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# EOPSY-Lab-567-Project
## Getting started
To make it easy for you to get started with GitLab, here's a list of recommended next steps.
Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
## Add your files
- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files
- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command:
```
cd existing_repo
git remote add origin https://gitlab-stud.elka.pw.edu.pl/gskowron/eopsy-lab-567-project.git
git branch -M main
git push -uf origin main
```
## Integrate with your tools
- [ ] [Set up project integrations](https://gitlab-stud.elka.pw.edu.pl/gskowron/eopsy-lab-567-project/-/settings/integrations)
## Collaborate with your team
- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
- [ ] [Automatically merge when pipeline succeeds](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)
## Test and Deploy
Use the built-in continuous integration in GitLab.
- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/index.html)
- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing(SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)
***
# Editing this README
When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thank you to [makeareadme.com](https://www.makeareadme.com/) for this template.
## Suggestions for a good README
Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
## Name
Choose a self-explaining name for your project.
## Description
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
## Badges
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
## Visuals
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
## Installation
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
## Support
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
## Roadmap
If you have ideas for releases in the future, it is a good idea to list them in the README.
## Contributing
State if you are open to contributions and what your requirements are for accepting them.
For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
## Authors and acknowledgment
Show your appreciation to those who have contributed to the project.
## License
For open source projects, say how it is licensed.
## Project status
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.
Unity Version: 2021.3.2f1 <br/>
https://unity3d.com/unity/whats-new/2021.3.2

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@ -3,6 +3,7 @@
\usepackage{listings}
\usepackage{xcolor}
\usepackage{graphicx}
\usepackage{soul}
\lstdefinestyle{sharpc}{language=[Sharp]C, frame=lr, rulecolor=\color{blue!80!black}}
@ -19,33 +20,37 @@
\subsection{Goal of project}
Creating an analogy in form of a real time strategy game to operating system processes and how they function. \\
Each soldier in our game will represent a process which can receive and send signals from and to "the general" (player), soldiers communicate with each other, exchange information, divide resources among themselves and work together to achieve a goal or set of goals. \\
We will focus mainly on the parts of the game which represent how processes work in operating systems first, then on how the game actually looks and works
We will focus on the parts of the game which represent how processes work in operating systems first, then on how the game actually looks and works
\subsection{Tools}
We will use Unity Game Engine, for simplicity sake we will use Mono-behaviours on prefabs of the soldiers. This is not the most optimal solution but it is easy enough to implement in realistic (one month) time. \\
When it comes to more detailed usage of different tools to accomplish different goals all of them will come up as the project progresses and we will actually work on the tasks.
We will use the Unity Game Engine, for simplicity's sake we will use Mono-behaviours on prefabs to represent the soldiers. This is not the most performant solution but it is easy enough to implement in realistic (one month) timeframe.\\
When it comes to more detailed usage of different tools to accomplish different goals all of them will come up as the project progresses and we actually work on the tasks.
\subsection{Dividing Tasks}
Every week our group will meet on Monday at 12:00 and work for approximately 3 hours. This ensures that everybody does similar amount of work. \\
Dividing tasks will be done using trello before or at the beginning of the weekly meeting.
Every week our group will meet on Monday at 12:00 and work for approximately 3 hours. This will ensure that everybody does a similar amount of work. \\
Task division will be done using Trello before or at the beginning of the weekly meeting.
\newpage
\subsection{Workflow}
We use gitlab hosted on studia elka servers. There are 3 types of branches in our project:
\begin{enumerate}
\item Main - Rarely used, hosting only stable versions of the game
\item Main - Rarely used, hosting stable versions of the game
\item Development - Branch where we merge all individual branches and actively change on weekly basis.
\item Individual branches - Created for each task and merged when this task is finished
\end{enumerate}
We also use separate scenes on which we will work for each member of the project. \\
Branching and separate scenes minimize the risk of corrupted gitlab project and simplifies merging and management of the project.
Branching and separate scenes minimize the risk of corrupting the gitlab project and simplifies merging and management of the project.
\section{Goals}
\subsection{Minimum Viable Product}
This is a minimum goal we want to achieve in order to consider this project as finished \\
\paragraph{Goal of the game} Destroying enemy base, for sake of simplicity enemy base is just enemy "soldier" without option to attack, move and bigger health points. Destroying means reducing health points to zero.
\paragraph{Realization of goal} Attacking the base with our soldiers.
\paragraph{Goal of the game} Destroying enemy base.
For simplicity's sake, the enemy base is just a "soldier" without the ability to attack or move, with more health points. "Base destruction" is accomplished by reducing its health points to zero.
\paragraph{Realization of the goal} Attacking the base with our soldiers.
\paragraph{Map}
Map is divided into tiles
\subsubsection{Soldiers}
Exactly one type of soldiers \\
@ -60,28 +65,29 @@ Soldiers have following attributes:
\item Damage per attack
\item Speed of attack
\end{itemize}
We decided to split range of attack and range of view since combining them can lead to difficult code problems to entangle should we reach higher level of our project. \\
Soldiers take physical space - a tile \\
We have decided to split range of attack and range of view since combining them may lead to difficult code problems to solve should we reach higher level(s) of our project. \\
Soldiers occupy physical space - a tile \\
\subsubsection{Soldiers Communication}
Soldiers receive global orders from the player but they use their local vision to fulfill those orders. (For example by looking at where their neighbours stand and adjust to that. Used to simulate communication between operating system and processes. \\
In order to communicate something to the whole squad (like killing enemy soldier), the soldier sends communicate to neighbours soldiers which further distribute this info to the whole squad. This is used to simulate processes communicating with each other. \\
Every action of soldier is done every tick, which simulates processor time. \\
Every soldier has its own "stack" of actions, each tick he does one action from the top of the stack \\
There are process interrupts send by the player which force the soldier to do something regardless of what he has on stack.
Soldiers receive global orders from the player but they use their local vision to fulfill those orders. (For example by looking at where their neighbours stand and adjust their position accordingly). Used to simulate communication between operating system and processes. \\
In order to communicate something to the whole squad (like killing of an enemy soldier), the soldiers sends a message to its neighbours, causing the info to be distributed to the whole squad immediately
\\ This is used to simulate processes communicating with each other. \\
Each soldier has its own Action "stack". Every tick a single (topmost) action from the Soldier's Action stack is executed
\\
There are process interrupts sent by the player which force the soldier to perform a special action instead of executing what is on the action stack.
\subsection{Squads}
Exactly one squad on map \\
\begin{lstlisting}[caption={Pseudo-code for Squad class}]
class Squad{
List<Soldier> soldiers
Queue<Order> orders
Queue<Order> orders
}
\end{lstlisting}
\subsection{Fighting}
If the enemy is in rage of attack we attack \\
Attack means that the closest enemy to the soldier, receives damage (which means that his health gets decreased) accordingly to the soldier stats)
If an enemy is within a Soldier's attack range, the Soldier will perform an "attack" action\\
"Attack" means that the closest enemy to the soldier, receives damage (which means that its health gets decreased, accordingly to the soldier stats)
\subsubsection{Player}
Player orders are first in priority for soldiers, (like interrupt signals) \\
@ -93,10 +99,13 @@ Enemy base \\
No AI \\
\subsection{Expansion 1}
This is what we would like to introduce should we finish MVP. We mostly focused on operating systems and processes related features.
This is what we would like to introduce should we finish MVP. We mostly focused
on operating systems and processes related features. \\
Expansion 1 means that those are first priority features we would like to
implement after finishing minimum viable product.
\subsubsection{Fighting}
Priority points regarding who should soldier attack based on distance from the enemy, how many friendly soldiers are near of the enemy health. \\
Priority points determining who the soldiers should attack based on distance from the
enemy, how many friendly soldiers are nearby or the enemy health. \\
Soldiers automatically get in fighting distance to enemy soldiers \\
When soldier sees enemy he communicates so to the squad and the whole squad goes towards enemy
@ -117,6 +126,8 @@ If there is at least one living soldier in a squad he will send every \textit{x}
Symbolically player sees different color outlines of the squads based on whether they send statistics or not
\subsection{Expansion 2}
Expansion 2 means that those are second priority features we would like to
implement after finishing minimum viable product AND expansion 1
Creating soldiers in the main base and spawning them near the base in a new squad. \\
Soldiers have limited resources (as in limited memory and CPU power) \\
More soldier types with different communication and attributes \\

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.3.0
// from Assets/Input System/BetterInput.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @BetterInput : IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @BetterInput()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""BetterInput"",
""maps"": [
{
""name"": ""Main"",
""id"": ""4b18db26-1517-44fd-a720-3375a87d3e57"",
""actions"": [
{
""name"": ""MouseLeftClick"",
""type"": ""Button"",
""id"": ""8d155000-3a72-43d3-8bfe-93d72a796753"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""MousePosition"",
""type"": ""PassThrough"",
""id"": ""77dce579-48e8-463c-9642-2c6546293638"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": """",
""id"": ""a5b53ba7-9040-447d-9a40-5d3ef675189c"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard+Mouse"",
""action"": ""MouseLeftClick"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""67d09b79-2555-46f8-b8f8-d1475b59116a"",
""path"": ""<Mouse>/position"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard+Mouse"",
""action"": ""MousePosition"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""Keyboard+Mouse"",
""bindingGroup"": ""Keyboard+Mouse"",
""devices"": [
{
""devicePath"": ""<Keyboard>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Mouse>"",
""isOptional"": false,
""isOR"": false
}
]
}
]
}");
// Main
m_Main = asset.FindActionMap("Main", throwIfNotFound: true);
m_Main_MouseLeftClick = m_Main.FindAction("MouseLeftClick", throwIfNotFound: true);
m_Main_MousePosition = m_Main.FindAction("MousePosition", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Main
private readonly InputActionMap m_Main;
private IMainActions m_MainActionsCallbackInterface;
private readonly InputAction m_Main_MouseLeftClick;
private readonly InputAction m_Main_MousePosition;
public struct MainActions
{
private @BetterInput m_Wrapper;
public MainActions(@BetterInput wrapper) { m_Wrapper = wrapper; }
public InputAction @MouseLeftClick => m_Wrapper.m_Main_MouseLeftClick;
public InputAction @MousePosition => m_Wrapper.m_Main_MousePosition;
public InputActionMap Get() { return m_Wrapper.m_Main; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(MainActions set) { return set.Get(); }
public void SetCallbacks(IMainActions instance)
{
if (m_Wrapper.m_MainActionsCallbackInterface != null)
{
@MouseLeftClick.started -= m_Wrapper.m_MainActionsCallbackInterface.OnMouseLeftClick;
@MouseLeftClick.performed -= m_Wrapper.m_MainActionsCallbackInterface.OnMouseLeftClick;
@MouseLeftClick.canceled -= m_Wrapper.m_MainActionsCallbackInterface.OnMouseLeftClick;
@MousePosition.started -= m_Wrapper.m_MainActionsCallbackInterface.OnMousePosition;
@MousePosition.performed -= m_Wrapper.m_MainActionsCallbackInterface.OnMousePosition;
@MousePosition.canceled -= m_Wrapper.m_MainActionsCallbackInterface.OnMousePosition;
}
m_Wrapper.m_MainActionsCallbackInterface = instance;
if (instance != null)
{
@MouseLeftClick.started += instance.OnMouseLeftClick;
@MouseLeftClick.performed += instance.OnMouseLeftClick;
@MouseLeftClick.canceled += instance.OnMouseLeftClick;
@MousePosition.started += instance.OnMousePosition;
@MousePosition.performed += instance.OnMousePosition;
@MousePosition.canceled += instance.OnMousePosition;
}
}
}
public MainActions @Main => new MainActions(this);
private int m_KeyboardMouseSchemeIndex = -1;
public InputControlScheme KeyboardMouseScheme
{
get
{
if (m_KeyboardMouseSchemeIndex == -1) m_KeyboardMouseSchemeIndex = asset.FindControlSchemeIndex("Keyboard+Mouse");
return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
}
}
public interface IMainActions
{
void OnMouseLeftClick(InputAction.CallbackContext context);
void OnMousePosition(InputAction.CallbackContext context);
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Base : Entity
{
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
public class Entity : MonoBehaviour
{
public enum Team
{
Ally,
Enemy
}
[Header("Values")]
[SerializeField] protected Team myTeam;
[SerializeField] protected float maxHealthPoints = 100;
[SerializeField] protected float healthPoints = 100;
[SerializeField] protected TMP_Text nameText = null;
[SerializeField] protected TMP_Text healthPointsText = null;
[HideInInspector] public UnityEvent<Entity> OnDeath = new UnityEvent<Entity>();
protected Vector2Int tileCoord;
public Team GetOwnTeam()
{
return myTeam;
}
// Start is called before the first frame update
protected virtual void Start(){
healthPoints = maxHealthPoints; // initialize health
UpdateHPDisplay();
Debug.Log("Entity: " + myTeam.ToString() + " has appeared", gameObject);
switch (myTeam)
{
case Team.Ally:
nameText.text = "Ally";
nameText.color = Color.blue;
break;
case Team.Enemy:
nameText.text = "Enemy";
nameText.color = Color.red;
break;
default:
nameText.text = "how did we get here (forever)";
nameText.color = new Color(255, 192, 203);
break;
}
}
protected virtual void Awake()
{
TickSystem.OnTick += HandleTick;
}
protected virtual void Die()
{
TickSystem.OnTick -= HandleTick;
OnDeath.Invoke(this);
Destroy(gameObject);
}
public void SetOwnTeam(Team type)
{
myTeam = type;
}
public void ReduceHP(float damage)
{
healthPoints -= damage;
if (healthPoints <= 0)
Die();
UpdateHPDisplay();
Debug.Log("I took damage, my HP is now: " + healthPoints + " noooo!!!!", gameObject);
}
protected virtual void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
{
}
private void OnDestroy()
{
Debug.Log("Soldier: " + myTeam.ToString() + " has died", gameObject);
}
protected void UpdateHPDisplay()
{
healthPointsText.text = healthPoints.ToString() + "/" + maxHealthPoints.ToString();
}
public void SetTileCoords(Vector2Int tileCoordinates)
{
tileCoord = tileCoordinates;
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
public class Soldier : Entity
{
private Queue<Action> actions = new Queue<Action>();
private Queue<Action> interrupts = new Queue<Action>();
#region Action Queue Items
abstract class Action // action "template"
{
public virtual void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs) { } // called by Soldier when action is supposed to be done
}
private class Movement : Action
{
public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
{
TilemapManager.MoveSoldierS(soldier.tileCoord.x, soldier.tileCoord.y, soldier.movementDestination.x, soldier.movementDestination.y);
}
}
private class TryAttack : Action
{
public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
{
//Debug.LogWarning($"(tick: {tickEventArgs.tickNumber}) Looking for enemy in range");
if(soldier.TryAttackEnemy())
soldier.lastAttackTick = tickEventArgs.tickNumber;
}
}
#endregion
#region Handling Incoming Orders (Interrupts)
public void HandleMovementOrder(Vector2Int destination)
{
movementDestination = destination;
interrupts.Enqueue(new Movement()); // force soldier to find path to the new destination
}
#endregion
[Header("Soldier Values")]
[SerializeField] private float rangeAttack = 100;
[SerializeField] private float rangeView = 1;
[SerializeField] private float damageAttack = 1;
[SerializeField] private int speedAttack = 1; // ticks between attacks
[SerializeField] private int lastAttackTick = -1;
[Header("References")]
[Header("Do-not-change-in-game values")]
[SerializeField] private Entity target;
[SerializeField] private Team enemyType;
[SerializeField] private Vector2Int movementDestination = Vector2Int.zero;
// Start is called before the first frame update
protected override void Start(){
base.Start();
SetEnemyTag();
}
public void SetEnemyTag()
{
if(myTeam == Team.Ally) enemyType = Team.Enemy;
else enemyType = Team.Ally;
}
protected override void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
{
// base.HandleTick(tickEventArgs);
ref Queue<Action> queueToHandle = ref interrupts;
if (interrupts.Count < 1) // if no interrupt actions to do, handle regular queue
queueToHandle = actions;
if(queueToHandle.Count > 0)
queueToHandle.Dequeue().Execute(this, tickEventArgs);
else
{
if(lastAttackTick + speedAttack <= tickEventArgs.tickNumber)
{
queueToHandle.Enqueue(new TryAttack());
queueToHandle.Dequeue().Execute(this, tickEventArgs);
}
}
}
bool TryAttackEnemy () //returns true if an enemy was attacked
{
// Enemies are the game objects tagged with the "Enemy"
//GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyType);
Entity[] soldiers = GameObject.FindObjectsOfType<Entity>();
List<Entity> enemiesList = new List<Entity>();
foreach (Entity obj in soldiers)
{
if (obj.GetOwnTeam() == enemyType)
enemiesList.Add(obj);
}
Entity[] enemies = enemiesList.ToArray();
// We have not found enemy yet so the distance to enemy is "infinite"
float shortestDistance = Mathf.Infinity;
Entity nearestEnemy = null;
foreach (Entity enemy in enemies)
{
// Go through each enemy existing
// Calculate distance to this enemy
float distanceToEnemy = Vector3.Distance(transform.position,
enemy.transform.position);
if (distanceToEnemy < shortestDistance)
{
shortestDistance = distanceToEnemy;
nearestEnemy = enemy;
}
}
if (nearestEnemy != null && shortestDistance <= rangeAttack)
{
target = nearestEnemy;
}
else
target = null;
if (target != null)
target.ReduceHP(damageAttack);
return target != null;
}
// Update is called once per frame
void Update()
{
//if (target == null) return;
}
/* https://www.youtube.com/watch?v=QKhn2kl9_8I 08:54 Soldier attack
void OnDrawGizmosSelected ()
{
}
*/
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Formation : MonoBehaviour
{
[SerializeField] Squad squad;
void Awake()
{
squad = GetComponent<Squad>();
}
public Dictionary<Entity, Vector2Int> CalculatePositions(Vector2Int coordinates)
{
List<Entity> soldiers = squad.GetSoldiers();
Dictionary<Entity, Vector2Int> soldiersNewCoordinates = new Dictionary<Entity, Vector2Int>();
int soldierNumber = 0;
foreach (Entity Entity in soldiers)
{
soldiersNewCoordinates.Add(Entity, CalculateSoldierCoordinates(soldierNumber, coordinates));
soldierNumber++;
}
return soldiersNewCoordinates;
}
// https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/in-parameter-modifier
private Vector2Int CalculateSoldierCoordinates(in int soldierNumber, in Vector2Int coordinates)
{
// Horizontal line we change x
Vector2Int soldierCoordinates = new Vector2Int(coordinates.x + soldierNumber, coordinates.y);
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//[RequireComponent]
public class SoldierSpawning : MonoBehaviour
{
[SerializeField] int spawnInterval = 1000; // ticks between spawning soldiers
[SerializeField] int lastSpawnTick = 0;
[SerializeField] Squad squad;
[SerializeField] TilemapManager tilemapManager;
[SerializeField] Vector2Int spawnCoords = Vector2Int.one * -1;
public Vector2Int GetSpawnCoords() { return spawnCoords; }
public void SetSpawnCoords(Vector2Int newSpawnCoords) { spawnCoords = newSpawnCoords; }
private void Awake()
{
squad = GetComponent<Squad>();
TickSystem.OnTick += HandleTick;
tilemapManager = FindObjectOfType<TilemapManager>();//DEPENDENCY_INJECTION
}
private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
{
if (lastSpawnTick + spawnInterval > tickEventArgs.tickNumber)
return;
Soldier spawnedSoldier = tilemapManager.SpawnSoldier(spawnCoords.x, spawnCoords.y, squad.GetOwnTeam() == Entity.Team.Ally) as Soldier;
if (spawnedSoldier == null)
return;
// managed to spawn the soldier
lastSpawnTick = tickEventArgs.tickNumber;
squad.AddSoldierToSquad(spawnedSoldier);
}
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// TEMP CODE JUST FOR SHOWCASE PURPOSES
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SquadManager : MonoBehaviour
{
[SerializeField] GameObject squadPrefab;
Squad playerSquad;
Squad enemySquad;
Vector2Int playerSpawnCoords = Vector2Int.up; //TEMP SPAWN BY BASE
private void Awake()
{
playerSquad = Instantiate(squadPrefab).GetComponent<Squad>();
playerSquad.gameObject.name = "Player Squad";
playerSquad.transform.SetParent(transform);
playerSquad.SetOwnTeam(Entity.Team.Ally);
playerSquad.gameObject.AddComponent<SoldierSpawning>();
playerSquad.GetComponent<SoldierSpawning>().SetSpawnCoords(playerSpawnCoords);//DEPENDENCY_INJECTION
FindObjectOfType<PlayerClickSystem>().SetPlayerSquad(playerSquad);//DEPENDENCY_INJECTION
enemySquad = Instantiate(squadPrefab).GetComponent<Squad>();
enemySquad.gameObject.name = "Enemy Squad";
enemySquad.transform.SetParent(transform);
enemySquad.SetOwnTeam(Entity.Team.Enemy);
}
// Update is called once per frame
void Update()
{
Debug.Log("Added initial soldiers to squad");
// add all ally soldiers to squad
var soldiers = FindObjectsOfType<Soldier>();
var squads = new List<Squad>();
squads.Add(playerSquad);
squads.Add(enemySquad);
foreach (var soldier in soldiers)
{
foreach (var squad in squads)
{
if (soldier.GetOwnTeam() == squad.GetOwnTeam())
{
squad.AddSoldierToSquad(soldier);
}
}
enabled = false;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class TilemapManager : MonoBehaviour
{
public enum TileState
{
free,
taken,
outOfBounds
}
public struct Tile
{
public Entity standingEntity;
}
[Header("Common Values")]
[SerializeField] private Vector2Int mapSize = new Vector2Int(5,5);
[SerializeField] private Vector3 WORLD_SPACE_OFFSET = new Vector3(0.5f, 1f, 0.5f);
[Header("Soldiers values")]
[SerializeField] private Vector2Int allyBaseCoord = Vector2Int.zero;
[SerializeField] private Vector2Int[] soldierStartingPositions = null;
[Header("Enemies values")]
[SerializeField] private Vector2Int enemyBaseCoord = Vector2Int.zero;
[SerializeField] private Vector2Int[] enemyStartingPositions = null;
[Header("References")]
[SerializeField] private Tilemap tilemap = null;
[SerializeField] private GameObject soldierPrefab = null;
[SerializeField] private GameObject basePrefab = null;
[SerializeField] private TileBase[] tilesToDraw = null;
// private (do not edit) variables
private static TilemapManager ins;
private Tile[,] tiles = null;
// ---------- Unity messages
private void Awake()
{
ins = this;
tiles = new Tile[mapSize.x, mapSize.y];
}
private void Start()
{
//draw tilemap
TileBase[] tilesToDrawTemp = new TileBase[mapSize.x * mapSize.y];
for (int i=0; i<tilesToDrawTemp.Length; i++)
{
tilesToDrawTemp[i] = tilesToDraw[Random.Range(0, tilesToDraw.Length)];
}
tilemap.SetTilesBlock(new BoundsInt(0, 0, 0, mapSize.x, mapSize.y, 1), tilesToDrawTemp);
//spawn bases
SpawnSoldier(allyBaseCoord.x, allyBaseCoord.y, true, true);
SpawnSoldier(enemyBaseCoord.x, enemyBaseCoord.y, false, true);
//spawn soldiers
foreach (Vector2Int vec in soldierStartingPositions)
SpawnSoldier(vec.x, vec.y, true);
foreach (Vector2Int vec in enemyStartingPositions)
SpawnSoldier(vec.x, vec.y, false);
}
private void OnValidate()
{
for (int i=0; i< soldierStartingPositions.Length; i++)
{
if (soldierStartingPositions[i].x < 0)
soldierStartingPositions[i].x = 0;
if (soldierStartingPositions[i].y < 0)
soldierStartingPositions[i].y = 0;
if (soldierStartingPositions[i].x >= mapSize.x)
soldierStartingPositions[i].x = mapSize.x - 1;
if (soldierStartingPositions[i].y >= mapSize.y)
soldierStartingPositions[i].y = mapSize.y - 1;
}
for (int i = 0; i < enemyStartingPositions.Length; i++)
{
if (enemyStartingPositions[i].x < 0)
enemyStartingPositions[i].x = 0;
if (enemyStartingPositions[i].y < 0)
enemyStartingPositions[i].y = 0;
if (enemyStartingPositions[i].x >= mapSize.x)
enemyStartingPositions[i].x = mapSize.x - 1;
if (enemyStartingPositions[i].y >= mapSize.y)
enemyStartingPositions[i].y = mapSize.y - 1;
}
}
// ---------- public functions
public Entity SpawnSoldier(int x, int y, bool isAlly, bool isBase=false)
{
if (GetTileState(x, y) != TileState.free)
return null;
if (isBase)
tiles[x, y].standingEntity = Instantiate(basePrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, basePrefab.transform.rotation).GetComponent<Base>();
else
tiles[x, y].standingEntity = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, soldierPrefab.transform.rotation).GetComponent<Soldier>();
if (tiles[x, y].standingEntity == null)
return null;
if (isAlly)
tiles[x, y].standingEntity.SetOwnTeam(Base.Team.Ally);
else
tiles[x, y].standingEntity.SetOwnTeam(Base.Team.Enemy);
tiles[x, y].standingEntity.SetTileCoords(new Vector2Int(x, y));
return tiles[x, y].standingEntity;
}
public bool DespawnSoldier(int x, int y)
{
if (GetTileState(x, y) != TileState.taken)
return false;
Destroy(tiles[x, y].standingEntity.gameObject);
tiles[x, y].standingEntity = null;
Debug.Log("Despaned a soldier");
return true;
}
public Entity GetSoldier(int x, int y)
{
if (GetTileState(x, y) != TileState.taken)
return null;
return tiles[x,y].standingEntity;
}
public bool MoveEntity(int x1, int y1, int x2, int y2) // old MoveSoldier
{
if (GetTileState(x1, y1) == TileState.taken && GetTileState(x2, y2) == TileState.free)
{
// change proper values
tiles[x2, y2].standingEntity = tiles[x1, y1].standingEntity;
tiles[x1, y1].standingEntity = null;
tiles[x2, y2].standingEntity.SetTileCoords(new Vector2Int(x2, y2));
// change Soldier world position
tiles[x2, y2].standingEntity.transform.position = tilemap.CellToWorld(new Vector3Int(x2, y2, 0)) + WORLD_SPACE_OFFSET;
return true;
}
return false;
}
// ---------- public statics methods
public static bool MoveSoldierS(int x1, int y1, int x2, int y2)
{
return ins.MoveEntity(x1, y1, x2, y2);
}
// ---------- private methods
private TileState GetTileState(int x, int y)
{
if (x < 0 || y < 0 || x >= mapSize.x || y >= mapSize.y)
return TileState.outOfBounds;
if (tiles[x, y].standingEntity == null)
return TileState.free;
return TileState.taken;
}
public TileState GetTileFromWorldCoords(Vector3 worldCoords, out Tile selectedTile, out int x, out int y)
{
Vector3Int tilemapCoords = tilemap.WorldToCell(worldCoords);
TileState tileState = GetTileState(tilemapCoords.x, tilemapCoords.y);
x = tilemapCoords.x;
y = tilemapCoords.y;
if (tileState == TileState.outOfBounds)
{
selectedTile = new Tile();
return TileState.outOfBounds;
}
// valid tile selected
selectedTile = tiles[tilemapCoords.x, tilemapCoords.y];
return tileState;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerClickSystem : MonoBehaviour
{
[SerializeField] TilemapManager tilemapManager;
private BetterInput bInput;
private bool leftMouseClicked = false;
private Vector2 mousePos = Vector2.zero;
[SerializeField] Squad playerSquad;
public void SetPlayerSquad(Squad newSquad) { playerSquad = newSquad; } // called by Squad Manager //DEPENDENCY_INJECTION
private void Awake()
{
bInput = new BetterInput();
bInput.Main.MouseLeftClick.started += (ctx) => { leftMouseClicked = true; };
bInput.Main.MouseLeftClick.canceled += (ctx) => { leftMouseClicked = false; };
bInput.Main.MousePosition.performed += (ctx) => { mousePos = ctx.ReadValue<Vector2>(); };
tilemapManager = FindObjectOfType<TilemapManager>();
if(tilemapManager == null)
{
Debug.LogError("Tilemap Manager not found");
}
}
// Update is called once per frame
void Update()
{
if(leftMouseClicked) // Change to new input system
{
leftMouseClicked = false;
//Debug.Log("CLICK");
Camera camera = Camera.main;
RaycastHit hit;
Ray ray = camera.ScreenPointToRay(mousePos);
RaycastHit2D hit2D = Physics2D.GetRayIntersection(ray);
Vector3 tileCoord = new Vector3(-1, -1, -1);
bool hitted = false;
if (Physics.Raycast(ray, out hit))
{
tileCoord = hit.point;
hitted = true;
}
else if (hit2D.collider != null)
{
tileCoord = hit2D.point;
hitted = true;
}
if (hitted)
{
Vector3 hitWorldPosition = tileCoord;
Debug.Log($"Hit at {hitWorldPosition}");
TilemapManager.Tile selectedTile;
int x, y;
TilemapManager.TileState tileState = tilemapManager.GetTileFromWorldCoords(hitWorldPosition, out selectedTile, out x, out y);
if(tileState == TilemapManager.TileState.outOfBounds)
{
Debug.Log($"No tile was hit (hit \"coords\" {x},{y})");
return; // for now do nothing if a tile was not selected
}
// a tile was hit
Debug.Log($"Tile {x},{y} was selected - DO MOVEMENT ORDER");
playerSquad.EnqueueOrder(new Squad.MovementOrder(new Vector2Int(x,y)));
}
}
}
private void OnEnable()
{
bInput.Main.Enable();
}
private void OnDisable()
{
bInput.Main.Disable();
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Squad : MonoBehaviour
{
private Entity.Team ownTeam;
public Entity.Team GetOwnTeam() { return ownTeam; }
public void SetOwnTeam(Entity.Team newTeam) {ownTeam = newTeam; }
#region Orders
public abstract class Order // generic order (to keep in queue)
{
public virtual void Execute(Squad squad) // "translate" the order to the soldier
{// depending on implementation, for example call soldier's method to execute/plan this task
Debug.LogWarning($"Generic order execution not overriden\n All soldiers received generic order");
}
}
public class MovementOrder : Order // example how to add new types of orders
{
public MovementOrder(Vector2Int movementTargetCoords)
{
targetCoords = movementTargetCoords;
}
public readonly Vector2Int targetCoords;
public override void Execute(Squad squad)
{// here we would set soldier's target position for example
Debug.Log(squad);
Dictionary<Entity, Vector2Int> targetCoordsDictionary = squad.
GetFormation().
CalculatePositions(
targetCoords);
foreach (Soldier soldier in targetCoordsDictionary.Keys)
{
Vector2Int targetPositionForSoldier = targetCoordsDictionary[soldier];
soldier.HandleMovementOrder(targetPositionForSoldier);
Debug.Log($"Soldier {soldier.name} received movement order towards coordinates {targetPositionForSoldier.x},{targetPositionForSoldier.y}");
}
}
}
#endregion
[SerializeField] private Formation formation;
public Formation GetFormation() { return formation; }
[SerializeField] private List<Entity> soldiers = new List<Entity>(); // soldiers belonging to the squad
public List<Entity> GetSoldiers() { return soldiers; }
private Queue<Order> orders = new Queue<Order>(); // orders given to the squad
public void AddSoldierToSquad(Entity soldier)
{
soldiers.Add(soldier);
soldier.OnDeath.AddListener(RemoveSoldierFromSquad);
}
public void RemoveSoldierFromSquad(Entity soldier)
{
soldiers.Remove(soldier);
soldier.OnDeath.RemoveListener(RemoveSoldierFromSquad);
}
private void Awake()
{
TickSystem.OnTick += HandleTick;
formation = GetComponent<Formation>();
}
private void OnDestroy()
{
TickSystem.OnTick -= HandleTick;
}
private void HandleTick(TickSystem.OnTickEventArgs eventArgs)
{// pass a single order to all soldiers
if (orders.Count < 1)
return; // for now nothing to do here
Order currentOrder = orders.Dequeue();
Debug.Log($"Passing order {currentOrder.ToString()} on tick #{eventArgs.tickNumber}");
currentOrder.Execute(this);
}
public void EnqueueOrder(Order orderToEnqueue)
{
orders.Enqueue(orderToEnqueue);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ExampleTickReceiver : MonoBehaviour
{
void Awake()
{
TickSystem.OnTick += HandleTick;
}
private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
{
Debug.Log($"Example of tick #{tickEventArgs.tickNumber} being handled");
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class TickSystem : MonoBehaviour
{
public class OnTickEventArgs : EventArgs
{
public int tickNumber;
}
public static Action<OnTickEventArgs> OnTick;
private const float TICK_PERIOD = 0.2f; // seconds between ticks
private int tick; // keep track of total ticks that have happened
public static TickSystem Instance;
private void Awake() // needs to be called by a scene initializer
{
if (Instance != null) // a TickSystem already exitst
{
Debug.LogError("A TickSystem already exists, FIX YOUR TIME SPAWNING");
Destroy(gameObject);
}//else this is the first TickSystem that has awoken in this scene
Instance = this;
tickTimer = 0f;
tick = 0;
}
private float tickTimer = 0f;
// Update is called once per frame
void Update()
{
tickTimer += Time.deltaTime;
if (tickTimer >= TICK_PERIOD)
{
tickTimer -= TICK_PERIOD;
tick++;
OnTick?.Invoke(new OnTickEventArgs { tickNumber = tick });
}
}
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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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float4 vertex : SV_POSITION;
fixed4 color : COLOR;
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uniform fixed4 _FaceColor;
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float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
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float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 mask : TEXCOORD2;
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fixed4 _Color;
float _DiffusePower;
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uniform float _VertexOffsetY;
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uniform float _MaskSoftnessY;
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ENDCG
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float2 texcoord1 : TEXCOORD1;
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uniform fixed4 _FaceColor;
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uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
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// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0);
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}

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fileFormatVersion: 2
guid: 128e987d567d4e2c824d754223b3f3b0
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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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
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_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
[HDR]_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)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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"
}

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guid: dd89cf5b9246416f84610a006f916af7
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nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

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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
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_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
[HDR]_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)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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;
float2 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;
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.texcoord1.y, 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 = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, 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
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (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"
}

View File

@ -0,0 +1,9 @@
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defaultTextures: []
nonModifiableTextures: []
userData:
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