}'");
|
||||
}
|
||||
|
||||
private IEnumerator Login(Action<string> onError)
|
||||
{
|
||||
string url = $"{nasBaseUrl}/webapi/auth.cgi" +
|
||||
$"?api=SYNO.API.Auth&version=6&method=login" +
|
||||
$"&account={UnityWebRequest.EscapeURL(nasAccount)}" +
|
||||
$"&passwd={UnityWebRequest.EscapeURL(_password)}" +
|
||||
$"&session=FileStation&format=sid&enable_syno_token=yes";
|
||||
|
||||
using var req = UnityWebRequest.Get(url);
|
||||
yield return req.SendWebRequest();
|
||||
|
||||
if (req.result != UnityWebRequest.Result.Success)
|
||||
{
|
||||
onError?.Invoke($"DSM login failed: {req.error}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
string resp = req.downloadHandler.text;
|
||||
_sid = ParseJsonString(resp, "sid");
|
||||
_synoToken = ParseJsonString(resp, "synotoken");
|
||||
|
||||
if (string.IsNullOrEmpty(_sid))
|
||||
onError?.Invoke("DSM sid parse failed — check credentials.");
|
||||
}
|
||||
|
||||
private IEnumerator Logout()
|
||||
{
|
||||
string url = $"{nasBaseUrl}/webapi/auth.cgi" +
|
||||
$"?api=SYNO.API.Auth&version=1&method=logout&session=FileStation&_sid={_sid}";
|
||||
using var req = UnityWebRequest.Get(url);
|
||||
yield return req.SendWebRequest();
|
||||
_sid = "";
|
||||
}
|
||||
|
||||
private IEnumerator UploadFile(string localPath, string nasFolder,
|
||||
string fileName, Action<string> onError)
|
||||
{
|
||||
yield return UploadBytes(File.ReadAllBytes(localPath), fileName, nasFolder, onError);
|
||||
}
|
||||
|
||||
private IEnumerator UploadBytes(byte[] bytes, string fileName,
|
||||
string nasFolder, Action<string> onError)
|
||||
{
|
||||
string uploadUrl = $"{nasBaseUrl}/webapi/entry.cgi" +
|
||||
$"?api=SYNO.FileStation.Upload&version=2&method=upload" +
|
||||
$"&_sid={UnityWebRequest.EscapeURL(_sid)}";
|
||||
|
||||
string boundary = Guid.NewGuid().ToString("N");
|
||||
const string CRLF = "\r\n";
|
||||
|
||||
using var body = new MemoryStream();
|
||||
void WriteText(string s) { var b = Encoding.UTF8.GetBytes(s); body.Write(b, 0, b.Length); }
|
||||
void WriteField(string name, string value)
|
||||
{
|
||||
WriteText($"--{boundary}{CRLF}");
|
||||
WriteText($"Content-Disposition: form-data; name=\"{name}\"{CRLF}{CRLF}");
|
||||
WriteText(value + CRLF);
|
||||
}
|
||||
|
||||
WriteField("path", nasFolder);
|
||||
WriteField("create_parents", "true");
|
||||
WriteField("overwrite", "true");
|
||||
WriteText($"--{boundary}{CRLF}");
|
||||
WriteText($"Content-Disposition: form-data; name=\"file\"; filename=\"{fileName}\"{CRLF}");
|
||||
WriteText($"Content-Type: application/octet-stream{CRLF}{CRLF}");
|
||||
body.Write(bytes, 0, bytes.Length);
|
||||
WriteText(CRLF + $"--{boundary}--{CRLF}");
|
||||
|
||||
using var req = new UnityWebRequest(uploadUrl, "POST");
|
||||
req.uploadHandler = new UploadHandlerRaw(body.ToArray());
|
||||
req.downloadHandler = new DownloadHandlerBuffer();
|
||||
req.SetRequestHeader("Content-Type", $"multipart/form-data; boundary={boundary}");
|
||||
if (!string.IsNullOrEmpty(_synoToken))
|
||||
req.SetRequestHeader("X-SYNO-TOKEN", _synoToken);
|
||||
|
||||
yield return req.SendWebRequest();
|
||||
|
||||
if (req.result != UnityWebRequest.Result.Success)
|
||||
{
|
||||
onError?.Invoke($"Upload failed ({fileName}): {req.error}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (req.downloadHandler.text.Contains("\"success\":false"))
|
||||
onError?.Invoke($"Upload rejected ({fileName}): {req.downloadHandler.text}");
|
||||
}
|
||||
|
||||
private IEnumerator PatchSongsJson(SongInfo newSong, Action<string> onError)
|
||||
{
|
||||
SongsList list = null;
|
||||
|
||||
using (var req = UnityWebRequest.Get($"{staticBaseUrl}/songs.json"))
|
||||
{
|
||||
yield return req.SendWebRequest();
|
||||
if (req.result == UnityWebRequest.Result.Success)
|
||||
list = JsonUtility.FromJson<SongsList>(req.downloadHandler.text);
|
||||
}
|
||||
|
||||
list ??= new SongsList { version = "1.0", songs = new List<SongInfo>() };
|
||||
|
||||
int idx = list.songs.FindIndex(s => s.id == newSong.id);
|
||||
if (idx >= 0) list.songs[idx] = newSong;
|
||||
else list.songs.Add(newSong);
|
||||
|
||||
yield return UploadBytes(
|
||||
Encoding.UTF8.GetBytes(JsonUtility.ToJson(list, true)),
|
||||
"songs.json", nasRootPath, onError);
|
||||
}
|
||||
|
||||
private static string ParseJsonString(string json, string key)
|
||||
{
|
||||
string search = $"\"{key}\":\"";
|
||||
int start = json.IndexOf(search, StringComparison.Ordinal);
|
||||
if (start < 0) return null;
|
||||
start += search.Length;
|
||||
int end = json.IndexOf('"', start);
|
||||
return end > start ? json.Substring(start, end - start) : null;
|
||||
}
|
||||
|
||||
private static void AssignMapFile(SongInfo song, string diff, string fileName)
|
||||
{
|
||||
var info = song.difficulties.Get(diff);
|
||||
if (info != null) info.mapFile = $"maps/{fileName}";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2379e0d70040c994089638264e6e9934
|
||||
@@ -0,0 +1,67 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class NoteData
|
||||
{
|
||||
public float time;
|
||||
public int position; // column 0-3
|
||||
public int lineLayer; // row 0-2
|
||||
public int colorType; // 0=red, 1=blue
|
||||
public int cutDirection; // 0-8 (see Beat Saber spec)
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class MapData
|
||||
{
|
||||
public List<NoteData> target;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class SongsList
|
||||
{
|
||||
public string version;
|
||||
public List<SongInfo> songs;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class SongInfo
|
||||
{
|
||||
public string id;
|
||||
public string title;
|
||||
public string artist;
|
||||
public float bpm;
|
||||
public int duration;
|
||||
public string audioFile;
|
||||
public long audioSize;
|
||||
public string coverImage;
|
||||
public DifficultyMap difficulties;
|
||||
public string addedAt;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class DifficultyMap
|
||||
{
|
||||
public DifficultyInfo normal;
|
||||
public DifficultyInfo hard;
|
||||
public DifficultyInfo expert;
|
||||
public DifficultyInfo expertplus;
|
||||
|
||||
public DifficultyInfo Get(string key) => key switch
|
||||
{
|
||||
"normal" => normal,
|
||||
"hard" => hard,
|
||||
"expert" => expert,
|
||||
"expertplus" => expertplus,
|
||||
_ => null
|
||||
};
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class DifficultyInfo
|
||||
{
|
||||
public string mapFile;
|
||||
public long mapSize;
|
||||
public int noteCount;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 16355c5f50bd642439e8ce4f61be6b92
|
||||
@@ -0,0 +1,361 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Threading;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SongCreatorManager : MonoBehaviour
|
||||
{
|
||||
[Header("Audio Source")]
|
||||
[SerializeField] private TMP_Dropdown audioDropdown;
|
||||
[SerializeField] private Button refreshBtn;
|
||||
[SerializeField] private TMP_Text inputPathHint;
|
||||
|
||||
[Header("Audio — Local File")]
|
||||
[SerializeField] private Button filePickerBtn;
|
||||
[SerializeField] private TMP_Text addStatusText;
|
||||
|
||||
[Header("Audio — URL")]
|
||||
[SerializeField] private TMP_InputField urlInput;
|
||||
[SerializeField] private Button urlDownloadBtn;
|
||||
|
||||
[Header("Metadata")]
|
||||
[SerializeField] private TMP_InputField titleInput;
|
||||
[SerializeField] private TMP_InputField artistInput;
|
||||
[SerializeField] private TMP_InputField bpmInput;
|
||||
|
||||
[Header("Difficulty")]
|
||||
[SerializeField] private Toggle toggleNormal;
|
||||
[SerializeField] private Toggle toggleHard;
|
||||
[SerializeField] private Toggle toggleExpert;
|
||||
[SerializeField] private Toggle toggleExpertPlus;
|
||||
|
||||
[Header("Actions")]
|
||||
[SerializeField] private Button generateButton;
|
||||
[SerializeField] private Button manualEditorButton;
|
||||
[SerializeField] private Button backButton;
|
||||
[SerializeField] private string menuSceneName = "Menu";
|
||||
|
||||
[Header("Progress")]
|
||||
[SerializeField] private GameObject progressGroup;
|
||||
[SerializeField] private TMP_Text statusText;
|
||||
[SerializeField] private Slider progressSlider;
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private BeatSageUploader beatSageUploader;
|
||||
[SerializeField] private NasPublisher nasPublisher;
|
||||
|
||||
private static string InputPath =>
|
||||
Path.Combine(Application.persistentDataPath, "input");
|
||||
|
||||
private readonly List<string> audioFiles = new();
|
||||
private string _pendingFilePath;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Directory.CreateDirectory(InputPath);
|
||||
|
||||
if (inputPathHint != null)
|
||||
inputPathHint.text = $"Path: {InputPath}";
|
||||
|
||||
refreshBtn?.onClick.AddListener(RefreshAudioList);
|
||||
generateButton?.onClick.AddListener(OnGenerateClicked);
|
||||
backButton?.onClick.AddListener(() => SceneManager.LoadScene(menuSceneName));
|
||||
filePickerBtn?.onClick.AddListener(OnFilePickerClicked);
|
||||
urlDownloadBtn?.onClick.AddListener(OnUrlDownloadClicked);
|
||||
|
||||
if (progressGroup != null) progressGroup.SetActive(false);
|
||||
RefreshAudioList();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_pendingFilePath != null)
|
||||
{
|
||||
CopyToInput(_pendingFilePath);
|
||||
_pendingFilePath = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void RefreshAudioList()
|
||||
{
|
||||
audioFiles.Clear();
|
||||
audioDropdown?.ClearOptions();
|
||||
|
||||
var options = new List<string>();
|
||||
foreach (string f in Directory.GetFiles(InputPath, "*.mp3"))
|
||||
{
|
||||
audioFiles.Add(f);
|
||||
options.Add(Path.GetFileNameWithoutExtension(f));
|
||||
}
|
||||
|
||||
if (options.Count == 0) options.Add("-- no .mp3 files --");
|
||||
audioDropdown?.AddOptions(options);
|
||||
}
|
||||
|
||||
private void OnGenerateClicked()
|
||||
{
|
||||
string directUrl = urlInput != null ? urlInput.text.Trim() : "";
|
||||
bool hasUrl = !string.IsNullOrEmpty(directUrl);
|
||||
bool hasFile = audioFiles.Count > 0;
|
||||
|
||||
if (!hasUrl && !hasFile) { SetStatus("No audio source. Add a file or enter a URL."); return; }
|
||||
|
||||
// BPM input is optional — Beat Sage auto-detects from audio; use as fallback only
|
||||
float.TryParse(bpmInput?.text, out float bpmHint);
|
||||
|
||||
var diffs = new List<string> { "normal", "hard", "expert", "expertplus" };
|
||||
|
||||
if (hasUrl)
|
||||
{
|
||||
if (!Uri.TryCreate(directUrl, UriKind.Absolute, out var uri) ||
|
||||
(uri.Scheme != "http" && uri.Scheme != "https"))
|
||||
{ SetStatus("Invalid URL."); return; }
|
||||
|
||||
StartCoroutine(GenerateFlowFromUrl(uri.AbsoluteUri, bpmHint, diffs));
|
||||
}
|
||||
else
|
||||
{
|
||||
StartCoroutine(GenerateFlow(audioFiles[audioDropdown.value], bpmHint, diffs));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator GenerateFlowFromUrl(string audioUrl, float bpm, List<string> diffs)
|
||||
{
|
||||
SetInteractable(false);
|
||||
if (progressGroup != null) progressGroup.SetActive(true);
|
||||
|
||||
Dictionary<string, List<NoteData>> maps = null;
|
||||
bool failed = false;
|
||||
|
||||
yield return beatSageUploader.UploadFromUrl(
|
||||
audioUrl, diffs, bpm,
|
||||
onProgress: p =>
|
||||
{
|
||||
if (progressSlider != null) progressSlider.value = p * 0.8f;
|
||||
SetStatus($"{beatSageUploader.CurrentStatus} ({(int)(p * 80)}%)");
|
||||
},
|
||||
onComplete: result => maps = result,
|
||||
onError: err => { SetStatus($"Error: {err}"); failed = true; });
|
||||
|
||||
if (failed) { SetInteractable(true); yield break; }
|
||||
|
||||
SongInfo song = BuildSongInfo(audioUrl, bpm, maps);
|
||||
|
||||
yield return nasPublisher.Publish(
|
||||
song, null, maps,
|
||||
onProgress: p =>
|
||||
{
|
||||
if (progressSlider != null) progressSlider.value = 0.8f + p * 0.2f;
|
||||
SetStatus($"[4/4] Uploading to NAS... ({(int)((0.8f + p * 0.2f) * 100)}%)");
|
||||
},
|
||||
onComplete: () =>
|
||||
{
|
||||
if (progressSlider != null) progressSlider.value = 1f;
|
||||
SetStatus($"Done! '{song.title}' created successfully.");
|
||||
},
|
||||
onError: err => { SetStatus($"NAS upload failed: {err}"); failed = true; });
|
||||
|
||||
SetInteractable(true);
|
||||
}
|
||||
|
||||
private IEnumerator GenerateFlow(string audioPath, float bpm, List<string> diffs)
|
||||
{
|
||||
SetInteractable(false);
|
||||
if (progressGroup != null) progressGroup.SetActive(true);
|
||||
|
||||
Dictionary<string, List<NoteData>> maps = null;
|
||||
bool failed = false;
|
||||
|
||||
yield return beatSageUploader.Upload(
|
||||
audioPath, diffs, bpm,
|
||||
onProgress: p =>
|
||||
{
|
||||
if (progressSlider != null) progressSlider.value = p * 0.8f;
|
||||
SetStatus($"{beatSageUploader.CurrentStatus} ({(int)(p * 80)}%)");
|
||||
},
|
||||
onComplete: result => maps = result,
|
||||
onError: err => { SetStatus($"Error: {err}"); failed = true; });
|
||||
|
||||
if (failed) { SetInteractable(true); yield break; }
|
||||
|
||||
SongInfo song = BuildSongInfo(audioPath, bpm, maps);
|
||||
|
||||
yield return nasPublisher.Publish(
|
||||
song, audioPath, maps,
|
||||
onProgress: p =>
|
||||
{
|
||||
if (progressSlider != null) progressSlider.value = 0.8f + p * 0.2f;
|
||||
SetStatus($"[4/4] Uploading to NAS... ({(int)((0.8f + p * 0.2f) * 100)}%)");
|
||||
},
|
||||
onComplete: () =>
|
||||
{
|
||||
if (progressSlider != null) progressSlider.value = 1f;
|
||||
SetStatus($"Done! '{song.title}' created successfully.");
|
||||
},
|
||||
onError: err => { SetStatus($"NAS upload failed: {err}"); failed = true; });
|
||||
|
||||
SetInteractable(true);
|
||||
}
|
||||
|
||||
private SongInfo BuildSongInfo(string audioPath, float fallbackBpm,
|
||||
Dictionary<string, List<NoteData>> maps)
|
||||
{
|
||||
// Prefer values from info.dat (auto-detected by Beat Sage); UI inputs override if non-empty
|
||||
var meta = beatSageUploader != null ? beatSageUploader.LastMetadata : null;
|
||||
string uiTitle = titleInput?.text.Trim() ?? "";
|
||||
string uiArtist = artistInput?.text.Trim() ?? "";
|
||||
float.TryParse(bpmInput?.text, out float uiBpm);
|
||||
|
||||
string title = !string.IsNullOrEmpty(uiTitle) ? uiTitle : (meta?.title ?? "");
|
||||
string artist = !string.IsNullOrEmpty(uiArtist) ? uiArtist : (meta?.artist ?? "");
|
||||
float bpm = (meta != null && meta.bpm > 0) ? meta.bpm : (uiBpm > 0 ? uiBpm : fallbackBpm);
|
||||
|
||||
// Fallback id from filename if title is still empty
|
||||
if (string.IsNullOrEmpty(title) && !string.IsNullOrEmpty(audioPath))
|
||||
title = Path.GetFileNameWithoutExtension(audioPath);
|
||||
if (string.IsNullOrEmpty(title))
|
||||
title = $"song_{DateTime.Now:yyyyMMdd_HHmmss}";
|
||||
|
||||
string id = title.ToLower().Replace(" ", "_");
|
||||
|
||||
var diffMap = new DifficultyMap();
|
||||
foreach (var kv in maps)
|
||||
{
|
||||
var info = new DifficultyInfo { noteCount = kv.Value.Count };
|
||||
switch (kv.Key)
|
||||
{
|
||||
case "normal": diffMap.normal = info; break;
|
||||
case "hard": diffMap.hard = info; break;
|
||||
case "expert": diffMap.expert = info; break;
|
||||
case "expertplus": diffMap.expertplus = info; break;
|
||||
}
|
||||
}
|
||||
|
||||
return new SongInfo
|
||||
{
|
||||
id = id,
|
||||
title = title,
|
||||
artist = artist,
|
||||
bpm = bpm,
|
||||
audioFile = $"music/{id}.mp3",
|
||||
difficulties = diffMap,
|
||||
addedAt = DateTime.Now.ToString("yyyy-MM-dd"),
|
||||
};
|
||||
}
|
||||
|
||||
private void SetStatus(string msg) { if (statusText != null) statusText.text = msg; }
|
||||
|
||||
private void SetInteractable(bool value)
|
||||
{
|
||||
if (generateButton != null) generateButton.interactable = value;
|
||||
if (audioDropdown != null) audioDropdown.interactable = value;
|
||||
if (refreshBtn != null) refreshBtn.interactable = value;
|
||||
if (filePickerBtn != null) filePickerBtn.interactable = value;
|
||||
if (urlDownloadBtn != null) urlDownloadBtn.interactable = value;
|
||||
}
|
||||
|
||||
private void OnFilePickerClicked()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
string path = UnityEditor.EditorUtility.OpenFilePanel("Select audio file", "", "mp3");
|
||||
if (!string.IsNullOrEmpty(path)) CopyToInput(path);
|
||||
#elif UNITY_STANDALONE_WIN
|
||||
var t = new Thread(() =>
|
||||
{
|
||||
var dlg = new System.Windows.Forms.OpenFileDialog { Filter = "MP3|*.mp3" };
|
||||
if (dlg.ShowDialog() == System.Windows.Forms.DialogResult.OK)
|
||||
_pendingFilePath = dlg.FileName;
|
||||
});
|
||||
t.SetApartmentState(ApartmentState.STA);
|
||||
t.Start();
|
||||
#else
|
||||
SetAddStatus($"Copy file via ADB:\n{InputPath}");
|
||||
#endif
|
||||
}
|
||||
|
||||
private void CopyToInput(string srcPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
string dest = Path.Combine(InputPath, Path.GetFileName(srcPath));
|
||||
File.Copy(srcPath, dest, overwrite: true);
|
||||
RefreshAudioList();
|
||||
string nameNoExt = Path.GetFileNameWithoutExtension(srcPath);
|
||||
int idx = audioFiles.FindIndex(f => Path.GetFileNameWithoutExtension(f) == nameNoExt);
|
||||
if (idx >= 0 && audioDropdown != null) audioDropdown.value = idx;
|
||||
SetAddStatus($"Added: {Path.GetFileName(srcPath)}");
|
||||
}
|
||||
catch (Exception e) { SetAddStatus($"File copy failed: {e.Message}"); }
|
||||
}
|
||||
|
||||
private void OnUrlDownloadClicked()
|
||||
{
|
||||
string url = urlInput != null ? urlInput.text.Trim() : "";
|
||||
if (string.IsNullOrEmpty(url)) { SetAddStatus("Please enter a URL."); return; }
|
||||
|
||||
if (!Uri.TryCreate(url, UriKind.Absolute, out var uri) ||
|
||||
(uri.Scheme != "http" && uri.Scheme != "https"))
|
||||
{
|
||||
SetAddStatus($"Invalid URL: must start with http:// or https://");
|
||||
return;
|
||||
}
|
||||
|
||||
// Streaming service URLs cannot be downloaded directly
|
||||
string host = uri.Host.ToLower();
|
||||
if (host.Contains("youtube.com") || host.Contains("youtu.be") ||
|
||||
host.Contains("spotify.com") || host.Contains("soundcloud.com") ||
|
||||
host.Contains("music.apple.com"))
|
||||
{
|
||||
SetAddStatus("Streaming URLs not supported.\nUse a direct .mp3 download link or Browse File.");
|
||||
return;
|
||||
}
|
||||
|
||||
StartCoroutine(DownloadFromUrl(uri.AbsoluteUri));
|
||||
}
|
||||
|
||||
private IEnumerator DownloadFromUrl(string url)
|
||||
{
|
||||
SetAddStatus("Downloading...");
|
||||
if (urlDownloadBtn != null) urlDownloadBtn.interactable = false;
|
||||
|
||||
string fileName;
|
||||
try
|
||||
{
|
||||
string uriPath = new Uri(url).AbsolutePath;
|
||||
fileName = Path.GetFileName(uriPath);
|
||||
if (string.IsNullOrEmpty(fileName) || !fileName.EndsWith(".mp3", StringComparison.OrdinalIgnoreCase))
|
||||
fileName = "download.mp3";
|
||||
}
|
||||
catch { fileName = "download.mp3"; }
|
||||
|
||||
string savePath = Path.GetFullPath(Path.Combine(InputPath, fileName));
|
||||
|
||||
using var req = UnityWebRequest.Get(url);
|
||||
req.downloadHandler = new DownloadHandlerFile(savePath);
|
||||
yield return req.SendWebRequest();
|
||||
|
||||
if (urlDownloadBtn != null) urlDownloadBtn.interactable = true;
|
||||
|
||||
if (req.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
RefreshAudioList();
|
||||
int idx = audioFiles.FindIndex(
|
||||
f => Path.GetFileNameWithoutExtension(f) == Path.GetFileNameWithoutExtension(fileName));
|
||||
if (idx >= 0 && audioDropdown != null) audioDropdown.value = idx;
|
||||
SetAddStatus($"Downloaded: {fileName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (File.Exists(savePath)) File.Delete(savePath);
|
||||
SetAddStatus($"Download failed: {req.error}");
|
||||
}
|
||||
}
|
||||
|
||||
private void SetAddStatus(string msg) { if (addStatusText != null) addStatusText.text = msg; }
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ad9984c644076724bb5507e3e9e73ed5
|
||||
@@ -0,0 +1,31 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Automatically spawns the XR Interaction Simulator when running in the Editor or on PC.
|
||||
// Add this to any persistent GameObject in the Menu scene (e.g. VR_Manager).
|
||||
//
|
||||
// Setup:
|
||||
// 1. Attach this script to VR_Manager (or any root object) in Menu.unity
|
||||
// 2. In Package Manager → XR Interaction Toolkit → Samples → import "XR Interaction Simulator"
|
||||
// 3. Drag the imported prefab into the SimulatorPrefab field:
|
||||
// Assets/Samples/XR Interaction Toolkit/<version>/XR Interaction Simulator/XR Interaction Simulator.prefab
|
||||
//
|
||||
// Controls (XR Interaction Simulator):
|
||||
// Right-click drag — rotate head
|
||||
// G + mouse move — move right controller
|
||||
// Shift+G — left controller
|
||||
// Space — trigger (UI click)
|
||||
public class XRSimulatorLoader : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject simulatorPrefab;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
#if !UNITY_ANDROID || UNITY_EDITOR
|
||||
if (simulatorPrefab != null)
|
||||
Instantiate(simulatorPrefab);
|
||||
else
|
||||
Debug.LogWarning("[XRSimulatorLoader] simulatorPrefab is not assigned.\n" +
|
||||
"Import the XR Interaction Simulator sample via Package Manager and assign the prefab.");
|
||||
#endif
|
||||
}
|
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}
|
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@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
|
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guid: 39a535ec9b2d18e489709431e0c25086
|
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@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 709f11a7f3c4041caa4ef136ea32d874
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folderAsset: yes
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float2 UnpackUV(float uv)
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{
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float2 output;
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output.x = floor(uv / 4096.0);
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output.y = uv - 4096.0 * output.x;
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return output * 0.001953125;
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float4 BlendARGB(float4 overlying, float4 underlying)
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{
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overlying.rgb *= overlying.a;
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underlying.rgb *= underlying.a;
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float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
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float alpha = underlying.a + (1 - underlying.a) * overlying.a;
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return float4(blended / alpha, alpha);
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}
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float3 GetSpecular(float3 n, float3 l)
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{
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float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
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return _SpecularColor.rgb * spec * _SpecularPower;
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}
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void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
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{
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float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
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// Read "height field"
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float4 h = float4(
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
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bool raisedBevel = _BevelType;
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h += _BevelOffset;
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float bevelWidth = max(.01, _BevelWidth);
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// Track outline
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h -= .5;
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h /= bevelWidth;
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h = saturate(h + .5);
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if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
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h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
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h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
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h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
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float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
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float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
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float3 f = float3(1, 1, 1);
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if (isFront) f = float3(1, 1, -1);
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nornmal = cross(va, vb) * f;
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}
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void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
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{
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n.z = abs(n.z);
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
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float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
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//faceColor.rgb += col * faceColor.a;
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col *= 1 - (dot(n, light) * _Diffuse);
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col *= lerp(_Ambient, 1, n.z * n.z);
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//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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color = float4(col, faceColor.a);
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}
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// Add custom function to handle time in HDRP
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//
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void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
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{
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outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
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}
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void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
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{
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uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
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}
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void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
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{
|
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float2 pixelSize = position.w;
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pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
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SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
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}
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// UV : Texture coordinate of the source distance field texture
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// TextureSize : Size of the source distance field texture
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// Filter : Enable perspective filter (soften)
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void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
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{
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if(Filter)
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{
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float2 a = float2(ddx(UV.x), ddy(UV.x));
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float2 b = float2(ddx(UV.y), ddy(UV.y));
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float s = lerp(dot(a,a), dot(b,b), 0.5);
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SSR = rsqrt(s) / TextureSize;
|
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}
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else
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{
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float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
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SSR = s / TextureSize;
|
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}
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}
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// SSR : Screen Space Ratio
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// SD : Signed Distance (encoded : Distance / SDR + .5)
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// SDR : Signed Distance Ratio
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//
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// IsoPerimeter : Dilate / Contract the shape
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void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
||||
{
|
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softness *= SSR * SDR;
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float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
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outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
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}
|
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void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
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||||
{
|
||||
softness *= SSR * SDR;
|
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float d = (SD - 0.5f) * SDR;
|
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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}
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void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
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{
|
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softness *= SSR * SDR;
|
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float d = (SD - 0.5f) * SDR;
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
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}
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void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
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||||
{
|
||||
softness *= SSR * SDR;
|
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float4 d = (SD - 0.5f) * SDR;
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if(outline) d.w = max(max(d.x, d.y), d.z);
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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}
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void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
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{
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outColor = BlendARGB(overlying, underlying);
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}
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// Face only
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void Layer1_float(float alpha, float4 color0, out float4 outColor)
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{
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color0.a *= alpha;
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||||
outColor = color0;
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}
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// Face + 1 Outline
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void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
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||||
{
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||||
color1.a *= alpha.y;
|
||||
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
||||
outColor = lerp(color1, color0, alpha.x);
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||||
outColor.rgb /= outColor.a;
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}
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// Face + 3 Outline
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void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
||||
{
|
||||
color3.a *= alpha.w;
|
||||
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
||||
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
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||||
outColor.rgb /= outColor.a;
|
||||
}
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fileFormatVersion: 2
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guid: 96de908384869cd409c75efa351d5edf
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,145 @@
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||||
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
||||
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||||
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
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader{
|
||||
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||
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||||
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"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 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;
|
||||
uniform float _UIMaskSoftnessX;
|
||||
uniform float _UIMaskSoftnessY;
|
||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
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));
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||
}
|
||||
fixed4 faceColor = v.color;
|
||||
faceColor *= _FaceColor;
|
||||
|
||||
v2f OUT;
|
||||
OUT.vertex = vPosition;
|
||||
OUT.color = faceColor;
|
||||
OUT.texcoord0 = v.texcoord0;
|
||||
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||
|
||||
// Clamp _ClipRect to 16bit.
|
||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
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"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48bb5f55d8670e349b6e614913f9d910
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 168243
|
||||
packageName: VR Beats Kit
|
||||
packageVersion: 2.0
|
||||
assetPath: Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
|
||||
uploadId: 546658
|
||||
@@ -0,0 +1,155 @@
|
||||
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
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
|
||||
Lighting Off
|
||||
Cull [_CullMode]
|
||||
ZTest [unity_GUIZTestMode]
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.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;
|
||||
uniform float _UIMaskSoftnessX;
|
||||
uniform float _UIMaskSoftnessY;
|
||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
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;
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||
}
|
||||
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||
OUT.color = v.color;
|
||||
OUT.color *= _Color;
|
||||
OUT.color.rgb *= _DiffusePower;
|
||||
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.
|
||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
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"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e3b057af24249748ff873be7fafee47
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 168243
|
||||
packageName: VR Beats Kit
|
||||
packageVersion: 2.0
|
||||
assetPath: Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
|
||||
uploadId: 546658
|
||||
@@ -0,0 +1,145 @@
|
||||
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
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader{
|
||||
|
||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
|
||||
Lighting Off
|
||||
Cull [_CullMode]
|
||||
ZTest [unity_GUIZTestMode]
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float4 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;
|
||||
uniform float _UIMaskSoftnessX;
|
||||
uniform float _UIMaskSoftnessY;
|
||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
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));
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||
}
|
||||
fixed4 faceColor = v.color;
|
||||
faceColor *= _FaceColor;
|
||||
|
||||
v2f OUT;
|
||||
OUT.vertex = vPosition;
|
||||
OUT.color = faceColor;
|
||||
OUT.texcoord0 = v.texcoord0;
|
||||
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||
|
||||
// Clamp _ClipRect to 16bit.
|
||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
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"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 128e987d567d4e2c824d754223b3f3b0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 168243
|
||||
packageName: VR Beats Kit
|
||||
packageVersion: 2.0
|
||||
assetPath: Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
|
||||
uploadId: 546658
|
||||
@@ -0,0 +1,326 @@
|
||||
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
|
||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue"="Overlay"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest Always
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ BEVEL_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
#pragma shader_feature __ GLOW_ON
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
#include "TMPro.cginc"
|
||||
|
||||
struct vertex_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 position : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 atlas : TEXCOORD0; // Atlas
|
||||
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
|
||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||
fixed4 underlayColor : COLOR1;
|
||||
#endif
|
||||
|
||||
float4 textures : TEXCOORD5;
|
||||
};
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
uniform float4 _FaceTex_ST;
|
||||
uniform float4 _OutlineTex_ST;
|
||||
uniform float _UIMaskSoftnessX;
|
||||
uniform float _UIMaskSoftnessY;
|
||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
pixel_t output;
|
||||
|
||||
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord0.w, 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.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float 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 = input.texcoord1;
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
output.position = vPosition;
|
||||
output.color = input.color;
|
||||
output.atlas = input.texcoord0;
|
||||
output.param = float4(alphaClip, scale, bias, weight);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||
output.underlayColor = underlayColor;
|
||||
#endif
|
||||
output.textures = float4(faceUV, outlineUV);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
#ifndef UNDERLAY_ON
|
||||
clip(c - input.param.x);
|
||||
#endif
|
||||
|
||||
float scale = input.param.y;
|
||||
float bias = input.param.z;
|
||||
float weight = input.param.w;
|
||||
float sd = (bias - c) * scale;
|
||||
|
||||
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||
|
||||
half4 faceColor = _FaceColor;
|
||||
half4 outlineColor = _OutlineColor;
|
||||
|
||||
faceColor.rgb *= input.color.rgb;
|
||||
|
||||
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||
n = normalize(n- bump);
|
||||
|
||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||
|
||||
float3 col = GetSpecular(n, light);
|
||||
faceColor.rgb += col*faceColor.a;
|
||||
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
||||
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(faceColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
return faceColor * input.color.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd89cf5b9246416f84610a006f916af7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 168243
|
||||
packageName: VR Beats Kit
|
||||
packageVersion: 2.0
|
||||
assetPath: Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
|
||||
uploadId: 546658
|
||||
@@ -0,0 +1,321 @@
|
||||
Shader "TextMeshPro/Distance Field SSD" {
|
||||
|
||||
Properties {
|
||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||
_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
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull[_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest[unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ BEVEL_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
#pragma shader_feature __ GLOW_ON
|
||||
#pragma shader_feature __ FORCE_LINEAR
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
#include "TMPro.cginc"
|
||||
|
||||
struct vertex_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 color : COLOR;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 position : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 atlas : TEXCOORD0;
|
||||
float weight : TEXCOORD1;
|
||||
float2 mask : TEXCOORD2; // Position in object space(xy)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float2 texcoord2 : TEXCOORD4;
|
||||
float4 underlayColor : COLOR1;
|
||||
#endif
|
||||
|
||||
float4 textures : TEXCOORD5;
|
||||
};
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
float4 _FaceTex_ST;
|
||||
float4 _OutlineTex_ST;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
float4 SRGBToLinear(float4 rgba)
|
||||
{
|
||||
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
|
||||
}
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
pixel_t output;
|
||||
|
||||
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 underlayColor = _UnderlayColor;
|
||||
underlayColor.rgb *= underlayColor.a;
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 bOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
|
||||
// Support for texture tiling and offset
|
||||
float2 textureUV = input.texcoord1;
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
float4 color = input.color;
|
||||
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
||||
color = SRGBToLinear(input.color);
|
||||
#endif
|
||||
|
||||
output.position = vPosition;
|
||||
output.color = color;
|
||||
output.atlas = input.texcoord0;
|
||||
output.weight = weight;
|
||||
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
|
||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord2 = input.texcoord0 + bOffset;
|
||||
output.underlayColor = underlayColor;
|
||||
#endif
|
||||
output.textures = float4(faceUV, outlineUV);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
|
||||
pixelSize *= _TextureHeight * 0.75;
|
||||
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
|
||||
|
||||
float weight = input.weight;
|
||||
float bias = (.5 - weight) + (.5 / scale);
|
||||
float sd = (bias - c) * scale;
|
||||
|
||||
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||
|
||||
half4 faceColor = _FaceColor;
|
||||
half4 outlineColor = _OutlineColor;
|
||||
|
||||
faceColor.rgb *= input.color.rgb;
|
||||
|
||||
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||
n = normalize(n - bump);
|
||||
|
||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||
|
||||
float3 col = GetSpecular(n, light);
|
||||
faceColor.rgb += col * faceColor.a;
|
||||
faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
|
||||
faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float bScale = scale;
|
||||
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
|
||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#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"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14eb328de4b8eb245bb7cea29e4ac00b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 168243
|
||||
packageName: VR Beats Kit
|
||||
packageVersion: 2.0
|
||||
assetPath: Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
|
||||
uploadId: 546658
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca2ed216f98028c4dae6c5224a952b3c
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f63d574838ccfb44f84acc05fed0af48
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
@@ -0,0 +1,258 @@
|
||||
// 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
|
||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
_MaskTex ("Mask Texture", 2D) = "white" {}
|
||||
_MaskInverse ("Inverse", float) = 0
|
||||
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
||||
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
||||
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
|
||||
struct vertex_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 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;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float layerScale = scale;
|
||||
|
||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
float opacity = input.color.a;
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
opacity = 1.0;
|
||||
#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);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
|
||||
// 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 * maskSoftness + 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"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc1ede39bf3643ee8e493720e4259791
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 168243
|
||||
packageName: VR Beats Kit
|
||||
packageVersion: 2.0
|
||||
assetPath: Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
|
||||
uploadId: 546658
|
||||
@@ -0,0 +1,252 @@
|
||||
// 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
|
||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags
|
||||
{
|
||||
"Queue"="Overlay"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest Always
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
|
||||
struct vertex_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 faceColor : COLOR;
|
||||
fixed4 outlineColor : COLOR1;
|
||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||
#endif
|
||||
};
|
||||
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
pixel_t output;
|
||||
|
||||
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float layerScale = scale;
|
||||
|
||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
float opacity = input.color.a;
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
opacity = 1.0;
|
||||
#endif
|
||||
|
||||
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||
faceColor.rgb *= faceColor.a;
|
||||
|
||||
fixed4 outlineColor = _OutlineColor;
|
||||
outlineColor.a *= opacity;
|
||||
outlineColor.rgb *= outlineColor.a;
|
||||
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 layerOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Populate structure for pixel shader
|
||||
output.vertex = vPosition;
|
||||
output.faceColor = faceColor;
|
||||
output.outlineColor = outlineColor;
|
||||
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||
output.underlayParam = half2(layerScale, layerBias);
|
||||
#endif
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
// PIXEL SHADER
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||
half4 c = 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"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a02a7d8c237544f1962732b55a9aebf1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 168243
|
||||
packageName: VR Beats Kit
|
||||
packageVersion: 2.0
|
||||
assetPath: Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
|
||||
uploadId: 546658
|
||||
@@ -0,0 +1,106 @@
|
||||
// Simplified SDF shader:
|
||||
// - No Shading Option (bevel / bump / env map)
|
||||
// - No Glow Option
|
||||
// - Softness is applied on both side of the outline
|
||||
|
||||
Shader "TextMeshPro/Mobile/Distance Field SSD" {
|
||||
|
||||
Properties {
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
_WeightNormal ("Weight Normal", float) = 0
|
||||
_WeightBold ("Weight Bold", float) = .5
|
||||
|
||||
_ShaderFlags ("Flags", float) = 0
|
||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_TextureWidth ("Texture Width", float) = 512
|
||||
_TextureHeight ("Texture Height", float) = 512
|
||||
_GradientScale ("Gradient Scale", float) = 5
|
||||
_ScaleX ("Scale X", float) = 1
|
||||
_ScaleY ("Scale Y", float) = 1
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
_MaskTex ("Mask Texture", 2D) = "white" {}
|
||||
_MaskInverse ("Inverse", float) = 0
|
||||
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
||||
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
||||
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
|
||||
#include "TMPro_Mobile.cginc"
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user