upgrade to unity 6.1

This commit is contained in:
2025-07-17 15:57:56 +02:00
parent 702b766981
commit eea0e3ffad
1167 changed files with 62538 additions and 8659 deletions

View File

@@ -4,10 +4,10 @@ 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)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@@ -21,7 +21,7 @@ Properties {
_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)
_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
@@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_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)
_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
@@ -109,7 +109,8 @@ SubShader {
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
@@ -127,17 +128,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@@ -147,18 +149,23 @@ SubShader {
float2 mask : TEXCOORD2; // Position in object space(xy)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
#if (UNDERLAY_ON || UNDERLAY_INNER)
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
#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) {
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);
}
@@ -171,7 +178,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@@ -182,27 +189,31 @@ SubShader {
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
#if (UNDERLAY_ON || UNDERLAY_INNER)
#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
#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 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)
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
#endif
output.position = vPosition;
output.color = color;
@@ -210,10 +221,10 @@ SubShader {
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)
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = input.texcoord0 + bOffset;
output.underlayColor = underlayColor;
#endif
#endif
output.textures = float4(faceUV, outlineUV);
return output;
@@ -226,9 +237,9 @@ SubShader {
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 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);
@@ -247,7 +258,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@@ -264,45 +275,45 @@ SubShader {
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
#endif
#if (UNDERLAY_ON || UNDERLAY_INNER)
#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
#endif
#if UNDERLAY_ON
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
#endif
#endif
#if UNDERLAY_INNER
#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
#endif
#if GLOW_ON
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
#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));
#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
#endif
#if UNITY_UI_ALPHACLIP
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
#endif
return faceColor * input.color.a;
}
ENDCG
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"