mirror of
https://github.com/DerTyp7/grow-ai-unity.git
synced 2026-07-31 16:19:03 +02:00
started work on place obj
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@@ -1,4 +1,4 @@
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// Simplified SDF shader:
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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@@ -6,14 +6,14 @@
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Shader "TextMeshPro/Mobile/Distance Field - Masking" {
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Properties {
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[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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@@ -47,19 +47,18 @@ Properties {
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_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
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_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
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_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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@@ -71,7 +70,7 @@ SubShader {
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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@@ -136,7 +135,7 @@ SubShader {
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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@@ -218,10 +217,10 @@ SubShader {
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#endif
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// Alternative implementation to UnityGet2DClipping with support for softness.
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//#if UNITY_UI_CLIP_RECT
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#if UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
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c *= m.x * m.y;
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//#endif
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#endif
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float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
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float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
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