blueloveTH 3 лет назад
Родитель
Сommit
02d609b2f7
100 измененных файлов с 0 добавлено и 16291 удалено
  1. 0 2
      plugins/unity/.gitattributes
  2. 0 75
      plugins/unity/.gitignore
  3. 0 6
      plugins/unity/.vsconfig
  4. 0 8
      plugins/unity/Assets/PocketPy.meta
  5. 0 521
      plugins/unity/Assets/PocketPy/Example/SampleScene.unity
  6. 0 8
      plugins/unity/Assets/TextMesh Pro.meta
  7. 0 8
      plugins/unity/Assets/TextMesh Pro/Documentation.meta
  8. BIN
      plugins/unity/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
  9. 0 8
      plugins/unity/Assets/TextMesh Pro/Fonts.meta
  10. 0 46
      plugins/unity/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
  11. 0 8
      plugins/unity/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
  12. BIN
      plugins/unity/Assets/TextMesh Pro/Fonts/LiberationSans.ttf
  13. 0 19
      plugins/unity/Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta
  14. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources.meta
  15. 0 9
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials.meta
  16. 0 106
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat
  17. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta
  18. 0 343
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
  19. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta
  20. 0 104
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
  21. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta
  22. 0 7816
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset
  23. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta
  24. 0 1
      plugins/unity/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt
  25. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta
  26. 0 1
      plugins/unity/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt
  27. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta
  28. 0 9
      plugins/unity/Assets/TextMesh Pro/Resources/Sprite Assets.meta
  29. 0 659
      plugins/unity/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset
  30. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta
  31. 0 9
      plugins/unity/Assets/TextMesh Pro/Resources/Style Sheets.meta
  32. 0 68
      plugins/unity/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
  33. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
  34. 0 46
      plugins/unity/Assets/TextMesh Pro/Resources/TMP Settings.asset
  35. 0 8
      plugins/unity/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
  36. 0 8
      plugins/unity/Assets/TextMesh Pro/Shaders.meta
  37. 0 143
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
  38. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
  39. 0 145
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
  40. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
  41. 0 143
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
  42. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
  43. 0 317
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
  44. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
  45. 0 310
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
  46. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
  47. 0 247
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
  48. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
  49. 0 240
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
  50. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
  51. 0 106
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
  52. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
  53. 0 240
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
  54. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
  55. 0 138
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
  56. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
  57. 0 158
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
  58. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
  59. 0 317
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader
  60. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
  61. 0 116
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
  62. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
  63. 0 84
      plugins/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc
  64. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
  65. 0 157
      plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
  66. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta
  67. 0 85
      plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
  68. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
  69. 0 101
      plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
  70. 0 9
      plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta
  71. 0 8
      plugins/unity/Assets/TextMesh Pro/Sprites.meta
  72. 0 3
      plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
  73. 0 156
      plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne.json
  74. 0 8
      plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne.json.meta
  75. BIN
      plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne.png
  76. 0 431
      plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne.png.meta
  77. 0 39
      plugins/unity/Packages/manifest.json
  78. 0 310
      plugins/unity/Packages/packages-lock.json
  79. 0 19
      plugins/unity/ProjectSettings/AudioManager.asset
  80. 0 17
      plugins/unity/ProjectSettings/BurstAotSettings_StandaloneWindows.json
  81. 0 6
      plugins/unity/ProjectSettings/ClusterInputManager.asset
  82. 0 6
      plugins/unity/ProjectSettings/CommonBurstAotSettings.json
  83. 0 37
      plugins/unity/ProjectSettings/DynamicsManager.asset
  84. 0 11
      plugins/unity/ProjectSettings/EditorBuildSettings.asset
  85. 0 40
      plugins/unity/ProjectSettings/EditorSettings.asset
  86. 0 64
      plugins/unity/ProjectSettings/GraphicsSettings.asset
  87. 0 487
      plugins/unity/ProjectSettings/InputManager.asset
  88. 0 35
      plugins/unity/ProjectSettings/MemorySettings.asset
  89. 0 93
      plugins/unity/ProjectSettings/NavMeshAreas.asset
  90. 0 8
      plugins/unity/ProjectSettings/NetworkManager.asset
  91. 0 44
      plugins/unity/ProjectSettings/PackageManagerSettings.asset
  92. 0 56
      plugins/unity/ProjectSettings/Physics2DSettings.asset
  93. 0 7
      plugins/unity/ProjectSettings/PresetManager.asset
  94. 0 761
      plugins/unity/ProjectSettings/ProjectSettings.asset
  95. 0 2
      plugins/unity/ProjectSettings/ProjectVersion.txt
  96. 0 240
      plugins/unity/ProjectSettings/QualitySettings.asset
  97. 0 167
      plugins/unity/ProjectSettings/SceneTemplateSettings.json
  98. 0 43
      plugins/unity/ProjectSettings/TagManager.asset
  99. 0 9
      plugins/unity/ProjectSettings/TimeManager.asset
  100. 0 16
      plugins/unity/ProjectSettings/TimelineSettings.asset

+ 0 - 2
plugins/unity/.gitattributes

@@ -1,2 +0,0 @@
-# Auto detect text files and perform LF normalization
-* text=auto

+ 0 - 75
plugins/unity/.gitignore

@@ -1,75 +0,0 @@
-# This .gitignore file should be placed at the root of your Unity project directory
-#
-# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
-#
-/[Ll]ibrary/
-/[Tt]emp/
-/[Oo]bj/
-/[Bb]uild/
-/[Bb]uilds/
-/[Ll]ogs/
-/[Uu]ser[Ss]ettings/
-
-# MemoryCaptures can get excessive in size.
-# They also could contain extremely sensitive data
-/[Mm]emoryCaptures/
-
-# Recordings can get excessive in size
-/[Rr]ecordings/
-
-# Uncomment this line if you wish to ignore the asset store tools plugin
-# /[Aa]ssets/AssetStoreTools*
-
-# Autogenerated Jetbrains Rider plugin
-/[Aa]ssets/Plugins/Editor/JetBrains*
-
-# Visual Studio cache directory
-.vs/
-
-# Gradle cache directory
-.gradle/
-
-# Autogenerated VS/MD/Consulo solution and project files
-ExportedObj/
-.consulo/
-*.csproj
-*.unityproj
-*.sln
-*.suo
-*.tmp
-*.user
-*.userprefs
-*.pidb
-*.booproj
-*.svd
-*.pdb
-*.mdb
-*.opendb
-*.VC.db
-
-# Unity3D generated meta files
-*.pidb.meta
-*.pdb.meta
-*.mdb.meta
-
-# Unity3D generated file on crash reports
-sysinfo.txt
-
-# Builds
-*.apk
-*.aab
-*.unitypackage
-*.app
-
-# Crashlytics generated file
-crashlytics-build.properties
-
-# Packed Addressables
-/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
-
-# Temporary auto-generated Android Assets
-/[Aa]ssets/[Ss]treamingAssets/aa.meta
-/[Aa]ssets/[Ss]treamingAssets/aa/*
-
-*.so
-*.dll

+ 0 - 6
plugins/unity/.vsconfig

@@ -1,6 +0,0 @@
-{
-  "version": "1.0",
-  "components": [
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-}

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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"
-
-		struct appdata_t {
-			float4 vertex		: POSITION;
-			fixed4 color		: COLOR;
-			float2 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;
-
-		float2 UnpackUV(float uv)
-		{
-			float2 output;
-			output.x = floor(uv / 4096);
-			output.y = uv - 4096 * output.x;
-
-			return output * 0.001953125;
-		}
-
-		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));
-
-			fixed4 faceColor = v.color;
-			faceColor *= _FaceColor;
-
-			v2f OUT;
-			OUT.vertex = vPosition;
-			OUT.color = faceColor;
-			OUT.texcoord0 = v.texcoord0;
-			OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(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.
-			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) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
-
-			// Alternative implementation to UnityGet2DClipping with support for softness.
-			#if UNITY_UI_CLIP_RECT
-				half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
-				color *= m.x * m.y;
-			#endif
-
-			#if UNITY_UI_ALPHACLIP
-				clip(color.a - 0.001);
-			#endif
-
-			return color;
-		}
-		ENDCG
-	}
-}
-
-	CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 48bb5f55d8670e349b6e614913f9d910
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 145
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader

@@ -1,145 +0,0 @@
-Shader "TextMeshPro/Mobile/Bitmap" {
-
-Properties {
-	_MainTex		("Font Atlas", 2D) = "white" {}
-	[HDR]_Color		("Text Color", Color) = (1,1,1,1)
-	_DiffusePower	("Diffuse Power", Range(1.0,4.0)) = 1.0
-
-	_VertexOffsetX("Vertex OffsetX", float) = 0
-	_VertexOffsetY("Vertex OffsetY", float) = 0
-	_MaskSoftnessX("Mask SoftnessX", float) = 0
-	_MaskSoftnessY("Mask SoftnessY", float) = 0
-
-	_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
-
-	_StencilComp("Stencil Comparison", Float) = 8
-	_Stencil("Stencil ID", Float) = 0
-	_StencilOp("Stencil Operation", Float) = 0
-	_StencilWriteMask("Stencil Write Mask", Float) = 255
-	_StencilReadMask("Stencil Read Mask", Float) = 255
-
-	_CullMode("Cull Mode", Float) = 0
-	_ColorMask("Color Mask", Float) = 15
-}
-
-SubShader {
-
-	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
-
-	Stencil
-	{
-		Ref[_Stencil]
-		Comp[_StencilComp]
-		Pass[_StencilOp]
-		ReadMask[_StencilReadMask]
-		WriteMask[_StencilWriteMask]
-	}
-
-
-	Lighting Off
-	Cull [_CullMode]
-	ZTest [unity_GUIZTestMode]
-	ZWrite Off
-	Fog { Mode Off }
-	Blend SrcAlpha OneMinusSrcAlpha
-	ColorMask[_ColorMask]
-
-	Pass {
-		CGPROGRAM
-		#pragma vertex vert
-		#pragma fragment frag
-		#pragma fragmentoption ARB_precision_hint_fastest
-
-		#pragma multi_compile __ UNITY_UI_CLIP_RECT
-		#pragma multi_compile __ UNITY_UI_ALPHACLIP
-
-
-		#include "UnityCG.cginc"
-
-		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;
-
-		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;
-
-			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.
-			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) : 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 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 1e3b057af24249748ff873be7fafee47
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 143
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader

@@ -1,143 +0,0 @@
-Shader "TextMeshPro/Bitmap" {
-
-Properties {
-	_MainTex		("Font Atlas", 2D) = "white" {}
-	_FaceTex		("Font Texture", 2D) = "white" {}
-	[HDR]_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"
-
-		struct appdata_t {
-			float4 vertex		: POSITION;
-			fixed4 color		: COLOR;
-			float2 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;
-
-		float2 UnpackUV(float uv)
-		{
-			float2 output;
-			output.x = floor(uv / 4096);
-			output.y = uv - 4096 * output.x;
-
-			return output * 0.001953125;
-		}
-
-		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));
-
-			fixed4 faceColor = v.color;
-			faceColor *= _FaceColor;
-
-			v2f OUT;
-			OUT.vertex = vPosition;
-			OUT.color = faceColor;
-			OUT.texcoord0 = v.texcoord0;
-			OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(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.
-			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"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 128e987d567d4e2c824d754223b3f3b0
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 317
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader

@@ -1,317 +0,0 @@
-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"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: dd89cf5b9246416f84610a006f916af7
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 310
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader

@@ -1,310 +0,0 @@
-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"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 14eb328de4b8eb245bb7cea29e4ac00b
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 247
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader

@@ -1,247 +0,0 @@
-// 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 {
-	[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)
-	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
-	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
-
-	[HDR]_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;
-			float2	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;
-
-		pixel_t VertShader(vertex_t input)
-		{
-			float bold = step(input.texcoord1.y, 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.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 layerScale = scale;
-
-			scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
-			float bias = (0.5 - weight) * scale - 0.5;
-			float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
-
-			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);
-
-			// 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 * half2(_MaskSoftnessX, _MaskSoftnessY) + 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 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: bc1ede39bf3643ee8e493720e4259791
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 240
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader

@@ -1,240 +0,0 @@
-// 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 {
-	[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)
-	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
-	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
-
-	[HDR]_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;
-			float2	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
-		};
-
-
-		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.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.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 layerScale = scale;
-
-			scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
-			float bias = (0.5 - weight) * scale - 0.5;
-			float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
-
-			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);
-			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
-			#if (UNDERLAY_ON || UNDERLAY_INNER)
-			output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
-			output.underlayParam = half2(layerScale, layerBias);
-			#endif
-
-			return output;
-		}
-
-
-		// PIXEL SHADER
-		fixed4 PixShader(pixel_t input) : SV_Target
-		{
-			UNITY_SETUP_INSTANCE_ID(input);
-
-			half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
-			half4 c = input.faceColor * saturate(d - input.param.w);
-
-		#ifdef OUTLINE_ON
-			c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
-			c *= saturate(d - input.param.y);
-		#endif
-
-		#if UNDERLAY_ON
-			d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
-			c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
-		#endif
-
-		#if UNDERLAY_INNER
-			half sd = saturate(d - input.param.z);
-			d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
-			c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
-		#endif
-
-		// Alternative implementation to UnityGet2DClipping with support for softness.
-		#if UNITY_UI_CLIP_RECT
-			half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
-			c *= m.x * m.y;
-		#endif
-
-		#if (UNDERLAY_ON | UNDERLAY_INNER)
-			c *= input.texcoord1.z;
-		#endif
-
-    #if UNITY_UI_ALPHACLIP
-			clip(c.a - 0.001);
-		#endif
-
-			return c;
-		}
-		ENDCG
-	}
-}
-
-CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: a02a7d8c237544f1962732b55a9aebf1
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 106
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader

@@ -1,106 +0,0 @@
-// Simplified SDF shader:
-// - No Shading Option (bevel / bump / env map)
-// - No Glow Option
-// - Softness is applied on both side of the outline
-
-Shader "TextMeshPro/Mobile/Distance Field SSD" {
-
-Properties {
-	[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)
-	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
-	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
-
-	[HDR]_UnderlayColor		("Border Color", Color) = (0,0,0,.5)
-	_UnderlayOffsetX 	("Border OffsetX", Range(-1,1)) = 0
-	_UnderlayOffsetY 	("Border OffsetY", Range(-1,1)) = 0
-	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
-	_UnderlaySoftness 	("Border Softness", Range(0,1)) = 0
-
-	_WeightNormal		("Weight Normal", float) = 0
-	_WeightBold			("Weight Bold", float) = .5
-
-	_ShaderFlags		("Flags", float) = 0
-	_ScaleRatioA		("Scale RatioA", float) = 1
-	_ScaleRatioB		("Scale RatioB", float) = 1
-	_ScaleRatioC		("Scale RatioC", float) = 1
-
-	_MainTex			("Font Atlas", 2D) = "white" {}
-	_TextureWidth		("Texture Width", float) = 512
-	_TextureHeight		("Texture Height", float) = 512
-	_GradientScale		("Gradient Scale", float) = 5
-	_ScaleX				("Scale X", float) = 1
-	_ScaleY				("Scale Y", float) = 1
-	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875
-	_Sharpness			("Sharpness", Range(-1,1)) = 0
-
-	_VertexOffsetX		("Vertex OffsetX", float) = 0
-	_VertexOffsetY		("Vertex OffsetY", float) = 0
-
-	_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
-	_MaskSoftnessX		("Mask SoftnessX", float) = 0
-	_MaskSoftnessY		("Mask SoftnessY", float) = 0
-	_MaskTex			("Mask Texture", 2D) = "white" {}
-	_MaskInverse		("Inverse", float) = 0
-	_MaskEdgeColor		("Edge Color", Color) = (1,1,1,1)
-	_MaskEdgeSoftness	("Edge Softness", Range(0, 1)) = 0.01
-	_MaskWipeControl	("Wipe Position", Range(0, 1)) = 0.5
-
-	_StencilComp		("Stencil Comparison", Float) = 8
-	_Stencil			("Stencil ID", Float) = 0
-	_StencilOp			("Stencil Operation", Float) = 0
-	_StencilWriteMask	("Stencil Write Mask", Float) = 255
-	_StencilReadMask	("Stencil Read Mask", Float) = 255
-
-    _CullMode           ("Cull Mode", Float) = 0
-	_ColorMask			("Color Mask", Float) = 15
-}
-
-SubShader {
-	Tags {
-		"Queue"="Transparent"
-		"IgnoreProjector"="True"
-		"RenderType"="Transparent"
-	}
-
-	Stencil
-	{
-		Ref [_Stencil]
-		Comp [_StencilComp]
-		Pass [_StencilOp]
-		ReadMask [_StencilReadMask]
-		WriteMask [_StencilWriteMask]
-	}
-
-	Cull [_CullMode]
-	ZWrite Off
-	Lighting Off
-	Fog { Mode Off }
-	ZTest [unity_GUIZTestMode]
-	Blend One OneMinusSrcAlpha
-	ColorMask [_ColorMask]
-
-	Pass {
-		CGPROGRAM
-		#pragma vertex VertShader
-		#pragma fragment PixShader
-		#pragma shader_feature __ OUTLINE_ON
-		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
-
-		#pragma multi_compile __ UNITY_UI_CLIP_RECT
-		#pragma multi_compile __ UNITY_UI_ALPHACLIP
-
-		#include "UnityCG.cginc"
-		#include "UnityUI.cginc"
-		#include "TMPro_Properties.cginc"
-
-		#include "TMPro_Mobile.cginc"
-
-		ENDCG
-	}
-}
-
-CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: c8d12adcee749c344b8117cf7c7eb912
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 240
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader

@@ -1,240 +0,0 @@
-// 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" {
-
-Properties {
-	[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)
-	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
-	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
-
-	[HDR]_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"="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 {
-			UNITY_VERTEX_INPUT_INSTANCE_ID
-			float4	vertex			: 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	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
-		};
-
-
-		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.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.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 layerScale = scale;
-
-			scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
-			float bias = (0.5 - weight) * scale - 0.5;
-			float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
-
-			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);
-			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
-			#if (UNDERLAY_ON || UNDERLAY_INNER)
-			output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
-			output.underlayParam = half2(layerScale, layerBias);
-			#endif
-
-			return output;
-		}
-
-
-		// PIXEL SHADER
-		fixed4 PixShader(pixel_t input) : SV_Target
-		{
-			UNITY_SETUP_INSTANCE_ID(input);
-
-			half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
-			half4 c = input.faceColor * saturate(d - input.param.w);
-
-			#ifdef OUTLINE_ON
-			c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
-			c *= saturate(d - input.param.y);
-			#endif
-
-			#if UNDERLAY_ON
-			d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
-			c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
-			#endif
-
-			#if UNDERLAY_INNER
-			half sd = saturate(d - input.param.z);
-			d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
-			c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
-			#endif
-
-			// Alternative implementation to UnityGet2DClipping with support for softness.
-			#if UNITY_UI_CLIP_RECT
-			half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
-			c *= m.x * m.y;
-			#endif
-
-			#if (UNDERLAY_ON | UNDERLAY_INNER)
-			c *= input.texcoord1.z;
-			#endif
-
-			#if UNITY_UI_ALPHACLIP
-			clip(c.a - 0.001);
-			#endif
-
-			return c;
-		}
-		ENDCG
-	}
-}
-
-CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: fe393ace9b354375a9cb14cdbbc28be4
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 138
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader

@@ -1,138 +0,0 @@
-// Simplified version of the SDF Surface shader :
-// - No support for Bevel, Bump or envmap
-// - Diffuse only lighting
-// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
-
-Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
-
-Properties {
-	_FaceTex			("Fill Texture", 2D) = "white" {}
-	[HDR]_FaceColor		("Fill 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" {}
-	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0
-	_OutlineSoftness	("Outline 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
-
-	// Should not be directly exposed to the user
-	_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
-
-	_CullMode			("Cull Mode", Float) = 0
-	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0)
-	//_MaskSoftness		("Mask Softness", float) = 0
-}
-
-SubShader {
-
-	Tags {
-		"Queue"="Transparent"
-		"IgnoreProjector"="True"
-		"RenderType"="Transparent"
-	}
-
-	LOD 300
-	Cull [_CullMode]
-
-	CGPROGRAM
-	#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
-	#pragma target 3.0
-	#pragma shader_feature __ GLOW_ON
-
-	#include "TMPro_Properties.cginc"
-	#include "TMPro.cginc"
-
-	half _FaceShininess;
-	half _OutlineShininess;
-
-	struct Input
-	{
-		fixed4	color		: COLOR;
-		float2	uv_MainTex;
-		float2	uv2_FaceTex;
-		float2  uv2_OutlineTex;
-		float2	param;					// Weight, Scale
-		float3	viewDirEnv;
-	};
-
-	#include "TMPro_Surface.cginc"
-
-	ENDCG
-
-	// Pass to render object as a shadow caster
-	Pass
-	{
-		Name "Caster"
-		Tags { "LightMode" = "ShadowCaster" }
-		Offset 1, 1
-
-		Fog {Mode Off}
-		ZWrite On ZTest LEqual Cull Off
-
-		CGPROGRAM
-		#pragma vertex vert
-		#pragma fragment frag
-		#pragma multi_compile_shadowcaster
-		#include "UnityCG.cginc"
-
-		struct v2f {
-			V2F_SHADOW_CASTER;
-			float2	uv			: TEXCOORD1;
-			float2	uv2			: TEXCOORD3;
-			float	alphaClip	: TEXCOORD2;
-		};
-
-		uniform float4 _MainTex_ST;
-		uniform float4 _OutlineTex_ST;
-		float _OutlineWidth;
-		float _FaceDilate;
-		float _ScaleRatioA;
-
-		v2f vert( appdata_base v )
-		{
-			v2f o;
-			TRANSFER_SHADOW_CASTER(o)
-			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
-			o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
-			o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
-			return o;
-		}
-
-		uniform sampler2D _MainTex;
-
-		float4 frag(v2f i) : COLOR
-		{
-			fixed4 texcol = tex2D(_MainTex, i.uv).a;
-			clip(texcol.a - i.alphaClip);
-			SHADOW_CASTER_FRAGMENT(i)
-		}
-		ENDCG
-	}
-}
-
-CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 85187c2149c549c5b33f0cdb02836b17
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 158
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader

@@ -1,158 +0,0 @@
-Shader "TextMeshPro/Distance Field (Surface)" {
-
-Properties {
-	_FaceTex			("Fill 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		("Fill 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
-
-	_BumpMap 			("Normalmap", 2D) = "bump" {}
-	_BumpOutline		("Bump Outline", Range(0,1)) = 0.5
-	_BumpFace			("Bump Face", Range(0,1)) = 0.5
-
-	_ReflectFaceColor	    ("Face Color", Color) = (0,0,0,1)
-	_ReflectOutlineColor	("Outline Color", Color) = (0,0,0,1)
-	_Cube 					("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
-	_EnvMatrixRotation  	("Texture Rotation", vector) = (0, 0, 0, 0)
-	[HDR]_SpecColor		    ("Specular Color", Color) = (0,0,0,1)
-
-	_FaceShininess		("Face Shininess", Range(0,1)) = 0
-	_OutlineShininess	("Outline Shininess", 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
-
-	// Should not be directly exposed to the user
-	_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
-
-	_CullMode			("Cull Mode", Float) = 0
-	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0)
-	//_MaskSoftness		("Mask Softness", float) = 0
-}
-
-SubShader {
-
-	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
-
-	LOD 300
-	Cull [_CullMode]
-
-	CGPROGRAM
-	#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
-	#pragma target 3.0
-	#pragma shader_feature __ GLOW_ON
-	#pragma glsl
-
-	#include "TMPro_Properties.cginc"
-	#include "TMPro.cginc"
-
-	half _FaceShininess;
-	half _OutlineShininess;
-
-	struct Input
-	{
-		fixed4	color			: COLOR;
-		float2	uv_MainTex;
-		float2	uv2_FaceTex;
-		float2  uv2_OutlineTex;
-		float2	param;						// Weight, Scale
-		float3	viewDirEnv;
-	};
-
-
-	#define BEVEL_ON 1
-	#include "TMPro_Surface.cginc"
-
-	ENDCG
-
-	// Pass to render object as a shadow caster
-	Pass
-	{
-		Name "Caster"
-		Tags { "LightMode" = "ShadowCaster" }
-		Offset 1, 1
-
-		Fog {Mode Off}
-		ZWrite On
-		ZTest LEqual
-		Cull Off
-
-		CGPROGRAM
-		#pragma vertex vert
-		#pragma fragment frag
-		#pragma multi_compile_shadowcaster
-		#include "UnityCG.cginc"
-
-		struct v2f {
-			V2F_SHADOW_CASTER;
-			float2	uv			: TEXCOORD1;
-			float2	uv2			: TEXCOORD3;
-			float	alphaClip	: TEXCOORD2;
-		};
-
-		uniform float4 _MainTex_ST;
-		uniform float4 _OutlineTex_ST;
-		float _OutlineWidth;
-		float _FaceDilate;
-		float _ScaleRatioA;
-
-		v2f vert( appdata_base v )
-		{
-			v2f o;
-			TRANSFER_SHADOW_CASTER(o)
-			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
-			o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
-			o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
-			return o;
-		}
-
-		uniform sampler2D _MainTex;
-
-		float4 frag(v2f i) : COLOR
-		{
-			fixed4 texcol = tex2D(_MainTex, i.uv).a;
-			clip(texcol.a - i.alphaClip);
-			SHADOW_CASTER_FRAGMENT(i)
-		}
-		ENDCG
-	}
-}
-
-CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
-}
-

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: f7ada0af4f174f0694ca6a487b8f543d
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 317
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader

@@ -1,317 +0,0 @@
-Shader "TextMeshPro/Distance Field" {
-
-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 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"
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 68e6db2ebdc24f95958faec2be5558d6
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 116
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader

@@ -1,116 +0,0 @@
-Shader "TextMeshPro/Sprite"
-{
-	Properties
-	{
-        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
-		_Color ("Tint", Color) = (1,1,1,1)
-		
-		_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
-		_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
-
-		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
-	}
-
-	SubShader
-	{
-		Tags
-		{ 
-			"Queue"="Transparent" 
-			"IgnoreProjector"="True" 
-			"RenderType"="Transparent" 
-			"PreviewType"="Plane"
-			"CanUseSpriteAtlas"="True"
-		}
-		
-		Stencil
-		{
-			Ref [_Stencil]
-			Comp [_StencilComp]
-			Pass [_StencilOp] 
-			ReadMask [_StencilReadMask]
-			WriteMask [_StencilWriteMask]
-		}
-
-		Cull [_CullMode]
-		Lighting Off
-		ZWrite Off
-		ZTest [unity_GUIZTestMode]
-		Blend SrcAlpha OneMinusSrcAlpha
-		ColorMask [_ColorMask]
-
-		Pass
-		{
-            Name "Default"
-		CGPROGRAM
-			#pragma vertex vert
-			#pragma fragment frag
-            #pragma target 2.0
-
-			#include "UnityCG.cginc"
-			#include "UnityUI.cginc"
-
-            #pragma multi_compile __ UNITY_UI_CLIP_RECT
-            #pragma multi_compile __ UNITY_UI_ALPHACLIP
-			
-			struct appdata_t
-			{
-				float4 vertex   : POSITION;
-				float4 color    : COLOR;
-				float2 texcoord : TEXCOORD0;
-                UNITY_VERTEX_INPUT_INSTANCE_ID
-			};
-
-			struct v2f
-			{
-				float4 vertex   : SV_POSITION;
-				fixed4 color    : COLOR;
-                float2 texcoord  : TEXCOORD0;
-				float4 worldPosition : TEXCOORD1;
-                UNITY_VERTEX_OUTPUT_STEREO
-			};
-			
-            sampler2D _MainTex;
-			fixed4 _Color;
-			fixed4 _TextureSampleAdd;
-			float4 _ClipRect;
-            float4 _MainTex_ST;
-
-            v2f vert(appdata_t v)
-			{
-				v2f OUT;
-                UNITY_SETUP_INSTANCE_ID(v);
-                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
-                OUT.worldPosition = v.vertex;
-				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
-
-                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
-				
-                OUT.color = v.color * _Color;
-				return OUT;
-			}
-
-			fixed4 frag(v2f IN) : SV_Target
-			{
-				half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
-				
-                #ifdef UNITY_UI_CLIP_RECT
-					color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
-				#endif
-
-				#ifdef UNITY_UI_ALPHACLIP
-					clip (color.a - 0.001);
-				#endif
-
-				return color;
-			}
-		ENDCG
-		}
-	}
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: cf81c85f95fe47e1a27f6ae460cf182c
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 84
plugins/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc

@@ -1,84 +0,0 @@
-float2 UnpackUV(float uv)
-{ 
-	float2 output;
-	output.x = floor(uv / 4096);
-	output.y = uv - 4096 * output.x;
-
-	return output * 0.001953125;
-}
-
-fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
-{
-	half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
-	half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
-
-	faceColor.rgb *= faceColor.a;
-	outlineColor.rgb *= outlineColor.a;
-
-	faceColor = lerp(faceColor, outlineColor, outlineAlpha);
-
-	faceColor *= faceAlpha;
-
-	return faceColor;
-}
-
-float3 GetSurfaceNormal(float4 h, float bias)
-{
-	bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
-
-	h += bias+_BevelOffset;
-
-	float bevelWidth = max(.01, _OutlineWidth+_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), _BevelRoundness);
-	h = min(h, 1.0-_BevelClamp);
-	h *= _Bevel * 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));
-
-	return cross(va, vb);
-}
-
-float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
-{
-	// Read "height field"
-  float4 h = {tex2D(_MainTex, uv - delta.xz).a,
-				tex2D(_MainTex, uv + delta.xz).a,
-				tex2D(_MainTex, uv - delta.zy).a,
-				tex2D(_MainTex, uv + delta.zy).a};
-
-	return GetSurfaceNormal(h, bias);
-}
-
-float3 GetSpecular(float3 n, float3 l)
-{
-	float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
-	return _SpecularColor.rgb * spec * _SpecularPower;
-}
-
-float4 GetGlowColor(float d, float scale)
-{
-	float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
-	float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
-	glow = saturate(abs(glow/(1.0 + t)));
-	glow = 1.0-pow(glow, _GlowPower);
-	glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
-	return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
-}
-
-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);
-}
-

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 407bc68d299748449bbf7f48ee690f8d
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 157
plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc

@@ -1,157 +0,0 @@
-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	faceColor		: COLOR;
-    float4	outlineColor	: COLOR1;
-    float4	texcoord0		: TEXCOORD0;
-    float4	param			: TEXCOORD1;		// weight, scaleRatio
-    float2	mask			: TEXCOORD2;
-    #if (UNDERLAY_ON || UNDERLAY_INNER)
-    float4	texcoord2		: TEXCOORD3;
-    float4	underlayColor	: COLOR2;
-    #endif
-};
-
-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;
-
-    // Generate UV for the Masking Texture
-    float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
-    float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
-
-    float4 color = input.color;
-    #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
-    color = SRGBToLinear(input.color);
-    #endif
-
-    float opacity = color.a;
-    #if (UNDERLAY_ON | UNDERLAY_INNER)
-    opacity = 1.0;
-    #endif
-
-    float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
-    faceColor.rgb *= faceColor.a;
-
-    float4 outlineColor = _OutlineColor;
-    outlineColor.a *= opacity;
-    outlineColor.rgb *= outlineColor.a;
-
-    output.position = vPosition;
-    output.faceColor = faceColor;
-    output.outlineColor = outlineColor;
-    output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
-    output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
-
-    float2 mask = float2(0, 0);
-    #if UNITY_UI_CLIP_RECT
-    mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
-    #endif
-    output.mask = mask;
-
-    #if (UNDERLAY_ON || UNDERLAY_INNER)
-    float4 underlayColor = _UnderlayColor;
-    underlayColor.rgb *= underlayColor.a;
-
-    float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
-    float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
-
-    output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
-    output.underlayColor = underlayColor;
-    #endif
-
-    return output;
-}
-
-float4 PixShader(pixel_t input) : SV_Target
-{
-    UNITY_SETUP_INSTANCE_ID(input);
-
-    float d = tex2D(_MainTex, input.texcoord0.xy).a;
-
-    float2 UV = input.texcoord0.xy;
-    float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
-
-    #if (UNDERLAY_ON | UNDERLAY_INNER)
-    float layerScale = scale;
-    layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
-    float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
-    #endif
-
-    scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
-
-    float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
-
-    #ifdef OUTLINE_ON
-    float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
-    faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
-    faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
-    #endif
-
-    #if UNDERLAY_ON
-    d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
-    faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
-    #endif
-
-    #if UNDERLAY_INNER
-    float bias = input.param.x * scale - 0.5;
-    float sd = saturate(d * scale - bias - input.param.z);
-    d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
-    faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
-    #endif
-
-    #ifdef MASKING
-    float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
-    float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
-    a = saturate(t / _MaskEdgeSoftness);
-    faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
-    faceColor *= 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));
-    float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
-    faceColor *= m.x * m.y;
-    #endif
-
-    #if (UNDERLAY_ON | UNDERLAY_INNER)
-    faceColor *= input.texcoord2.z;
-    #endif
-
-    #if UNITY_UI_ALPHACLIP
-    clip(faceColor.a - 0.001);
-    #endif
-
-    return faceColor;
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: c334973cef89a9840b0b0c507e0377ab
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 85
plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc

@@ -1,85 +0,0 @@
-// UI Editable properties
-uniform sampler2D	_FaceTex;					// Alpha : Signed Distance
-uniform float		_FaceUVSpeedX;
-uniform float		_FaceUVSpeedY;
-uniform fixed4		_FaceColor;					// RGBA : Color + Opacity
-uniform float		_FaceDilate;				// v[ 0, 1]
-uniform float		_OutlineSoftness;			// v[ 0, 1]
-
-uniform sampler2D	_OutlineTex;				// RGBA : Color + Opacity
-uniform float		_OutlineUVSpeedX;
-uniform float		_OutlineUVSpeedY;
-uniform fixed4		_OutlineColor;				// RGBA : Color + Opacity
-uniform float		_OutlineWidth;				// v[ 0, 1]
-
-uniform float		_Bevel;						// v[ 0, 1]
-uniform float		_BevelOffset;				// v[-1, 1]
-uniform float		_BevelWidth;				// v[-1, 1]
-uniform float		_BevelClamp;				// v[ 0, 1]
-uniform float		_BevelRoundness;			// v[ 0, 1]
-
-uniform sampler2D	_BumpMap;					// Normal map
-uniform float		_BumpOutline;				// v[ 0, 1]
-uniform float		_BumpFace;					// v[ 0, 1]
-
-uniform samplerCUBE	_Cube;						// Cube / sphere map
-uniform fixed4 		_ReflectFaceColor;			// RGB intensity
-uniform fixed4		_ReflectOutlineColor;
-//uniform float		_EnvTiltX;					// v[-1, 1]
-//uniform float		_EnvTiltY;					// v[-1, 1]
-uniform float3      _EnvMatrixRotation;
-uniform float4x4	_EnvMatrix;
-
-uniform fixed4		_SpecularColor;				// RGB intensity
-uniform float		_LightAngle;				// v[ 0,Tau]
-uniform float		_SpecularPower;				// v[ 0, 1]
-uniform float		_Reflectivity;				// v[ 5, 15]
-uniform float		_Diffuse;					// v[ 0, 1]
-uniform float		_Ambient;					// v[ 0, 1]
-
-uniform fixed4		_UnderlayColor;				// RGBA : Color + Opacity
-uniform float		_UnderlayOffsetX;			// v[-1, 1]
-uniform float		_UnderlayOffsetY;			// v[-1, 1]
-uniform float		_UnderlayDilate;			// v[-1, 1]
-uniform float		_UnderlaySoftness;			// v[ 0, 1]
-
-uniform fixed4 		_GlowColor;					// RGBA : Color + Intesity
-uniform float 		_GlowOffset;				// v[-1, 1]
-uniform float 		_GlowOuter;					// v[ 0, 1]
-uniform float 		_GlowInner;					// v[ 0, 1]
-uniform float 		_GlowPower;					// v[ 1, 1/(1+4*4)]
-
-// API Editable properties
-uniform float 		_ShaderFlags;
-uniform float		_WeightNormal;
-uniform float		_WeightBold;
-
-uniform float		_ScaleRatioA;
-uniform float		_ScaleRatioB;
-uniform float		_ScaleRatioC;
-
-uniform float		_VertexOffsetX;
-uniform float		_VertexOffsetY;
-
-//uniform float		_UseClipRect;
-uniform float		_MaskID;
-uniform sampler2D	_MaskTex;
-uniform float4		_MaskCoord;
-uniform float4		_ClipRect;	// bottom left(x,y) : top right(z,w)
-//uniform float		_MaskWipeControl;
-//uniform float		_MaskEdgeSoftness;
-//uniform fixed4		_MaskEdgeColor;
-//uniform bool		_MaskInverse;
-
-uniform float		_MaskSoftnessX;
-uniform float		_MaskSoftnessY;
-
-// Font Atlas properties
-uniform sampler2D	_MainTex;
-uniform float		_TextureWidth;
-uniform float		_TextureHeight;
-uniform float 		_GradientScale;
-uniform float		_ScaleX;
-uniform float		_ScaleY;
-uniform float		_PerspectiveFilter;
-uniform float		_Sharpness;

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 3997e2241185407d80309a82f9148466
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 101
plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc

@@ -1,101 +0,0 @@
-void VertShader(inout appdata_full v, out Input data)
-{
-	v.vertex.x += _VertexOffsetX;
-	v.vertex.y += _VertexOffsetY;
-
-	UNITY_INITIALIZE_OUTPUT(Input, data);
-
-	float bold = step(v.texcoord1.y, 0);
-
-	// Generate normal for backface
-	float3 view = ObjSpaceViewDir(v.vertex);
-	v.normal *= sign(dot(v.normal, view));
-
-#if USE_DERIVATIVE
-	data.param.y = 1;
-#else
-	float4 vert = v.vertex;
-	float4 vPosition = UnityObjectToClipPos(vert);
-	float2 pixelSize = vPosition.w;
-
-	pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
-	float scale = rsqrt(dot(pixelSize, pixelSize));
-	scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
-	scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
-	data.param.y = scale;
-#endif
-
-	data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 
-
-	v.texcoord1.xy = UnpackUV(v.texcoord1.x);
-	data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
-}
-
-void PixShader(Input input, inout SurfaceOutput o)
-{
-
-#if USE_DERIVATIVE
-	float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
-	pixelSize *= _TextureWidth * .75;
-	float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
-#else
-	float scale = input.param.y;
-#endif
-
-	// Signed distance
-	float c = tex2D(_MainTex, input.uv_MainTex).a;
-	float sd = (.5 - c - input.param.x) * scale + .5;
-	float outline = _OutlineWidth*_ScaleRatioA * scale;
-	float softness = _OutlineSoftness*_ScaleRatioA * scale;
-
-	// Color & Alpha
-	float4 faceColor = _FaceColor;
-	float4 outlineColor = _OutlineColor;
-	faceColor *= input.color;
-	outlineColor.a *= input.color.a;
-	faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
-	outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
-	faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
-	faceColor.rgb /= max(faceColor.a, 0.0001);
-
-#if BEVEL_ON
-	float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
-
-	float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
-					tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
-					tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
-					tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
-
-	// Face Normal
-	float3 n = GetSurfaceNormal(smp4x, input.param.x);
-
-	// Bumpmap
-	float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
-	bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
-	bump = lerp(float3(0, 0, 1), bump, faceColor.a);
-	n = normalize(n - bump);
-
-	// Cubemap reflection
-	fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
-	float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
-#else
-	float3 n = float3(0, 0, -1);
-	float3 emission = float3(0, 0, 0);
-#endif
-	
-#if GLOW_ON
-	float4 glowColor = GetGlowColor(sd, scale);
-	glowColor.a *= input.color.a;
-	emission += glowColor.rgb*glowColor.a;
-	faceColor = BlendARGB(glowColor, faceColor);
-	faceColor.rgb /= max(faceColor.a, 0.0001);
-#endif
-
-	// Set Standard output structure
-	o.Albedo = faceColor.rgb;
-	o.Normal = -n;
-	o.Emission = emission;
-	o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
-	o.Gloss = 1;
-	o.Alpha = faceColor.a;
-}

+ 0 - 9
plugins/unity/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: d930090c0cd643c7b55f19a38538c162
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 8
plugins/unity/Assets/TextMesh Pro/Sprites.meta

@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: d0603b6d5186471b96c778c3949c7ce2
-folderAsset: yes
-DefaultImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 3
plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt

@@ -1,3 +0,0 @@
-This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
-
-Please visit their website to view the complete set of their emojis and review their licensing terms.

+ 0 - 156
plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne.json

@@ -1,156 +0,0 @@
-{"frames": [
-
-{
-	"filename": "1f60a.png",
-	"frame": {"x":0,"y":0,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f60b.png",
-	"frame": {"x":128,"y":0,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f60d.png",
-	"frame": {"x":256,"y":0,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f60e.png",
-	"frame": {"x":384,"y":0,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f600.png",
-	"frame": {"x":0,"y":128,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f601.png",
-	"frame": {"x":128,"y":128,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f602.png",
-	"frame": {"x":256,"y":128,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f603.png",
-	"frame": {"x":384,"y":128,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f604.png",
-	"frame": {"x":0,"y":256,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f605.png",
-	"frame": {"x":128,"y":256,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f606.png",
-	"frame": {"x":256,"y":256,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f609.png",
-	"frame": {"x":384,"y":256,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f618.png",
-	"frame": {"x":0,"y":384,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "1f923.png",
-	"frame": {"x":128,"y":384,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "263a.png",
-	"frame": {"x":256,"y":384,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-},
-{
-	"filename": "2639.png",
-	"frame": {"x":384,"y":384,"w":128,"h":128},
-	"rotated": false,
-	"trimmed": false,
-	"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
-	"sourceSize": {"w":128,"h":128},
-	"pivot": {"x":0.5,"y":0.5}
-}],
-"meta": {
-	"app": "http://www.codeandweb.com/texturepacker",
-	"version": "1.0",
-	"image": "EmojiOne.png",
-	"format": "RGBA8888",
-	"size": {"w":512,"h":512},
-	"scale": "1",
-	"smartupdate": "$TexturePacker:SmartUpdate:196a26a2e149d875b91ffc8fa3581e76:fc928c7e275404b7e0649307410475cb:424723c3774975ddb2053fd5c4b85f6e$"
-}
-}

+ 0 - 8
plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne.json.meta

@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 8f05276190cf498a8153f6cbe761d4e6
-timeCreated: 1480316860
-licenseType: Pro
-TextScriptImporter:
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

BIN
plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne.png


+ 0 - 431
plugins/unity/Assets/TextMesh Pro/Sprites/EmojiOne.png.meta

@@ -1,431 +0,0 @@
-fileFormatVersion: 2
-guid: dffef66376be4fa480fb02b19edbe903
-TextureImporter:
-  fileIDToRecycleName:
-    21300000: EmojiOne_0
-    21300002: EmojiOne_1
-    21300004: EmojiOne_2
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plugins/unity/Packages/manifest.json

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-{
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plugins/unity/Packages/packages-lock.json

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-{
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