World Canvas
This commit is contained in:
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3baf465081
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51
Assets/BodyLinkHandler.cs
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51
Assets/BodyLinkHandler.cs
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class BodyLinkHandler : MonoBehaviour, IPointerClickHandler, IPointerExitHandler
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{
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private TextMeshProUGUI tmp;
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void Awake()
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{
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tmp = GetComponent<TextMeshProUGUI>();
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}
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void Update()
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{
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Camera eventCam = null;
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// Try to get the event camera from the canvas (better than Camera.main)
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if (tmp.canvas.renderMode == RenderMode.WorldSpace)
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{
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eventCam = tmp.canvas.worldCamera;
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}
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int linkIndex = TMP_TextUtilities.FindIntersectingLink(tmp, Input.mousePosition, eventCam);
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if (linkIndex != -1)
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{
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CursorManager.Instance?.SetLinkCursor();
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}
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else
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{
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CursorManager.Instance?.SetDefaultCursor();
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}
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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int linkIndex = TMP_TextUtilities.FindIntersectingLink(tmp, Input.mousePosition, eventData.pressEventCamera);
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if (linkIndex != -1)
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{
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string linkID = tmp.textInfo.linkInfo[linkIndex].GetLinkID();
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Debug.Log("🔗 Clicked link: " + linkID);
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EmailPopupManager.Instance?.ShowPopup(linkID);
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}
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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CursorManager.Instance?.SetDefaultCursor();
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}
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}
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11
Assets/BodyLinkHandler.cs.meta
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11
Assets/BodyLinkHandler.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b4c7f4a40cc765b4c871298980d3045d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleVariant:
|
29
Assets/CursorManager.cs
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29
Assets/CursorManager.cs
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@ -0,0 +1,29 @@
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using UnityEngine;
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public class CursorManager : MonoBehaviour
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{
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public static CursorManager Instance;
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[Header("Cursor Textures")]
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public Texture2D defaultCursor;
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public Texture2D linkCursor;
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[Header("Cursor Hotspot")]
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public Vector2 hotspot = Vector2.zero;
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private void Awake()
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{
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Instance = this;
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SetDefaultCursor();
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}
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public void SetDefaultCursor()
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{
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Cursor.SetCursor(defaultCursor, hotspot, CursorMode.Auto);
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}
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public void SetLinkCursor()
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{
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Cursor.SetCursor(linkCursor, hotspot, CursorMode.Auto);
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}
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}
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11
Assets/CursorManager.cs.meta
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11
Assets/CursorManager.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bdfc1490af05318459a63557af7e3ffc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
8
Assets/Editor.meta
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8
Assets/Editor.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: bd5e8e0ab242f9845993a78c42b6c2c6
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
56
Assets/Editor/GenerateEmailAssets.cs
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56
Assets/Editor/GenerateEmailAssets.cs
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@ -0,0 +1,56 @@
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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public class EmailAssetGenerator
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{
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[MenuItem("Tools/Generate Sample EmailData Assets")]
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public static void GenerateEmailAssets()
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{
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string folderPath = "Assets/ScriptableObjects/Emails";
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if (!AssetDatabase.IsValidFolder("Assets/ScriptableObjects"))
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{
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AssetDatabase.CreateFolder("Assets", "ScriptableObjects");
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}
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if (!AssetDatabase.IsValidFolder(folderPath))
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{
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AssetDatabase.CreateFolder("Assets/ScriptableObjects", "Emails");
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}
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CreateEmail("IT Support", "it.support@yourcompany.com", "Scheduled Maintenance Notification",
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"Dear Team,\n\nWe would like to inform you about a scheduled system maintenance that will take place this Friday, starting at 10:00 PM and continuing until approximately 2:00 AM. During this window, access to internal tools, shared drives, and the intranet may be temporarily unavailable. This maintenance is necessary to apply critical security updates and improve system performance.\n\nPlease ensure that you save all your work and log off your devices before 9:45 PM to prevent any data loss or corruption. If you encounter any issues after the maintenance period, feel free to contact our helpdesk.\n\nThank you for your cooperation.\n– IT Support",
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"", false, false, "Today", folderPath);
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CreateEmail("HR Department", "hr@yourcompany.com", "May HR Newsletter Available",
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"Hello Everyone,\n\nWe’re excited to bring you the May edition of our HR Newsletter! This month’s issue includes wellness challenges to help you stay active, updates on remote work policy extensions, employee spotlight stories, and upcoming team-building activities. Be sure to check the HR Portal to see who’s celebrating work anniversaries and birthdays.\n\nAlso, please review the newly updated policy on hybrid attendance and submit your feedback by next week. The first 50 employees to complete the Wellness Bingo will receive a surprise reward!\n\n– HR Team",
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"", true, false, "Yesterday", folderPath);
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CreateEmail("Sarah Thompson", "sarah.thompson@yourcompany.com", "Team Sync – Monday 10 AM",
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"Hi team,\n\nJust a quick reminder that our weekly sync is scheduled for Monday at 10:00 AM. We’ll meet in Conference Room B or via Zoom for remote team members. Please come prepared with updates on your current sprint tasks, blockers you've encountered, and any cross-team dependencies that need escalation.\n\nWe’ll also spend a few minutes discussing this month’s product feedback summary and suggestions for improving sprint velocity. Let me know if there’s anything you’d like to add to the agenda.\n\nBest,\nSarah",
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"", false, false, "May 25", folderPath);
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CreateEmail("Finance Team", "finance@yourcompany.com", "Reimbursement Processed – $124",
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"Hi Alex,\n\nYour expense reimbursement request for the business lunch on May 20th has been successfully processed. A total of $124.00 has been approved and scheduled for transfer to your designated account. The amount should reflect in your bank statement within 2–3 business days.\n\nFor transparency, the reimbursement was processed under Request ID #R30492. You can track the status of this and future reimbursements in the Finance Portal.\n\nIf there are any discrepancies, please don’t hesitate to contact us at finance@yourcompany.com.\n\n– Finance Department",
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"", false, false, "May 24", folderPath);
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}
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private static void CreateEmail(string senderName, string senderEmail, string subject, string body,
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string link, bool attachment, bool phishing, string date, string folderPath)
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{
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EmailData asset = ScriptableObject.CreateInstance<EmailData>();
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asset.senderName = senderName;
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asset.senderEmail = senderEmail;
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asset.subject = subject;
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asset.fullBodyText = body;
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asset.linkPreview = link;
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asset.hasAttachment = attachment;
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asset.isPhishing = phishing;
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asset.timeOrDate = date;
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string safeFileName = subject.Replace(" ", "_").Replace("–", "-").Replace(":", "").Replace("/", "-");
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string path = $"{folderPath}/{safeFileName}.asset";
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AssetDatabase.CreateAsset(asset, path);
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AssetDatabase.SaveAssets();
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Debug.Log($"✅ Created EmailData asset at: {path}");
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}
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}
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11
Assets/Editor/GenerateEmailAssets.cs.meta
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11
Assets/Editor/GenerateEmailAssets.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bec3785a81303c544a7bb965100ff4fc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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74
Assets/Editor/PhishingEmailAssetGenerator.cs
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74
Assets/Editor/PhishingEmailAssetGenerator.cs
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@ -0,0 +1,74 @@
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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public class PhishingEmailAssetGenerator
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{
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[MenuItem("Tools/Generate Phishing EmailData Assets")]
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public static void GeneratePhishingEmails()
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{
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string folderPath = "Assets/ScriptableObjects/PhishingEmails";
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if (!AssetDatabase.IsValidFolder("Assets/ScriptableObjects"))
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{
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AssetDatabase.CreateFolder("Assets", "ScriptableObjects");
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}
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if (!AssetDatabase.IsValidFolder(folderPath))
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{
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AssetDatabase.CreateFolder("Assets/ScriptableObjects", "PhishingEmails");
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}
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CreateEmail("Accure Bank", "support@accure-bank-ank.com",
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"ob1ink a update now – Avoid Suspension",
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InjectLink(
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"Dear Customer,\n\nOur system has detected unusual activity in your account. You must ob1ink a update immediately to prevent restriction. If no action is taken within 2 hours, your account will be permanently locked.\n\nVisit the secure link below:\n{link}\n\nThis is an automated message. Please do not reply.\n\n– Accure Bank Online Security",
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"http://accure-bank-ank.com/verify"
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),
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"http://accure-bank-ank.com/verify", false, true, "Today", folderPath);
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CreateEmail("Microsoft Security", "alert@m1crosoft-security.com",
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"Suspicious Login – act1vate your profile urgently",
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InjectLink(
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"Dear User,\n\nWe've detected a login attempt from an unknown location. To protect your account, you need to act1vate your profile update immediately. Ignoring this request may result in profile lockout.\n\nClick the link to verify:\n{link}\n\nThanks,\nMicrosoft Account Protection Team",
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"http://m1crosoft-security.com/actnow"
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),
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"http://m1crosoft-security.com/actnow", false, true, "1 hour ago", folderPath);
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CreateEmail("CloudStorage", "alerts@stor-cloud-updates.com",
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"Verify stor-age account info to avoid suspens1on",
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InjectLink(
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"Hello,\n\nWe were unable to sync your latest files due to a mismatch in account info. To avoid suspens1on of your cloud services, please verify your account information now.\n\nConfirm here:\n{link}\n\nThis issue must be resolved within 3 hours.\n\n– CloudStorage Notification Center",
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"http://stor-cloud-updates.com/verify"
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),
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"http://stor-cloud-updates.com/verify", false, true, "Today", folderPath);
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}
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private static void CreateEmail(string senderName, string senderEmail, string subject, string body,
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string link, bool attachment, bool phishing, string date, string folderPath)
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{
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EmailData asset = ScriptableObject.CreateInstance<EmailData>();
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asset.senderName = senderName;
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asset.senderEmail = senderEmail;
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asset.subject = subject;
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asset.fullBodyText = body;
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asset.linkPreview = link;
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asset.hasAttachment = attachment;
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asset.isPhishing = phishing;
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asset.timeOrDate = date;
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string safeFileName = subject.Replace(" ", "_")
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.Replace("–", "-")
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.Replace(":", "")
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.Replace("/", "-")
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.Replace("\\", "-");
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string path = $"{folderPath}/{safeFileName}.asset";
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AssetDatabase.CreateAsset(asset, path);
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AssetDatabase.SaveAssets();
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Debug.Log($"🛑 Created Phishing EmailData asset at: {path}");
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}
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private static string InjectLink(string template, string link)
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{
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string styled = $"<link=\"{link}\"><color=#0000EE><u>{link}</u></color></link>";
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return template.Replace("{link}", styled);
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}
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}
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11
Assets/Editor/PhishingEmailAssetGenerator.cs.meta
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11
Assets/Editor/PhishingEmailAssetGenerator.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bdee17915bda36446ba5fc7e30fc87e2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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assetBundleVariant:
|
46
Assets/EmailPopupManager.cs
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46
Assets/EmailPopupManager.cs
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using UnityEngine;
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public class EmailPopupManager : MonoBehaviour
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{
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public static EmailPopupManager Instance;
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[Header("Alert Popup Reference")]
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public GameObject hackedAlertImage; // 🔴 Assign in Inspector
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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if (hackedAlertImage != null)
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hackedAlertImage.SetActive(false); // Hide on start
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}
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/// <summary>
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/// Call this to show the hacked alert popup.
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/// </summary>
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/// <param name="linkID">Optional: the link clicked</param>
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public void ShowPopup(string linkID)
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{
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Debug.Log($"🔐 Showing popup due to link: {linkID}");
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if (hackedAlertImage != null)
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{
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hackedAlertImage.SetActive(true);
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hackedAlertImage.transform.SetAsLastSibling();
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}
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// Optional: You could log/report/phish-specific response here
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// e.g., start a fake login simulation, trigger scene event, etc.
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}
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public void HidePopup()
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{
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if (hackedAlertImage != null)
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hackedAlertImage.SetActive(false);
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}
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}
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11
Assets/EmailPopupManager.cs.meta
Normal file
11
Assets/EmailPopupManager.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
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assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
948
Assets/Prefabs/EmailItem.prefab
Normal file
948
Assets/Prefabs/EmailItem.prefab
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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GameObject:
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m_Father: {fileID: 8873194301374043170}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0.5}
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_CullTransparentMesh: 1
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--- !u!1 &2022290309700116377
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m_PrefabAsset: {fileID: 0}
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|
||||
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|
||||
m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
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|
||||
m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
|
||||
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|
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|
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|
||||
m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 2037078993514465029}
|
||||
m_TargetAssemblyTypeName: EmailUIController, Assembly-CSharp
|
||||
m_MethodName: OnClick
|
||||
m_Mode: 1
|
||||
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|
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_StringArgument:
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||||
m_BoolArgument: 0
|
||||
m_CallState: 2
|
7
Assets/Prefabs/EmailItem.prefab.meta
Normal file
7
Assets/Prefabs/EmailItem.prefab.meta
Normal file
@ -0,0 +1,7 @@
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||||
fileFormatVersion: 2
|
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guid: c84fb87c880ec8b4a941e2102b54381e
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PrefabImporter:
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externalObjects: {}
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
1230
Assets/Resources/EmailOpenPanel.prefab
Normal file
1230
Assets/Resources/EmailOpenPanel.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Resources/EmailOpenPanel.prefab.meta
Normal file
7
Assets/Resources/EmailOpenPanel.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 214ec4fb86c05794a82aa3f948526fbf
|
||||
PrefabImporter:
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externalObjects: {}
|
||||
userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/ScriptableObjects.meta
Normal file
8
Assets/ScriptableObjects.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44fd051c1fd7ade41933d69e803ebaad
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|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/ScriptableObjects/Emails.meta
Normal file
8
Assets/ScriptableObjects/Emails.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc92a0edcf5d0724591147934c56a72a
|
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
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|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
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|
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 0}
|
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m_Enabled: 1
|
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m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 521dddbbda7d261438dd2313e0b522cf, type: 3}
|
||||
m_Name: May_HR_Newsletter_Available
|
||||
m_EditorClassIdentifier:
|
||||
senderName: HR Department
|
||||
senderEmail: hr@yourcompany.com
|
||||
subject: May HR Newsletter Available
|
||||
fullBodyText: "Hello Everyone,\n\nWe\u2019re excited to bring you the May edition
|
||||
of our HR Newsletter! This month\u2019s issue includes wellness challenges to
|
||||
help you stay active, updates on remote work policy extensions, employee spotlight
|
||||
stories, and upcoming team-building activities. Be sure to check the HR Portal
|
||||
to see who\u2019s celebrating work anniversaries and birthdays.\n\nAlso, please
|
||||
review the newly updated policy on hybrid attendance and submit your feedback
|
||||
by next week. The first 50 employees to complete the Wellness Bingo will receive
|
||||
a surprise reward!\n\n\u2013 HR Team"
|
||||
linkPreview:
|
||||
hasAttachment: 0
|
||||
isPhishing: 0
|
||||
timeOrDate: Yesterday
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 55976e1cdf85ad143b0a0938262fd255
|
||||
NativeFormatImporter:
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externalObjects: {}
|
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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||||
assetBundleVariant:
|
@ -0,0 +1,29 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 521dddbbda7d261438dd2313e0b522cf, type: 3}
|
||||
m_Name: Reimbursement_Processed_-_$124
|
||||
m_EditorClassIdentifier:
|
||||
senderName: Finance Team
|
||||
senderEmail: finance@yourcompany.com
|
||||
subject: "Reimbursement Processed \u2013 $124"
|
||||
fullBodyText: "Hi Alex,\n\nYour expense reimbursement request for the business
|
||||
lunch on May 20th has been successfully processed. A total of $124.00 has been
|
||||
approved and scheduled for transfer to your designated account. The amount should
|
||||
reflect in your bank statement within 2\u20133 business days.\n\nFor transparency,
|
||||
the reimbursement was processed under Request ID #R30492. You can track the status
|
||||
of this and future reimbursements in the Finance Portal.\n\nIf there are any
|
||||
discrepancies, please don\u2019t hesitate to contact us at finance@yourcompany.com.\n\n\u2013
|
||||
Finance Department"
|
||||
linkPreview:
|
||||
hasAttachment: 0
|
||||
isPhishing: 0
|
||||
timeOrDate: May 24
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a2064b283212614bb7a0202f7723ac0
|
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NativeFormatImporter:
|
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externalObjects: {}
|
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mainObjectFileID: 11400000
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,30 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 521dddbbda7d261438dd2313e0b522cf, type: 3}
|
||||
m_Name: Scheduled_Maintenance_Notification
|
||||
m_EditorClassIdentifier:
|
||||
senderName: IT Support
|
||||
senderEmail: it.support@yourcompany.com
|
||||
subject: Scheduled Maintenance Notification
|
||||
fullBodyText: "Dear Team,\n\nWe would like to inform you about a scheduled system
|
||||
maintenance that will take place this Friday, starting at 10:00 PM and continuing
|
||||
until approximately 2:00 AM. During this window, access to internal tools, shared
|
||||
drives, and the intranet may be temporarily unavailable. This maintenance is
|
||||
necessary to apply critical security updates and improve system performance.\n\nPlease
|
||||
ensure that you save all your work and log off your devices before 9:45 PM to
|
||||
prevent any data loss or corruption. If you encounter any issues after the maintenance
|
||||
period, feel free to contact our helpdesk.\n\nThank you for your cooperation.\n\u2013
|
||||
IT Support"
|
||||
linkPreview:
|
||||
hasAttachment: 0
|
||||
isPhishing: 0
|
||||
timeOrDate: Today
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36310222b8e76ad4ca6549ad273f3d72
|
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NativeFormatImporter:
|
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externalObjects: {}
|
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mainObjectFileID: 11400000
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,28 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
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--- !u!114 &11400000
|
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
|
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m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 0}
|
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m_Enabled: 1
|
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m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 521dddbbda7d261438dd2313e0b522cf, type: 3}
|
||||
m_Name: Team_Sync_-_Monday_10_AM
|
||||
m_EditorClassIdentifier:
|
||||
senderName: Sarah Thompson
|
||||
senderEmail: sarah.thompson@yourcompany.com
|
||||
subject: "Team Sync \u2013 Monday 10 AM"
|
||||
fullBodyText: "Hi team,\n\nJust a quick reminder that our weekly sync is scheduled
|
||||
for Monday at 10:00 AM. We\u2019ll meet in Conference Room B or via Zoom for
|
||||
remote team members. Please come prepared with updates on your current sprint
|
||||
tasks, blockers you've encountered, and any cross-team dependencies that need
|
||||
escalation.\n\nWe\u2019ll also spend a few minutes discussing this month\u2019s
|
||||
product feedback summary and suggestions for improving sprint velocity. Let me
|
||||
know if there\u2019s anything you\u2019d like to add to the agenda.\n\nBest,\nSarah"
|
||||
linkPreview:
|
||||
hasAttachment: 0
|
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isPhishing: 0
|
||||
timeOrDate: May 25
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
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guid: b8a65a74ac3621b4f9b8b31e2b640551
|
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NativeFormatImporter:
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externalObjects: {}
|
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mainObjectFileID: 11400000
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
8
Assets/ScriptableObjects/PhishingEmails.meta
Normal file
8
Assets/ScriptableObjects/PhishingEmails.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 457e1ea8e1362a741b5e4b1df262ae31
|
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,39 @@
|
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%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
|
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--- !u!114 &11400000
|
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 521dddbbda7d261438dd2313e0b522cf, type: 3}
|
||||
m_Name: Suspicious_Login_-_act1vate_your_profile_urgently
|
||||
m_EditorClassIdentifier:
|
||||
senderName: Microsoft Security
|
||||
senderEmail: alert@m1crosoft-security.com
|
||||
subject: "Suspicious Login \u2013 act1vate your profile urgently"
|
||||
fullBodyText: 'Dear User,
|
||||
|
||||
|
||||
We''ve detected a login attempt from an unknown
|
||||
location. To protect your account, you need to act1vate your profile update immediately.
|
||||
Ignoring this request may result in profile lockout.
|
||||
|
||||
|
||||
Click the link to
|
||||
verify:
|
||||
|
||||
<link="http://m1crosoft-security.com/actnow"><color=#0000EE><u>http://m1crosoft-security.com/actnow</u></color></link>
|
||||
|
||||
|
||||
Thanks,
|
||||
|
||||
Microsoft
|
||||
Account Protection Team'
|
||||
linkPreview: http://m1crosoft-security.com/actnow
|
||||
hasAttachment: 0
|
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isPhishing: 1
|
||||
timeOrDate: 1 hour ago
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
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guid: b828d576c3b221d4bafbaea407782729
|
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NativeFormatImporter:
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externalObjects: {}
|
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mainObjectFileID: 11400000
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,25 @@
|
||||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
|
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m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 0}
|
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m_Enabled: 1
|
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m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 521dddbbda7d261438dd2313e0b522cf, type: 3}
|
||||
m_Name: Verify_stor-age_account_info_to_avoid_suspens1on
|
||||
m_EditorClassIdentifier:
|
||||
senderName: CloudStorage
|
||||
senderEmail: alerts@stor-cloud-updates.com
|
||||
subject: Verify stor-age account info to avoid suspens1on
|
||||
fullBodyText: "Hello,\n\nWe were unable to sync your latest files due to a mismatch
|
||||
in account info. To avoid suspens1on of your cloud services, please verify your
|
||||
account information now.\n\nConfirm here:\n<link=\"http://stor-cloud-updates.com/verify\"><color=#0000EE><u>http://stor-cloud-updates.com/verify</u></color></link>\n\nThis
|
||||
issue must be resolved within 3 hours.\n\n\u2013 CloudStorage Notification Center"
|
||||
linkPreview: http://stor-cloud-updates.com/verify
|
||||
hasAttachment: 0
|
||||
isPhishing: 1
|
||||
timeOrDate: Today
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8cc06cb535a0e5a4bb16747d9c524200
|
||||
NativeFormatImporter:
|
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externalObjects: {}
|
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mainObjectFileID: 11400000
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
@ -0,0 +1,26 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 521dddbbda7d261438dd2313e0b522cf, type: 3}
|
||||
m_Name: ob1ink_a_update_now_-_Avoid_Suspension
|
||||
m_EditorClassIdentifier:
|
||||
senderName: Accure Bank
|
||||
senderEmail: support@accure-bank-ank.com
|
||||
subject: "ob1ink a update now \u2013 Avoid Suspension"
|
||||
fullBodyText: "Dear Customer,\n\nOur system has detected unusual activity in your
|
||||
account. You must ob1ink a update immediately to prevent restriction. If no action
|
||||
is taken within 2 hours, your account will be permanently locked.\n\nVisit the
|
||||
secure link below:\n<link=\"http://accure-bank-ank.com/verify\"><color=#0000EE><u>http://accure-bank-ank.com/verify</u></color></link>\n\nThis
|
||||
is an automated message. Please do not reply.\n\n\u2013 Accure Bank Online Security"
|
||||
linkPreview: http://accure-bank-ank.com/verify
|
||||
hasAttachment: 0
|
||||
isPhishing: 1
|
||||
timeOrDate: Today
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59209548e14f4144ab8ba72e277c430b
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
@ -150,7 +150,7 @@ public class CharacterMovement : MonoBehaviour
|
||||
cameraTransitionStarted = true;
|
||||
|
||||
// Move and rotate camera to final cinematic zoom position
|
||||
mainCamera.GetComponent<LookAtConstraint>().constraintActive = false;
|
||||
mainCamera.GetComponent<LookAtConstraint>().constraintActive = false;
|
||||
mainCamera.DOMove(cameraSitTarget.position, 1f);
|
||||
mainCamera.DORotate(cameraSitTarget.eulerAngles, 1f)
|
||||
.OnComplete(() =>
|
||||
|
15
Assets/Scripts/EmailData.cs
Normal file
15
Assets/Scripts/EmailData.cs
Normal file
@ -0,0 +1,15 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "EmailData", menuName = "Inbox/Email Data", order = 1)]
|
||||
public class EmailData : ScriptableObject
|
||||
{
|
||||
public string senderName;
|
||||
public string senderEmail;
|
||||
public string subject;
|
||||
[TextArea(5, 20)] public string fullBodyText;
|
||||
public string linkPreview;
|
||||
public bool hasAttachment;
|
||||
public bool isPhishing;
|
||||
public string timeOrDate;
|
||||
}
|
11
Assets/Scripts/EmailData.cs.meta
Normal file
11
Assets/Scripts/EmailData.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 521dddbbda7d261438dd2313e0b522cf
|
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MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
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executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
24
Assets/Scripts/EmailLoader.cs
Normal file
24
Assets/Scripts/EmailLoader.cs
Normal file
@ -0,0 +1,24 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
public class EmailLoader : MonoBehaviour
|
||||
{
|
||||
public Transform contentParent;
|
||||
public GameObject emailItemPrefab;
|
||||
public EmailData[] emails;
|
||||
|
||||
void Start()
|
||||
{
|
||||
LoadEmails();
|
||||
}
|
||||
|
||||
void LoadEmails()
|
||||
{
|
||||
foreach (var email in emails)
|
||||
{
|
||||
GameObject go = Instantiate(emailItemPrefab, contentParent);
|
||||
var controller = go.GetComponent<EmailUIController>();
|
||||
controller.Setup(email);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/EmailLoader.cs.meta
Normal file
11
Assets/Scripts/EmailLoader.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40b743792d5e60542900091da5e97922
|
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MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
60
Assets/Scripts/EmailOpenPanel.cs
Normal file
60
Assets/Scripts/EmailOpenPanel.cs
Normal file
@ -0,0 +1,60 @@
|
||||
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class EmailOpenPanel : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI senderName;
|
||||
public TextMeshProUGUI senderEmail;
|
||||
public TextMeshProUGUI subject;
|
||||
public TextMeshProUGUI bodyText;
|
||||
public TextMeshProUGUI linkPreview;
|
||||
public GameObject phishingIcon;
|
||||
|
||||
public TextMeshProUGUI senderInitial;
|
||||
public Image senderBg;
|
||||
|
||||
public Button reportBtn;
|
||||
public Button ignoreBtn;
|
||||
|
||||
private EmailData emailData;
|
||||
|
||||
public void Setup(EmailData data, string initial, Sprite iconSprite)
|
||||
{
|
||||
emailData = data;
|
||||
|
||||
senderName?.SetText(data.senderName);
|
||||
senderEmail?.SetText(data.senderEmail);
|
||||
subject?.SetText(data.subject);
|
||||
bodyText?.SetText(data.fullBodyText);
|
||||
linkPreview?.SetText(data.linkPreview);
|
||||
if (phishingIcon != null)
|
||||
phishingIcon.SetActive(data.isPhishing);
|
||||
senderInitial?.SetText(initial);
|
||||
if (senderBg != null)
|
||||
senderBg.sprite = iconSprite; // ✅ can't use ?. here
|
||||
|
||||
|
||||
reportBtn?.onClick.RemoveAllListeners();
|
||||
reportBtn?.onClick.AddListener(() => OnAction("report"));
|
||||
|
||||
ignoreBtn?.onClick.RemoveAllListeners();
|
||||
ignoreBtn?.onClick.AddListener(() => OnAction("ignore"));
|
||||
}
|
||||
|
||||
void OnAction(string action)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
|
||||
switch (action)
|
||||
{
|
||||
case "report":
|
||||
SceneOutcomeManager.Instance.Reported(emailData);
|
||||
break;
|
||||
case "ignore":
|
||||
SceneOutcomeManager.Instance.Ignored(emailData);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/EmailOpenPanel.cs.meta
Normal file
11
Assets/Scripts/EmailOpenPanel.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
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|
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|
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|
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53
Assets/Scripts/EmailUIController.cs
Normal file
53
Assets/Scripts/EmailUIController.cs
Normal file
@ -0,0 +1,53 @@
|
||||
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class EmailUIController : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI senderInitial;
|
||||
public Image senderBg;
|
||||
public TextMeshProUGUI senderNameText;
|
||||
public TextMeshProUGUI subjectText;
|
||||
public TextMeshProUGUI previewText;
|
||||
public TextMeshProUGUI timeOrDateText;
|
||||
|
||||
public Sprite[] backgroundSprites;
|
||||
public EmailData data;
|
||||
|
||||
// Cache for consistency
|
||||
[SerializeField, HideInInspector]
|
||||
public string cachedInitial;
|
||||
[SerializeField, HideInInspector]
|
||||
public Sprite cachedSprite;
|
||||
|
||||
public void Setup(EmailData emailData)
|
||||
{
|
||||
data = emailData;
|
||||
|
||||
senderNameText.text = data.senderName;
|
||||
subjectText.text = data.subject;
|
||||
previewText.text = GeneratePreview(data.fullBodyText);
|
||||
timeOrDateText.text = data.timeOrDate;
|
||||
|
||||
cachedInitial = data.senderName[0].ToString().ToUpper();
|
||||
cachedSprite = backgroundSprites[Random.Range(0, backgroundSprites.Length)];
|
||||
|
||||
senderInitial.text = cachedInitial;
|
||||
senderBg.sprite = cachedSprite;
|
||||
}
|
||||
|
||||
string GeneratePreview(string body)
|
||||
{
|
||||
int max = 60;
|
||||
string clean = body.Replace("\n", " ").Trim();
|
||||
return clean.Length <= max ? clean : clean.Substring(0, max) + "...";
|
||||
}
|
||||
|
||||
public void OnClick()
|
||||
{
|
||||
GameObject panel = Instantiate(Resources.Load<GameObject>("EmailOpenPanel"), transform.root);
|
||||
EmailOpenPanel controller = panel.GetComponent<EmailOpenPanel>();
|
||||
controller.Setup(data, cachedInitial, cachedSprite);
|
||||
}
|
||||
}
|
11
Assets/Scripts/EmailUIController.cs.meta
Normal file
11
Assets/Scripts/EmailUIController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
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|
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39
Assets/Scripts/SceneOutcomeManager.cs
Normal file
39
Assets/Scripts/SceneOutcomeManager.cs
Normal file
@ -0,0 +1,39 @@
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
public class SceneOutcomeManager : MonoBehaviour
|
||||
{
|
||||
public static SceneOutcomeManager Instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
public void Reported(EmailData data)
|
||||
{
|
||||
Debug.Log("✅ Reported phishing! Show feedback.");
|
||||
}
|
||||
|
||||
public void Clicked(EmailData data)
|
||||
{
|
||||
if (data.isPhishing)
|
||||
{
|
||||
Debug.Log("❌ SIMULATION FAILED – CREDENTIALS STOLEN");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Clicked safe link.");
|
||||
}
|
||||
}
|
||||
|
||||
public void Deleted(EmailData data)
|
||||
{
|
||||
Debug.Log("⚠️ Deleted. Show coaching tips.");
|
||||
}
|
||||
|
||||
public void Ignored(EmailData data)
|
||||
{
|
||||
Debug.Log("⚠️ Ignored. Show educational nudge.");
|
||||
}
|
||||
}
|
11
Assets/Scripts/SceneOutcomeManager.cs.meta
Normal file
11
Assets/Scripts/SceneOutcomeManager.cs.meta
Normal file
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Assets/TextMesh Pro.meta
Normal file
8
Assets/TextMesh Pro.meta
Normal file
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fileFormatVersion: 2
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8
Assets/TextMesh Pro/Documentation.meta
Normal file
8
Assets/TextMesh Pro/Documentation.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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8
Assets/TextMesh Pro/Fonts.meta
Normal file
8
Assets/TextMesh Pro/Fonts.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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46
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
Normal file
46
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
Normal file
@ -0,0 +1,46 @@
|
||||
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.
|
8
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
Normal file
8
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
Normal file
@ -0,0 +1,8 @@
|
||||
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TextScriptImporter:
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Normal file
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Normal file
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19
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Normal file
19
Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta
Normal file
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2846
Assets/TextMesh Pro/Fonts/Roboto-Bold SDF.asset
Normal file
2846
Assets/TextMesh Pro/Fonts/Roboto-Bold SDF.asset
Normal file
File diff suppressed because one or more lines are too long
8
Assets/TextMesh Pro/Fonts/Roboto-Bold SDF.asset.meta
Normal file
8
Assets/TextMesh Pro/Fonts/Roboto-Bold SDF.asset.meta
Normal file
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Normal file
BIN
Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf
Normal file
Binary file not shown.
21
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Normal file
21
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Normal file
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|
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2830
Assets/TextMesh Pro/Fonts/Roboto-Medium SDF.asset
Normal file
2830
Assets/TextMesh Pro/Fonts/Roboto-Medium SDF.asset
Normal file
File diff suppressed because one or more lines are too long
8
Assets/TextMesh Pro/Fonts/Roboto-Medium SDF.asset.meta
Normal file
8
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Normal file
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Normal file
BIN
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Normal file
Binary file not shown.
21
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Normal file
21
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Normal file
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|
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Assets/TextMesh Pro/Fonts/Roboto-Regular SDF.asset
Normal file
2806
Assets/TextMesh Pro/Fonts/Roboto-Regular SDF.asset
Normal file
File diff suppressed because one or more lines are too long
8
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Normal file
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Normal file
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Normal file
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Normal file
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21
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Normal file
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Normal file
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|
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Assets/TextMesh Pro/Resources.meta
Normal file
8
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Normal file
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Normal file
9
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Normal file
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Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
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Shader "TextMeshPro/Bitmap Custom Atlas" {
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{
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color *= m.x * m.y;
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clip(color.a - 0.001);
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#endif
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ENDCG
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Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
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Normal file
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Shader "TextMeshPro/Mobile/Bitmap" {
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Properties {
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Ref[_Stencil]
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float4 mask : TEXCOORD2;
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sampler2D _MainTex;
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float _DiffusePower;
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uniform float _VertexOffsetX;
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uniform float _VertexOffsetY;
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uniform float4 _ClipRect;
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uniform float _MaskSoftnessX;
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uniform float _MaskSoftnessY;
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v2f vert (appdata_t v)
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{
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v2f OUT;
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float4 vert = v.vertex;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
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OUT.color = v.color;
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OUT.color *= _Color;
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OUT.color.rgb *= _DiffusePower;
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OUT.texcoord0 = v.texcoord0;
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float2 pixelSize = OUT.vertex.w;
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//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
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||||
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// Clamp _ClipRect to 16bit.
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||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
|
||||
return OUT;
|
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}
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fixed4 frag (v2f IN) : COLOR
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{
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||||
fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
|
||||
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||||
// Alternative implementation to UnityGet2DClipping with support for softness.
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#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||
color *= m.x * m.y;
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#endif
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#if UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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||||
#endif
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return color;
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Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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||||
BindChannels {
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Bind "Color", color
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Bind "Vertex", vertex
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Bind "TexCoord", texcoord0
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constantColor [_Color] combine constant * primary, constant * texture
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143
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
Normal file
143
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
Normal file
@ -0,0 +1,143 @@
|
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Shader "TextMeshPro/Bitmap" {
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Properties {
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||||
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||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
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||||
_StencilReadMask("Stencil Read Mask", Float) = 255
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||||
|
||||
_CullMode("Cull Mode", Float) = 0
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||||
_ColorMask("Color Mask", Float) = 15
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}
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SubShader{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Stencil
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||||
{
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||||
Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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||||
WriteMask[_StencilWriteMask]
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||||
}
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||||
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||||
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||||
Lighting Off
|
||||
Cull [_CullMode]
|
||||
ZTest [unity_GUIZTestMode]
|
||||
ZWrite Off
|
||||
Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
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||||
#pragma fragment frag
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||||
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
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||||
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||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
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||||
fixed4 color : COLOR;
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||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
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||||
};
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||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
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||||
fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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||||
float2 texcoord1 : TEXCOORD1;
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||||
float4 mask : TEXCOORD2;
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||||
};
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||||
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uniform sampler2D _MainTex;
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uniform sampler2D _FaceTex;
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uniform float4 _FaceTex_ST;
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uniform fixed4 _FaceColor;
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||||
uniform float _VertexOffsetX;
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uniform float _VertexOffsetY;
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||||
uniform float4 _ClipRect;
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||||
uniform float _MaskSoftnessX;
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||||
uniform float _MaskSoftnessY;
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||||
|
||||
float2 UnpackUV(float uv)
|
||||
{
|
||||
float2 output;
|
||||
output.x = floor(uv / 4096);
|
||||
output.y = uv - 4096 * output.x;
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||||
|
||||
return output * 0.001953125;
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||||
}
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||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
float4 vert = v.vertex;
|
||||
vert.x += _VertexOffsetX;
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||||
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
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
Normal file
9
Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 128e987d567d4e2c824d754223b3f3b0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
317
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
Normal file
317
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
Normal file
@ -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
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
Normal file
9
Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd89cf5b9246416f84610a006f916af7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
310
Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
Normal file
310
Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
Normal file
@ -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
Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
Normal file
9
Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14eb328de4b8eb245bb7cea29e4ac00b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
247
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
Normal file
247
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
Normal file
@ -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"
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc1ede39bf3643ee8e493720e4259791
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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Reference in New Issue
Block a user