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添加测试,修改了归位

yichael 4 年 前
コミット
aaa482eb58
80 ファイル変更15013 行追加200 行削除
  1. 195 0
      Assets/BowArrow/Models/Acc.prefab
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      Assets/BowArrow/Models/Acc.prefab.meta
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      Assets/BowArrow/Models/wit.prefab.meta
  5. 858 67
      Assets/BowArrow/Scenes/Game.unity
  6. 52 9
      Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs
  7. 164 124
      Assets/BowArrow/Scripts/Bluetooth/o09Axis.cs
  8. 8 0
      Assets/TextMesh Pro.meta
  9. 8 0
      Assets/TextMesh Pro/Documentation.meta
  10. BIN
      Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
  11. 7 0
      Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta
  12. 8 0
      Assets/TextMesh Pro/Fonts.meta
  13. 46 0
      Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
  14. 8 0
      Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
  15. BIN
      Assets/TextMesh Pro/Fonts/LiberationSans.ttf
  16. 19 0
      Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta
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      Assets/TextMesh Pro/Resources.meta
  18. 9 0
      Assets/TextMesh Pro/Resources/Fonts & Materials.meta
  19. 106 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat
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      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta
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      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta
  23. 104 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
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      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset
  26. 8 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta
  27. 1 0
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  28. 8 0
      Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta
  29. 1 0
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  30. 8 0
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  31. 9 0
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  32. 659 0
      Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset
  33. 8 0
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      Assets/TextMesh Pro/Resources/TMP Settings.asset
  38. 8 0
      Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
  39. 8 0
      Assets/TextMesh Pro/Shaders.meta
  40. 143 0
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  41. 9 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
  42. 145 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
  43. 9 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
  44. 143 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
  45. 9 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
  46. 317 0
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  47. 9 0
      Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
  48. 310 0
      Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
  49. 9 0
      Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
  50. 247 0
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  52. 240 0
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  56. 240 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
  57. 9 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
  58. 138 0
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  59. 9 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
  60. 158 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
  61. 9 0
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  62. 317 0
      Assets/TextMesh Pro/Shaders/TMP_SDF.shader
  63. 9 0
      Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
  64. 116 0
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  65. 9 0
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  66. 84 0
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      Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
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      Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta
  77. 156 0
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      Assets/TextMesh Pro/Sprites/EmojiOne.json.meta
  79. BIN
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Assets/BowArrow/Models/wit.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 615af2d9be23fc54b9d22ed181782bc7
+PrefabImporter:
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+  userData: 
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+  assetBundleVariant: 

ファイルの差分が大きいため隠しています
+ 858 - 67
Assets/BowArrow/Scenes/Game.unity


+ 52 - 9
Assets/BowArrow/Scripts/Bluetooth/BluetoothAim.cs

@@ -16,6 +16,7 @@ public class BluetoothAim : MonoBehaviour
     bool canConnect = true;
 
     [SerializeField] string targetDeviceName = "Bbow_20210501";
+  
     [SerializeField] Text textUI;
     [SerializeField] Transform controlObj = default;
     [SerializeField] Button SetIdentity = default;
@@ -23,6 +24,7 @@ public class BluetoothAim : MonoBehaviour
     [SerializeField] Button GyrCalibrationButton = default;
     [SerializeField] Text MagScaleText = default;
     [SerializeField] Text GyrScaleText = default;
+    [SerializeField] Text OriginalDataText = default;
 
     [SerializeField] public Transform testEllipse;
     [SerializeField] public Transform testEllipseToggle;
@@ -30,11 +32,12 @@ public class BluetoothAim : MonoBehaviour
     AimHandler aimHandler = null;
 
     public static bool scanLock = false; //防止同时扫描冲突
-
+    
     void Start()
     {
-        aimHandler = new AimHandler(controlObj, SetIdentity, MagCalibrationButton, GyrCalibrationButton, MagScaleText, GyrScaleText, testEllipse, testEllipseToggle);
+        aimHandler = new AimHandler(controlObj, SetIdentity, MagCalibrationButton, GyrCalibrationButton, MagScaleText, GyrScaleText,OriginalDataText, testEllipse, testEllipseToggle);
         BluetoothDispatcher.aim = aimHandler.OnDataReceived;
+
     }
 
     void OnDestroy()
@@ -175,12 +178,14 @@ class AimHandler
     Button GyrCalibrationButton = default;
     Text MagScaleText = default;
     Text GyrScaleText = default;
+    Text OriginalDataText = default;
 
     long TimeGap = default;
     Vector3 Acc = default;
     Vector3 Gyr = default;
     Vector3 Mag = default;
     o09Axis _9Axis = new o09Axis();
+    
     o0SigmoidIntegrationFilterQuaternion filter = new o0SigmoidIntegrationFilterQuaternion(0.2f);
 
     //椭圆对象
@@ -191,6 +196,13 @@ class AimHandler
     Vector3 cMaxVector = new Vector3(0,0,0);
     Vector3 cMinVector = new Vector3(0, 0, 0);
 
+    // private void Awake()
+    // {
+    //     for (var i = 0; i < 15; ++i)
+    //     {
+    //         _9Axis.TextTester.Add(GameObject.Find("Canvas").transform.Find("DebugTexts").transform.Find("Text" + i.ToString()).gameObject.GetComponent<Text>());
+    //     }
+    // }
     //转换读取的数据,无符号->有符号
     float TwoByteToFloat(byte b1, byte b2) 
     {
@@ -211,6 +223,7 @@ class AimHandler
         Button GyrCalibrationButton, 
         Text MagScaleText,
         Text GyrScaleText,
+        Text OriginalDataText,
          //椭圆对象
         Transform testEllipse,
         Transform testToggle
@@ -221,12 +234,17 @@ class AimHandler
         this.GyrCalibrationButton = GyrCalibrationButton;
         this.MagScaleText = MagScaleText;
         this.GyrScaleText = GyrScaleText;
+        this.OriginalDataText = OriginalDataText;
          //椭圆对象
         this.testEllipse = testEllipse;
         this.ellipseScript = this.testEllipse.gameObject.GetComponent<Ellipse>();
         this.ellipseToggle = testToggle.gameObject.GetComponent<Toggle>();
         this.ellipseToggle.onValueChanged.AddListener(OnValueChanged);
 
+        for (var i = 0; i < 15; ++i)
+        {
+            _9Axis.TextTester.Add(GameObject.Find("Canvas").transform.Find("DebugTexts").transform.Find("Text" + i.ToString()).gameObject.GetComponent<Text>());
+        }
 
         if (SetIdentity != null) 
         {
@@ -388,6 +406,10 @@ class AimHandler
         Debug.Log(value);
     }
 
+    GameObject AccObj = GameObject.Find("Acc");
+    GameObject MagObj = GameObject.Find("Mag");
+    GameObject AMesh = GameObject.Find("AMesh");
+
     public void OnDataReceived(byte[] bytes)
     {
         // Debug.Log("瞄准模块数据长度" + bytes.Length);
@@ -399,6 +421,21 @@ class AimHandler
             }
             return;
         }
+        // Debug.Log("OriginalData="+Convert.ToBase64String(bytes));
+        OriginalDataText.text = "OriginalData="+Convert.ToBase64String(bytes);
+        // OriginalDataText.text = "OriginalData=";
+        // string str = "";
+        // for(var i=0;i<bytes.Length;i++)
+        // {
+        //     OriginalDataText.text += bytes[i];
+        //     str+=bytes[i];
+        // }
+        // Debug.Log("OriginalData="+str);
+        // for(var i=0;i<26;i++)
+        // {
+        //     OriginalDataText.text += bytes[i];
+        // }
+        
         if (bytes[4] == 0 && bytes[5] == 0 && bytes[6] == 0 && bytes[7] == 0 && bytes[8] == 0 && bytes[9] == 0)
             return;
         if (bytes[16] == 0 && bytes[17] == 0 && bytes[18] == 0 && bytes[19] == 0 && bytes[20] == 0 && bytes[21] == 0)
@@ -411,6 +448,8 @@ class AimHandler
         ay = ay / 32768 * 16;
         az = az / 32768 * 16;
         Acc = new Vector3(ax, ay, az);
+        AccObj.transform.GetChild(0).localPosition = Acc;
+
 
         float roll = TwoByteToFloat(bytes[10], bytes[11]);
         float pitch = TwoByteToFloat(bytes[12], bytes[13]);
@@ -432,6 +471,8 @@ class AimHandler
         float z = -TwoByteToFloat(bytes[20], bytes[21]);
         var mag = new Vector3(x, y, z);
         Mag = mag / 32768 * 256;
+    
+
         if(Mag.x > -128 && Mag.y > -128 && Mag.z > -128 && Mag.x < 128 && Mag.y < 128 && Mag.z < 128)
         {   
             //绘制地磁计点
@@ -460,6 +501,7 @@ class AimHandler
             }
            
         }
+        MagObj.transform.GetChild(0).localPosition = Mag;
 
         var ms = (((long)bytes[22]) *60 + bytes[23])*1000 + (long)TwoByteToFloat(bytes[1], bytes[2]);
         if(msOld == default)
@@ -470,7 +512,7 @@ class AimHandler
         TimeGap = ms - msOld;
         msOld = ms;
 
-        newRotation = _9Axis.Update(Acc * 10, Gyr, Mag, TimeGap);
+        AMesh.transform.localRotation = newRotation = _9Axis.Update(Acc * 10, Gyr, Mag, TimeGap);
         // if(_9Axis.States.Count() < 10){
         //     newRotation = _9Axis.States.Last().Qua;
         // }
@@ -512,18 +554,19 @@ class AimHandler
             //     "roll: " + controlObj.localEulerAngles.x +
             //     "\npitch: " + controlObj.localEulerAngles.y +
             //     "\nyaw: " + controlObj.localEulerAngles.z;
-            GameObject.Find("Canvas/RPY_LOG").GetComponent<Text>().text = 
-                "x: " + _9Axis.States.Last().Qua.eulerAngles.x +
-                "\ny: " + _9Axis.States.Last().Qua.eulerAngles.y +
-                "\nz: " + _9Axis.States.Last().Qua.eulerAngles.z;
+            // GameObject.Find("Canvas/RPY_LOG").GetComponent<Text>().text = 
+            //     "x: " + _9Axis.x +
+            //     "\ny: " + _9Axis.y +
+            //     "\nz: " + _9Axis.States.z;
                 
         }
         if (doIdentity)
         {
-            _9Axis.SetIdentityAccordingToRecords();
+            // _9Axis.SetIdentityAccordingToRecords();
+            _9Axis.SetIdentity();
             if (controlObj != null)
             {
-                controlObj.localRotation = Quaternion.identity;
+                controlObj.localRotation = _9Axis.States.Last().Qua;
             }
             doIdentity = false;
             hasAutoIdentity = true;

+ 164 - 124
Assets/BowArrow/Scripts/Bluetooth/o09Axis.cs

@@ -4,6 +4,8 @@ using System.Collections.Generic;
 using System.Linq;
 using UnityEngine;
 using MathNet.Numerics.LinearAlgebra;
+using UnityEngine.UI;
+using MathNet.Numerics;
 
 public class o0Vector3Filter
 {
@@ -112,139 +114,146 @@ public class o0MagneticCalibraterEllipsoidFitting//默认在无磁干扰环境
             }
             else
             {
-                int mag_data_counter = records.Count;    //mag数据数量
+                try
+                {
+                    int mag_data_counter = records.Count;    //mag数据数量
 
-                double mag_x, mag_y, mag_z;
+                    double mag_x, mag_y, mag_z;
 
-                var mat_D = CreateMatrix.Dense<double>(mag_data_counter, 9);
+                    var mat_D = CreateMatrix.Dense<double>(mag_data_counter, 9);
 
-                //读取mag
-                for (int i = 0; i < mag_data_counter; i++)
-                {
-                    //mag_x_y_z赋值
-                    mag_x = records[i].x;
-                    mag_y = records[i].y;
-                    mag_z = records[i].z;
-
-                    mat_D[i, 0] = mag_x * mag_x;
-                    mat_D[i, 1] = mag_y * mag_y;
-                    mat_D[i, 2] = mag_z * mag_z;
-                    mat_D[i, 3] = 2 * mag_x * mag_y;
-                    mat_D[i, 4] = 2 * mag_x * mag_z;
-                    mat_D[i, 5] = 2 * mag_y * mag_z;
-                    mat_D[i, 6] = 2 * mag_x;
-                    mat_D[i, 7] = 2 * mag_y;
-                    mat_D[i, 8] = 2 * mag_z;
+                    //读取mag
+                    for (int i = 0; i < mag_data_counter; i++)
+                    {
+                        //mag_x_y_z赋值
+                        mag_x = records[i].x;
+                        mag_y = records[i].y;
+                        mag_z = records[i].z;
+
+                        mat_D[i, 0] = mag_x * mag_x;
+                        mat_D[i, 1] = mag_y * mag_y;
+                        mat_D[i, 2] = mag_z * mag_z;
+                        mat_D[i, 3] = 2 * mag_x * mag_y;
+                        mat_D[i, 4] = 2 * mag_x * mag_z;
+                        mat_D[i, 5] = 2 * mag_y * mag_z;
+                        mat_D[i, 6] = 2 * mag_x;
+                        mat_D[i, 7] = 2 * mag_y;
+                        mat_D[i, 8] = 2 * mag_z;
 
-                }
+                    }
 
-                var mat_DT = mat_D.Transpose();
+                    var mat_DT = mat_D.Transpose();
 
-                var mat_Ones = CreateMatrix.Dense<double>(mag_data_counter, 1, 1.0);
+                    var mat_Ones = CreateMatrix.Dense<double>(mag_data_counter, 1, 1.0);
 
-                var mat_Result = (mat_DT * mat_D).Inverse() * (mat_DT * mat_Ones);
+                    var mat_Result = (mat_DT * mat_D).Inverse() * (mat_DT * mat_Ones);
 
-                var mat_A_4x4 = CreateMatrix.Dense<double>(4, 4);
+                    var mat_A_4x4 = CreateMatrix.Dense<double>(4, 4);
 
-                mat_A_4x4[0, 0] = mat_Result[0, 0];
-                mat_A_4x4[0, 1] = mat_Result[3, 0];
-                mat_A_4x4[0, 2] = mat_Result[4, 0];
-                mat_A_4x4[0, 3] = mat_Result[6, 0];
+                    mat_A_4x4[0, 0] = mat_Result[0, 0];
+                    mat_A_4x4[0, 1] = mat_Result[3, 0];
+                    mat_A_4x4[0, 2] = mat_Result[4, 0];
+                    mat_A_4x4[0, 3] = mat_Result[6, 0];
 
-                mat_A_4x4[1, 0] = mat_Result[3, 0];
-                mat_A_4x4[1, 1] = mat_Result[1, 0];
-                mat_A_4x4[1, 2] = mat_Result[5, 0];
-                mat_A_4x4[1, 3] = mat_Result[7, 0];
+                    mat_A_4x4[1, 0] = mat_Result[3, 0];
+                    mat_A_4x4[1, 1] = mat_Result[1, 0];
+                    mat_A_4x4[1, 2] = mat_Result[5, 0];
+                    mat_A_4x4[1, 3] = mat_Result[7, 0];
 
-                mat_A_4x4[2, 0] = mat_Result[4, 0];
-                mat_A_4x4[2, 1] = mat_Result[5, 0];
-                mat_A_4x4[2, 2] = mat_Result[2, 0];
-                mat_A_4x4[2, 3] = mat_Result[8, 0];
+                    mat_A_4x4[2, 0] = mat_Result[4, 0];
+                    mat_A_4x4[2, 1] = mat_Result[5, 0];
+                    mat_A_4x4[2, 2] = mat_Result[2, 0];
+                    mat_A_4x4[2, 3] = mat_Result[8, 0];
 
-                mat_A_4x4[3, 0] = mat_Result[6, 0];
-                mat_A_4x4[3, 1] = mat_Result[7, 0];
-                mat_A_4x4[3, 2] = mat_Result[8, 0];
-                mat_A_4x4[3, 3] = -1.0;
+                    mat_A_4x4[3, 0] = mat_Result[6, 0];
+                    mat_A_4x4[3, 1] = mat_Result[7, 0];
+                    mat_A_4x4[3, 2] = mat_Result[8, 0];
+                    mat_A_4x4[3, 3] = -1.0;
 
 
-                var mat_Center = -((mat_A_4x4.SubMatrix(0, 3, 0, 3)).Inverse() * mat_Result.SubMatrix(6, 3, 0, 1));
-                //椭球圆心					//分块,从0,0开始的3*3的矩阵
+                    var mat_Center = -((mat_A_4x4.SubMatrix(0, 3, 0, 3)).Inverse() * mat_Result.SubMatrix(6, 3, 0, 1));
+                    //椭球圆心					//分块,从0,0开始的3*3的矩阵
 
-                var mat_T_4x4 = CreateMatrix.DenseIdentity<double>(4, 4);
-                mat_T_4x4.SetSubMatrix(3, 1, 0, 3, mat_Center.Transpose());
+                    var mat_T_4x4 = CreateMatrix.DenseIdentity<double>(4, 4);
+                    mat_T_4x4.SetSubMatrix(3, 1, 0, 3, mat_Center.Transpose());
 
-                var mat_R = mat_T_4x4 * mat_A_4x4 * mat_T_4x4.Transpose();
+                    var mat_R = mat_T_4x4 * mat_A_4x4 * mat_T_4x4.Transpose();
 
-                var evd = mat_R.SubMatrix(0, 3, 0, 3) / -mat_R[3, 3];
-                var eig = evd.Evd();
+                    var evd = mat_R.SubMatrix(0, 3, 0, 3) / -mat_R[3, 3];
+                    var eig = evd.Evd();
 
-                var mat_Eigval = CreateVector.Dense<double>(3);
-                var mat_Evecs = eig.EigenVectors;
+                    var mat_Eigval = CreateVector.Dense<double>(3);
+                    var mat_Evecs = eig.EigenVectors;
 
 
-                mat_Eigval[0] = eig.EigenValues[0].Real;   //特征值的实部
-                mat_Eigval[1] = eig.EigenValues[1].Real;
-                mat_Eigval[2] = eig.EigenValues[2].Real;
+                    mat_Eigval[0] = eig.EigenValues[0].Real;   //特征值的实部
+                    mat_Eigval[1] = eig.EigenValues[1].Real;
+                    mat_Eigval[2] = eig.EigenValues[2].Real;
 
 
-                var mat_Radii = mat_Eigval.Map(delegate (double x)
-                {
-                    return 1.0 / Math.Sqrt(Math.Abs(x));
-                });    //椭球半径,特征值倒数后开方
+                    var mat_Radii = mat_Eigval.Map(delegate (double x)
+                    {
+                        return 1.0 / Math.Sqrt(Math.Abs(x));
+                    });    //椭球半径,特征值倒数后开方
 
-                var mat_Scale = CreateMatrix.DenseIdentity<double>(3, 3);
-                mat_Scale[0, 0] = mat_Radii[0];
-                mat_Scale[1, 1] = mat_Radii[1];
-                mat_Scale[2, 2] = mat_Radii[2];
+                    var mat_Scale = CreateMatrix.DenseIdentity<double>(3, 3);
+                    mat_Scale[0, 0] = mat_Radii[0];
+                    mat_Scale[1, 1] = mat_Radii[1];
+                    mat_Scale[2, 2] = mat_Radii[2];
 
-                //double min_Radii = mat_Radii.Minimum();           //返回最小的元素
+                    //double min_Radii = mat_Radii.Minimum();           //返回最小的元素
 
-                mat_Scale = mat_Scale.Inverse();// * min_Radii;
-                var mat_Correct = mat_Evecs * mat_Scale * mat_Evecs.Transpose();
+                    mat_Scale = mat_Scale.Inverse();// * min_Radii;
+                    var mat_Correct = mat_Evecs * mat_Scale * mat_Evecs.Transpose();
 
-                //_Center = new Vector3((float)mat_Center[0], (float)mat_Center[1], (float)mat_Center[2]);
+                    //_Center = new Vector3((float)mat_Center[0], (float)mat_Center[1], (float)mat_Center[2]);
 
-                Debug.Log("The Ellipsoid center is:" + mat_Center.ToString());
-                Debug.Log("The Ellipsoid radii is:" + mat_Radii.ToString());
-                Debug.Log("The scale matrix is:" + mat_Scale.ToString());
-                Debug.Log("The correct matrix is:" + mat_Correct.ToString());
+                    Debug.Log("The Ellipsoid center is:" + mat_Center.ToString());
+                    Debug.Log("The Ellipsoid radii is:" + mat_Radii.ToString());
+                    Debug.Log("The scale matrix is:" + mat_Scale.ToString());
+                    Debug.Log("The correct matrix is:" + mat_Correct.ToString());
 
-                _Center = new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
-                _Radius = new Vector3((float)mat_Radii[0], (float)mat_Radii[1], (float)mat_Radii[2]);
-                this._CorrectMatrix = mat_Correct;
+                    _Center = new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
+                    _Radius = new Vector3((float)mat_Radii[0], (float)mat_Radii[1], (float)mat_Radii[2]);
+                    this._CorrectMatrix = mat_Correct;
 
-                {
-                    BadRecords = new List<Vector3>();
-                    var AverageDistance = 0f;
-                    foreach (var i in records)
-                    {
-                        var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
-                        var MathNetV = CreateVector.Dense<double>(3);
-                        MathNetV[0] = v.x;
-                        MathNetV[1] = v.y;
-                        MathNetV[2] = v.z;
-                        //MathNetV = (MathNetV * mat_Scale) * mat_Correct;
-                        MathNetV = (MathNetV) * mat_Correct;
-                        v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
-                        AverageDistance += v.magnitude;
-                    }
-                    AverageDistance /= records.Count;
-
-                    foreach (var i in records)
                     {
-                        var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
-                        var MathNetV = CreateVector.Dense<double>(3);
-                        MathNetV[0] = v.x;
-                        MathNetV[1] = v.y;
-                        MathNetV[2] = v.z;
-                        //MathNetV = (MathNetV * mat_Scale) * mat_Correct;
-                        MathNetV = (MathNetV) * mat_Correct;
-                        v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
-                        if(Math.Abs(v.magnitude - AverageDistance) > 0.1* AverageDistance) {
-                            BadRecords.Add(i);
+                        BadRecords = new List<Vector3>();
+                        var AverageDistance = 0f;
+                        foreach (var i in records)
+                        {
+                            var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
+                            var MathNetV = CreateVector.Dense<double>(3);
+                            MathNetV[0] = v.x;
+                            MathNetV[1] = v.y;
+                            MathNetV[2] = v.z;
+                            //MathNetV = (MathNetV * mat_Scale) * mat_Correct;
+                            MathNetV = (MathNetV) * mat_Correct;
+                            v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
+                            AverageDistance += v.magnitude;
                         }
+                        AverageDistance /= records.Count;
+
+                        foreach (var i in records)
+                        {
+                            var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
+                            var MathNetV = CreateVector.Dense<double>(3);
+                            MathNetV[0] = v.x;
+                            MathNetV[1] = v.y;
+                            MathNetV[2] = v.z;
+                            //MathNetV = (MathNetV * mat_Scale) * mat_Correct;
+                            MathNetV = (MathNetV) * mat_Correct;
+                            v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
+                            if(Math.Abs(v.magnitude - AverageDistance) > 0.1* AverageDistance) {
+                                BadRecords.Add(i);
+                            }
+                        }
+                        Debug.Log("BadRecords: "+ BadRecords.Count);
                     }
-                    Debug.Log("BadRecords: "+ BadRecords.Count);
+                }
+                catch(NonConvergenceException)
+                {
+                    Debug.Log("数据错误无法拟合");
                 }
                 /*
                 {
@@ -738,6 +747,7 @@ public class o09Axis
 {
     // public static List<o0UIRawImageTester> Tester = new List<o0UIRawImageTester>();
     // public static List<Text> TextTester = new List<Text>();
+    public List<Text> TextTester = new List<Text>();
 
     static Vector3 AccIdentity = new Vector3(0, -1, 0);
     static Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
@@ -760,6 +770,11 @@ public class o09Axis
     public Vector3 AccOld;
     public Vector3 GyrOld;
     public Vector3 MagOld;
+
+    public float x;
+    public float y;
+    public float z;
+
     long TimeGapOld;
     /////////////////////g       degree/ms         
     public Quaternion Update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
@@ -838,13 +853,18 @@ public class o09Axis
 
         //Tester?[1].DrawLine(TimeGap / 100f, new Color(0, 0, 1));
         //Tester?[2].DrawLine((int)(Last.Variance / 90), new Color(0, 0, 0));
-        double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude * 0.03, 2);// 指数4 = 方差2 * 欧拉角旋转误差2     移动导致累计误差
-        //Debug.Log(Math.Max(0.00000002331017 * TimeGap, Math.Pow((Gyr * TimeGap).magnitude * 0.001f, 2)));
-        //Tester?[6].DrawLine((Gyr * TimeGap).magnitude * 0.05f / 90, new Color(0, 0, 0));
-        double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap) * 20, 2));
-        //double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Vector3.Angle(Acc, Last.Acc) * 2, 2));
-        //Debug.Log(Vector3.Angle(Mag, Last.Mag));
-        double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.07, 2));
+        // double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude * 0.03, 2);// 指数4 = 方差2 * 欧拉角旋转误差2     移动导致累计误差
+        // //Debug.Log(Math.Max(0.00000002331017 * TimeGap, Math.Pow((Gyr * TimeGap).magnitude * 0.001f, 2)));
+        // //Tester?[6].DrawLine((Gyr * TimeGap).magnitude * 0.05f / 90, new Color(0, 0, 0));
+        // double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap) * 20, 2));
+        // //double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Vector3.Angle(Acc, Last.Acc) * 2, 2));
+        // //Debug.Log(Vector3.Angle(Mag, Last.Mag));
+        // double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.07, 2));
+
+        double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude , 2) * 0.04;// 指数4 = 方差2 * 欧拉角旋转误差2     移动导致累计误差
+        double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 400);
+        //double AccVariance = Math.Max(0.01, Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 1000);
+        double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag), 2) * 0.005);
 
         /*
         Tester?[1].DrawLine(TimeGap / 100f, new Color(0, 0, 1));
@@ -863,20 +883,20 @@ public class o09Axis
         //state.Variance = state.Variance * MagVariance / (state.Variance + MagVariance);
         //Debug.Log(state.Variance);
         //Debug.Log(TextTester[0]);
-        //TextTester[0].text = "Variance:" + state.Variance;
-        //TextTester[1].text = "GyrVariance:" + GyrVariance;
-        //TextTester[2].text = "StaticGyrVariance:" + 0.00000002331017 * TimeGap;
-        //TextTester[3].text = "MothonGyrVariance:" + Math.Pow((Gyr * TimeGap).magnitude * 0.07, 2);
-        //TextTester[4].text = "GyrSpeed:" + Gyr.magnitude;
-        //TextTester[5].text = "AccVariance:" + AccVariance;
-        //TextTester[6].text = "AccLengthVariance:" + Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4);
-        //TextTester[7].text = "AccRotate:" + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc)/TimeGap)* 20, 2);
-        //TextTester[9].text = "AccLength:" + Acc.magnitude;
-        //TextTester[10].text = "Gyr*1000,000:" + (Gyr * 1000000).ToString();
-        //TextTester[11].text = "AngleBetweenIdentity*1000:" + Quaternion.Angle(Last.Qua, Quaternion.identity) * 1000;
-        //TextTester[12].text = "Qua.eulerAngles.x:" + Last.Qua.eulerAngles.x;
-        //TextTester[13].text = "Qua.eulerAngles.y:" + Last.Qua.eulerAngles.y;
-        //TextTester[14].text = "Qua.eulerAngles.z:" + Last.Qua.eulerAngles.z;
+        // TextTester[0].text = "Variance:" + state.Variance;
+        TextTester[1].text = "GyrVariance:" + GyrVariance;
+        TextTester[2].text = "StaticGyrVariance:" + 0.00000002331017 * TimeGap;
+        TextTester[3].text = "MothonGyrVariance:" + Math.Pow((Gyr * TimeGap).magnitude * 0.07, 2);
+        TextTester[4].text = "GyrSpeed:" + Gyr.magnitude;
+        TextTester[5].text = "AccVariance:" + AccVariance;
+        TextTester[6].text = "AccLengthVariance:" + Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4);
+        TextTester[7].text = "AccRotate:" + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc)/TimeGap)* 20, 2);
+        TextTester[9].text = "AccLength:" + Acc.magnitude;
+        TextTester[10].text = "Gyr*1000,000:" + (Gyr * 1000000).ToString();
+        TextTester[11].text = "AngleBetweenIdentity*1000:" + Quaternion.Angle(Last.Qua, Quaternion.identity) * 1000;
+        // TextTester[12].text = "Qua.eulerAngles.x:" + Last.Qua.eulerAngles.x;
+        // TextTester[13].text = "Qua.eulerAngles.y:" + Last.Qua.eulerAngles.y;
+        // TextTester[14].text = "Qua.eulerAngles.z:" + Last.Qua.eulerAngles.z;
         /*if (Gyr != Vector3.zero)
         {
             Debug.Log(Gyr);
@@ -901,15 +921,36 @@ public class o09Axis
         //Debug.Log(Quaternion.Angle(state.Qua, Last.Qua));
         //TextTester[8].text = "AngleRotated:" + Quaternion.Angle(state.Qua, Last.Qua);
 
+        var frontV = Last.Qua * Vector3.forward;
+        var upV = Last.Qua * Vector3.up;
 
+        x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
+        y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
+        z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
+//         TextTester[18].text = "x轴角度:" + (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
+//         TextTester[19].text = "y轴角度:" + (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
+//         TextTester[20].text = "z轴角度" + (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
+
+        TextTester[12].text = "x轴角度:\n" + (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
+        TextTester[13].text = "y轴角度:\n" + (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
+        TextTester[14].text = "z轴角度:\n" + (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
         return state.Qua;
     }
 
     public void SetIdentity()
     {
+        Quaternion qua = default;
+        
         AccIdentity = AccOld;
         MagIdentity = MagOld;
+        qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
+
+        AccIdentity=qua*AccIdentity;
+        MagIdentity = qua*MagIdentity;
+        TextTester[0].text = "AccIdentity:"+AccIdentity;
         States.Last().Qua = Quaternion.identity;
+        States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
+        
         States.Last().Variance = 0.0000001;
     }
     public void SetIdentityAccordingToRecords()
@@ -925,7 +966,6 @@ public class o09Axis
         States.Last().Qua = Quaternion.identity;
         States.Last().Variance = 0.0000001;
 
-        Vector3.Angle(Vector3.up, States.Last().Mag);
-        
+        Vector3.Angle(Vector3.up, States.Last().Mag);  
     }
 }

+ 8 - 0
Assets/TextMesh Pro.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: f54d1bd14bd3ca042bd867b519fee8cc
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/TextMesh Pro/Documentation.meta

@@ -0,0 +1,8 @@
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+Digitized data copyright (c) 2010 Google Corporation
+	with Reserved Font Arimo, Tinos and Cousine.
+Copyright (c) 2012 Red Hat, Inc.
+	with Reserved Font Name Liberation.
+
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
+
+"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
+
+5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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+Shader "TextMeshPro/Bitmap Custom Atlas" {
+
+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)
+	_Padding		("Padding", 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]
+	}
+
+
+	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"
+}

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+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"
+}

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

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

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

@@ -0,0 +1,143 @@
+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"
+}

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

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

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

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

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

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

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

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

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

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

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

@@ -0,0 +1,247 @@
+// 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"
+}

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

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

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

@@ -0,0 +1,240 @@
+// 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"
+}

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

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

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

@@ -0,0 +1,106 @@
+// 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"
+}

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

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

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

@@ -0,0 +1,240 @@
+// 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"
+}

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

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

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

@@ -0,0 +1,138 @@
+// 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"
+}

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

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

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

@@ -0,0 +1,158 @@
+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"
+}
+

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

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

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

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

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

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

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

@@ -0,0 +1,116 @@
+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
+		}
+	}
+}

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

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

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

@@ -0,0 +1,84 @@
+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);
+}
+

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

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

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

@@ -0,0 +1,157 @@
+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;
+}

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

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

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

@@ -0,0 +1,85 @@
+// 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;

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

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+fileFormatVersion: 2
+guid: 3997e2241185407d80309a82f9148466
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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

@@ -0,0 +1,101 @@
+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;
+}

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

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+guid: d930090c0cd643c7b55f19a38538c162
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Assets/TextMesh Pro/Sprites.meta

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+guid: d0603b6d5186471b96c778c3949c7ce2
+folderAsset: yes
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+ 3 - 0
Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt

@@ -0,0 +1,3 @@
+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.

+ 7 - 0
Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta

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+guid: 381dcb09d5029d14897e55f98031fca5
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
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+ 156 - 0
Assets/TextMesh Pro/Sprites/EmojiOne.json

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+{"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},
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+	"filename": "1f60d.png",
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+	"filename": "1f60e.png",
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+}
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この差分においてかなりの量のファイルが変更されているため、一部のファイルを表示していません