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//Oliver
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using UnityEngine;
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public class PausenManager : MonoBehaviour
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{
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void Start()
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{
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void Update()
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Digitized data copyright (c) 2010 Google Corporation
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with Reserved Font Arimo, Tinos and Cousine.
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Copyright (c) 2012 Red Hat, Inc.
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with Reserved Font Name Liberation.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
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|
-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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|
-----------------------------------------------------------
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|
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PREAMBLE
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|
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.
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|
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|
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.
|
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|
|
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|
DEFINITIONS
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|
"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.
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|
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|
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
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"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
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|
"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.
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"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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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:
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1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
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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.
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|
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|
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.
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||||||
|
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||||||
|
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.
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|
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||||||
|
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.
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|
|
||||||
|
TERMINATION
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|
This license becomes null and void if any of the above conditions are not met.
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|
|
||||||
|
DISCLAIMER
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|
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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{
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
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h += _BevelOffset;
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h /= bevelWidth;
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h = saturate(h + .5);
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nornmal = cross(va, vb) * f;
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}
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void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
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|
{
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|
n.z = abs(n.z);
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
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|
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||||||
|
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
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|
//faceColor.rgb += col * faceColor.a;
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|
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|
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|
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|
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|
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|
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||||||
|
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// Add custom function to handle time in HDRP
|
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|
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|
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||||||
|
//
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|
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
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|
{
|
||||||
|
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
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|
}
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|
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|
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
||||||
|
{
|
||||||
|
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
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|
}
|
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|
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||||||
|
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
||||||
|
{
|
||||||
|
float2 pixelSize = position.w;
|
||||||
|
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
||||||
|
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
||||||
|
}
|
||||||
|
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||||||
|
// UV : Texture coordinate of the source distance field texture
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|
// TextureSize : Size of the source distance field texture
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|
// Filter : Enable perspective filter (soften)
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|
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
||||||
|
{
|
||||||
|
if(Filter)
|
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|
{
|
||||||
|
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|
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|
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
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|
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
||||||
|
SSR = rsqrt(s) / TextureSize;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
||||||
|
SSR = s / TextureSize;
|
||||||
|
}
|
||||||
|
}
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||||||
|
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||||||
|
// SSR : Screen Space Ratio
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||||||
|
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
||||||
|
// SDR : Signed Distance Ratio
|
||||||
|
//
|
||||||
|
// IsoPerimeter : Dilate / Contract the shape
|
||||||
|
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
||||||
|
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5f) * SDR;
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5f) * SDR;
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float4 d = (SD - 0.5f) * SDR;
|
||||||
|
if(outline) d.w = max(max(d.x, d.y), d.z);
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
||||||
|
{
|
||||||
|
outColor = BlendARGB(overlying, underlying);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face only
|
||||||
|
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
||||||
|
{
|
||||||
|
color0.a *= alpha;
|
||||||
|
outColor = color0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face + 1 Outline
|
||||||
|
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
||||||
|
{
|
||||||
|
color1.a *= alpha.y;
|
||||||
|
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
||||||
|
outColor = lerp(color1, color0, alpha.x);
|
||||||
|
outColor.rgb /= outColor.a;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face + 3 Outline
|
||||||
|
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
||||||
|
{
|
||||||
|
color3.a *= alpha.w;
|
||||||
|
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
||||||
|
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
||||||
|
outColor.rgb /= outColor.a;
|
||||||
|
}
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Reference in New Issue
Block a user