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24 Commits

Author SHA1 Message Date
13ea77d40e Revert "chyby skybox"
This reverts commit ffed0c4714.
2026-03-28 14:10:56 +01:00
ffed0c4714 chyby skybox 2026-03-28 14:09:34 +01:00
b6cfcb236e zemegule opravena, pls uz nikdy nikdo s ni nic nedelejte, osobne vas vykastruji (moc prace) 2026-03-28 12:33:31 +01:00
3b4f269905 Merge branch 'MainMenu' of ssh://git.honzuvkod.dev:222/BlueCabinetGames/GeoSusGame into MainMenu 2026-03-28 12:08:17 +01:00
d80ac111c2 Removed meta files 2026-03-28 11:06:53 +01:00
dd3da6dd60 vytuneno 2026-03-28 11:05:59 +01:00
4fdfdea5cf udpatnuty na vsechny cudliky 2026-03-28 10:45:51 +01:00
32c7589ab3 prepinani scen 2026-03-28 10:36:08 +01:00
44155796d0 rename Misovych slozek, clean up 2026-03-28 09:43:53 +01:00
5b166244b2 added Packages 2026-03-28 09:24:20 +01:00
114a0d3997 player list + animace pro něj 2026-03-26 18:33:43 +01:00
ce6e4450e6 nove screeny(myslim)zvuky pro tlacitka klikani tlacitek novy font pro texty a uprava hvězd 2026-03-22 21:31:20 +01:00
95f2f63259 6 novych screenu posledni 3 asi celkem nic moc 2026-03-20 20:24:16 +01:00
dc5ed7d49f napis na zemeguli, jestli nekdo chce, tak doladte barvu, vic belejsi mi to udelat neslo(ve scene neni svetlo, tak jsem radsi nic nedelal) 2026-03-04 18:26:34 +01:00
Jan Racek
2fadf819cc Upraveno hlavni menu, pridana 3D zeme bez rendertexture, pridano space HDRI 2026-03-01 21:14:00 +01:00
ff9a2cebd3 main menu 2026-02-27 20:22:49 +01:00
e14a3ddf2b scaling a cerny pozadí 2026-02-21 14:47:54 +01:00
5bd6eabec6 Opraven TMP, pridan anchoring hlavniho menu 2026-02-21 14:17:12 +01:00
f2ebd125f3 zeme kutululu 2026-02-21 14:04:25 +01:00
2fdfabe2b8 main menu 2026-02-21 13:44:23 +01:00
4b8e4c69f5 Fixed meta files 2026-02-21 11:58:53 +01:00
e086bedb19 Opravena textura 2026-02-21 11:53:57 +01:00
13300e885b Opravena moje objektivni a naprosto nezpochybnitelna neschopnost, ktera predstavuje hrozbu pro celou planetu na budocích 40 let (vic se nedoziju zeru moc KFC) 2026-02-21 11:52:25 +01:00
a73f75ffa4 funguj 2026-02-21 11:06:54 +01:00
446 changed files with 185756 additions and 12931 deletions

3
.gitignore vendored
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@@ -186,7 +186,6 @@ StyleCopReport.xml
*_p.c *_p.c
*_h.h *_h.h
*.ilk *.ilk
*.meta
*.obj *.obj
*.iobj *.iobj
*.pch *.pch
@@ -304,8 +303,6 @@ PublishScripts/
*.nupkg *.nupkg
# NuGet Symbol Packages # NuGet Symbol Packages
*.snupkg *.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target. # except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/ !**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed # Uncomment if necessary however generally it will be regenerated when needed

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Rounded Rect Mask 2D</title>
<link href="https://fonts.cdnfonts.com/css/inter" rel="stylesheet">
<style>
* {
/* outline: 1px solid red; */
box-sizing: border-box;
}
/* THESE ENSURE THE WEBVIEW WILL BE OF CORRECT HEIGHT
* =======================================================================
*/
html {
margin: 0px;
padding: 0px;
font-family: 'Inter';
background-color: #F7F5EB;
}
body {
margin: 0px;
padding: 0px;
}
body :first-child {
margin-top: 0px;
}
body :last-child {
margin-bottom: 0px;
}
/* FIXES SCROLLING
* =======================================================================
*/
html,
body {
overflow-x: hidden;
}
/* MAIN STYLING
* =======================================================================
*/
:root {
--default-text-color: #333333;
--muted-text-color: #666666;
--link-color: #f05675;
--muted-border-color: #dddddd;
--muted-background-color: #eeeeee;
--codeblock-background-color: #222222;
--codeblock-text-color: #ffffff;
}
body {
padding: 16px;
line-height: 1.5rem;
color: var(--default-text-color);
word-wrap: break-word;
}
h1,
h2,
h3,
h4,
h5,
h6 {
margin-top: 2rem;
margin-bottom: 1rem;
}
h1 {
font-size: 1.6rem;
}
h2 {
font-size: 1.45rem;
}
h3 {
font-size: 1.3rem;
}
h4 {
font-size: 1.2rem;
}
h5 {
font-size: 1.1rem;
}
h6 {
font-size: 1.05rem;
}
h1,
h2 {
padding-bottom: 0.4rem;
border-bottom: 1px solid var(--muted-border-color);
}
ul,
ol {
padding-inline-start: 1.8rem;
}
a {
text-decoration-thickness: 1px;
text-underline-offset: 2px;
color: var(--link-color);
}
del {
color: var(--muted-text-color);
}
pre {
padding: 1rem;
border-radius: 4px;
color: var(--codeblock-text-color);
background-color: var(--codeblock-background-color);
overflow-x: auto;
}
:not(pre)>code {
background-color: var(--muted-background-color);
padding: 0.1rem 0.4rem;
border-radius: 3px;
}
blockquote {
margin-inline: 0px;
padding-block: 12px;
padding-left: 16px;
color: var(--muted-text-color);
border-left: 2px solid var(--muted-border-color);
font-style: italic;
}
blockquote :last-child {
margin-bottom: 0px;
}
table {
display: block;
overflow-x: auto;
border-collapse: collapse;
}
th,
td {
padding: 0.6rem 1rem;
}
th,
td {
border: 1px solid var(--muted-border-color)
}
th {
font-size: 1rem;
background-color: var(--muted-background-color);
border-bottom-width: 2px;
}
img {
max-width: 100%;
}
</style>
</head>
<body>
<h1 id="rounded-rect-mask-2d">Rounded Rect Mask 2D</h1>
<p><img src="./Resources/RRM2D_Banner.png" alt="screenshot" /><br />
available on the <a href="https://assetstore.unity.com/packages/slug/326028" rel="noopener noreferrer" target="_blank">Asset Store</a></p>
<h2 id="documentation">Documentation</h2>
<p><img src="./Resources/RRM2D_ScreenshotScene.png" alt="screenshot" /></p>
<h3 id="basics">Basics</h3>
<ul>
<li>All Graphics (<a href="https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/comp-UIVisual.html" rel="noopener noreferrer" target="_blank">Visuals</a> &amp; <a href="https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/comp-UIInteraction.html" rel="noopener noreferrer" target="_blank">Interactions</a>) components child of the Rounded Mask need the <em>Default UI (Rounded Mask)</em> material to work.</li>
<li>All TextMeshPro texts need the <em>TMP SDF-Mobile (Rounded Mask)</em> material inside the TMP_FontAsset that needs to work with the rounded corners. If your text is only clipped on the straight edges of the mask, they don't need to be changed.</li>
<li>You will need one <em>Default UI (Rounded Mask)</em> material per RoundedRectMask2D radius configuration. If you always use the same corners throughout your project, you can use the Material provided in the package. Same for the TMP_FontAssets.</li>
<li>If you have different radii in your project, either <strong>duplicate the materials</strong>, or tick the checkbox <strong>Clone maskable materials on Start</strong> to automatically create new instances of the materials (for both Default UI &amp; TMP_FontAsset's material).</li>
</ul>
<h3 id="limitations">Limitations</h3>
<ul>
<li>As Rounded RectMask2D uses a special UI shader to work, it can only be used with normal UI (ie: Images with no special material). If you have custom UI shaders for your UI you will need to tweak them to support the RoundedRectMask2D component (otherwise the corners will not be correctly clipped).</li>
<li>Moreover, you will need one Material per corners configuration. If you always use the same values, you can use one Material for all of your UI, but otherwise, RoundedRectMask2D can auto instantiate your materials at runtime, allowing you to have any mask values.</li>
<li>Softness doesn't work with RoundedRectMask2D. If you need softness in your mask, you will have to use both RoundedRectMask2D &amp; a regular RectMask2D nested into each other.</li>
</ul>
<h3 id="custom-shaders">Custom Shaders</h3>
<p>If you have custom UI shaders and would like them to work with the RoundedRectMask2D component, you will need to edit them, to support the feature. You can check how it's done in the custom Shaders (UI Default &amp; TMP_SDF Mobile). <br />
Here is what you need to do:</p>
<ol>
<li>Either move your shaders to the AntoineCherel/RoundedRectMask2D/Shaders folder, or copy &amp; paste the <em>RoundedMaskCommon.hlsl</em> library to your custom shader's folder</li>
<li>in the <em>Pass</em>, include the library <br />
<code>#include "RoundedMaskCommon.hlsl"</code></li>
<li>in the Vertex to Fragment or Vertext to Pixel struct, add <br />
<code>float3 posLocal : TEXCOORD8;</code></li>
<li>fill it in the V2F or V2P function <br />
<code>OUT.posLocal = v.vertex.xyz;</code></li>
<li>in the frag or pixel return function, replace the existing clipping method by<br />
<code>clip( RMUnityUIClipRect(IN.posLocal.xy, _ClipRect, _ClipRectRadii) - 0.5);</code><br />
all of these added lines should be encapsulated inside <code>#ifdef UNITY_UI_CLIP_RECT</code> statements.</li>
</ol>
<p>If something goes wrong double check with the implemented shaders inside the Shaders folder.<br />
You can also reach out to me contact (at) antoinecherel.dev</p>
<h2 id="credits">Credits</h2>
<p>Unity Plugin, developped by <a href="https://www.antoinecherel.dev/" target="_blank">Antoine Cherel</a></p>
</body>
</html>

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using UnityEditor;
using UnityEditor.UI;
using UnityEngine;
namespace ACRoundedRectMask
{
/// <summary>
/// Custom editor for the RoundedRectMask2D component.
/// </summary>
[CustomEditor(typeof(RoundedRectMask2D), true)]
[CanEditMultipleObjects]
public class RoundedRectMask2DInspector : RectMask2DEditor
{
private static GUIContent radiusContent = new GUIContent("Corner Radius", "Determines the radius of the rect mask's corners.");
private static GUIContent radiiContent = new GUIContent("Corner Radii", "Determines the radius of each corner of the rect mask.");
private static GUIContent topLeftContent = new GUIContent("Top Left", "Local -X, +Y corner.");
private static GUIContent topRightContent = new GUIContent("Top Right", "Local +X, +Y corner.");
private static GUIContent bottomLeftContent = new GUIContent("Bottom Left", "Local -X, -Y corner.");
private static GUIContent bottomRightContent = new GUIContent("Bottom Right", "Local +X, -Y corner.");
private static bool showRadii = false;
private static GUIContent paddingContent = new GUIContent("Padding");
private static GUIContent leftContent = new GUIContent("Left");
private static GUIContent rightContent = new GUIContent("Right");
private static GUIContent topContent = new GUIContent("Top");
private static GUIContent bottomContent = new GUIContent("Bottom");
private static bool showOffsets = false;
private SerializedProperty independentRadii;
private SerializedProperty radii;
private SerializedProperty padding;
private SerializedProperty cloneMaterials;
/// <inheritdoc/>
protected override void OnEnable()
{
independentRadii = serializedObject.FindProperty("independantRadii");
radii = serializedObject.FindProperty("radii");
padding = serializedObject.FindProperty("m_Padding");
cloneMaterials = serializedObject.FindProperty("cloneMaskableMaterialsOnStart");
base.OnEnable();
}
/// <summary>
/// Renders a custom inspector GUI that displays radius options and hides softness properties.
/// </summary>
public override void OnInspectorGUI()
{
EditorGUILayout.PropertyField(independentRadii);
if (independentRadii.boolValue)
{
showRadii = EditorGUILayout.Foldout(showRadii, radiiContent, true);
if (showRadii)
{
using (var check = new EditorGUI.ChangeCheckScope())
{
EditorGUI.indentLevel++;
Vector4 newRadii = radii.vector4Value;
newRadii.x = Mathf.Max(0.0f, EditorGUILayout.FloatField(topLeftContent, newRadii.x));
newRadii.y = Mathf.Max(0.0f, EditorGUILayout.FloatField(topRightContent, newRadii.y));
newRadii.z = Mathf.Max(0.0f, EditorGUILayout.FloatField(bottomLeftContent, newRadii.z));
newRadii.w = Mathf.Max(0.0f, EditorGUILayout.FloatField(bottomRightContent, newRadii.w));
if (check.changed)
{
radii.vector4Value = newRadii;
}
EditorGUI.indentLevel--;
}
}
}
else
{
using (var check = new EditorGUI.ChangeCheckScope())
{
float newRadius = radii.vector4Value.x;
newRadius = Mathf.Max(0.0f, EditorGUILayout.FloatField(radiusContent, newRadius));
if (check.changed)
{
Vector4 newRadii = radii.vector4Value;
newRadii = Vector4.one * newRadius;
radii.vector4Value = newRadii;
}
}
}
// Rather than call base.OnInspectorGUI() manually showing padding so that softness can be hidden since it is not supported by rounded rect masks.
showOffsets = EditorGUILayout.Foldout(showOffsets, paddingContent, true);
if (showOffsets)
{
using (var check = new EditorGUI.ChangeCheckScope())
{
EditorGUI.indentLevel++;
Vector4 newPadding = padding.vector4Value;
newPadding.x = EditorGUILayout.FloatField(leftContent, newPadding.x);
newPadding.z = EditorGUILayout.FloatField(rightContent, newPadding.z);
newPadding.w = EditorGUILayout.FloatField(topContent, newPadding.w);
newPadding.y = EditorGUILayout.FloatField(bottomContent, newPadding.y);
if (check.changed)
{
padding.vector4Value = newPadding;
}
EditorGUI.indentLevel--;
}
}
EditorGUILayout.PropertyField(cloneMaterials);
serializedObject.ApplyModifiedProperties();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Reflection;
using TMPro;
#if UNITY_2021_1_OR_NEWER
using UnityEngine.Pool;
#endif
namespace ACRoundedRectMask
{
/// <summary>
/// Overrides the RectMask2D.PerformClipping method to add extra checks before doing exhaustive culling on
/// each maskable target.
/// </summary>
public class RoundedRectMask2D : RectMask2D
{
public static readonly string RadiiPropertyName = "_ClipRectRadii";
[SerializeField]
private bool independantRadii;
[Tooltip("The four corner radii of the rounded rect. (x: top left, y: top right, z: bottom left, w: bottom right)")]
[SerializeField]
private Vector4 radii = Vector4.one * 10.0f;
public Vector4 Radii
{
get => radii;
set
{
radii = value;
MaskUtilities.Notify2DMaskStateChanged(this);
ForceClip = true;
}
}
[Tooltip("If not set to true, you will need to handle that all masked UI elements have their own material instances")]
[SerializeField]
private bool cloneMaskableMaterialsOnStart = true;
private static int clipRectRadiiID = 0;
private HashSet<IClippable> clipTargets = null;
private HashSet<MaskableGraphic> maskableTargets = null;
private int lastclipTargetsCount = 0;
private int lastmaskableTargetsCount = 0;
private bool shouldRecalculateClipRects = false;
private Canvas cachedCanvas = null;
private Vector3[] cachedCorners = new Vector3[4];
private Rect lastClipRectCanvasSpace = new Rect();
private Vector2Int lastSoftness = new Vector2Int();
private List<RectMask2D> clippers = new List<RectMask2D>();
#region MonoBehaviour Implementation
/// <inheritdoc />
protected override void OnEnable()
{
base.OnEnable();
shouldRecalculateClipRects = true;
ForceClip = true;
}
#if UNITY_EDITOR
/// <inheritdoc />
protected override void OnValidate()
{
base.OnValidate();
shouldRecalculateClipRects = true;
ForceClip = true;
}
#endif
/// <inheritdoc />
protected override void OnDidApplyAnimationProperties()
{
base.OnDidApplyAnimationProperties();
shouldRecalculateClipRects = true;
ForceClip = true;
}
#endregion MonoBehaviour Implementation
#region RectMask2D Implementation
/// <inheritdoc />
protected override void OnTransformParentChanged()
{
base.OnTransformParentChanged();
shouldRecalculateClipRects = true;
}
/// <inheritdoc />
protected override void OnCanvasHierarchyChanged()
{
cachedCanvas = null;
base.OnCanvasHierarchyChanged();
shouldRecalculateClipRects = true;
}
protected override void Start()
{
base.Start();
shouldRecalculateClipRects = true;
PerformClipping();
if (cloneMaskableMaterialsOnStart && maskableTargets != null)
{
foreach (MaskableGraphic mg in maskableTargets)
{
if (mg.materialForRendering.Equals(mg.material))
{
Material m = new Material(mg.material);
mg.material = m;
}
else if (mg is TMP_Text tmpText)
{
Material m = new Material(tmpText.fontMaterial);
tmpText.fontMaterial = m;
}
else
{
Debug.Log("[RoundedRectMask2d] Can't clone material for " + mg.name + ". This will result in same rounded corners for all assets sharing its materiel " + mg.materialForRendering);
continue;
}
OnSetClipRect(mg);
}
}
}
/// <summary>
/// Improves the base class method by:
/// - Checks if the canvas renderer has moved before exhaustive culling.
/// - Interleaves UpdateClipSoftness so objects are not iterated over twice.
/// - Adds a OnSetClipRect callback for derived classes to use.
/// </summary>
public override void PerformClipping()
{
// Not calling the base class method intentionally to provide a more optimal version.
//base.PerformClipping();
if (clipRectRadiiID == 0)
{
clipRectRadiiID = Shader.PropertyToID(RadiiPropertyName);
}
Initialize();
if (ReferenceEquals(Canvas, null))
{
return;
}
//TODO See if an IsActive() test would work well here or whether it might cause unexpected side effects (re case 776771)
// if the parents are changed
// or something similar we
// do a recalculate here
if (shouldRecalculateClipRects || ForceClip)
{
MaskUtilities.GetRectMasksForClip(this, clippers);
shouldRecalculateClipRects = false;
}
// get the compound rects from
// the clippers that are valid
bool validRect = true;
Rect clipRect = Clipping.FindCullAndClipWorldRect(clippers, out validRect);
// If the mask is in ScreenSpaceOverlay/Camera render mode, its content is only rendered when its rect
// overlaps that of the root canvas.
RenderMode renderMode = Canvas.rootCanvas.renderMode;
bool maskIsCulled =
(renderMode == RenderMode.ScreenSpaceCamera || renderMode == RenderMode.ScreenSpaceOverlay) &&
!clipRect.Overlaps(RootCanvasRect, true);
if (maskIsCulled)
{
// Children are only displayed when inside the mask. If the mask is culled, then the children
// inside the mask are also culled. In that situation, we pass an invalid rect to allow callees
// to avoid some processing.
clipRect = Rect.zero;
validRect = false;
}
if (clipRect != lastClipRectCanvasSpace || softness != lastSoftness)
{
foreach (IClippable clipTarget in clipTargets)
{
clipTarget.SetClipRect(clipRect, validRect);
clipTarget.SetClipSoftness(softness);
}
foreach (MaskableGraphic maskableTarget in maskableTargets)
{
maskableTarget.SetClipRect(clipRect, validRect);
maskableTarget.SetClipSoftness(softness);
OnSetClipRect(maskableTarget);
maskableTarget.Cull(clipRect, validRect);
}
}
else if (ForceClip)
{
foreach (IClippable clipTarget in clipTargets)
{
clipTarget.SetClipRect(clipRect, validRect);
clipTarget.SetClipSoftness(softness);
}
foreach (MaskableGraphic maskableTarget in maskableTargets)
{
maskableTarget.SetClipRect(clipRect, validRect);
maskableTarget.SetClipSoftness(softness);
OnSetClipRect(maskableTarget);
if (maskableTarget.canvasRenderer.hasMoved)
{
maskableTarget.Cull(clipRect, validRect);
}
}
}
else
{
foreach (MaskableGraphic maskableTarget in maskableTargets)
{
if (!maskableTarget.canvasRenderer.hasMoved)
{
continue;
}
maskableTarget.Cull(clipRect, validRect);
}
}
ForceClip = false;
lastClipRectCanvasSpace = clipRect;
lastSoftness = softness;
}
#endregion RectMask2D Implementation
public bool ForceClip
{
get
{
// This is an imprecise check if a clip or mask target gets added then removed on the same frame.
// But... the alternative is we reflect into m_ForceClip base member which would be a per frame allocation due to it being a value type.
// If this check is return false negatives in your scenario, then set ForceClip to true.
return clipTargets.Count != lastclipTargetsCount ||
maskableTargets.Count != lastmaskableTargetsCount;
}
set
{
if (value == true)
{
lastclipTargetsCount = 0;
lastmaskableTargetsCount = 0;
}
else
{
Initialize();
lastclipTargetsCount = clipTargets.Count;
lastmaskableTargetsCount = maskableTargets.Count;
}
}
}
/// <summary>
/// Callback whenever the clip rect is mutated.
/// </summary>
protected virtual void OnSetClipRect(IClippable clippable)
{
}
/// <summary>
/// Callback whenever the clip rect is mutated.
/// </summary>
protected virtual void OnSetClipRect(MaskableGraphic maskableTarget)
{
Material targetMaterial = maskableTarget.materialForRendering;
if (targetMaterial != null)
{
targetMaterial.SetVector(clipRectRadiiID, Radii);
}
Debug.Log("Setting clip rect for " + maskableTarget.name);
}
private void Initialize()
{
// Check if we have already initialized.
if (clipTargets != null)
{
return;
}
// Many of the properties we need access to for clipping are not exposed. So, we have to do reflection to get access to them.
BindingFlags bindFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static;
clipTargets = (HashSet<IClippable>)typeof(RectMask2D).GetField("m_ClipTargets", bindFlags).GetValue(this);
maskableTargets = (HashSet<MaskableGraphic>)typeof(RectMask2D).GetField("m_MaskableTargets", bindFlags).GetValue(this);
}
private Canvas Canvas
{
get
{
if (cachedCanvas == null)
{
#if UNITY_2021_1_OR_NEWER
var list = ListPool<Canvas>.Get();
gameObject.GetComponentsInParent(false, list);
if (list.Count > 0)
cachedCanvas = list[list.Count - 1];
else
cachedCanvas = null;
ListPool<Canvas>.Release(list);
#else
var list = gameObject.GetComponentsInParent<Canvas>(false);
if (list.Length > 0)
cachedCanvas = list[list.Length - 1];
else
cachedCanvas = null;
#endif
}
return cachedCanvas;
}
}
private Rect RootCanvasRect
{
get
{
rectTransform.GetWorldCorners(cachedCorners);
if (!ReferenceEquals(Canvas, null))
{
Canvas rootCanvas = Canvas.rootCanvas;
for (int i = 0; i < 4; ++i)
cachedCorners[i] = rootCanvas.transform.InverseTransformPoint(cachedCorners[i]);
}
return new Rect(cachedCorners[0].x, cachedCorners[0].y, cachedCorners[2].x - cachedCorners[0].x, cachedCorners[2].y - cachedCorners[0].y);
}
}
}
}

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#ifndef RM_COMMON
#define RM_COMMON
/// <summary>
/// Constants
/// </summary>
#define RM_PI 3.14159265359
#define RM_DEGREES_TO_RADIANS (RM_PI / 180.0)
#define RM_HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats
#define RM_MIN_CORNER_VALUE 1e-3
#define RM_MIN_CORNER_VALUE_RECT 1e-3
/// <summary>
/// SDF methods.
/// </summary>
inline float RMPointVsRoundedBox(in float2 position, in float2 cornerCircleDistance, in float cornerCircleRadius)
{
return length(max(abs(position) - cornerCircleDistance, 0.0)) - cornerCircleRadius;
}
inline float FilterDistance(in float distance)
{
float pixelDistance = distance / fwidth(distance);
#if defined(_INDEPENDENT_CORNERS) || defined(_UI_CLIP_RECT_ROUNDED_INDEPENDENT)
// To avoid artifacts at discontinuities in the SDF distance increase the pixel width.
return saturate(1.0 - pixelDistance);
#else
return saturate(0.5 - pixelDistance);
#endif
}
inline float RMRoundCornersSmooth(in float2 position, in float2 cornerCircleDistance, in float cornerCircleRadius, in float smoothingValue)
{
float distance = RMPointVsRoundedBox(position, cornerCircleDistance, cornerCircleRadius);
#if defined(_EDGE_SMOOTHING_AUTOMATIC)
return FilterDistance(distance);
#else
return smoothstep(1.0, 0.0, distance / smoothingValue);
#endif
}
inline float RMRoundCorners(in float2 position, in float2 cornerCircleDistance, in float cornerCircleRadius, in float smoothingValue)
{
#if defined(_TRANSPARENT)
return RMRoundCornersSmooth(position, cornerCircleDistance, cornerCircleRadius, smoothingValue);
#else
return (RMPointVsRoundedBox(position, cornerCircleDistance, cornerCircleRadius) < 0.0);
#endif
}
inline float RMFindCornerRadius(in float2 uv, in float4 radii)
{
if (uv.x < 0.5)
{
if (uv.y > 0.5) { return radii.x; } // Top left.
else { return radii.z; } // Bottom left.
}
else
{
if (uv.y > 0.5) { return radii.y; } // Top right.
else { return radii.w; } // Bottom right.
}
}
/// <summary>
/// UnityUI methods.
/// </summary>
inline float RMGet2DClippingRounded(in float2 position, in float4 clipRect, in float radius)
{
float2 halfSize = (clipRect.zw - clipRect.xy) * 0.5;
float2 center = clipRect.xy + halfSize;
float2 offset = position - center;
return RMPointVsRoundedBox(offset, halfSize - radius, radius);
}
inline float RMGet2DClippingRoundedSoft(in float2 position, in float4 clipRect, in float radius)
{
return saturate(FilterDistance(RMGet2DClippingRounded(position, clipRect, radius)));
}
inline float RMGet2DClippingRoundedIndependent(in float2 position, in float4 clipRect, in float4 radii)
{
float2 halfSize = (clipRect.zw - clipRect.xy) * 0.5;
float2 center = clipRect.xy + halfSize;
float2 offset = position - center;
float radius = RMFindCornerRadius(offset, radii);
return RMPointVsRoundedBox(offset, halfSize - radius, radius);
}
inline float RMGet2DClippingRoundedIndependentSoft(in float2 position, in float4 clipRect, in float4 radii)
{
return saturate(FilterDistance(RMGet2DClippingRoundedIndependent(position, clipRect, radii)));
}
inline float RMUnityUIClipRect(in float2 position, in float4 clipRect, in float4 radii)
{
radii = max(radii, RM_MIN_CORNER_VALUE_RECT);
#if defined(UNITY_UI_ALPHACLIP)
return RMGet2DClippingRoundedIndependent(position, clipRect, radii) <= 0.0;
#else
return RMGet2DClippingRoundedIndependentSoft(position, clipRect, radii);
#endif
}
#endif // RM_COMMON

View File

@@ -1,126 +0,0 @@
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "RoundedMask/UI/Default (RoundedMask)"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
[HideInInspector] _ClipRect("Clip Rect", Vector) = (-32767.0, -32767.0, 32767.0, 32767.0)
[HideInInspector] _ClipRectRadii("Clip Rect Radii", Vector) = (10.0, 10.0, 10.0, 10.0)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "RoundedMaskCommon.hlsl"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
#ifdef UNITY_UI_CLIP_RECT
float3 posLocal : TEXCOORD8;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _ClipRectRadii;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef UNITY_UI_CLIP_RECT
OUT.posLocal = v.vertex.xyz;
#endif
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
#ifdef UNITY_UI_CLIP_RECT
clip( RMUnityUIClipRect(IN.posLocal.xy, _ClipRect, _ClipRectRadii) - 0.5);
#endif
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

View File

@@ -1,249 +0,0 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "RoundedMask/TextMeshPro/Mobile/Distance Field (RoundedMask)" {
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)
[HideInInspector]
_ClipRectRadii ("Clip Rect Radii", vector) = (10.0, 10.0, 10.0, 10.0)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "RoundedMaskCommon.hlsl"
#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
#ifdef UNITY_UI_CLIP_RECT
float3 posLocal : TEXCOORD8;
#endif
};
float4 _ClipRectRadii;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
#ifdef UNITY_UI_CLIP_RECT
output.posLocal = vert.xyz;
#endif
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
clip( RMUnityUIClipRect(input.posLocal.xy, _ClipRect, _ClipRectRadii) - 0.5);
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

8
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m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Screenshot 2026-01-03 135505 m_Name: Zeme_Textura
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_Parent: {fileID: 0} m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
@@ -44,7 +44,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
m_Texture: {fileID: 2800000, guid: 422ed5729f838a3478b0aba002d0be9e, type: 3} m_Texture: {fileID: 2800000, guid: d1443c0777d81e24caecc3991b8bf225, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MetallicGlossMap: - _MetallicGlossMap:

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@@ -0,0 +1,17 @@
using UnityEngine;
//clankr
public class RotaceZeme : MonoBehaviour
{
public float rychlost = 20f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.Rotate(Vector3.up, rychlost * Time.deltaTime);
}
}

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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Default UI (RoundedMask) m_Name: Zeme_Material
m_Shader: {fileID: 4800000, guid: 2fa3c67be732d4f38be87103967c4b10, type: 3} m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ValidKeywords: m_Parent: {fileID: 0}
- UNITY_UI_ALPHACLIP m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: [] m_InvalidKeywords: []
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@@ -18,6 +19,7 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: {} stringTagMap: {}
disabledShaderPasses: [] disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
m_TexEnvs: m_TexEnvs:
@@ -42,7 +44,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
m_Texture: {fileID: 0} m_Texture: {fileID: 2800000, guid: d1443c0777d81e24caecc3991b8bf225, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MetallicGlossMap: - _MetallicGlossMap:
@@ -60,12 +62,11 @@ Material:
m_Ints: [] m_Ints: []
m_Floats: m_Floats:
- _BumpScale: 1 - _BumpScale: 1
- _ColorMask: 15
- _Cutoff: 0.5 - _Cutoff: 0.5
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _GlossMapScale: 1 - _GlossMapScale: 1
- _Glossiness: 0.5 - _Glossiness: 0.414
- _GlossyReflections: 1 - _GlossyReflections: 1
- _Metallic: 0 - _Metallic: 0
- _Mode: 0 - _Mode: 0
@@ -74,17 +75,10 @@ Material:
- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 1 - _SrcBlend: 1
- _Stencil: 0
- _StencilComp: 8
- _StencilOp: 0
- _StencilReadMask: 255
- _StencilWriteMask: 255
- _UVSec: 0 - _UVSec: 0
- _UseUIAlphaClip: 1
- _ZWrite: 1 - _ZWrite: 1
m_Colors: m_Colors:
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
- _ClipRectRadii: {r: 20, g: 20, b: 20, a: 20}
- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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