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>
This commit is contained in:
2026-05-21 23:37:34 +09:00
commit 4dad9e5d5b
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# Unity recommended line endings
* text=auto eol=lf
# Force binary for Unity binary assets
*.png binary
*.jpg binary
*.wav binary
*.mp3 binary
*.ogg binary
*.fbx binary
*.asset binary
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# Unity
/Library/
/Temp/
/Obj/
/Build/
/Builds/
/Logs/
/UserSettings/
# IDE / Generated
*.csproj
*.slnx
*.sln
.vscode/
.vs/
# Claude Code local settings
.claude/
# Credentials — never commit
.env
/Assets/StreamingAssets/nas_config.json
/Assets/StreamingAssets/nas_config.json.meta
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using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
using TMPro;
public static class VRBeatSaberSceneBuilder
{
private const string MenuScene = "Assets/VRBeatsKit/Scenes/Menu.unity";
private const string SongCreatorDest = "Assets/Scenes/SongCreator.unity";
// ─────────────────────────────────────────────
// ⓪ Fix — Set Graphics API to D3D11 (Oculus requirement)
// ─────────────────────────────────────────────
[MenuItem("Tools/VRBeatSaber/⓪ Fix — Set Graphics API to D3D11")]
public static void FixGraphicsAPI()
{
var d3d11 = new[] { GraphicsDeviceType.Direct3D11 };
PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.StandaloneWindows, false);
PlayerSettings.SetUseDefaultGraphicsAPIs(BuildTarget.StandaloneWindows64, false);
PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows, d3d11);
PlayerSettings.SetGraphicsAPIs(BuildTarget.StandaloneWindows64, d3d11);
Debug.Log("[SceneBuilder] ✓ Graphics API set to Direct3D11 for Windows.");
}
[MenuItem("Tools/VRBeatSaber/⓪ Fix — Allow HTTP connections")]
public static void FixAllowHttp()
{
PlayerSettings.insecureHttpOption = InsecureHttpOption.AlwaysAllowed;
Debug.Log("[SceneBuilder] ✓ Insecure HTTP connections allowed.");
}
// ─────────────────────────────────────────────
// Fix — Remove missing script components from open scene
// ─────────────────────────────────────────────
[MenuItem("Tools/VRBeatSaber/Fix — Remove Missing Scripts (open scene)")]
public static void RemoveMissingScripts()
{
int removed = 0;
foreach (var go in Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None))
{
var so = new SerializedObject(go);
var components = so.FindProperty("m_Component");
for (int i = components.arraySize - 1; i >= 0; i--)
{
var comp = components.GetArrayElementAtIndex(i)
.FindPropertyRelative("component")
.objectReferenceValue;
if (comp == null)
{
components.DeleteArrayElementAtIndex(i);
removed++;
}
}
so.ApplyModifiedPropertiesWithoutUndo();
}
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
EditorSceneManager.MarkSceneDirty(activeScene);
Debug.Log($"[SceneBuilder] ✓ Removed {removed} missing script(s) from '{activeScene.name}'.");
}
// ─────────────────────────────────────────────
// ① Menu — Add Song Creator Button
// ─────────────────────────────────────────────
[MenuItem("Tools/VRBeatSaber/① Menu — Add Song Creator Button")]
public static void PatchMenuAddSongCreatorButton()
{
var scene = EditorSceneManager.OpenScene(MenuScene, OpenSceneMode.Single);
var settings = GameObject.Find("Settings");
if (settings == null) { Debug.LogError("[SceneBuilder] 'Settings' not found."); return; }
if (settings.transform.Find("BG/Song Creator") != null)
{ Debug.LogWarning("[SceneBuilder] Button already exists."); return; }
var bg = settings.transform.Find("BG");
if (bg == null) { Debug.LogError("[SceneBuilder] 'Settings/BG' not found."); return; }
var btnGO = CreateStyledButton(bg, "Song Creator", new Vector2(0f, -20f), new Vector2(80f, 14f), 8f);
var loader = btnGO.AddComponent<VRBeats.LoadSceneButton>();
InjectPrivate(loader, "button", btnGO.GetComponent<Button>());
InjectPrivate(loader, "sceneName", "SongCreator");
EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(scene);
Debug.Log("[SceneBuilder] ✓ 'Song Creator' button added to Menu > Settings > BG.");
}
// ─────────────────────────────────────────────
// ② Build SongCreator Scene
// ─────────────────────────────────────────────
[MenuItem("Tools/VRBeatSaber/② Build SongCreator Scene")]
public static void BuildSongCreatorScene()
{
if (AssetDatabase.LoadAssetAtPath<Object>(SongCreatorDest) != null)
AssetDatabase.DeleteAsset(SongCreatorDest);
if (!AssetDatabase.CopyAsset(MenuScene, SongCreatorDest))
{
Debug.LogError("[SceneBuilder] Failed to copy Menu.unity → SongCreator.unity");
return;
}
AssetDatabase.Refresh();
var scene = EditorSceneManager.OpenScene(SongCreatorDest, OpenSceneMode.Single);
// Remove unneeded objects
foreach (var name in new[] { "Logo", "SaberSelect", "SongSelect", "Sabers" })
{
var go = GameObject.Find(name);
if (go != null) Object.DestroyImmediate(go);
}
// Repurpose Settings panel
var panel = GameObject.Find("Settings");
if (panel == null) { Debug.LogError("[SceneBuilder] 'Settings' not found."); return; }
panel.name = "SongCreatorPanel";
// Face forward, position in front of player, larger canvas
var panelRect = panel.GetComponent<RectTransform>();
panelRect.localRotation = Quaternion.identity;
panelRect.localPosition = new Vector3(0f, 1.4f, 3.5f);
panelRect.sizeDelta = new Vector2(180f, 145f);
// Clear BG children and rebuild UI
var bg = panel.transform.Find("BG");
if (bg != null)
{
for (int i = bg.childCount - 1; i >= 0; i--)
Object.DestroyImmediate(bg.GetChild(i).gameObject);
}
else
{
var bgGO = new GameObject("BG");
bgGO.transform.SetParent(panel.transform, false);
var bgRect = bgGO.AddComponent<RectTransform>();
bgRect.anchorMin = Vector2.zero;
bgRect.anchorMax = Vector2.one;
bgRect.offsetMin = bgRect.offsetMax = Vector2.zero;
var bgImg = bgGO.AddComponent<Image>();
bgImg.color = new Color(0.22f, 0.40f, 0.49f, 0.49f);
bg = bgGO.transform;
}
// Add SongCreatorManager + dependencies to panel
var manager = panel.AddComponent<SongCreatorManager>();
var uploader = panel.AddComponent<BeatSageUploader>();
var publisher = panel.AddComponent<NasPublisher>();
// Build all UI and wire references
BuildSongCreatorUI(bg, manager, uploader, publisher);
EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(scene);
Debug.Log("[SceneBuilder] ✓ SongCreator scene built: " + SongCreatorDest);
}
// ─────────────────────────────────────────────
// Song Creator UI (canvas 180 × 145)
// X: -90 ~ +90 / Y: -72.5 ~ +72.5
// ─────────────────────────────────────────────
private static void BuildSongCreatorUI(Transform bg,
SongCreatorManager manager, BeatSageUploader uploader, NasPublisher publisher)
{
var so = new SerializedObject(manager);
// ── Title ──
CreateLabel(bg, "Title", "SONG CREATOR", new Vector2(0, 64f), new Vector2(170f, 12f), 11f, Color.white, TextAlignmentOptions.Center);
CreateLabel(bg, "Subtitle", "Create beatmaps and upload to NAS",
new Vector2(0, 55f), new Vector2(170f, 7f), 5f, new Color(1,1,1,0.55f), TextAlignmentOptions.Center);
CreateDivider(bg, "Div0", new Vector2(0, 50f), new Vector2(168f, 0.5f));
// ── Audio Source ──
CreateLabel(bg, "LblAudio", "AUDIO SOURCE", new Vector2(-62f, 44f), new Vector2(40f, 6f), 4.5f, new Color(1,1,1,0.65f));
var dropdown = CreateDropdown(bg, "AudioDropdown", new Vector2(-8f, 36f), new Vector2(120f, 9f));
var refreshBtn = CreateStyledButton(bg, "Refresh", new Vector2(70f, 36f), new Vector2(24f, 9f), 4.5f);
var pathHint = CreateLabel(bg, "InputPathHint", "Path: ...", new Vector2(0f, 27f), new Vector2(168f, 6f), 3.8f, new Color(1,1,1,0.4f));
CreateDivider(bg, "Div1", new Vector2(0, 22f), new Vector2(168f, 0.5f));
// ── Add Audio ──
CreateLabel(bg, "LblAdd", "ADD AUDIO", new Vector2(-66f, 17f), new Vector2(34f, 6f), 4.5f, new Color(1,1,1,0.65f));
var fileBtn = CreateStyledButton(bg, "Browse File", new Vector2(-48f, 9f), new Vector2(44f, 9f), 5f);
var addStatus = CreateLabel(bg, "AddStatusText", "No file selected.", new Vector2(28f, 9f), new Vector2(88f, 9f), 4f, new Color(1,1,1,0.5f));
CreateLabel(bg, "LblOr", "— or —", new Vector2(0f, 1f), new Vector2(168f, 6f), 4f, new Color(1,1,1,0.4f), TextAlignmentOptions.Center);
var urlInput = CreateInputField(bg, "UrlInput", "https://example.com/song.mp3", new Vector2(-16f, -7f), new Vector2(120f, 9f));
var urlDlBtn = CreateStyledButton(bg, "Download", new Vector2(68f, -7f), new Vector2(28f, 9f), 4.5f);
CreateDivider(bg, "Div2", new Vector2(0, -12f), new Vector2(168f, 0.5f));
// ── Metadata ──
CreateLabel(bg, "LblMeta", "METADATA", new Vector2(-67f, -17f), new Vector2(30f, 6f), 4.5f, new Color(1,1,1,0.65f));
CreateLabel(bg, "LblTitle", "Title", new Vector2(-72f, -25f), new Vector2(18f, 7f), 4.2f, new Color(1,1,1,0.7f));
var titleInput = CreateInputField(bg, "TitleInput", "Song title", new Vector2(14f, -25f), new Vector2(130f, 8f));
CreateLabel(bg, "LblArtist", "Artist", new Vector2(-72f, -34f), new Vector2(18f, 7f), 4.2f, new Color(1,1,1,0.7f));
var artistInput = CreateInputField(bg, "ArtistInput", "Artist name", new Vector2(14f, -34f), new Vector2(130f, 8f));
CreateLabel(bg, "LblBpm", "BPM", new Vector2(-72f, -43f), new Vector2(18f, 7f), 4.2f, new Color(1,1,1,0.7f));
var bpmInput = CreateInputField(bg, "BpmInput", "120", new Vector2(14f, -43f), new Vector2(130f, 8f), TMP_InputField.ContentType.DecimalNumber);
CreateDivider(bg, "Div3", new Vector2(0, -48f), new Vector2(168f, 0.5f));
// ── Difficulty ──
CreateLabel(bg, "LblDiff", "DIFFICULTY", new Vector2(-64f, -53f), new Vector2(36f, 6f), 4.5f, new Color(1,1,1,0.65f));
var group = bg.gameObject.AddComponent<ToggleGroup>();
group.allowSwitchOff = true;
var tNormal = CreateToggle(bg, "ToggleNormal", "Normal", new Vector2(-60f, -61f), group, true);
var tHard = CreateToggle(bg, "ToggleHard", "Hard", new Vector2(-20f, -61f), group, true);
var tExpert = CreateToggle(bg, "ToggleExpert", "Expert", new Vector2( 20f, -61f), group, true);
var tExpertPlus= CreateToggle(bg, "ToggleExpertPlus","Expert+", new Vector2( 60f, -61f), group, true);
// ── Actions ──
var generateBtn = CreateStyledButton(bg, "Create & Upload", new Vector2(-20f, -69f), new Vector2(98f, 10f), 6f);
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));
progressGO.SetActive(false);
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",
new Vector2(65f, 0f), new Vector2(50f, 6f));
// ── Wire SerializeField references ──
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)
?.SetValue(target, value);
}
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using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class SongMetadata
{
public string title;
public string artist;
public float bpm;
}
[System.Serializable]
public class BeatSageInfoDat
{
public string _songName;
public string _songAuthorName;
public float _beatsPerMinute;
}
[System.Serializable]
public class BeatSageRoot
{
public string _version;
public List<BeatSageNote> _notes;
}
[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;
result.Add(new NoteData
{
time = (note._time * 60f) / bpm,
position = note._lineIndex,
lineLayer = note._lineLayer,
colorType = note._type,
cutDirection = note._cutDirection,
});
}
Debug.Log($"[BeatSageConverter] Converted {result.Count} notes.");
return result;
}
public static string ToMapJson(List<NoteData> notes)
{
return JsonUtility.ToJson(new MapData { target = notes }, true);
}
public static SongMetadata ParseInfoDat(string json)
{
var info = JsonUtility.FromJson<BeatSageInfoDat>(json);
if (info == null) return null;
return new SongMetadata
{
title = (info._songName ?? "").Trim(),
artist = (info._songAuthorName ?? "").Trim(),
bpm = info._beatsPerMinute,
};
}
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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}";
private const float POLL_INTERVAL = 5f;
private const float POLL_TIMEOUT = 300f;
private static readonly Dictionary<string, string> DiffNames = new()
{
{ "normal", "Normal" },
{ "hard", "Hard" },
{ "expert", "Expert" },
{ "expertplus", "ExpertPlus" },
};
private static readonly Dictionary<string, string> DatFileNames = new()
{
{ "normal", "Normal.dat" },
{ "hard", "Hard.dat" },
{ "expert", "Expert.dat" },
{ "expertplus", "ExpertPlus.dat" },
};
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;
}
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fileFormatVersion: 2
guid: 313c2722c0b3ff845a6d014c821e3660
+110
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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
}
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guid: c0afc29d40bc9cc4486fc0c8078d2cb7
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// Static container — passes selected song/difficulty between scenes
public static class GameSession
{
public static SongInfo SelectedSong;
public static string SelectedDifficulty;
}
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fileFormatVersion: 2
guid: 4794ac1142dcc254fa53e2c8d7c1512a
+217
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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}";
}
}
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guid: 2379e0d70040c994089638264e6e9934
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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;
}
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guid: 16355c5f50bd642439e8ce4f61be6b92
+361
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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; }
}
+2
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ad9984c644076724bb5507e3e9e73ed5
+31
View File
@@ -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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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096.0);
output.y = uv - 4096.0 * output.x;
return output * 0.001953125;
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
return float4(blended / alpha, alpha);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
{
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
// Read "height field"
float4 h = float4(
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
bool raisedBevel = _BevelType;
h += _BevelOffset;
float bevelWidth = max(.01, _BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h + .5);
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
float3 f = float3(1, 1, 1);
if (isFront) f = float3(1, 1, -1);
nornmal = cross(va, vb) * f;
}
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
{
n.z = abs(n.z);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
//faceColor.rgb += col * faceColor.a;
col *= 1 - (dot(n, light) * _Diffuse);
col *= lerp(_Ambient, 1, n.z * n.z);
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
color = float4(col, faceColor.a);
}
// Add custom function to handle time in HDRP
//
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
{
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
}
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
{
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
}
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
{
float2 pixelSize = position.w;
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
}
// UV : Texture coordinate of the source distance field texture
// TextureSize : Size of the source distance field texture
// Filter : Enable perspective filter (soften)
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
{
if(Filter)
{
float2 a = float2(ddx(UV.x), ddy(UV.x));
float2 b = float2(ddx(UV.y), ddy(UV.y));
float s = lerp(dot(a,a), dot(b,b), 0.5);
SSR = rsqrt(s) / TextureSize;
}
else
{
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
SSR = s / TextureSize;
}
}
// SSR : Screen Space Ratio
// SD : Signed Distance (encoded : Distance / SDR + .5)
// SDR : Signed Distance Ratio
//
// IsoPerimeter : Dilate / Contract the shape
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
}
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
{
softness *= SSR * SDR;
float4 d = (SD - 0.5f) * SDR;
if(outline) d.w = max(max(d.x, d.y), d.z);
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
{
outColor = BlendARGB(overlying, underlying);
}
// Face only
void Layer1_float(float alpha, float4 color0, out float4 outColor)
{
color0.a *= alpha;
outColor = color0;
}
// Face + 1 Outline
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
{
color1.a *= alpha.y;
color0.rgb *= color0.a; color1.rgb *= color1.a;
outColor = lerp(color1, color0, alpha.x);
outColor.rgb /= outColor.a;
}
// Face + 3 Outline
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
{
color3.a *= alpha.w;
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
outColor.rgb /= outColor.a;
}
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Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
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_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{
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Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
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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"
}
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Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
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_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
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Stencil
{
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Comp[_StencilComp]
Pass[_StencilOp]
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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 @@
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@@ -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 @@
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userData:
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assetBundleVariant:
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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"
}

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