mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
514 lines
22 KiB
C#
514 lines
22 KiB
C#
using UnityEngine;
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using System.Linq;
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using System.Collections;
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namespace TMPro
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{
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public static class ShaderUtilities
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{
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// Shader Property IDs
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public static int ID_MainTex;
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public static int ID_FaceTex;
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public static int ID_FaceColor;
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public static int ID_FaceDilate;
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public static int ID_Shininess;
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public static int ID_UnderlayColor;
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public static int ID_UnderlayOffsetX;
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public static int ID_UnderlayOffsetY;
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public static int ID_UnderlayDilate;
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public static int ID_UnderlaySoftness;
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public static int ID_WeightNormal;
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public static int ID_WeightBold;
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public static int ID_OutlineTex;
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public static int ID_OutlineWidth;
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public static int ID_OutlineSoftness;
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public static int ID_OutlineColor;
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public static int ID_GradientScale;
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public static int ID_ScaleX;
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public static int ID_ScaleY;
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public static int ID_PerspectiveFilter;
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public static int ID_TextureWidth;
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public static int ID_TextureHeight;
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public static int ID_BevelAmount;
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public static int ID_GlowColor;
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public static int ID_GlowOffset;
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public static int ID_GlowPower;
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public static int ID_GlowOuter;
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public static int ID_LightAngle;
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public static int ID_EnvMap;
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public static int ID_EnvMatrix;
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public static int ID_EnvMatrixRotation;
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//public static int ID_MaskID;
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public static int ID_MaskCoord;
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public static int ID_ClipRect;
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public static int ID_MaskSoftnessX;
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public static int ID_MaskSoftnessY;
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public static int ID_VertexOffsetX;
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public static int ID_VertexOffsetY;
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public static int ID_UseClipRect;
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public static int ID_StencilID;
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public static int ID_StencilOp;
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public static int ID_StencilComp;
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public static int ID_StencilReadMask;
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public static int ID_StencilWriteMask;
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public static int ID_ShaderFlags;
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public static int ID_ScaleRatio_A;
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public static int ID_ScaleRatio_B;
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public static int ID_ScaleRatio_C;
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public static string Keyword_Bevel = "BEVEL_ON";
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public static string Keyword_Glow = "GLOW_ON";
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public static string Keyword_Underlay = "UNDERLAY_ON";
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public static string Keyword_Ratios = "RATIOS_OFF";
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//public static string Keyword_MASK_OFF = "MASK_OFF";
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public static string Keyword_MASK_SOFT = "MASK_SOFT";
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public static string Keyword_MASK_HARD = "MASK_HARD";
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public static string Keyword_MASK_TEX = "MASK_TEX";
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public static string Keyword_Outline = "OUTLINE_ON";
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public static string ShaderTag_ZTestMode = "unity_GUIZTestMode";
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public static string ShaderTag_CullMode = "_CullMode";
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private static float m_clamp = 1.0f;
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public static bool isInitialized = false;
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/// <summary>
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///
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/// </summary>
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static ShaderUtilities()
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{
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GetShaderPropertyIDs();
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}
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/// <summary>
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///
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/// </summary>
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public static void GetShaderPropertyIDs()
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{
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if (isInitialized == false)
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{
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//Debug.Log("Getting Shader property IDs");
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isInitialized = true;
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ID_MainTex = Shader.PropertyToID("_MainTex");
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ID_FaceTex = Shader.PropertyToID("_FaceTex");
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ID_FaceColor = Shader.PropertyToID("_FaceColor");
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ID_FaceDilate = Shader.PropertyToID("_FaceDilate");
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ID_Shininess = Shader.PropertyToID("_FaceShininess");
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ID_UnderlayColor = Shader.PropertyToID("_UnderlayColor");
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ID_UnderlayOffsetX = Shader.PropertyToID("_UnderlayOffsetX");
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ID_UnderlayOffsetY = Shader.PropertyToID("_UnderlayOffsetY");
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ID_UnderlayDilate = Shader.PropertyToID("_UnderlayDilate");
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ID_UnderlaySoftness = Shader.PropertyToID("_UnderlaySoftness");
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ID_WeightNormal = Shader.PropertyToID("_WeightNormal");
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ID_WeightBold = Shader.PropertyToID("_WeightBold");
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ID_OutlineTex = Shader.PropertyToID("_OutlineTex");
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ID_OutlineWidth = Shader.PropertyToID("_OutlineWidth");
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ID_OutlineSoftness = Shader.PropertyToID("_OutlineSoftness");
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ID_OutlineColor = Shader.PropertyToID("_OutlineColor");
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ID_GradientScale = Shader.PropertyToID("_GradientScale");
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ID_ScaleX = Shader.PropertyToID("_ScaleX");
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ID_ScaleY = Shader.PropertyToID("_ScaleY");
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ID_PerspectiveFilter = Shader.PropertyToID("_PerspectiveFilter");
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ID_TextureWidth = Shader.PropertyToID("_TextureWidth");
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ID_TextureHeight = Shader.PropertyToID("_TextureHeight");
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ID_BevelAmount = Shader.PropertyToID("_Bevel");
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ID_LightAngle = Shader.PropertyToID("_LightAngle");
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ID_EnvMap = Shader.PropertyToID("_Cube");
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ID_EnvMatrix = Shader.PropertyToID("_EnvMatrix");
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ID_EnvMatrixRotation = Shader.PropertyToID("_EnvMatrixRotation");
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ID_GlowColor = Shader.PropertyToID("_GlowColor");
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ID_GlowOffset = Shader.PropertyToID("_GlowOffset");
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ID_GlowPower = Shader.PropertyToID("_GlowPower");
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ID_GlowOuter = Shader.PropertyToID("_GlowOuter");
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//ID_MaskID = Shader.PropertyToID("_MaskID");
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ID_MaskCoord = Shader.PropertyToID("_MaskCoord");
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ID_ClipRect = Shader.PropertyToID("_ClipRect");
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ID_UseClipRect = Shader.PropertyToID("_UseClipRect");
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ID_MaskSoftnessX = Shader.PropertyToID("_MaskSoftnessX");
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ID_MaskSoftnessY = Shader.PropertyToID("_MaskSoftnessY");
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ID_VertexOffsetX = Shader.PropertyToID("_VertexOffsetX");
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ID_VertexOffsetY = Shader.PropertyToID("_VertexOffsetY");
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ID_StencilID = Shader.PropertyToID("_Stencil");
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ID_StencilOp = Shader.PropertyToID("_StencilOp");
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ID_StencilComp = Shader.PropertyToID("_StencilComp");
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ID_StencilReadMask = Shader.PropertyToID("_StencilReadMask");
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ID_StencilWriteMask = Shader.PropertyToID("_StencilWriteMask");
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ID_ShaderFlags = Shader.PropertyToID("_ShaderFlags");
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ID_ScaleRatio_A = Shader.PropertyToID("_ScaleRatioA");
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ID_ScaleRatio_B = Shader.PropertyToID("_ScaleRatioB");
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ID_ScaleRatio_C = Shader.PropertyToID("_ScaleRatioC");
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}
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}
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// Scale Ratios to ensure property ranges are optimum in Material Editor
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public static void UpdateShaderRatios(Material mat)
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{
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//Debug.Log("UpdateShaderRatios() called.");
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float ratio_A = 1;
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float ratio_B = 1;
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float ratio_C = 1;
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bool isRatioEnabled = !mat.shaderKeywords.Contains(Keyword_Ratios);
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// Compute Ratio A
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float scale = mat.GetFloat(ID_GradientScale);
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float faceDilate = mat.GetFloat(ID_FaceDilate);
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float outlineThickness = mat.GetFloat(ID_OutlineWidth);
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float outlineSoftness = mat.GetFloat(ID_OutlineSoftness);
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float weight = Mathf.Max(mat.GetFloat(ID_WeightNormal), mat.GetFloat(ID_WeightBold)) / 4.0f;
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float t = Mathf.Max(1, weight + faceDilate + outlineThickness + outlineSoftness);
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ratio_A = isRatioEnabled ? (scale - m_clamp) / (scale * t) : 1;
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//float ratio_A_old = mat.GetFloat(ID_ScaleRatio_A);
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// Only set the ratio if it has changed.
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//if (ratio_A != ratio_A_old)
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mat.SetFloat(ID_ScaleRatio_A, ratio_A);
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// Compute Ratio B
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if (mat.HasProperty(ID_GlowOffset))
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{
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float glowOffset = mat.GetFloat(ID_GlowOffset);
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float glowOuter = mat.GetFloat(ID_GlowOuter);
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float range = (weight + faceDilate) * (scale - m_clamp);
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t = Mathf.Max(1, glowOffset + glowOuter);
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ratio_B = isRatioEnabled ? Mathf.Max(0, scale - m_clamp - range) / (scale * t) : 1;
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//float ratio_B_old = mat.GetFloat(ID_ScaleRatio_B);
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// Only set the ratio if it has changed.
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//if (ratio_B != ratio_B_old)
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mat.SetFloat(ID_ScaleRatio_B, ratio_B);
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}
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// Compute Ratio C
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if (mat.HasProperty(ID_UnderlayOffsetX))
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{
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float underlayOffsetX = mat.GetFloat(ID_UnderlayOffsetX);
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float underlayOffsetY = mat.GetFloat(ID_UnderlayOffsetY);
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float underlayDilate = mat.GetFloat(ID_UnderlayDilate);
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float underlaySoftness = mat.GetFloat(ID_UnderlaySoftness);
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float range = (weight + faceDilate) * (scale - m_clamp);
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t = Mathf.Max(1, Mathf.Max(Mathf.Abs(underlayOffsetX), Mathf.Abs(underlayOffsetY)) + underlayDilate + underlaySoftness);
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ratio_C = isRatioEnabled ? Mathf.Max(0, scale - m_clamp - range) / (scale * t) : 1;
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//float ratio_C_old = mat.GetFloat(ID_ScaleRatio_C);
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// Only set the ratio if it has changed.
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//if (ratio_C != ratio_C_old)
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mat.SetFloat(ID_ScaleRatio_C, ratio_C);
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}
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}
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// Function to calculate padding required for Outline Width & Dilation for proper text alignment
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public static Vector4 GetFontExtent(Material material)
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{
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// Revised implementation where style no longer affects alignment
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return Vector4.zero;
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/*
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if (material == null || !material.HasProperty(ShaderUtilities.ID_GradientScale))
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return Vector4.zero; // We are using an non SDF Shader.
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float scaleRatioA = material.GetFloat(ID_ScaleRatio_A);
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float faceDilate = material.GetFloat(ID_FaceDilate) * scaleRatioA;
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float outlineThickness = material.GetFloat(ID_OutlineWidth) * scaleRatioA;
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float extent = Mathf.Min(1, faceDilate + outlineThickness);
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extent *= material.GetFloat(ID_GradientScale);
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return new Vector4(extent, extent, extent, extent);
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*/
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}
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// Function to check if Masking is enabled
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public static bool IsMaskingEnabled(Material material)
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{
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if (material == null || !material.HasProperty(ShaderUtilities.ID_ClipRect))
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return false;
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if (material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_SOFT) || material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_HARD) || material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_TEX))
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return true;
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return false;
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}
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// Function to determine how much extra padding is required as a result of material properties like dilate, outline thickness, softness, glow, etc...
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public static float GetPadding(Material material, bool enableExtraPadding, bool isBold)
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{
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//Debug.Log("GetPadding() called.");
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if (isInitialized == false)
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GetShaderPropertyIDs();
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// Return if Material is null
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if (material == null) return 0;
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int extraPadding = enableExtraPadding ? 4 : 0;
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if (!material.HasProperty(ID_GradientScale))
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return extraPadding; // We are using an non SDF Shader.
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Vector4 padding = Vector4.zero;
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Vector4 maxPadding = Vector4.zero;
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//float weight = 0;
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float faceDilate = 0;
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float faceSoftness = 0;
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float outlineThickness = 0;
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float scaleRatio_A = 0;
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float scaleRatio_B = 0;
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float scaleRatio_C = 0;
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float glowOffset = 0;
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float glowOuter = 0;
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float uniformPadding = 0;
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// Iterate through each of the assigned materials to find the max values to set the padding.
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// Update Shader Ratios prior to computing padding
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UpdateShaderRatios(material);
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string[] shaderKeywords = material.shaderKeywords;
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if (material.HasProperty(ID_ScaleRatio_A))
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scaleRatio_A = material.GetFloat(ID_ScaleRatio_A);
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//weight = 0; // Mathf.Max(material.GetFloat(ID_WeightNormal), material.GetFloat(ID_WeightBold)) / 2.0f * scaleRatio_A;
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if (material.HasProperty(ID_FaceDilate))
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faceDilate = material.GetFloat(ID_FaceDilate) * scaleRatio_A;
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if (material.HasProperty(ID_OutlineSoftness))
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faceSoftness = material.GetFloat(ID_OutlineSoftness) * scaleRatio_A;
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if (material.HasProperty(ID_OutlineWidth))
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outlineThickness = material.GetFloat(ID_OutlineWidth) * scaleRatio_A;
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uniformPadding = outlineThickness + faceSoftness + faceDilate;
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// Glow padding contribution
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if (material.HasProperty(ID_GlowOffset) && shaderKeywords.Contains(Keyword_Glow)) // Generates GC
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{
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if (material.HasProperty(ID_ScaleRatio_B))
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scaleRatio_B = material.GetFloat(ID_ScaleRatio_B);
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glowOffset = material.GetFloat(ID_GlowOffset) * scaleRatio_B;
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glowOuter = material.GetFloat(ID_GlowOuter) * scaleRatio_B;
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}
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uniformPadding = Mathf.Max(uniformPadding, faceDilate + glowOffset + glowOuter);
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// Underlay padding contribution
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if (material.HasProperty(ID_UnderlaySoftness) && shaderKeywords.Contains(Keyword_Underlay)) // Generates GC
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{
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if (material.HasProperty(ID_ScaleRatio_C))
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scaleRatio_C = material.GetFloat(ID_ScaleRatio_C);
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float offsetX = material.GetFloat(ID_UnderlayOffsetX) * scaleRatio_C;
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float offsetY = material.GetFloat(ID_UnderlayOffsetY) * scaleRatio_C;
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float dilate = material.GetFloat(ID_UnderlayDilate) * scaleRatio_C;
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float softness = material.GetFloat(ID_UnderlaySoftness) * scaleRatio_C;
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padding.x = Mathf.Max(padding.x, faceDilate + dilate + softness - offsetX);
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padding.y = Mathf.Max(padding.y, faceDilate + dilate + softness - offsetY);
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padding.z = Mathf.Max(padding.z, faceDilate + dilate + softness + offsetX);
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padding.w = Mathf.Max(padding.w, faceDilate + dilate + softness + offsetY);
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}
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padding.x = Mathf.Max(padding.x, uniformPadding);
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padding.y = Mathf.Max(padding.y, uniformPadding);
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padding.z = Mathf.Max(padding.z, uniformPadding);
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padding.w = Mathf.Max(padding.w, uniformPadding);
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padding.x += extraPadding;
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padding.y += extraPadding;
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padding.z += extraPadding;
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padding.w += extraPadding;
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padding.x = Mathf.Min(padding.x, 1);
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padding.y = Mathf.Min(padding.y, 1);
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padding.z = Mathf.Min(padding.z, 1);
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padding.w = Mathf.Min(padding.w, 1);
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maxPadding.x = maxPadding.x < padding.x ? padding.x : maxPadding.x;
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maxPadding.y = maxPadding.y < padding.y ? padding.y : maxPadding.y;
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maxPadding.z = maxPadding.z < padding.z ? padding.z : maxPadding.z;
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maxPadding.w = maxPadding.w < padding.w ? padding.w : maxPadding.w;
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float gradientScale = material.GetFloat(ID_GradientScale);
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padding *= gradientScale;
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// Set UniformPadding to the maximum value of any of its components.
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uniformPadding = Mathf.Max(padding.x, padding.y);
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uniformPadding = Mathf.Max(padding.z, uniformPadding);
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uniformPadding = Mathf.Max(padding.w, uniformPadding);
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return uniformPadding + 0.5f;
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}
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// Function to determine how much extra padding is required as a result of material properties like dilate, outline thickness, softness, glow, etc...
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public static float GetPadding(Material[] materials, bool enableExtraPadding, bool isBold)
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{
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//Debug.Log("GetPadding() called.");
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if (isInitialized == false)
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GetShaderPropertyIDs();
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// Return if Material is null
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if (materials == null) return 0;
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int extraPadding = enableExtraPadding ? 4 : 0;
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if (!materials[0].HasProperty(ShaderUtilities.ID_GradientScale))
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return extraPadding; // We are using an non SDF Shader.
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Vector4 padding = Vector4.zero;
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Vector4 maxPadding = Vector4.zero;
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float faceDilate = 0;
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float faceSoftness = 0;
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float outlineThickness = 0;
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float scaleRatio_A = 0;
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float scaleRatio_B = 0;
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float scaleRatio_C = 0;
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float glowOffset = 0;
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float glowOuter = 0;
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float uniformPadding = 0;
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// Iterate through each of the assigned materials to find the max values to set the padding.
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for (int i = 0; i < materials.Length; i++)
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{
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// Update Shader Ratios prior to computing padding
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ShaderUtilities.UpdateShaderRatios(materials[i]);
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string[] shaderKeywords = materials[i].shaderKeywords;
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if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_A))
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scaleRatio_A = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_A);
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if (materials[i].HasProperty(ShaderUtilities.ID_FaceDilate))
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faceDilate = materials[i].GetFloat(ShaderUtilities.ID_FaceDilate) * scaleRatio_A;
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if (materials[i].HasProperty(ShaderUtilities.ID_OutlineSoftness))
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faceSoftness = materials[i].GetFloat(ShaderUtilities.ID_OutlineSoftness) * scaleRatio_A;
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if (materials[i].HasProperty(ShaderUtilities.ID_OutlineWidth))
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outlineThickness = materials[i].GetFloat(ShaderUtilities.ID_OutlineWidth) * scaleRatio_A;
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uniformPadding = outlineThickness + faceSoftness + faceDilate;
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// Glow padding contribution
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if (materials[i].HasProperty(ShaderUtilities.ID_GlowOffset) && shaderKeywords.Contains(ShaderUtilities.Keyword_Glow))
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{
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if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_B))
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scaleRatio_B = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_B);
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glowOffset = materials[i].GetFloat(ShaderUtilities.ID_GlowOffset) * scaleRatio_B;
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glowOuter = materials[i].GetFloat(ShaderUtilities.ID_GlowOuter) * scaleRatio_B;
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}
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uniformPadding = Mathf.Max(uniformPadding, faceDilate + glowOffset + glowOuter);
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// Underlay padding contribution
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if (materials[i].HasProperty(ShaderUtilities.ID_UnderlaySoftness) && shaderKeywords.Contains(ShaderUtilities.Keyword_Underlay))
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{
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if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_C))
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scaleRatio_C = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_C);
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float offsetX = materials[i].GetFloat(ShaderUtilities.ID_UnderlayOffsetX) * scaleRatio_C;
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float offsetY = materials[i].GetFloat(ShaderUtilities.ID_UnderlayOffsetY) * scaleRatio_C;
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float dilate = materials[i].GetFloat(ShaderUtilities.ID_UnderlayDilate) * scaleRatio_C;
|
|
float softness = materials[i].GetFloat(ShaderUtilities.ID_UnderlaySoftness) * scaleRatio_C;
|
|
|
|
padding.x = Mathf.Max(padding.x, faceDilate + dilate + softness - offsetX);
|
|
padding.y = Mathf.Max(padding.y, faceDilate + dilate + softness - offsetY);
|
|
padding.z = Mathf.Max(padding.z, faceDilate + dilate + softness + offsetX);
|
|
padding.w = Mathf.Max(padding.w, faceDilate + dilate + softness + offsetY);
|
|
}
|
|
|
|
padding.x = Mathf.Max(padding.x, uniformPadding);
|
|
padding.y = Mathf.Max(padding.y, uniformPadding);
|
|
padding.z = Mathf.Max(padding.z, uniformPadding);
|
|
padding.w = Mathf.Max(padding.w, uniformPadding);
|
|
|
|
padding.x += extraPadding;
|
|
padding.y += extraPadding;
|
|
padding.z += extraPadding;
|
|
padding.w += extraPadding;
|
|
|
|
padding.x = Mathf.Min(padding.x, 1);
|
|
padding.y = Mathf.Min(padding.y, 1);
|
|
padding.z = Mathf.Min(padding.z, 1);
|
|
padding.w = Mathf.Min(padding.w, 1);
|
|
|
|
maxPadding.x = maxPadding.x < padding.x ? padding.x : maxPadding.x;
|
|
maxPadding.y = maxPadding.y < padding.y ? padding.y : maxPadding.y;
|
|
maxPadding.z = maxPadding.z < padding.z ? padding.z : maxPadding.z;
|
|
maxPadding.w = maxPadding.w < padding.w ? padding.w : maxPadding.w;
|
|
|
|
}
|
|
|
|
float gradientScale = materials[0].GetFloat(ShaderUtilities.ID_GradientScale);
|
|
padding *= gradientScale;
|
|
|
|
// Set UniformPadding to the maximum value of any of its components.
|
|
uniformPadding = Mathf.Max(padding.x, padding.y);
|
|
uniformPadding = Mathf.Max(padding.z, uniformPadding);
|
|
uniformPadding = Mathf.Max(padding.w, uniformPadding);
|
|
|
|
return uniformPadding + 0.25f;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
}
|