Menu Screen + UI Restyle

Created menu screen
Created inventory tab with 2 cargo panes and properties panel
Updated the style of every UI prefab
Implemented Blurred UI material
Implemented UI shaders for map layers
Created Map tab (still needs input)
This commit is contained in:
Reinier Vens 2020-12-14 02:56:35 +00:00
commit 4f19189244
106 changed files with 11233 additions and 24584 deletions

View file

@ -24,7 +24,13 @@
</e>
</e>
</e>
<e p="FilterTest.cs" t="Include" />
<e p="FitToCamera.cs" t="Include" />
<e p="GaussianBlurFilter.shader" t="Include" />
<e p="InventoryMenu.cs" t="Include" />
<e p="MapRenderer.cs" t="Include" />
<e p="MenuPanel.cs" t="Include" />
<e p="MenuTabButton.cs" t="Include" />
<e p="Plugins" t="Include">
<e p="AsyncAwaitUtil" t="Include">
<e p="Source" t="Include">
@ -1944,6 +1950,7 @@
<e p="MouseHover.cs" t="Include" />
<e p="PropertiesList.cs" t="Include" />
<e p="PropertiesPanel.cs" t="Include" />
<e p="Property.cs" t="Include" />
<e p="PropertyButton.cs" t="Include" />
<e p="PropertyLabel.cs" t="Include" />
<e p="RangedFloatField.cs" t="Include" />
@ -1962,6 +1969,7 @@
</e>
<e p="Shaders" t="Include">
<e p="AdditiveUI.shader" t="Include" />
<e p="AdditiveUIDetail.shader" t="Include" />
<e p="Background.shader" t="Include" />
<e p="Brushes" t="Include">
<e p="CellBrush.shader" t="Include" />
@ -1981,7 +1989,11 @@
<e p="DitheredParticles.shader" t="Include" />
<e p="GalaxyMap.shader" t="Include" />
<e p="Isolines.shader" t="Include" />
<e p="IsolinesUI.shader" t="Include" />
<e p="MaskedUIBlur.shader" t="Include" />
<e p="MaskedWorldSpaceAdditiveUI.shader" t="Include" />
<e p="MaskedWorldSpaceUI.shader" t="Include" />
<e p="Particle Standard Unlit.shader" t="Include" />
<e p="Raymarching" t="Include">
<e p="VolumeJupiter.shader" t="Include" />
<e p="VolumeRender.shader" t="Include" />

View file

@ -2,5 +2,7 @@
<s:Boolean x:Key="/Default/UserDictionary/Words/=equippable/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Hardpoint/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=hardpoints/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=isoline/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=isolines/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Loadout/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Planetoid/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>

View file

@ -458,7 +458,7 @@
<Compile Include="Assets\Scripts\NIH\MSAGL\Routing\Spline\Bundling\TimeMeasurer.cs" />
<Compile Include="Assets\Scripts\NIH\MSAGL\Core\DataStructures\CollectionUtilities.cs" />
<Compile Include="Assets\Scripts\NIH\MSAGL\Layout\LargeGraphLayout\LgEdgeInfo.cs" />
<Compile Include="Assets\Scripts\UI\PropertyButton.cs" />
<Compile Include="Assets\Scripts\UI\Property.cs" />
<Compile Include="Assets\Scripts\NIH\MSAGL\Core\DataStructures\Size.cs" />
<Compile Include="Assets\Scripts\NIH\MSAGL\Routing\Rectilinear\Nudging\StaircaseRemover.cs" />
<Compile Include="Assets\Scripts\NIH\MSAGL\Core\Layout\ProximityOverlapRemoval\MST\MstLineSweeper.cs" />
@ -677,6 +677,12 @@
<Compile Include="Assets\Scripts\NIH\MSAGL\Routing\Spline\Bundling\PointPairOrder.cs" />
<Compile Include="Assets\FitToCamera.cs" />
<Compile Include="Assets\Scripts\UI\InventoryPanel.cs" />
<Compile Include="Assets\Scripts\UI\PropertyButton.cs" />
<Compile Include="Assets\MenuPanel.cs" />
<Compile Include="Assets\MenuTabButton.cs" />
<Compile Include="Assets\InventoryMenu.cs" />
<Compile Include="Assets\FilterTest.cs" />
<Compile Include="Assets\MapRenderer.cs" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMPro.cginc" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile Overlay.shader" />
<None Include="Assets\Shaders\Clouds.shader" />
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<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface-Mobile.shader" />
<None Include="Assets\Scripts\NIH\GPU Noise\SimplexNoise3D.cginc" />
<None Include="Assets\Shaders\IsolinesUI.shader" />
<None Include="Assets\Shaders\Compute\Stardust.compute" />
<None Include="Assets\Shaders\Compute\Stardust.shader" />
<None Include="Assets\Shaders\MaskedWorldSpaceUI.shader" />
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<None Include="Assets\Shaders\Raymarching\VolumeJupiter.shader" />
<None Include="Assets\Shaders\ViewNormalEmissive.shader" />
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@ -716,12 +725,15 @@
<None Include="Assets\Shaders\Dither Functions.cginc" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile Masking.shader" />
<None Include="Assets\Shaders\Brushes\SimplexBrush.shader" />
<None Include="Assets\GaussianBlurFilter.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF Overlay.shader" />
<None Include="Assets\Shaders\Isolines.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_Bitmap-Mobile.shader" />
<None Include="Assets\TextMesh Pro\Fonts\LiberationSans - OFL.txt" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Mobile.shader" />
<None Include="Assets\Shaders\Brushes\CellBrush.shader" />
<None Include="Assets\Shaders\MaskedWorldSpaceAdditiveUI.shader" />
<None Include="Assets\Shaders\AdditiveUIDetail.shader" />
<None Include="Assets\Shaders\Raymarching\VolumeSun.shader" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_Sprite.shader" />
<Reference Include="Unity.Timeline.Editor">

71
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@ -0,0 +1,71 @@
using UnityEngine;
[ExecuteInEditMode]
public class FilterTest : MonoBehaviour
{
enum DownSampleMode { Off, Half, Quarter }
[SerializeField, HideInInspector]
private Shader _shader;
[SerializeField]
private DownSampleMode _downSampleMode = DownSampleMode.Quarter;
[SerializeField, Range(0, 8)]
private int _iteration = 4;
private Material _material;
private int _width;
private int _height;
private RenderTexture _target;
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source,destination);
if (_material == null)
{
_material = new Material(_shader);
_material.hideFlags = HideFlags.HideAndDontSave;
}
if (Screen.width != _width || Screen.height != _height)
{
_width = Screen.width;
_height = Screen.height;
if (_downSampleMode == DownSampleMode.Half)
_target = new RenderTexture(_width / 2, _height / 2, 0);
else if (_downSampleMode == DownSampleMode.Quarter)
_target = new RenderTexture(_width / 4, _height / 4, 0);
}
RenderTexture rt2;
if (_downSampleMode == DownSampleMode.Half)
{
rt2 = RenderTexture.GetTemporary(source.width / 2, source.height / 2);
Graphics.Blit(source, _target);
}
else if (_downSampleMode == DownSampleMode.Quarter)
{
rt2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4);
Graphics.Blit(source, _target, _material, 0);
}
else
{
rt2 = RenderTexture.GetTemporary(source.width, source.height);
Graphics.Blit(source, _target);
}
for (var i = 0; i < _iteration; i++)
{
Graphics.Blit(_target, rt2, _material, 1);
Graphics.Blit(rt2, _target, _material, 2);
}
RenderTexture.ReleaseTemporary(rt2);
Shader.SetGlobalTexture("_CameraBlur", _target);
}
}

12
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- _TextureWidth: 256
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- _UnderlayOffsetY: -1
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- _VertexOffsetX: 0
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- _WeightNormal: 0
m_Colors:
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View file

@ -51,7 +51,7 @@ Material:
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@ -102,3 +102,4 @@ Material:
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View file

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Shader "Hidden/Gaussian Blur Filter"
{
Properties
{
_MainTex("-", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
// 9-tap Gaussian filter with linear sampling
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
half4 gaussian_filter(float2 uv, float2 stride)
{
half4 s = tex2D(_MainTex, uv) * 0.227027027;
float2 d1 = stride * 1.3846153846;
s += tex2D(_MainTex, uv + d1) * 0.3162162162;
s += tex2D(_MainTex, uv - d1) * 0.3162162162;
float2 d2 = stride * 3.2307692308;
s += tex2D(_MainTex, uv + d2) * 0.0702702703;
s += tex2D(_MainTex, uv - d2) * 0.0702702703;
return s;
}
// Quarter downsampler
half4 frag_quarter(v2f_img i) : SV_Target
{
float4 d = _MainTex_TexelSize.xyxy * float4(1, 1, -1, -1);
half4 s;
s = tex2D(_MainTex, i.uv + d.xy);
s += tex2D(_MainTex, i.uv + d.xw);
s += tex2D(_MainTex, i.uv + d.zy);
s += tex2D(_MainTex, i.uv + d.zw);
return s * 0.25;
}
// Separable Gaussian filters
half4 frag_blur_h(v2f_img i) : SV_Target
{
return gaussian_filter(i.uv, float2(_MainTex_TexelSize.x, 0));
}
half4 frag_blur_v(v2f_img i) : SV_Target
{
return gaussian_filter(i.uv, float2(0, _MainTex_TexelSize.y));
}
ENDCG
Subshader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_quarter
ENDCG
}
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_blur_h
#pragma target 3.0
ENDCG
}
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag_blur_v
#pragma target 3.0
ENDCG
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Assets/InventoryMenu.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryMenu : MonoBehaviour
{
public InventoryPanel LeftInventoryPanel;
public InventoryPanel RightInventoryPanel;
void Start()
{
}
void Update()
{
}
}

View file

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Assets/MapRenderer.cs Normal file
View file

@ -0,0 +1,99 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.UI;
using static Unity.Mathematics.math;
using int2 = Unity.Mathematics.int2;
public class MapRenderer : MonoBehaviour
{
public Canvas Canvas;
public Camera MapOverlayCamera;
public Camera GravityCamera;
public Camera TintCamera;
public Image OverlayDisplay;
public Image GravityDisplay;
public Image TintDisplay;
public float Scale;
public float2 Position;
private RectTransform _rect;
private RenderTexture _mapTexture;
private RenderTexture _gravityTexture;
private RenderTexture _tintTexture;
private int2 _size;
private bool _init;
void Start()
{
_rect = GetComponent<RectTransform>();
}
private void OnEnable()
{
_init = true;
MapOverlayCamera.gameObject.SetActive(true);
GravityCamera.gameObject.SetActive(true);
TintCamera.gameObject.SetActive(true);
}
private void OnDisable()
{
if (_mapTexture != null)
{
_mapTexture.Release();
_mapTexture = null;
_gravityTexture.Release();
_gravityTexture = null;
_tintTexture.Release();
_tintTexture = null;
}
MapOverlayCamera.gameObject.SetActive(false);
GravityCamera.gameObject.SetActive(false);
TintCamera.gameObject.SetActive(false);
}
void LateUpdate()
{
var size = int2(Screen.width, Screen.height);
if (_init || size.x != _size.x || size.y != _size.y)
{
_init = false;
_size = size;
if (_mapTexture != null)
{
_mapTexture.Release();
_mapTexture = null;
_gravityTexture.Release();
_gravityTexture = null;
_tintTexture.Release();
_tintTexture = null;
}
var canvasCorners = new Vector3[4];
Canvas.GetComponent<RectTransform>().GetWorldCorners(canvasCorners);
_mapTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.Default);
MapOverlayCamera.targetTexture = _mapTexture;
OverlayDisplay.material.SetTexture("_DetailTex", _mapTexture);
_gravityTexture = new RenderTexture(_size.x, _size.y, 0, RenderTextureFormat.RFloat);
GravityCamera.targetTexture = _gravityTexture;
GravityDisplay.material.SetTexture("_DetailTex", _gravityTexture);
_tintTexture = new RenderTexture(_size.x / 2, _size.y / 2, 0, RenderTextureFormat.RGB111110Float);
TintCamera.targetTexture = _tintTexture;
TintDisplay.material.SetTexture("_DetailTex", _tintTexture);
}
var pos = ((Vector2) Position).Flatland();
MapOverlayCamera.transform.position = pos;
MapOverlayCamera.orthographicSize = _size.y * Scale * .5f;
GravityCamera.transform.position = pos;
GravityCamera.orthographicSize = _size.y * Scale * .5f;
GravityDisplay.material.SetFloat("_Scale", Scale);
TintCamera.transform.position = pos;
TintCamera.orthographicSize = _size.y * Scale * .5f;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MenuPanel : MonoBehaviour
{
public RectTransform TabButtons;
public Color ActiveTabColor;
public Color InactiveTabColor;
public event Action<MenuTab> TabChanged;
private Dictionary<MenuTab, MenuTabButton> _tabs = new Dictionary<MenuTab, MenuTabButton>();
private MenuTabButton _current;
public void ShowTab(MenuTab tab)
{
gameObject.SetActive(true);
if (_current == _tabs[tab]) return;
if(_current != null)
{
_current.TabContents.SetActive(false);
_current.Text.color = InactiveTabColor;
}
_current = _tabs[tab];
_current.TabContents.SetActive(true);
_current.Text.color = ActiveTabColor;
TabChanged?.Invoke(tab);
}
void Start()
{
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{
tabButton.TabContents.SetActive(false);
tabButton.Text.color = InactiveTabColor;
_tabs.Add(tabButton.Tab, tabButton);
tabButton.Button.onClick.AddListener(() => ShowTab(tabButton.Tab));
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ShowTab(MenuTab.Inventory);
}
}
public enum MenuTab
{
Map,
Inventory
}

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using System.Collections;
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File diff suppressed because it is too large Load diff

View file

@ -5,10 +5,12 @@ using System.IO;
using System.Linq;
using Cinemachine;
using MessagePack;
using TMPro;
using UniRx;
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
@ -16,11 +18,13 @@ public class ActionGameManager : MonoBehaviour
{
public GameSettings Settings;
public SectorRenderer SectorRenderer;
public MapView MapView;
// public MapView MapView;
public CinemachineVirtualCamera TopDownCamera;
public CinemachineVirtualCamera FollowCamera;
public GameObject GameplayUI;
public InventoryPanel InventoryPanel;
public MenuPanel Menu;
public InventoryMenu Inventory;
//public PlayerInput Input;
private DirectoryInfo _filePath;
@ -69,22 +73,22 @@ public class ActionGameManager : MonoBehaviour
SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
};
_input.Global.MapToggle.performed += context =>
{
MapView.enabled = !MapView.enabled;
GameplayUI.SetActive(!MapView.enabled);
if (MapView.enabled)
{
MapView.BindInput(_input.UI);
_input.Player.Disable();
}
else
{
_input.Player.Enable();
SectorRenderer.ViewDistance = Settings.DefaultViewDistance;
SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
}
};
// _input.Global.MapToggle.performed += context =>
// {
// MapView.enabled = !MapView.enabled;
// GameplayUI.SetActive(!MapView.enabled);
// if (MapView.enabled)
// {
// MapView.BindInput(_input.UI);
// _input.Player.Disable();
// }
// else
// {
// _input.Player.Enable();
// SectorRenderer.ViewDistance = Settings.DefaultViewDistance;
// SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
// }
// };
ConsoleController.AddCommand("editmode", _ => ToggleEditMode());
ConsoleController.AddCommand("savezone", args =>
@ -93,11 +97,19 @@ public class ActionGameManager : MonoBehaviour
Zone.Data.Name = args[0];
SaveZone();
});
var hullType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Ship);
var hull = ItemManager.CreateInstance(hullType, 0, 1) as EquippableItem;
var entity = new Ship(ItemManager, Zone, hull);
InventoryPanel.Display(ItemManager, entity);
// MapButton.onClick.AddListener(() =>
// {
// if (_currentMenuTabButton == MapPanel) return;
//
// _currentMenuTabButton.GetComponent<TextMeshProUGUI>().color = Color.white;
// _currentMenuTabButton = MapButton;
// });
//
// var hullType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Ship);
// var hull = ItemManager.CreateInstance(hullType, 0, 1) as EquippableItem;
// var entity = new Ship(ItemManager, Zone, hull);
//InventoryPanel.Display(ItemManager, entity);
}
public void SaveZone() => File.WriteAllBytes(

View file

@ -17,8 +17,6 @@ public class SectorRenderer : MonoBehaviour
public Transform ZoneRoot;
public Transform SectorBrushes;
public MeshRenderer SectorBoundaryBrush;
public MeshRenderer MinimapGravityQuad;
public MeshRenderer MinimapTintQuad;
public CinemachineVirtualCamera SceneCamera;
public Camera[] FogCameras;
public Camera[] MinimapCameras;
@ -85,7 +83,7 @@ public class SectorRenderer : MonoBehaviour
{
foreach(var camera in MinimapCameras)
camera.orthographicSize = value;
MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one;
// MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one;
foreach (var planet in _planets.Values)
planet.Icon.transform.localScale = Settings.IconSize / 256 * value * Vector3.one;
}
@ -307,14 +305,14 @@ public class SectorRenderer : MonoBehaviour
SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * Settings.PlanetSettings.ZoneDepth;
var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth;
MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth);
MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange);
// MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth);
// MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange);
FogMaterial.SetFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog);
FogMaterial.SetVector("_GridTransform", new Vector4(fogPos.x,fogPos.z,_viewDistance*2));
var gravPos = MinimapGravityQuad.transform.position;
gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth;
MinimapGravityQuad.transform.position = gravPos;
MinimapTintQuad.transform.position = gravPos - Vector3.up*10;
// var gravPos = MinimapGravityQuad.transform.position;
// gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth;
// MinimapGravityQuad.transform.position = gravPos;
// MinimapTintQuad.transform.position = gravPos - Vector3.up*10;
}
}

View file

@ -530,20 +530,20 @@ public class EquippedCargoBay : EquippedItem
public readonly ItemInstance[,] Occupancy;
public readonly Dictionary<Guid, List<ItemInstance>> ItemsOfType = new Dictionary<Guid, List<ItemInstance>>();
private readonly CargoBayData _cargoData;
public readonly CargoBayData Data;
public float Mass { get; private set; }
public float ThermalMass { get; private set; }
public EquippedCargoBay(ItemManager itemManager, EquippableItem item, int2 position) : base(itemManager, item, position)
{
_cargoData = _itemManager.GetData(EquippableItem) as CargoBayData;
Data = _itemManager.GetData(EquippableItem) as CargoBayData;
Mass = _cargoData.Mass;
ThermalMass = _cargoData.Mass * _cargoData.SpecificHeat;
Mass = Data.Mass;
ThermalMass = Data.Mass * Data.SpecificHeat;
Occupancy = new ItemInstance[_cargoData.InteriorShape.Width,_cargoData.InteriorShape.Height];
Occupancy = new ItemInstance[Data.InteriorShape.Width,Data.InteriorShape.Height];
}
// Check whether the given item will fit when its origin is placed at the given coordinate
@ -587,7 +587,7 @@ public class EquippedCargoBay : EquippedItem
}
// Search all the space in the cargo bay for an empty space where the item fits
foreach (var cargoCoord in _cargoData.InteriorShape.Coordinates)
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
{
if (ItemFits(item, cargoCoord))
{
@ -660,7 +660,7 @@ public class EquippedCargoBay : EquippedItem
public bool TryFindSpace(CraftedItemInstance item, out int2 position)
{
// Search all the space in the cargo bay for an empty space where the item fits
foreach (var cargoCoord in _cargoData.InteriorShape.Coordinates)
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
{
if (ItemFits(item, cargoCoord))
{

View file

@ -45,11 +45,11 @@ public class Shape
{
var newCells = new bool[width, height];
for (int x = 0; x < width && x < Width; x++)
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height && y < Height; y++)
for (int y = 0; y < height; y++)
{
newCells[x, y] = Cells[x, y];
newCells[x, y] = x >= Width || y >= Height || Cells[x, y];
}
}
@ -315,16 +315,22 @@ public class HardpointData : ITintInspector
{
get
{
if (_tintColors == null)
{
var hardpointTypes = ((HardpointType[]) Enum.GetValues(typeof(HardpointType)));
_tintColors = hardpointTypes.ToDictionary(x => x,
x => ColorMath.HsvToRgb(float3((float)(int)x/hardpointTypes.Length, 1, 1)));
}
return _tintColors.ContainsKey(Type) ? _tintColors[Type] : _tintColors[HardpointType.Hull];
return GetColor(Type);
}
}
public static float3 GetColor(HardpointType type)
{
if (_tintColors == null)
{
var hardpointTypes = ((HardpointType[]) Enum.GetValues(typeof(HardpointType)));
_tintColors = hardpointTypes.ToDictionary(x => x,
x => ColorMath.HsvToRgb(float3((float)(int)x/hardpointTypes.Length, 1, 1)));
}
return _tintColors.ContainsKey(type) ? _tintColors[type] : _tintColors[HardpointType.Hull];
}
private static Dictionary<HardpointType, float3> _tintColors;
}

View file

@ -2,10 +2,11 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ButtonField : MonoBehaviour
{
public TextMeshProUGUI Label;
public TextMeshProUGUI ButtonLabel;
public FlatFlatButton Button;
public Button Button;
}

View file

@ -2,28 +2,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ConfirmationDialog : PropertiesPanel
{
public ClickCatcher CancelClickCatcher;
public FlatButton Cancel;
public FlatButton Confirm;
public Button Cancel;
public Button Confirm;
private Action _onCancel;
private Action _onConfirm;
private new void Start()
{
Cancel.OnClick += () =>
Cancel.onClick.AddListener(() =>
{
_onCancel?.Invoke();
End();
};
Confirm.OnClick += () =>
});
Confirm.onClick.AddListener(() =>
{
_onConfirm?.Invoke();
End();
};
});
if (CancelClickCatcher != null)
CancelClickCatcher.OnClick += data =>
{

View file

@ -46,12 +46,13 @@ public class DropdownMenu : MonoBehaviour
{
var optionButton = Instantiate(OptionPrefab, ContentRoot);
optionButton.Label.text = text;
optionButton.Button.OnClick += data =>
optionButton.Button.onClick.AddListener(() =>
{
action();
End();
};
optionButton.Button.CurrentState = !enabled ? FlatButtonState.Disabled : selected ? FlatButtonState.Selected : FlatButtonState.Unselected;
});
optionButton.Button.interactable = enabled;
//optionButton.Button..CurrentState = !enabled ? FlatButtonState.Disabled : selected ? FlatButtonState.Selected : FlatButtonState.Unselected;
_options.Add(optionButton.gameObject);
}

View file

@ -2,11 +2,12 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class IncrementField : MonoBehaviour
{
public TextMeshProUGUI Label;
public TextMeshProUGUI Value;
public FlatFlatButton Increment;
public FlatFlatButton Decrement;
public Button Increment;
public Button Decrement;
}

View file

@ -2,9 +2,9 @@
using System.Collections.Generic;
using System.Linq;
using TMPro;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using int2 = Unity.Mathematics.int2;
@ -70,7 +70,7 @@ public class InventoryPanel : MonoBehaviour
spriteIndex += 1 << i;
}
if (spriteIndex == 15)
if (spriteIndex == 0)
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
@ -80,7 +80,54 @@ public class InventoryPanel : MonoBehaviour
var node = NodePrototype.Instantiate<Prototype>().gameObject;
var image = node.GetComponentInChildren<Image>();
image.sprite = NodeTextures[spriteIndex];
image.color = hardpoint != null ? hardpoint.TintColor.ToColor() : interior ? Color.white * .5f : Color.white;
image.color = hardpoint?.TintColor.ToColor() ?? (interior ? Color.white * .5f : Color.white);
return node;
});
}
public void Display(ItemManager manager, EquippedCargoBay cargo)
{
Grid.constraintCount = cargo.Data.Shape.Width;
_nodeInstances = cargo.Data.Shape.AllCoordinates
.ToDictionary(v => v,
v =>
{
if (!cargo.Data.Shape[v])
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
return empty;
}
var spriteIndex = 0;
var item = cargo.Occupancy[v.x, v.y];
bool ItemMatch(int2 offset) =>
!cargo.Data.Shape[v + offset] ||
item == null ||
cargo.Occupancy[v.x + offset.x, v.y + offset.y] != item;
for(int i = 0; i < 8; i++)
if (ItemMatch(_offsets[i]))
spriteIndex += 1 << i;
if (spriteIndex == 0)
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
return empty;
}
var node = NodePrototype.Instantiate<Prototype>().gameObject;
var image = node.GetComponentInChildren<Image>();
image.sprite = NodeTextures[spriteIndex];
var itemData = manager.GetData(item);
if (item == null)
image.color = Color.white * .5f;
else if (itemData is EquippableItemData equippable)
image.color = HardpointData.GetColor(equippable.HardpointType).ToColor();
else
image.color = Color.white;
return node;
});
}

View file

@ -10,7 +10,7 @@ public class PropertiesList : PropertiesPanel
{
public Image FoldoutIcon;
public float FoldoutRotationDamping;
public FlatFlatButton Button;
public Button Button;
public VerticalLayoutGroup LayoutGroup;
public int FoldedPadding = -8;
public int ExpandedPadding = 8;
@ -24,7 +24,7 @@ public class PropertiesList : PropertiesPanel
public new void Awake()
{
Button.OnClick += _ => ToggleExpand();
Button.onClick.AddListener(ToggleExpand);
OnPropertyAdded += go => go.SetActive(_expanded);
//SetExpanded(true, true);
}

View file

@ -16,11 +16,11 @@ public class PropertiesPanel : MonoBehaviour
{
public DropdownMenu Dropdown;
public TextMeshProUGUI Title;
public RectTransform SectionPrefab;
public PropertiesList ListPrefab;
public PropertyButton PropertyPrefab;
public PropertyLabel PropertyLabelPrefab;
public AttributeProperty AttributePrefab;
public RectTransform Section;
public PropertiesList List;
public Property Property;
public PropertyLabel PropertyLabel;
public AttributeProperty Attribute;
public InputField InputField;
public RangedFloatField RangedFloatField;
public RangedFloatField ProgressField;
@ -82,38 +82,21 @@ public class PropertiesPanel : MonoBehaviour
public RectTransform AddSection(string name)
{
var section = Instantiate(SectionPrefab, transform);
var section = Instantiate(Section, transform);
section.GetComponentInChildren<TextMeshProUGUI>().text = name;
Properties.Add(section.gameObject);
OnPropertyAdded?.Invoke(section.gameObject);
return section;
}
public PropertyButton AddProperty(string name, Func<string> read = null, Action<PointerEventData> onClick = null, bool radio = false)
public Property AddProperty(string name, Func<string> read = null)
{
PropertyButton property;
Property property;
if(read != null)
property = Instantiate(PropertyLabelPrefab, transform);
property = Instantiate(PropertyLabel, transform);
else
property = Instantiate(PropertyPrefab, transform);
property = Instantiate(Property, transform);
property.Label.text = name;
if (radio)
{
RadioSelection = true;
Buttons.Add(property.Button);
property.Button.OnClick += data =>
{
if (data.button == PointerEventData.InputButton.Left)
{
if (SelectedChild != null)
SelectedChild.CurrentState = FlatButtonState.Unselected;
SelectedChild = property.Button;
SelectedChild.CurrentState = FlatButtonState.Selected;
}
onClick?.Invoke(data);
};
}
else if(onClick!=null) property.Button.OnClick += onClick;
if (read != null)
RefreshPropertyValues += () => ((PropertyLabel) property).Value.text = read.Invoke();
@ -124,7 +107,7 @@ public class PropertiesPanel : MonoBehaviour
public PropertiesList AddList(string name) //, IEnumerable<(string, Func<string>)> elements)
{
var list = Instantiate(ListPrefab, transform);
var list = Instantiate(List, transform);
list.Context = Context;
list.Dropdown = Dropdown;
list.Title.text = name;
@ -144,7 +127,7 @@ public class PropertiesPanel : MonoBehaviour
public AttributeProperty AddPersonalityProperty(PersonalityAttribute attribute, Func<float> read)
{
var attributeInstance = Instantiate(AttributePrefab, transform);
var attributeInstance = Instantiate(Attribute, transform);
attributeInstance.Title.text = attribute.Name;
attributeInstance.HighLabel.text = attribute.HighName;
attributeInstance.LowLabel.text = attribute.LowName;
@ -154,22 +137,22 @@ public class PropertiesPanel : MonoBehaviour
return attributeInstance;
}
public virtual PropertyButton AddButton(string name, Action<PointerEventData> onClick)
public virtual PropertyButton AddButton(string name, Action onClick)
{
var button = Instantiate(PropertyButton, transform);
button.Label.text = name;
button.Button.OnClick += onClick;
button.Button.onClick.AddListener(() => onClick());
Properties.Add(button.gameObject);
OnPropertyAdded?.Invoke(button.gameObject);
return button;
}
public void AddButton(string name, string label, Action<PointerEventData> onClick)
public void AddButton(string name, string label, Action onClick)
{
var button = Instantiate(ButtonField, transform);
button.Label.text = name;
button.ButtonLabel.text = label;
button.Button.OnClick += onClick;
button.Button.onClick.AddListener(() => onClick());
Properties.Add(button.gameObject);
OnPropertyAdded?.Invoke(button.gameObject);
}
@ -243,8 +226,8 @@ public class PropertiesPanel : MonoBehaviour
{
var field = Instantiate(IncrementField, transform);
field.Label.text = name;
field.Increment.OnClick += data => write(read() + 1);
field.Decrement.OnClick += data => write(read() - 1);
field.Increment.onClick.AddListener(() => write(read() + 1));
field.Decrement.onClick.AddListener(() => write(read() - 1));
RefreshPropertyValues += () =>
{
var val = read();
@ -253,8 +236,8 @@ public class PropertiesPanel : MonoBehaviour
if (val < minval || val > maxval)
write(val = clamp(val, minval, maxval));
field.Value.text = val.ToString(CultureInfo.InvariantCulture);
field.Increment.CurrentState = val == maxval ? FlatButtonState.Disabled : FlatButtonState.Unselected;
field.Decrement.CurrentState = val == minval ? FlatButtonState.Disabled : FlatButtonState.Unselected;
field.Increment.interactable = val == maxval;
field.Decrement.interactable = val == minval;
};
Properties.Add(field.gameObject);
OnPropertyAdded?.Invoke(field.gameObject);

View file

@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Property : MonoBehaviour
{
public TextMeshProUGUI Label;
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8c0b005aebd0cd947a04034f1a42e838
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,10 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class PropertyButton : MonoBehaviour
public class PropertyButton : Property
{
public TextMeshProUGUI Label;
public FlatFlatButton Button;
public Button Button;
}

View file

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 8c0b005aebd0cd947a04034f1a42e838
guid: 58ab24f16cf869f4d88cd351417103a6
MonoImporter:
externalObjects: {}
serializedVersion: 2

View file

@ -4,7 +4,7 @@ using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class PropertyLabel : PropertyButton
public class PropertyLabel : Property
{
public TextMeshProUGUI Value;
}

View file

@ -0,0 +1,127 @@
// ----------------------------------------------------------------------------
// <copyright file="AdditiveUI.shader" company="Unity Technologies / Supyrb">
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Copyright (c) 2017 Supyrb. All rights reserved.
// </copyright>
// <author>
// Johannes Deml
// send@johannesdeml.com
// </author>
// ----------------------------------------------------------------------------
Shader "UI/Additive Detail"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_DetailTex("Detail Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_DetailGamma ("Detail Gamma", Float) = 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
_ColorMask ("Color Mask", Float) = 15
[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 Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha One
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_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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
half _DetailGamma;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
sampler2D _DetailTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color *= pow(tex2D(_DetailTex, IN.texcoord),_DetailGamma);
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

View file

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 8fc0e79da4fcefe4b866fab9c74d0e94
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,191 @@
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "UI/Isolines"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_DetailTex ("Detail Texture", 2D) = "white" {}
[HDR] _Color ("Color", Color) = (.5,.5,.5,1)
[HDR] _AngleColor ("Angle Color", Color) = (.5,.5,.5,1)
[HDR] _DangerColor ("Danger Color", Color) = (.5,.5,.5,1)
_StartDepth("Start Depth", Float) = 0
_DepthRange("Height Range", Float) = 100
_LineWidth("Line Width", Float) = .1
_LineFade("Line Fade", Float) = .1
_AngleWidth("Angle Width", Float) = .1
_AngleFade("Angle Fade", Float) = .1
// _Angle2Width("Angle 2 Width", Float) = .1
// _Angle2Fade("Angle 2 Fade", Float) = .1
_DangerSteepness("Danger Steepness", Float) = .1
_Scale("Scale", Float) = 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
_ColorMask ("Color Mask", Float) = 15
[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 Off
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_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ 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;
float4 screenPos : TEXCOORD2;
//float2 detailtexcoord : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _DetailTex;
float4 _DetailTex_ST;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _DetailTex_TexelSize;
fixed4 _Color;
fixed4 _AngleColor;
fixed4 _DangerColor;
float _StartDepth;
float _DepthRange;
float _LineWidth;
float _LineFade;
float _AngleWidth;
float _AngleFade;
// float _Angle2Width;
// float _Angle2Fade;
float _DangerSteepness;
float _Scale;
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.screenPos = ComputeScreenPos( OUT.vertex );
//OUT.detailtexcoord = TRANSFORM_TEX(OUT.worldPosition.xy, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
float2 calcGrad (float2 uv, float me)
{
float n = -tex2D(_DetailTex, float2(uv.x, uv.y + _DetailTex_TexelSize.y)).x;
float e = -tex2D(_DetailTex, float2(uv.x + _DetailTex_TexelSize.x, uv.y)).x;
return float2(e-me,n-me);
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
float2 q = IN.screenPos.xy / IN.screenPos.w;
float h = -tex2D(_DetailTex, q).r;
float4 col = float4(0,0,0,0);
float blend = smoothstep(_StartDepth, _StartDepth + _DepthRange / 32, -h);
// Calculate the direction in which the surface is facing
float2 plan = calcGrad(q, h);
float planmag = length(plan);
float dangerblend = smoothstep(0,_DangerSteepness, pow(planmag / _Scale, 2));
// Loop over isolines, computing a pseudo distance field for a number of height values
float spacing = _DepthRange / 20;
for (int ih = 1; ih <= 21; ih++) {
float isoline = abs(h + _StartDepth + (ih*spacing));
col += (1-smoothstep(_LineWidth, _LineWidth * _LineFade, isoline / planmag)) * lerp(_Color,_DangerColor,dangerblend) * blend; // Isoline
}
float angle = atan2(plan.y,plan.x) / 3.1415926536 + 1;
// float2 plannorm = normalize(plan);
// float2 plan2uv = q + float2(-plannorm.y * _DetailTex_TexelSize.x * 2, plannorm.x * _DetailTex_TexelSize.y * 2);
// float2 plan2 = calcGrad(plan2uv, -tex2D(_DetailTex, plan2uv).r);
// float angle2 = atan2(plan2.y,plan2.x) / 3.1415926536 + 1;
// float angmag = abs(angle-angle2);
// angmag = min(angmag,0.025);
// Loop over angle isolines
for (float ia = 0.5; ia < 13; ia++) {
float isoline = abs(angle - ia / 6.0);
col += (1-smoothstep(_AngleWidth, _AngleWidth * _AngleFade, isoline)) * lerp(_AngleColor,_DangerColor,dangerblend) * blend * planmag;
// col += (1-smoothstep(_Angle2Width, _Angle2Width * _Angle2Fade, isoline / angmag)) * lerp(_AngleColor,_DangerColor*4,dangerblend) * blend; // Isoline
}
#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 * col;
}
ENDCG
}
}
}

View file

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: f5505d3747493e24c91b7cb141fd7b8c
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,6 +1,4 @@
 // Based on cician's shader from https://forum.unity3d.com/threads/simple-optimized-blur-shader.185327/#post-1267642
Shader "Custom/MaskedUIBlur" {
Shader "Custom/MaskedUIBlur" {
Properties {
_Size ("Blur", Range(0, 30)) = 1
[HideInInspector] _MainTex ("Masking Texture", 2D) = "white" {}
@ -16,11 +14,6 @@ Shader "Custom/MaskedUIBlur" {
SubShader
{
// Horizontal blur
GrabPass
{
"_HBlur"
}
/*
ZTest Off
Blend SrcAlpha OneMinusSrcAlpha
@ -41,141 +34,54 @@ Shader "Custom/MaskedUIBlur" {
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
sampler2D _HBlur;
float4 _HBlur_TexelSize;
float _Size;
float4 _AdditiveColor;
float4 _MultiplyColor;
half4 frag( v2f i ) : COLOR
{
half4 sum = half4(0,0,0,0);
#define GRABPIXEL(weight,kernelx) tex2Dproj( _HBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x + _HBlur_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r,
sum.g * _MultiplyColor.g + _AdditiveColor.g,
sum.b * _MultiplyColor.b + _AdditiveColor.b,
tex2D(_MainTex, i.uvmain).a);
return result;
}
ENDCG
}
// Vertical blur
GrabPass
{
"_VBlur"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvmain : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
float scale = -1.0;
#else
float scale = 1.0;
#endif
// #if UNITY_UV_STARTS_AT_TOP
// float scale = -1.0;
// #else
// float scale = 1.0;
// #endif
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y) + o.vertex.w) * 0.5;
o.uvgrab.zw = o.vertex.zw;
o.uvmain = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color * _MultiplyColor;
return o;
}
sampler2D _VBlur;
float4 _VBlur_TexelSize;
sampler2D _CameraBlur;
float4 _CameraBlur_TexelSize;
float _Size;
float4 _AdditiveColor;
float4 _MultiplyColor;
half4 frag( v2f i ) : COLOR
{
half4 sum = half4(0,0,0,0);
half4 sum = tex2D( _CameraBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w)).xy);
#define GRABPIXEL(weight,kernely) tex2Dproj( _VBlur, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _VBlur_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight
sum += GRABPIXEL(0.05, -4.0);
sum += GRABPIXEL(0.09, -3.0);
sum += GRABPIXEL(0.12, -2.0);
sum += GRABPIXEL(0.15, -1.0);
sum += GRABPIXEL(0.18, 0.0);
sum += GRABPIXEL(0.15, +1.0);
sum += GRABPIXEL(0.12, +2.0);
sum += GRABPIXEL(0.09, +3.0);
sum += GRABPIXEL(0.05, +4.0);
half4 result = half4(sum.r * _MultiplyColor.r + _AdditiveColor.r,
sum.g * _MultiplyColor.g + _AdditiveColor.g,
sum.b * _MultiplyColor.b + _AdditiveColor.b,
tex2D(_MainTex, i.uvmain).a);
half4 result = half4(sum.r * i.color.r + _AdditiveColor.r,
sum.g * i.color.g + _AdditiveColor.g,
sum.b * i.color.b + _AdditiveColor.b,
tex2D(_MainTex, i.uvmain).a * i.color.a);
return result;
}
ENDCG

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