diff --git a/.github/workflows/publish.yml b/.github/workflows/publish.yml new file mode 100644 index 0000000..4df939b --- /dev/null +++ b/.github/workflows/publish.yml @@ -0,0 +1,58 @@ +# This is a basic workflow to help you get started with Actions + +name: 🚀 Publish TapsellPlus Unity Release TAG + +# Controls when the workflow will run +on: push + +jobs: + build: + name: ⚙️ Release + runs-on: ubuntu-latest + steps: + + - name: 🛠️ Get Current Date + id: date + run: | + echo "::set-output name=date::$(date +'%Y-%m-%d')" + + - name: 🔃 Checkout branch "master" + uses: actions/checkout@v3 + with: + ref: 'master' + + - name: 🔖 Get Unity Version + id: version + run: | + TAG_VERSION=$(cat ProjectSettings/ProjectSettings.asset | grep "bundleVersion:.*" | awk '{ print $2}') + echo "$TAG_VERSION" + echo "::set-output name=tag_name::v${TAG_VERSION}" + echo "::set-output name=release_name::TapsellPlusUnity-v${TAG_VERSION:-Package}" + + + - name: 📢 Prepare Release Notes + id: release_notes + run: | + awk '/^# / {s++} s == 1 {print}' CHANGELOG.md > /tmp/release_notes.md + echo "::set-output name=path::/tmp/release_notes.md" + + + - name: 🛎️ Create Release + TAG + id: release-snapshot + uses: softprops/action-gh-release@v1 + env: + GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} + with: + tag_name: ${{ steps.version.outputs.tag_name }} + name: ${{ steps.version.outputs.release_name }} + body: ${{ steps.date.outputs.date }} + body_path: ${{ steps.release_notes.outputs.path }} + target_commitish: ${{ github.sha }} + draft: false + prerelease: false + generate_release_notes: true + + files: | + release/tapsell-plus-unity-*.unitypackage + release/tapsell-plus-admob-lite-*.unitypackage + CHANGELOG.md \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..320778f --- /dev/null +++ b/.gitignore @@ -0,0 +1,84 @@ +# =============== # +# Unity generated # +# =============== # +Logs/ +[Bb]uild/ +/[Bb]uilds/ +[Ll]ibrary/ +[Ll]ocal[Cc]ache/ +[Oo]bj/ +[Tt]emp/ +[Uu]nityGenerated/ +UserSettings/ +/Assets/AssetStoreTools* +/debug_BackUpThisFolder_ButDontShipItWithYourGame +*.apk +*.meta +*.aar + +# =============== # +# License files # +# =============== # +*.alf +*.ulf + +# =============== # +# Crash reports # +# =============== # +sysinfo.txt +*.stackdump + +# =============== # +# Local persoanl configs # +# =============== # +config.properties + +# ===================================== # +# Visual Studio / Rider /MonoDevelop generated # +# ===================================== # +[Ee]xported[Oo]bj/ +.vs/ +.idea/ +/*.userprefs +/*.csproj +/*.pidb +*.pidb.meta +/*.suo +/*.sln* +/*.user +/*.unityproj +/*.booproj +.consulo/ +/*.tmp +/*.svd + +# ============ # +# OS generated # +# ============ # +.DS_Store* +Assets/DS_Store* +Assets/Plugins/DS_Store* +Assets/Plugins/.DS_Store +Assets/.DS_Store +._* +.Spotlight-V100 +.Trashes +Icon? +ehthumbs.db +[Tt]humbs.db +[Dd]esktop.ini +Corridor/Library/ShaderCache/ +Corridor/Library/metadata/ + + +# ============ # +# Tapsell plus # +# ============ # + +Assets/Plugins/Android/*.[ja]ar +# Avoid publishing manually created packages. CI must do that +#tapsell-plus-unity-*.unitypackage + +test_BurstDebugInformation_DoNotShip/ +test_BackUpThisFolder_ButDontShipItWithYourGame/ +apk_BackUpThisFolder_ButDontShipItWithYourGame/ \ No newline at end of file diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 0000000..d70cd98 --- /dev/null +++ b/.vsconfig @@ -0,0 +1,6 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.VisualStudio.Workload.ManagedGame" + ] +} diff --git a/Assets/ArabicSupport/Scripts/ArabicSupport.cs b/Assets/ArabicSupport/Scripts/ArabicSupport.cs new file mode 100644 index 0000000..af4e70d --- /dev/null +++ b/Assets/ArabicSupport/Scripts/ArabicSupport.cs @@ -0,0 +1,950 @@ +#region File Description + +//----------------------------------------------------------------------------- +/// +/// This is an Open Source File Created by: Abdullah Konash (http://abdullahkonash.com/) Twitter: @konash +/// This File allow the users to use arabic text in XNA and Unity platform. +/// It flips the characters and replace them with the appropriate ones to connect the letters in the correct way. +/// +//----------------------------------------------------------------------------- + +#endregion + + +#region Using Statements + +using System; +using System.Collections.Generic; + +#endregion + +namespace ArabicSupport +{ + public class ArabicFixer + { + /// + /// Fix the specified string. + /// + /// + /// String to be fixed. + /// + public static string Fix(string str) + { + return Fix(str, false, true); + } + + public static string Fix(string str, bool rtl) + { + if (rtl) return Fix(str); + + var words = str.Split(' '); + var result = ""; + var arabicToIgnore = ""; + foreach (var word in words) + if (char.IsLower(word.ToLower()[word.Length / 2])) + { + result += Fix(arabicToIgnore) + word + " "; + arabicToIgnore = ""; + } + else + { + arabicToIgnore += word + " "; + } + + if (arabicToIgnore != "") + result += Fix(arabicToIgnore); + + return result; + } + + /// + /// Fix the specified string with customization options. + /// + /// + /// String to be fixed. + /// + /// + /// Show tashkeel. + /// + /// + /// Use hindu numbers. + /// + public static string Fix(string str, bool showTashkeel, bool useHinduNumbers) + { + ArabicFixerTool.showTashkeel = showTashkeel; + ArabicFixerTool.useHinduNumbers = useHinduNumbers; + + if (str.Contains("\n")) + str = str.Replace("\n", Environment.NewLine); + + if (str.Contains(Environment.NewLine)) + { + string[] stringSeparators = {Environment.NewLine}; + var strSplit = str.Split(stringSeparators, StringSplitOptions.None); + + if (strSplit.Length == 0) return ArabicFixerTool.FixLine(str); + + if (strSplit.Length == 1) + { + return ArabicFixerTool.FixLine(str); + } + + var outputString = ArabicFixerTool.FixLine(strSplit[0]); + var iteration = 1; + if (strSplit.Length > 1) + while (iteration < strSplit.Length) + { + outputString += Environment.NewLine + ArabicFixerTool.FixLine(strSplit[iteration]); + iteration++; + } + + return outputString; + } + + return ArabicFixerTool.FixLine(str); + } + } +} + +/// +/// Arabic Contextual forms General - Unicode +/// +internal enum IsolatedArabicLetters +{ + Hamza = 0xFE80, + Alef = 0xFE8D, + AlefHamza = 0xFE83, + WawHamza = 0xFE85, + AlefMaksoor = 0xFE87, + AlefMaksora = 0xFBFC, + HamzaNabera = 0xFE89, + Ba = 0xFE8F, + Ta = 0xFE95, + Tha2 = 0xFE99, + Jeem = 0xFE9D, + H7aa = 0xFEA1, + Khaa2 = 0xFEA5, + Dal = 0xFEA9, + Thal = 0xFEAB, + Ra2 = 0xFEAD, + Zeen = 0xFEAF, + Seen = 0xFEB1, + Sheen = 0xFEB5, + S9a = 0xFEB9, + Dha = 0xFEBD, + T6a = 0xFEC1, + T6ha = 0xFEC5, + Ain = 0xFEC9, + Gain = 0xFECD, + Fa = 0xFED1, + Gaf = 0xFED5, + Kaf = 0xFED9, + Lam = 0xFEDD, + Meem = 0xFEE1, + Noon = 0xFEE5, + Ha = 0xFEE9, + Waw = 0xFEED, + Ya = 0xFEF1, + AlefMad = 0xFE81, + TaMarboota = 0xFE93, + PersianPe = 0xFB56, // Persian Letters; + PersianChe = 0xFB7A, + PersianZe = 0xFB8A, + PersianGaf = 0xFB92, + PersianGaf2 = 0xFB8E +} + +/// +/// Arabic Contextual forms - Isolated +/// +internal enum GeneralArabicLetters +{ + Hamza = 0x0621, + Alef = 0x0627, + AlefHamza = 0x0623, + WawHamza = 0x0624, + AlefMaksoor = 0x0625, + AlefMagsora = 0x0649, + HamzaNabera = 0x0626, + Ba = 0x0628, + Ta = 0x062A, + Tha2 = 0x062B, + Jeem = 0x062C, + H7aa = 0x062D, + Khaa2 = 0x062E, + Dal = 0x062F, + Thal = 0x0630, + Ra2 = 0x0631, + Zeen = 0x0632, + Seen = 0x0633, + Sheen = 0x0634, + S9a = 0x0635, + Dha = 0x0636, + T6a = 0x0637, + T6ha = 0x0638, + Ain = 0x0639, + Gain = 0x063A, + Fa = 0x0641, + Gaf = 0x0642, + Kaf = 0x0643, + Lam = 0x0644, + Meem = 0x0645, + Noon = 0x0646, + Ha = 0x0647, + Waw = 0x0648, + Ya = 0x064A, + AlefMad = 0x0622, + TaMarboota = 0x0629, + PersianPe = 0x067E, // Persian Letters; + PersianChe = 0x0686, + PersianZe = 0x0698, + PersianGaf = 0x06AF, + PersianGaf2 = 0x06A9 +} + +/// +/// Data Structure for conversion +/// +internal class ArabicMapping +{ + public int from; + public int to; + + public ArabicMapping(int from, int to) + { + this.from = from; + this.to = to; + } +} + +/// +/// Sets up and creates the conversion table +/// +internal class ArabicTable +{ + private static List mapList; + private static ArabicTable arabicMapper; + + /// + /// Setting up the conversion table + /// + private ArabicTable() + { + mapList = new List(); + + + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Hamza, (int) IsolatedArabicLetters.Hamza)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Alef, (int) IsolatedArabicLetters.Alef)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.AlefHamza, (int) IsolatedArabicLetters.AlefHamza)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.WawHamza, (int) IsolatedArabicLetters.WawHamza)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.AlefMaksoor, (int) IsolatedArabicLetters.AlefMaksoor)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.AlefMagsora, (int) IsolatedArabicLetters.AlefMaksora)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.HamzaNabera, (int) IsolatedArabicLetters.HamzaNabera)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ba, (int) IsolatedArabicLetters.Ba)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ta, (int) IsolatedArabicLetters.Ta)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Tha2, (int) IsolatedArabicLetters.Tha2)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Jeem, (int) IsolatedArabicLetters.Jeem)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.H7aa, (int) IsolatedArabicLetters.H7aa)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Khaa2, (int) IsolatedArabicLetters.Khaa2)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Dal, (int) IsolatedArabicLetters.Dal)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Thal, (int) IsolatedArabicLetters.Thal)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ra2, (int) IsolatedArabicLetters.Ra2)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Zeen, (int) IsolatedArabicLetters.Zeen)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Seen, (int) IsolatedArabicLetters.Seen)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Sheen, (int) IsolatedArabicLetters.Sheen)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.S9a, (int) IsolatedArabicLetters.S9a)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Dha, (int) IsolatedArabicLetters.Dha)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.T6a, (int) IsolatedArabicLetters.T6a)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.T6ha, (int) IsolatedArabicLetters.T6ha)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ain, (int) IsolatedArabicLetters.Ain)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Gain, (int) IsolatedArabicLetters.Gain)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Fa, (int) IsolatedArabicLetters.Fa)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Gaf, (int) IsolatedArabicLetters.Gaf)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Kaf, (int) IsolatedArabicLetters.Kaf)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Lam, (int) IsolatedArabicLetters.Lam)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Meem, (int) IsolatedArabicLetters.Meem)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Noon, (int) IsolatedArabicLetters.Noon)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ha, (int) IsolatedArabicLetters.Ha)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Waw, (int) IsolatedArabicLetters.Waw)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ya, (int) IsolatedArabicLetters.Ya)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.AlefMad, (int) IsolatedArabicLetters.AlefMad)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.TaMarboota, (int) IsolatedArabicLetters.TaMarboota)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianPe, + (int) IsolatedArabicLetters.PersianPe)); // Persian Letters; + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianChe, (int) IsolatedArabicLetters.PersianChe)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianZe, (int) IsolatedArabicLetters.PersianZe)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianGaf, (int) IsolatedArabicLetters.PersianGaf)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianGaf2, (int) IsolatedArabicLetters.PersianGaf2)); + + + //for (int i = 0; i < generalArabic.Length; i++) + // mapList.Add(new ArabicMapping((int)generalArabic.GetValue(i), (int)isolatedArabic.GetValue(i))); // I + } + + /// + /// Singleton design pattern, Get the mapper. If it was not created before, create it. + /// + internal static ArabicTable ArabicMapper + { + get + { + if (arabicMapper == null) + arabicMapper = new ArabicTable(); + return arabicMapper; + } + } + + internal int Convert(int toBeConverted) + { + foreach (var arabicMap in mapList) + if (arabicMap.from == toBeConverted) + return arabicMap.to; + return toBeConverted; + } +} + + +internal class TashkeelLocation +{ + public int position; + public char tashkeel; + + public TashkeelLocation(char tashkeel, int position) + { + this.tashkeel = tashkeel; + this.position = position; + } +} + + +internal class ArabicFixerTool +{ + internal static bool showTashkeel = true; + internal static bool useHinduNumbers; + + + internal static string RemoveTashkeel(string str, out List tashkeelLocation) + { + tashkeelLocation = new List(); + var letters = str.ToCharArray(); + + var index = 0; + for (var i = 0; i < letters.Length; i++) + if (letters[i] == (char) 0x064B) + { + // Tanween Fatha + tashkeelLocation.Add(new TashkeelLocation((char) 0x064B, i)); + index++; + } + else if (letters[i] == (char) 0x064C) + { + // DAMMATAN + tashkeelLocation.Add(new TashkeelLocation((char) 0x064C, i)); + index++; + } + else if (letters[i] == (char) 0x064D) + { + // KASRATAN + tashkeelLocation.Add(new TashkeelLocation((char) 0x064D, i)); + index++; + } + else if (letters[i] == (char) 0x064E) + { + // FATHA + if (index > 0) + if (tashkeelLocation[index - 1].tashkeel == (char) 0x0651) // SHADDA + { + tashkeelLocation[index - 1].tashkeel = (char) 0xFC60; // Shadda With Fatha + continue; + } + + tashkeelLocation.Add(new TashkeelLocation((char) 0x064E, i)); + index++; + } + else if (letters[i] == (char) 0x064F) + { + // DAMMA + if (index > 0) + if (tashkeelLocation[index - 1].tashkeel == (char) 0x0651) + { + // SHADDA + tashkeelLocation[index - 1].tashkeel = (char) 0xFC61; // Shadda With DAMMA + continue; + } + + tashkeelLocation.Add(new TashkeelLocation((char) 0x064F, i)); + index++; + } + else if (letters[i] == (char) 0x0650) + { + // KASRA + if (index > 0) + if (tashkeelLocation[index - 1].tashkeel == (char) 0x0651) + { + // SHADDA + tashkeelLocation[index - 1].tashkeel = (char) 0xFC62; // Shadda With KASRA + continue; + } + + tashkeelLocation.Add(new TashkeelLocation((char) 0x0650, i)); + index++; + } + else if (letters[i] == (char) 0x0651) + { + // SHADDA + if (index > 0) + { + if (tashkeelLocation[index - 1].tashkeel == (char) 0x064E) // FATHA + { + tashkeelLocation[index - 1].tashkeel = (char) 0xFC60; // Shadda With Fatha + continue; + } + + if (tashkeelLocation[index - 1].tashkeel == (char) 0x064F) // DAMMA + { + tashkeelLocation[index - 1].tashkeel = (char) 0xFC61; // Shadda With DAMMA + continue; + } + + if (tashkeelLocation[index - 1].tashkeel == (char) 0x0650) // KASRA + { + tashkeelLocation[index - 1].tashkeel = (char) 0xFC62; // Shadda With KASRA + continue; + } + } + + tashkeelLocation.Add(new TashkeelLocation((char) 0x0651, i)); + index++; + } + else if (letters[i] == (char) 0x0652) + { + // SUKUN + tashkeelLocation.Add(new TashkeelLocation((char) 0x0652, i)); + index++; + } + else if (letters[i] == (char) 0x0653) + { + // MADDAH ABOVE + tashkeelLocation.Add(new TashkeelLocation((char) 0x0653, i)); + index++; + } + + var split = str.Split((char) 0x064B, (char) 0x064C, (char) 0x064D, (char) 0x064E, (char) 0x064F, (char) 0x0650, + (char) 0x0651, (char) 0x0652, (char) 0x0653, (char) 0xFC60, (char) 0xFC61, (char) 0xFC62); + str = ""; + + foreach (var s in split) str += s; + + return str; + } + + internal static char[] ReturnTashkeel(char[] letters, List tashkeelLocation) + { + var lettersWithTashkeel = new char[letters.Length + tashkeelLocation.Count]; + + var letterWithTashkeelTracker = 0; + for (var i = 0; i < letters.Length; i++) + { + lettersWithTashkeel[letterWithTashkeelTracker] = letters[i]; + letterWithTashkeelTracker++; + foreach (var hLocation in tashkeelLocation) + if (hLocation.position == letterWithTashkeelTracker) + { + lettersWithTashkeel[letterWithTashkeelTracker] = hLocation.tashkeel; + letterWithTashkeelTracker++; + } + } + + return lettersWithTashkeel; + } + + /// + /// Converts a string to a form in which the sting will be displayed correctly for arabic text. + /// + /// String to be converted. Example: "Aaa" + /// Converted string. Example: "aa aaa A" without the spaces. + internal static string FixLine(string str) + { + var test = ""; + + List tashkeelLocation; + + var originString = RemoveTashkeel(str, out tashkeelLocation); + + var lettersOrigin = originString.ToCharArray(); + var lettersFinal = originString.ToCharArray(); + + + for (var i = 0; i < lettersOrigin.Length; i++) + lettersOrigin[i] = (char) ArabicTable.ArabicMapper.Convert(lettersOrigin[i]); + + for (var i = 0; i < lettersOrigin.Length; i++) + { + var skip = false; + + + //lettersOrigin[i] = (char)ArabicTable.ArabicMapper.Convert(lettersOrigin[i]); + + + // For special Lam Letter connections. + if (lettersOrigin[i] == (char) IsolatedArabicLetters.Lam) + if (i < lettersOrigin.Length - 1) + { + //lettersOrigin[i + 1] = (char)ArabicTable.ArabicMapper.Convert(lettersOrigin[i + 1]); + if (lettersOrigin[i + 1] == (char) IsolatedArabicLetters.AlefMaksoor) + { + lettersOrigin[i] = (char) 0xFEF7; + lettersFinal[i + 1] = (char) 0xFFFF; + skip = true; + } + else if (lettersOrigin[i + 1] == (char) IsolatedArabicLetters.Alef) + { + lettersOrigin[i] = (char) 0xFEF9; + lettersFinal[i + 1] = (char) 0xFFFF; + skip = true; + } + else if (lettersOrigin[i + 1] == (char) IsolatedArabicLetters.AlefHamza) + { + lettersOrigin[i] = (char) 0xFEF5; + lettersFinal[i + 1] = (char) 0xFFFF; + skip = true; + } + else if (lettersOrigin[i + 1] == (char) IsolatedArabicLetters.AlefMad) + { + lettersOrigin[i] = (char) 0xFEF3; + lettersFinal[i + 1] = (char) 0xFFFF; + skip = true; + } + } + + + if (!IsIgnoredCharacter(lettersOrigin[i])) + { + if (IsMiddleLetter(lettersOrigin, i)) + lettersFinal[i] = (char) (lettersOrigin[i] + 3); + else if (IsFinishingLetter(lettersOrigin, i)) + lettersFinal[i] = (char) (lettersOrigin[i] + 1); + else if (IsLeadingLetter(lettersOrigin, i)) + lettersFinal[i] = (char) (lettersOrigin[i] + 2); + } + + //string strOut = String.Format(@"\x{0:x4}", (ushort)lettersOrigin[i]); + //UnityEngine.Debug.Log(strOut); + + //strOut = String.Format(@"\x{0:x4}", (ushort)lettersFinal[i]); + //UnityEngine.Debug.Log(strOut); + + test += Convert.ToString(lettersOrigin[i], 16) + " "; + if (skip) + i++; + + + //chaning numbers to hindu + if (useHinduNumbers) + { + if (lettersOrigin[i] == (char) 0x0030) + lettersFinal[i] = (char) 0x0660; + else if (lettersOrigin[i] == (char) 0x0031) + lettersFinal[i] = (char) 0x0661; + else if (lettersOrigin[i] == (char) 0x0032) + lettersFinal[i] = (char) 0x0662; + else if (lettersOrigin[i] == (char) 0x0033) + lettersFinal[i] = (char) 0x0663; + else if (lettersOrigin[i] == (char) 0x0034) + lettersFinal[i] = (char) 0x0664; + else if (lettersOrigin[i] == (char) 0x0035) + lettersFinal[i] = (char) 0x0665; + else if (lettersOrigin[i] == (char) 0x0036) + lettersFinal[i] = (char) 0x0666; + else if (lettersOrigin[i] == (char) 0x0037) + lettersFinal[i] = (char) 0x0667; + else if (lettersOrigin[i] == (char) 0x0038) + lettersFinal[i] = (char) 0x0668; + else if (lettersOrigin[i] == (char) 0x0039) + lettersFinal[i] = (char) 0x0669; + } + } + + + //Return the Tashkeel to their places. + if (showTashkeel) + lettersFinal = ReturnTashkeel(lettersFinal, tashkeelLocation); + + + var list = new List(); + + var numberList = new List(); + + for (var i = lettersFinal.Length - 1; i >= 0; i--) + // if (lettersFinal[i] == '(') + // numberList.Add(')'); + // else if (lettersFinal[i] == ')') + // numberList.Add('('); + // else if (lettersFinal[i] == '<') + // numberList.Add('>'); + // else if (lettersFinal[i] == '>') + // numberList.Add('<'); + // else + if (char.IsPunctuation(lettersFinal[i]) && i > 0 && i < lettersFinal.Length - 1 && + (char.IsPunctuation(lettersFinal[i - 1]) || char.IsPunctuation(lettersFinal[i + 1]))) + { + if (lettersFinal[i] == '(') + list.Add(')'); + else if (lettersFinal[i] == ')') + list.Add('('); + else if (lettersFinal[i] == '<') + list.Add('>'); + else if (lettersFinal[i] == '>') + list.Add('<'); + else if (lettersFinal[i] == '[') + list.Add(']'); + else if (lettersFinal[i] == ']') + list.Add('['); + else if (lettersFinal[i] != 0xFFFF) + list.Add(lettersFinal[i]); + } + // For cases where english words and arabic are mixed. This allows for using arabic, english and numbers in one sentence. + else if (lettersFinal[i] == ' ' && i > 0 && i < lettersFinal.Length - 1 && + (char.IsLower(lettersFinal[i - 1]) || char.IsUpper(lettersFinal[i - 1]) || + char.IsNumber(lettersFinal[i - 1])) && + (char.IsLower(lettersFinal[i + 1]) || char.IsUpper(lettersFinal[i + 1]) || + char.IsNumber(lettersFinal[i + 1]))) + + { + numberList.Add(lettersFinal[i]); + } + + else if (char.IsNumber(lettersFinal[i]) || char.IsLower(lettersFinal[i]) || + char.IsUpper(lettersFinal[i]) || char.IsSymbol(lettersFinal[i]) || + char.IsPunctuation(lettersFinal[i])) // || lettersFinal[i] == '^') //) + { + if (lettersFinal[i] == '(') + numberList.Add(')'); + else if (lettersFinal[i] == ')') + numberList.Add('('); + else if (lettersFinal[i] == '<') + numberList.Add('>'); + else if (lettersFinal[i] == '>') + numberList.Add('<'); + else if (lettersFinal[i] == '[') + list.Add(']'); + else if (lettersFinal[i] == ']') + list.Add('['); + else + numberList.Add(lettersFinal[i]); + } + else if ((lettersFinal[i] >= (char) 0xD800 && lettersFinal[i] <= (char) 0xDBFF) || + (lettersFinal[i] >= (char) 0xDC00 && lettersFinal[i] <= (char) 0xDFFF)) + { + numberList.Add(lettersFinal[i]); + } + else + { + if (numberList.Count > 0) + { + for (var j = 0; j < numberList.Count; j++) + list.Add(numberList[numberList.Count - 1 - j]); + numberList.Clear(); + } + + if (lettersFinal[i] != 0xFFFF) + list.Add(lettersFinal[i]); + } + + if (numberList.Count > 0) + { + for (var j = 0; j < numberList.Count; j++) + list.Add(numberList[numberList.Count - 1 - j]); + numberList.Clear(); + } + + // Moving letters from a list to an array. + lettersFinal = new char[list.Count]; + for (var i = 0; i < lettersFinal.Length; i++) + lettersFinal[i] = list[i]; + + + str = new string(lettersFinal); + return str; + } + + /// + /// English letters, numbers and punctuation characters are ignored. This checks if the ch is an ignored character. + /// + /// The character to be checked for skipping + /// True if the character should be ignored, false if it should not be ignored. + internal static bool IsIgnoredCharacter(char ch) + { + var isPunctuation = char.IsPunctuation(ch); + var isNumber = char.IsNumber(ch); + var isLower = char.IsLower(ch); + var isUpper = char.IsUpper(ch); + var isSymbol = char.IsSymbol(ch); + var isPersianCharacter = ch == (char) 0xFB56 || ch == (char) 0xFB7A || ch == (char) 0xFB8A || + ch == (char) 0xFB92 || ch == (char) 0xFB8E; + var isPresentationFormB = ch <= (char) 0xFEFF && ch >= (char) 0xFE70; + var isAcceptableCharacter = isPresentationFormB || isPersianCharacter || ch == (char) 0xFBFC; + + + return isPunctuation || + isNumber || + isLower || + isUpper || + isSymbol || + !isAcceptableCharacter || + ch == 'a' || ch == '>' || ch == '<' || ch == (char) 0x061B; + + // return char.IsPunctuation(ch) || char.IsNumber(ch) || ch == 'a' || ch == '>' || ch == '<' || + // char.IsLower(ch) || char.IsUpper(ch) || ch == (char)0x061B || char.IsSymbol(ch) + // || !(ch <= (char)0xFEFF && ch >= (char)0xFE70) // Presentation Form B + // || ch == (char)0xFB56 || ch == (char)0xFB7A || ch == (char)0xFB8A || ch == (char)0xFB92; // Persian Characters + + // PersianPe = 0xFB56, + // PersianChe = 0xFB7A, + // PersianZe = 0xFB8A, + // PersianGaf = 0xFB92 + //lettersOrigin[i] <= (char)0xFEFF && lettersOrigin[i] >= (char)0xFE70 + } + + /// + /// Checks if the letter at index value is a leading character in Arabic or not. + /// + /// The whole word that contains the character to be checked + /// The index of the character to be checked + /// True if the character at index is a leading character, else, returns false + internal static bool IsLeadingLetter(char[] letters, int index) + { + var lettersThatCannotBeBeforeALeadingLetter = index == 0 + || letters[index - 1] == ' ' + || letters[index - 1] == '*' // ??? Remove? + || letters[index - 1] == 'A' // ??? Remove? + || char.IsPunctuation(letters[index - 1]) + || letters[index - 1] == '>' + || letters[index - 1] == '<' + || letters[index - 1] == (int) IsolatedArabicLetters.Alef + || letters[index - 1] == (int) IsolatedArabicLetters.Dal + || letters[index - 1] == (int) IsolatedArabicLetters.Thal + || letters[index - 1] == (int) IsolatedArabicLetters.Ra2 + || letters[index - 1] == (int) IsolatedArabicLetters.Zeen + || letters[index - 1] == (int) IsolatedArabicLetters.PersianZe + //|| letters[index - 1] == (int)IsolatedArabicLetters.AlefMaksora + || letters[index - 1] == (int) IsolatedArabicLetters.Waw + || letters[index - 1] == (int) IsolatedArabicLetters.AlefMad + || letters[index - 1] == (int) IsolatedArabicLetters.AlefHamza + || letters[index - 1] == (int) IsolatedArabicLetters.Hamza + || letters[index - 1] == (int) IsolatedArabicLetters.AlefMaksoor + || letters[index - 1] == (int) IsolatedArabicLetters.WawHamza; + + var lettersThatCannotBeALeadingLetter = letters[index] != ' ' + && letters[index] != (int) IsolatedArabicLetters.Dal + && letters[index] != (int) IsolatedArabicLetters.Thal + && letters[index] != (int) IsolatedArabicLetters.Ra2 + && letters[index] != (int) IsolatedArabicLetters.Zeen + && letters[index] != (int) IsolatedArabicLetters.PersianZe + && letters[index] != (int) IsolatedArabicLetters.Alef + && letters[index] != (int) IsolatedArabicLetters.AlefHamza + && letters[index] != (int) IsolatedArabicLetters.AlefMaksoor + && letters[index] != (int) IsolatedArabicLetters.AlefMad + && letters[index] != (int) IsolatedArabicLetters.WawHamza + && letters[index] != (int) IsolatedArabicLetters.Waw + && letters[index] != (int) IsolatedArabicLetters.Hamza; + + var lettersThatCannotBeAfterLeadingLetter = index < letters.Length - 1 + && letters[index + 1] != ' ' + && !char.IsPunctuation(letters[index + 1]) + && !char.IsNumber(letters[index + 1]) + && !char.IsSymbol(letters[index + 1]) + && !char.IsLower(letters[index + 1]) + && !char.IsUpper(letters[index + 1]) + && letters[index + 1] != (int) IsolatedArabicLetters.Hamza; + + if (lettersThatCannotBeBeforeALeadingLetter && lettersThatCannotBeALeadingLetter && + lettersThatCannotBeAfterLeadingLetter) + +// if ((index == 0 || letters[index - 1] == ' ' || letters[index - 1] == '*' || letters[index - 1] == 'A' || char.IsPunctuation(letters[index - 1]) +// || letters[index - 1] == '>' || letters[index - 1] == '<' +// || letters[index - 1] == (int)IsolatedArabicLetters.Alef +// || letters[index - 1] == (int)IsolatedArabicLetters.Dal || letters[index - 1] == (int)IsolatedArabicLetters.Thal +// || letters[index - 1] == (int)IsolatedArabicLetters.Ra2 +// || letters[index - 1] == (int)IsolatedArabicLetters.Zeen || letters[index - 1] == (int)IsolatedArabicLetters.PersianZe +// || letters[index - 1] == (int)IsolatedArabicLetters.AlefMaksora || letters[index - 1] == (int)IsolatedArabicLetters.Waw +// || letters[index - 1] == (int)IsolatedArabicLetters.AlefMad || letters[index - 1] == (int)IsolatedArabicLetters.AlefHamza +// || letters[index - 1] == (int)IsolatedArabicLetters.AlefMaksoor || letters[index - 1] == (int)IsolatedArabicLetters.WawHamza) +// && letters[index] != ' ' && letters[index] != (int)IsolatedArabicLetters.Dal +// && letters[index] != (int)IsolatedArabicLetters.Thal +// && letters[index] != (int)IsolatedArabicLetters.Ra2 +// && letters[index] != (int)IsolatedArabicLetters.Zeen && letters[index] != (int)IsolatedArabicLetters.PersianZe +// && letters[index] != (int)IsolatedArabicLetters.Alef && letters[index] != (int)IsolatedArabicLetters.AlefHamza +// && letters[index] != (int)IsolatedArabicLetters.AlefMaksoor +// && letters[index] != (int)IsolatedArabicLetters.AlefMad +// && letters[index] != (int)IsolatedArabicLetters.WawHamza +// && letters[index] != (int)IsolatedArabicLetters.Waw +// && letters[index] != (int)IsolatedArabicLetters.Hamza +// && index < letters.Length - 1 && letters[index + 1] != ' ' && !char.IsPunctuation(letters[index + 1] ) && !char.IsNumber(letters[index + 1]) +// && letters[index + 1] != (int)IsolatedArabicLetters.Hamza ) + return true; + return false; + } + + /// + /// Checks if the letter at index value is a finishing character in Arabic or not. + /// + /// The whole word that contains the character to be checked + /// The index of the character to be checked + /// True if the character at index is a finishing character, else, returns false + internal static bool IsFinishingLetter(char[] letters, int index) + { + var indexZero = index != 0; + var lettersThatCannotBeBeforeAFinishingLetter = index == 0 + ? false + : letters[index - 1] != ' ' +// && char.IsDigit(letters[index-1]) +// && char.IsLower(letters[index-1]) +// && char.IsUpper(letters[index-1]) +// && char.IsNumber(letters[index-1]) +// && char.IsWhiteSpace(letters[index-1]) +// && char.IsPunctuation(letters[index-1]) +// && char.IsSymbol(letters[index-1]) + && letters[index - 1] != (int) IsolatedArabicLetters.Dal + && letters[index - 1] != (int) IsolatedArabicLetters.Thal + && letters[index - 1] != (int) IsolatedArabicLetters.Ra2 + && letters[index - 1] != (int) IsolatedArabicLetters.Zeen + && letters[index - 1] != (int) IsolatedArabicLetters.PersianZe + //&& letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksora + && letters[index - 1] != (int) IsolatedArabicLetters.Waw + && letters[index - 1] != (int) IsolatedArabicLetters.Alef + && letters[index - 1] != (int) IsolatedArabicLetters.AlefMad + && letters[index - 1] != (int) IsolatedArabicLetters.AlefHamza + && letters[index - 1] != (int) IsolatedArabicLetters.AlefMaksoor + && letters[index - 1] != (int) IsolatedArabicLetters.WawHamza + && letters[index - 1] != (int) IsolatedArabicLetters.Hamza + && !char.IsPunctuation(letters[index - 1]) + && letters[index - 1] != '>' + && letters[index - 1] != '<'; + + + var lettersThatCannotBeFinishingLetters = + letters[index] != ' ' && letters[index] != (int) IsolatedArabicLetters.Hamza; + + + if (lettersThatCannotBeBeforeAFinishingLetter && lettersThatCannotBeFinishingLetters) + +// if (index != 0 && letters[index - 1] != ' ' && letters[index - 1] != '*' && letters[index - 1] != 'A' +// && letters[index - 1] != (int)IsolatedArabicLetters.Dal && letters[index - 1] != (int)IsolatedArabicLetters.Thal +// && letters[index - 1] != (int)IsolatedArabicLetters.Ra2 +// && letters[index - 1] != (int)IsolatedArabicLetters.Zeen && letters[index - 1] != (int)IsolatedArabicLetters.PersianZe +// && letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksora && letters[index - 1] != (int)IsolatedArabicLetters.Waw +// && letters[index - 1] != (int)IsolatedArabicLetters.Alef && letters[index - 1] != (int)IsolatedArabicLetters.AlefMad +// && letters[index - 1] != (int)IsolatedArabicLetters.AlefHamza && letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksoor +// && letters[index - 1] != (int)IsolatedArabicLetters.WawHamza && letters[index - 1] != (int)IsolatedArabicLetters.Hamza +// && !char.IsPunctuation(letters[index - 1]) && letters[index - 1] != '>' && letters[index - 1] != '<' +// && letters[index] != ' ' && index < letters.Length +// && letters[index] != (int)IsolatedArabicLetters.Hamza) + //try + //{ + // if (char.IsPunctuation(letters[index + 1])) + // return true; + // else + // return false; + //} + //catch (Exception e) + //{ + // return false; + //} + + return true; + //return true; + return false; + } + + /// + /// Checks if the letter at index value is a middle character in Arabic or not. + /// + /// The whole word that contains the character to be checked + /// The index of the character to be checked + /// True if the character at index is a middle character, else, returns false + internal static bool IsMiddleLetter(char[] letters, int index) + { + var lettersThatCannotBeMiddleLetters = index == 0 + ? false + : letters[index] != (int) IsolatedArabicLetters.Alef + && letters[index] != (int) IsolatedArabicLetters.Dal + && letters[index] != (int) IsolatedArabicLetters.Thal + && letters[index] != (int) IsolatedArabicLetters.Ra2 + && letters[index] != (int) IsolatedArabicLetters.Zeen + && letters[index] != (int) IsolatedArabicLetters.PersianZe + //&& letters[index] != (int)IsolatedArabicLetters.AlefMaksora + && letters[index] != (int) IsolatedArabicLetters.Waw + && letters[index] != (int) IsolatedArabicLetters.AlefMad + && letters[index] != (int) IsolatedArabicLetters.AlefHamza + && letters[index] != (int) IsolatedArabicLetters.AlefMaksoor + && letters[index] != (int) IsolatedArabicLetters.WawHamza + && letters[index] != (int) IsolatedArabicLetters.Hamza; + + var lettersThatCannotBeBeforeMiddleCharacters = index == 0 + ? false + : letters[index - 1] != (int) IsolatedArabicLetters.Alef + && letters[index - 1] != (int) IsolatedArabicLetters.Dal + && letters[index - 1] != (int) IsolatedArabicLetters.Thal + && letters[index - 1] != (int) IsolatedArabicLetters.Ra2 + && letters[index - 1] != (int) IsolatedArabicLetters.Zeen + && letters[index - 1] != (int) IsolatedArabicLetters.PersianZe + //&& letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksora + && letters[index - 1] != (int) IsolatedArabicLetters.Waw + && letters[index - 1] != (int) IsolatedArabicLetters.AlefMad + && letters[index - 1] != (int) IsolatedArabicLetters.AlefHamza + && letters[index - 1] != (int) IsolatedArabicLetters.AlefMaksoor + && letters[index - 1] != (int) IsolatedArabicLetters.WawHamza + && letters[index - 1] != (int) IsolatedArabicLetters.Hamza + && !char.IsPunctuation(letters[index - 1]) + && letters[index - 1] != '>' + && letters[index - 1] != '<' + && letters[index - 1] != ' ' + && letters[index - 1] != '*'; + + var lettersThatCannotBeAfterMiddleCharacters = index >= letters.Length - 1 + ? false + : letters[index + 1] != ' ' + && letters[index + 1] != '\r' + && letters[index + 1] != (int) IsolatedArabicLetters.Hamza + && !char.IsNumber(letters[index + 1]) + && !char.IsSymbol(letters[index + 1]) + && !char.IsPunctuation(letters[index + 1]); + if (lettersThatCannotBeAfterMiddleCharacters && lettersThatCannotBeBeforeMiddleCharacters && + lettersThatCannotBeMiddleLetters) + +// if (index != 0 && letters[index] != ' ' +// && letters[index] != (int)IsolatedArabicLetters.Alef && letters[index] != (int)IsolatedArabicLetters.Dal +// && letters[index] != (int)IsolatedArabicLetters.Thal && letters[index] != (int)IsolatedArabicLetters.Ra2 +// && letters[index] != (int)IsolatedArabicLetters.Zeen && letters[index] != (int)IsolatedArabicLetters.PersianZe +// && letters[index] != (int)IsolatedArabicLetters.AlefMaksora +// && letters[index] != (int)IsolatedArabicLetters.Waw && letters[index] != (int)IsolatedArabicLetters.AlefMad +// && letters[index] != (int)IsolatedArabicLetters.AlefHamza && letters[index] != (int)IsolatedArabicLetters.AlefMaksoor +// && letters[index] != (int)IsolatedArabicLetters.WawHamza && letters[index] != (int)IsolatedArabicLetters.Hamza +// && letters[index - 1] != (int)IsolatedArabicLetters.Alef && letters[index - 1] != (int)IsolatedArabicLetters.Dal +// && letters[index - 1] != (int)IsolatedArabicLetters.Thal && letters[index - 1] != (int)IsolatedArabicLetters.Ra2 +// && letters[index - 1] != (int)IsolatedArabicLetters.Zeen && letters[index - 1] != (int)IsolatedArabicLetters.PersianZe +// && letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksora +// && letters[index - 1] != (int)IsolatedArabicLetters.Waw && letters[index - 1] != (int)IsolatedArabicLetters.AlefMad +// && letters[index - 1] != (int)IsolatedArabicLetters.AlefHamza && letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksoor +// && letters[index - 1] != (int)IsolatedArabicLetters.WawHamza && letters[index - 1] != (int)IsolatedArabicLetters.Hamza +// && letters[index - 1] != '>' && letters[index - 1] != '<' +// && letters[index - 1] != ' ' && letters[index - 1] != '*' && !char.IsPunctuation(letters[index - 1]) +// && index < letters.Length - 1 && letters[index + 1] != ' ' && letters[index + 1] != '\r' && letters[index + 1] != 'A' +// && letters[index + 1] != '>' && letters[index + 1] != '>' && letters[index + 1] != (int)IsolatedArabicLetters.Hamza +// ) + try + { + if (char.IsPunctuation(letters[index + 1])) + return false; + return true; + } + catch + { + return false; + } + //return true; + + return false; + } +} \ No newline at end of file diff --git a/Assets/ArabicSupport/Scripts/Editor/ArabicSupportTool.cs b/Assets/ArabicSupport/Scripts/Editor/ArabicSupportTool.cs new file mode 100644 index 0000000..4d29401 --- /dev/null +++ b/Assets/ArabicSupport/Scripts/Editor/ArabicSupportTool.cs @@ -0,0 +1,50 @@ +using ArabicSupport; +using UnityEditor; +using UnityEngine; + +public class ArabicSupportTool : EditorWindow +{ + string rawText; + string fixedText; + + bool showTashkeel = true; + bool useHinduNumbers = true; + + // Add menu item named "Arabic Support Tool" to the Tools menu + [MenuItem("Tools/Arabic Support Tool")] + public static void ShowWindow() + { + //Show existing window instance. If one doesn't exist, make one. + EditorWindow.GetWindow(typeof(ArabicSupportTool)); + } + + void OnGUI() + { + if (string.IsNullOrEmpty(rawText)) + { + fixedText = ""; + } + else + { + fixedText = ArabicFixer.Fix(rawText, showTashkeel, useHinduNumbers); + } + + GUILayout.Label("Options:", EditorStyles.boldLabel); + showTashkeel = EditorGUILayout.Toggle("Use Tashkeel", showTashkeel); + useHinduNumbers = EditorGUILayout.Toggle("Use Hindu Numbers", useHinduNumbers); + + GUILayout.Label("Input (Not Fixed)", EditorStyles.boldLabel); + rawText = EditorGUILayout.TextArea(rawText); + + GUILayout.Label("Output (Fixed)", EditorStyles.boldLabel); + fixedText = EditorGUILayout.TextArea(fixedText); + if (GUILayout.Button("Copy")) { + var tempTextEditor = new TextEditor(); + tempTextEditor.text = fixedText; + tempTextEditor.SelectAll(); + tempTextEditor.Copy(); + } + + } + +} \ No newline at end of file diff --git a/Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll new file mode 100755 index 0000000..6ee418d Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll.mdb b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll.mdb new file mode 100755 index 0000000..ff26002 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll.mdb differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll new file mode 100755 index 0000000..c65eedb Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll.mdb b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll.mdb new file mode 100755 index 0000000..31c2ade Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll.mdb differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll new file mode 100755 index 0000000..bd5d631 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll.mdb b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll.mdb new file mode 100755 index 0000000..827b48c Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll.mdb differ diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md new file mode 100755 index 0000000..a1e8793 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md @@ -0,0 +1,1387 @@ +# Version 1.2.176 - Apr 27, 2023 +* Android Resolver - Added two Android Resolver settings to determine whether + EDM4U injects custom local Maven repo path as a relative path or full path. + Fixes #537 +* Android Resolver - Inject Maven Repo to `settingTemplate.gradle` from + Unity 2022.2+ + Fixes #594 +* Android Resolver - Jetifier option is enabled by default now. +* Android Resolver - `Explode Aar` option applies to all cases, whether the + project will be exported or not. + Fixes #584 + Fixes #287 + +# Version 1.2.175 - Nov 16, 2022 +* General - Added tvOS podfile support to the iOS resolver. + +# Version 1.2.174 - Oct 06, 2022 +* General - Added tvOS support to the iOS resolver. +* General - Fixed #484 - Changed `EditorMeasurement` to use secure connection. +* Android Resolver - Fixed Android Resolver unable to resolve + `mainTemplate.gradle` in Unity `2022.2+` or `2023.1+`. + +# Version 1.2.173 - Sep 28, 2022 +* General - Added tvOS library support to the export unity package scripts. + +# Version 1.2.172 - Jun 23, 2022 +* iOS Resolver - Stop forcing `ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES` to `YES`, + which seems to cause problem for some when submitting apps. See #526 for more + information. + +# Version 1.2.171 - May 11, 2022 +* iOS Resolver - Change `Enable Swift Framework Support Workaround` setting to + be `ON` by default since more pods are using Swift Framework now. + +# Version 1.2.170 - Apr 4, 2022 +* Android Resolver - Fixes #498 - Fix the path separator of the Maven repo + injected to `mainTemplate.gradle`. +* iOS Resolver - Fixes #470 - Switch default Cocoapods master repo from Github + to CDN. +* iOS Resolver - `Link Framework Statically` setting is now default to `true`. + That is, `use_frameworks! :linkage => static` will be added to `Podfile` by + default instead of `use_frameworks!`. This can be changed in iOS Resolver + settings. This fixes odd behaviors when pods include static libraries, ex. + Firebase Analytics. +* iOS Resolver - Added a workaround when app crashes on launch due to + `Library not loaded: @rpath/libswiftCore.dylib` when some pods includes Swift + framework. This is turned `OFF` by default and can be changed in iOS Resolver + settings. + +# Version 1.2.169 - Jan 20, 2022 +* General - Fixes #425 - Change to save `GvhProjectSettings.xml` without + Unicode byte order mark (BoM). +* Android Resolver - Remove reference to `jcenter()` +* iOS Resolver - Force setting `LANG` when executing Cocoapods in shell mode on + Mac. + +# Version 1.2.168 - Dec 9, 2021 +* All - Fixes #472 by removing the use of `System.Diagnostics.Debug.Assert` +* All - Fixed #477 by properly enabling EDM4U libraries for Unity 2021.2+ when + the package is installed through `.tgz` + +# Version 1.2.167 - Oct 6, 2021 +* All - Moved versioned `.dll` in EDM4U to a versioned folder and remove their + version postfix in their filename. For instance, `IOSResolver.dll` will be + placed at `ExternalDependencyManager/Editor/1.2.167/Google.IOSResolver.dll`. +* Android Resolver - Fixed #243 by only using the highest version in + `mainTemplate.gradle` when duplicated dependencies are presented. +* Android Resolver - Added supports to x86_64 to ABI list for Android apps on + Chrome OS. + +# Version 1.2.166 - Jun 30, 2021 +* All - Fixed #440 and fixed #447 by specifying the parameter type while calling + `GetApplicationIdentifier()` Unity API using reflection, due to a new + overloaded method introduced in Unity 2021.2. +* Android Resolver - Fixed #442 by patching `Dependency.IsGreater()` when the + version strings end '+'. + +# Version 1.2.165 - Apr 28, 2021 +## Bug Fixes +* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()` + which causes NullReferenceException in certain version of Unity. +* Android Resolver - Check that androidSdkRootPath directory exists before using + as sdkPath. +* Android Resolver - Fixed Android Resolver integration tests with Unity + 2019.3+. + +# Version 1.2.164 - Feb 4, 2021 +## New Features +* Android Resolver - Added support for Android packages with classifier in their + namespaces. +* iOS Resolver - Added new settings in iOS Resolver to configure generated + Podfile. +* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml. + +## Bug Fixes +* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in + Dependencies.xml. + +# Version 1.2.163 - Dec 15, 2020 +## Bug Fixes +* Version Handler - Fixed measurement reporting + +# Version 1.2.162 - Nov 19, 2020 +## Bug Fixes +* Version Handler - Improved #413 by preventing Version Handler from running + from static constructor when it is disabled. +* Package Manager Resolver - Remove GPR + +# Version 1.2.161 - Oct 12, 2020 +## Bug Fixes +* Android Resolver - Fixed the issue that Android Resolver does not resolve + again before build in Unity 2020 if it failed to resolve previously. + +# Version 1.2.160 - Sep 30, 2020 +## Bug Fixes +* Android Resolver - Fixed a regression that gradleResolver can be null until + Initialize() is called. +* Android Resolver - Fixed a regression that Android Resolver failed in Unity + 2019.3+ due to `gradleTemplate.properties` not enabled when + `mainTemplate.gradle` is not enabled at all. + +# Version 1.2.159 - Sep 11, 2020 +## Bug Fixes +* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK + setting between Unity restarts if `>28` is selected in 2019. This is due to + Unity AndroidSdkVersions enum does not contain values above 28. +* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+ + may fail due to Jetifier and AndroidX not enabled properly in generated + Gradle project. This fix requires the user to enable + `Custom Gradle Properties Template` found under + `Player Settings > Settings for Android > Publishing Settings`. + +# Version 1.2.158 - Sep 3, 2020 +## Bug Fixes +* Version Handler: Fixed editor freeze when `-executeMethod` is used in + non-batch mode. +* Android Resolver: Normalized file paths when generating local Maven repo + since the path may contains a mix of forward and backward slash on Windows. +* Export Unity Package: Fixed generation of .unitypackage with tarfile on + Windows. + +# Version 1.2.157 - Aug 6, 2020 +## Bug Fixes +* Android Resolver: Delay initialization until active build target is Android + and the editor is not in play mode. +* iOS Resolver: Delay initialization until active build target is iOS + and the editor is not in play mode. +* Export Unity Package: Workaround directory creation racy if multiple export + operations are spawned at the same time. + +# Version 1.2.156 - June 10, 2020 +## Bug Fixes +* Android Resolver: Fixed that the generated local repo assets contains + redundent labels which are causing Version Handler to failed while + uninstalling packages. +* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle + is incorrect when Unity is configured to export gradle project. +* Android Resolver: Limited to only create local Maven repo when the source + repo contains ".srcaar" file. + +## Changes +* All: Described EDM4U analytics data usage in readme. + +# Version 1.2.155 - May 14, 2020 +## Bug Fixes +* All: Fixed compiler error when build with Unity 5.4 or below due to the + usage of Rect.zero. +* All: Ignore cases when checking command line arguments. + +# Version 1.2.154 - May 14, 2020 +## Bug Fixes +* All: Make each MultiSelectWindow for different purposes to have its own + unique window. + +## Changes +* All: Replace all dialog with DialogWindow which is implemented from + EditorWindow. +* Package Manager Resolver: Clarify how manifest.json will be changed in Package + Manager Resolver window. + +# Version 1.2.153 - Apr 24, 2020 +## Bug Fixes +* Android Resolver: Fixed an exception when repainting the Android resolution + window in Unity 2019.3.x. + +# Version 1.2.152 - Apr 17, 2020 +## Bug Fixes +* Version Handler: Fixed exception when waiting for enabled editor DLLs to + load. +* Android Resolver: Fixed regression when using a Custom Gradle Template + on Windows. + +# Version 1.2.151 - Apr 16, 2020 +## Bug Fixes +* Version Handler: When waiting for newly enabled editor DLLs to load, ignore + all DLLs that do not have a file-system location. +* Android Resolver: Fixed resolution when using a Custom Gradle Template with + libraries stored in a local maven repository distributed with a plugin + installed with the Unity Package Manager. + +# Version 1.2.150 - Apr 9, 2020 +## Bug Fixes +* All: The new packaging script when run on MacOS was generating a + .unitypackage archive that could not be read by Unity on Windows. + This release simply repackages the plugin with tar/gzip to fix the problem. + +# Version 1.2.149 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed spurious error message when resuming + migration after installing a UPM package. + +# Version 1.2.148 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed an exception when resuming migration + after installing a UPM package. + +# Version 1.2.147 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed alias traversal bug which caused problems when + migrating from installed .unitypackage files to UPM packages. + +# Version 1.2.146 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed exception in manifest parsing when a manifest is + detected with no aliases. + +# Version 1.2.145 - Apr 2, 2020 +## New Features +* Package Manager Resolver: Added a method to migrate Version Handler + managed packages installed via `.unitypackage` to Unity Package Manager + packages. This is initially used to migrate the External Dependency Manager + to UPM. + +## Changes +* All: Verbose logging is now no longer automatically enabled in batch mode + across all components. Instead logging can be configured using each + component's verbose logging setting or by using the `-gvh_log_debug` command + line flag when starting Unity. +* Version Handler: Sped up version handler updates when the app domain isn't + reloaded. + +## Bug Fixes +* Version Handler: Fixed the display of the obsolete files clean up dialog + when the asset database refreshes. +* Version Handler: Improved reliability of callback from + the VersionHandler.UpdateCompleteMethods event when an asset database + refresh occurs. +* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the + root of paths assigned to files. +* Version Handler: Handle empty lines in manifest files. + +# Version 1.2.144 - Mar 23, 2020 +## Changed +* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod + is added to. + +## Bug Fixes +* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as + it caused a regression (exception thrown during post-build step) in some + versions of Unity. + +# Version 1.2.143 - Mar 20, 2020 +## Bug Fixes +* Android Resolver: Fixed caching of resolution state which was causing + the resolver to always run when no dependencies had changed. + +# Version 1.2.142 - Mar 19, 2020 +## Changes +* Package Manager Resolver: Enabled auto-add by default. + +# Version 1.2.141 - Mar 19, 2020 +## Bug Fixes +* Fixed a bug when retrieving project settings. If a plugin was configured + to fetch project settings, if a setting was fetched (e.g "foo") and this + setting existed in the system settings but not the project settings the + system value would override the default value leading to unexpected + behavior. +* Fixed a warning when caching web request classes in Unity 5.6. + +# Version 1.2.140 - Mar 19, 2020 +## Bug Fixes +* Fixed measurement reporting in Unity 5.x. +* Version Handler: Fixed NullReferenceException when an asset doesn't have + an AssetImporter. + +# Version 1.2.139 - Mar 18, 2020 +## Changed +* Added documentation to the built plugin. + +# Version 1.2.138 - Mar 17, 2020 +## New Features +* Package Manager Resolver: Added the Package Manager Resolver + component that allows developers to easily boostrap Unity Package Manager + (UPM) registry addition using unitypackage plugins. +* Version Handler: Added a window that allows plugins to managed by the + Version Handler to be uninstalled. +* Version Handler: Added support for displaying installed plugins. +* Version Handler: Added support for moving files in plugins to their install + locations (if the plugin has been configured to support this). +* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is + added to. + +## Bug Fixes +* Fixed upgrade from version 1.2.137 and below after the plugin rename to + EDM4U broke the upgrade process. +* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion + returning empty names for some values in 2019.x. +* Version Handler: Fixed the display of the obsolete files clean up window. +* Version Handler: Fixed managed file check when assets are modified in the + project after plugin import. + +# Version 1.2.137 - Mar 6, 2020 +## Changed +* Renamed package to External Package Manager for Unity (EDM4U). + We changed this to reflect what this plugin is doing today which is far more + than the original scope which just consisted of importing jar files from the + Android SDK maven repository. + Scripts that used to pull `play-services-resolver*.unitypackage` will now have + to request `external-dependency-manager*.unitypackage` instead. + We'll still be shipping a `play-services-resolver*_manifest.txt` file to + handle upgrading from older versions of the plugin. + +## New Features +* All Components: Added reporting of usage so that we can remotely detect + errors and target improvements. +* Android Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. +* iOS Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. + +## Bug Fixes +* Version Handler: Disabled attempts to disable asset metadata modification + when assets are in a Unity Package Manager managed package. + +# Version 1.2.136 - Feb 19, 2019 +## Bug Fixes +* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1. + +# Version 1.2.135 - Dec 5, 2019 +## Bug Fixes +* All Components: Fixed stack overflow when loading project settings. + +# Version 1.2.134 - Dec 4, 2019 +## Bug Fixes +* All Components: Fixed an issue which caused project settings to be cleared + when running in batch mode. + +# Version 1.2.133 - Nov 18, 2019 +## Bug Fixes +* All Components: Failure to save project settings will now report an error + to the log rather than throwing an exception. + +# Version 1.2.132 - Nov 11, 2019 +## Bug Fixes +* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows + breaking Gradle builds when used as part of a file URI. +* Android Resolver: mainTemplate.gradle is only written if it needs to be + modified. + +# Version 1.2.131 - Oct 29, 2019 +## Bug Fixes +* Version Handler: Improved execution of events on the main thread in batch + mode. +* Version Handler: Improved log level configuration at startup. +* Version Handler: Improved performance of class lookup in deferred method + calls. +* Version Handler: Fixed rename to enable / disable for editor assets. +* iOS Resolver: Improved log level configuration at startup. +* Android Resolver: Improved local maven repo path reference in + mainTemplate.gradle using DIR_UNITYPROJECT. DIR_UNITYPROJECT by Unity + to point to the local filesystem path of the Unity project when Unity + generates the Gradle project. + +# Version 1.2.130 - Oct 23, 2019 +## New Features +* iOS Resolver: Added support for modifying the Podfile before `pod install` + is executed. + +## Bug Fixes +* Version Handler: Fixed invalid classname error when calling + `VersionHandler.UpdateVersionedAssets()`. + +# Version 1.2.129 - Oct 2, 2019 +## Bug Fixes +* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to + only add Pods to the UnityFramework target. + +# Version 1.2.128 - Oct 1, 2019 +## Bug Fixes +* iOS Resolver: Fixed Cocoapod project integration mode with Unity + 2019.3+. + +# Version 1.2.127 - Sep 30, 2019 +## Changes +* Android Resolver: All Android Resolver settings File paths are now + serialized with POSIX directory separators. + +# Version 1.2.126 - Sep 27, 2019 +## Changes +* Android Resolver: File paths are now serialized with POSIX directory + separators. +## Bug Fixes +* Android Resolver: Fixed resolution when the parent directory of a Unity + project contains a Gradle project (i.e `settings.gradle` file). + +# Version 1.2.125 - Sep 23, 2019 +## Bug Fixes +* All components: Silenced a warning about not being able to set the console + encoding to UTF8. +* Android Resolver: Worked around broken AndroidSDKTools class in some + versions of Unity. +* iOS Resolver: Fixed iOS target SDK version check +* Version Handler: Changed clean up obsolete files window so that it doesn't + exceed the screen size. + +# Version 1.2.124 - Jul 28, 2019 +## Bug Fixes +* All components: Fixed regression with source control integration when using + Unity 2019.1+. + +# Version 1.2.123 - Jul 23, 2019 +## New Features +* All components: Source control integration for project settings. +## Changes +* Android Resolver: Removed AAR cache as it now makes little difference to + incremental resolution performance. +* Android Resolver: Improved embedded resource management so that embedded + resources should upgrade when the plugin is updated without restarting + the Unity editor. +## Bug Fixes +* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling + methods that have interface typed arguments. + +# Version 1.2.122 - Jul 2, 2019 +## Bug Fixes +* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it + referenced the Xcode extension in a public interface. The iOS Resolver + DLL still references the Xcode extension internally and just handles + missing type exceptions dynamically. + +# Version 1.2.121 - Jun 27, 2019 +## Bug Fixes +* Android Resolver: Fixed warning about missing Packages folder when loading + XML dependencies files in versions of Unity without the package manager. +* Android Resolver: Fixed resolution window progress bar exceeding 100%. +* Android Resolver: If AndroidX is detected in the set of resolved libraries, + the user will be prompted to enable the Jetifier. +* Android Resolver: Improved text splitting in text area windows. +* iOS Resolver: Added support for Unity's breaking changes to the Xcode API + in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and + UnityFramework in Unity 2019.3+. + +# Version 1.2.120 - Jun 26, 2019 +## New Features +* Android Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +* Android Resolver: Resolution window is now closed if resolution runs as + a pre-build step. +* iOS Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +## Bug Fixes +* Android Resolver: Fixed generation of relative repo paths when using + mainTemplate.gradle resolver. +* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a + project when a project path has characters (e.g whitespace) that are escaped + during conversion to URIs. +* Android Resolver: Fixed auto-resolution always running if the Android SDK + is managed by Unity Hub. + +# Version 1.2.119 - Jun 19, 2019 +## Bug Fixes +* Android Resolver: Fixed error reported when using Jetifier integration + in Unity 2018+ if the target SDK is set to "highest installed". + +# Version 1.2.118 - Jun 18, 2019 +## New Features +* Android Resolver: Added initial + [Jetifier](https://developer.android.com/studio/command-line/jetifier) + integration which simplifies + [migration](ttps://developer.android.com/jetpack/androidx/migrate) + to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx)) + libraries in cases where all dependencies are managed by the Android + Resolver. + This can be enabled via the `Use Jetifier` option in the + `Assets > Play Services Resolver > Android Resolver > Settings` menu. + Caveats: + - If your project contains legacy Android Support Library .jar and .aar + files, these files will need to be removed and replaced with references to + artifacts on Maven via `*Dependencies.xml` files so that the Jetifier + can map them to Jetpack (AndroidX) libraries. + For example, remove the file `support-v4-27.0.2.jar` and replace it with + `` in a + `*Dependencies.xml` file. + - If your project contains .jar or .aar files that use the legacy Android + Support Libraries, these will need to be moved into a local Maven repo + [See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html) + and then these files should be removed from your Unity project and instead + referenced via `*Dependencies.xml` files so that the Jetifier can + patch them to reference the Jetpack lirbaries. + +## Bug Fixes +* Android Resolver: Disabled version locking of com.android.support:multidex + does not use the same versioning scheme as other legacy Android support + libraries. +* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across + releases. This faciliates error-free import into projects where + Google.VersionHandler.dll is moved from the default install location. + +# Version 1.2.117 - Jun 12, 2019 +## Bug Fixes +* Android Resolver: Fix copying of .srcaar to .aar files for + mainTemplate.gradle resolution. PluginImporter configuration was previously + not being applied to .aar files unless the Unity project was saved. + +# Version 1.2.116 - Jun 7, 2019 +## Bug Fixes +* Android Resolver: Fixed resolution of Android dependencies without version + specifiers. +* Android Resolver: Fixed Maven repo not found warning in Android Resolver. +* Android Resolver: Fixed Android Player directory not found exception in + Unity 2019.x when the Android Player isn't installed. + +# Version 1.2.115 - May 28, 2019 +## Bug Fixes +* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing + x86 from the set of supported ABIs. + +# Version 1.2.114 - May 27, 2019 +## New Features +* Android Resolver: Added support for ABI stripping when using + mainTemplate.gradle. This only works with AARs stored in repos + on the local filesystem. + +# Version 1.2.113 - May 24, 2019 +## New Features +* Android Resolver: If local repos are moved, the plugin will search the + project for matching directories in an attempt to correct the error. +* Version Handler: Files can be now targeted to multiple build targets + using multiple "gvh_" asset labels. +## Bug Fixes +* Android Resolver: "implementation" or "compile" are now added correctly + to mainTemplate.gradle in Unity versions prior to 2019. + +# Version 1.2.112 - May 22, 2019 +## New Features +* Android Resolver: Added option to disable addition of dependencies to + mainTemplate.gradle. + See `Assets > Play Services Resolver > Android Resolver > Settings`. +* Android Resolver: Made paths to local maven repositories in + mainTemplate.gradle relative to the Unity project when a project is not + being exported. +## Bug Fixes +* Android Resolver: Fixed builds with mainTemplate.gradle integration in + Unity 2019. +* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to + use "implementation" or "compile" depending upon the version of Gradle + included with Unity. +* Android Resolver: Gracefully handled exceptions if the console encoding + can't be modified. +* Android Resolver: Now gracefully fails if the AndroidPlayer directory + can't be found. + +# Version 1.2.111 - May 9, 2019 +## Bug Fixes +* Version Handler: Fixed invocation of methods with named arguments. +* Version Handler: Fixed occasional hang when the editor is compiling + while activating plugins. + +# Version 1.2.110 - May 7, 2019 +## Bug Fixes +* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with + Gradle builds when using mainTemplate.gradle. + +# Version 1.2.109 - May 6, 2019 +## New Features: +* Added links to documentation from menu. +* Android Resolver: Added option to auto-resolve Android libraries on build. +* Android Resolver: Added support for packaging specs of Android libraries. +* Android Resolver: Pop up a window when displaying Android dependencies. + +## Bug Fixes +* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations +* Android Resolver: e-enable AAR explosion if internal builds are enabled. +* Android Resolver: Gracefully handle exceptions on file deletion. +* Android Resolver: Fixed Android Resolver log spam on load. +* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution + setting. +* Android Resolver: Fixed AAR processing failure when an AAR without + classes.jar is found. +* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which + was occasionally left displayed when resolution had completed. +* Version Handler: Fixed asset rename to disable when a disabled file exists. + +# Version 1.2.108 - May 3, 2019 +## Bug Fixes: +* Version Handler: Fixed occasional hang on startup. + +# Version 1.2.107 - May 3, 2019 +## New Features: +* Version Handler: Added support for enabling / disabling assets that do not + support the PluginImporter, based upon build target selection. +* Android Resolver: Added support for the global specification of maven repos. +* iOS Resolver: Added support for the global specification of Cocoapod sources. + +# Version 1.2.106 - May 1, 2019 +## New Features +* iOS Resolver: Added support for development pods in Xcode project integration + mode. +* iOS Resolver: Added support for source pods with resources in Xcode project + integration mode. + +# Version 1.2.105 - Apr 30, 2019 +## Bug fixes +* Android Resolver: Fixed reference to Java tool path in logs. +* Android and iOS Resolvers: Changed command line execution to emit a warning + rather than throwing an exception and failing, when it is not possible to + change the console input and output encoding to UTF-8. +* Android Resolver: Added menu option and API to delete resolved libraries. +* Android Resolver: Added menu option and API to log the repos and libraries + currently included in the project. +* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and + Gradle is selected as the build type, resolution will simply patch the file + with Android dependencies specified by plugins in the project. + +# Version 1.2.104 - Apr 10, 2019 +## Bug Fixes +* Android Resolver: Changed Android ABI selection method from using whitelisted + Unity versions to type availability. This fixes an exception on resolution + in some versions of Unity 2017.4. + +# Version 1.2.103 - Apr 2, 2019 +## Bug Fixes +* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support. +* Android Resolver: Fixed Java version check to work with Java SE 12 and above. + +# Version 1.2.102 - Feb 13, 2019 +## Bug Fixes +* Android Resolver: Fixed the text overflow on the Android Resolver + prompt before initial run to fit inside the buttons for + smaller screens. + +# Version 1.2.101 - Feb 12, 2019 +## New Features +* Android Resolver: Prompt the user before the resolver runs for the + first time and allow the user to elect to disable from the prompt. +* Android Resolver: Change popup warning when resolver is disabled + to be a console warning. + +# Version 1.2.100 - Jan 25, 2019 +## Bug Fixes +* Android Resolver: Fixed AAR processing sometimes failing on Windows + due to file permissions. + +# Version 1.2.99 - Jan 23, 2019 +## Bug Fixes +* Android Resolver: Improved performance of project property polling. +* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods + when the update process is complete. + +# Version 1.2.98 - Jan 9, 2019 +## New Features +* iOS Resolver: Pod declaration properties can now be set via XML pod + references. For example, this can enable pods for a subset of build + configurations. +## Bug Fixes +* iOS Resolver: Fixed incremental builds after local pods support caused + regression in 1.2.96. + +# Version 1.2.97 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Reduced memory allocation for logic that monitors build + settings when auto-resolution is enabled. If auto-resolution is disabled, + almost all build settings are no longer polled for changes. + +# Version 1.2.96 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Fixed repacking of AARs to exclude .meta files. +* Android Resolver: Only perform auto-resolution on the first scene while + building. +* Android Resolver: Fixed parsing of version ranges that include whitespace. +* iOS Resolver: Added support for local development pods. +* Version Handler: Fixed Version Handler failing to rename some files. + +# Version 1.2.95 - Oct 23, 2018 +## Bug Fixes: +* Android Resolver: Fixed auto-resolution running in a loop in some scenarios. + +# Version 1.2.94 - Oct 22, 2018 +## Bug Fixes +* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods. + +# Version 1.2.93 - Oct 22, 2018 +## Bug Fixes +* Android Resolver: Fixed removal of Android libraries on auto-resolution when + `*Dependencies.xml` files are deleted. + +# Version 1.2.92 - Oct 2, 2018 +## Bug Fixes +* Android Resolver: Worked around auto-resolution hang on Windows if + resolution starts before compilation is finished. + +# Version 1.2.91 - Sep 27, 2018 +## Bug Fixes +* Android Resolver: Fixed Android Resolution when the selected build target + isn't Android. +* Added C# assembly symbols the plugin to simplify debugging bug reports. + +# Version 1.2.90 - Sep 21, 2018 +## Bug Fixes +* Android Resolver: Fixed transitive dependency selection of version locked + packages. + +# Version 1.2.89 - Aug 31, 2018 +## Bug Fixes +* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly + can't be loaded. + +# Version 1.2.88 - Aug 29, 2018 +## Changed +* Improved reporting of resolution attempts and conflicts found in the Android + Resolver. +## Bug Fixes +* iOS Resolver now correctly handles sample code in CocoaPods. Previously it + would add all sample code to the project when using project level + integration. +* Android Resolver now correctly handles Gradle conflict resolution when the + resolution results in a package that is compatible with all requested + dependencies. + +# Version 1.2.87 - Aug 23, 2018 +## Bug Fixes +* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6. + +# Version 1.2.86 - Aug 22, 2018 +## Bug Fixes +* Fixed Android Resolver exception in OnPostProcessScene() when the Android + platform isn't selected. + +# Version 1.2.85 - Aug 17, 2018 +## Changes +* Added support for synchronous resolution in the Android Resolver. + PlayServicesResolver.ResolveSync() now performs resolution synchronously. +* Auto-resolution in the Android Resolver now results in synchronous resolution + of Android dependencies before the Android application build starts via + UnityEditor.Callbacks.PostProcessSceneAttribute. + +# Version 1.2.84 - Aug 16, 2018 +## Bug Fixes +* Fixed Android Resolver crash when the AndroidResolverDependencies.xml + file can't be written. +* Reduced log spam when a conflicting Android library is pinned to a + specific version. + +# Version 1.2.83 - Aug 15, 2018 +## Bug Fixes +* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode + cache file. If the cache can't be read / written the resolver now continues + with reduced performance following recompilation / DLL reloads. +* Fixed incorrect version number in plugin manifest on install. + This was a minor issue since the version handler rewrote the metadata + after installation. + +# Version 1.2.82 - Aug 14, 2018 +## Changed +* Added support for alphanumeric versions in the Android Resolver. + +## Bug Fixes +* Fixed Android Resolver selection of latest duplicated library. +* Fixed Android Resolver conflict resolution when version locked and non-version + locked dependencies are specified. +* Fixed Android Resolver conflict resolution when non-existent artifacts are + referenced. + +# Version 1.2.81 - Aug 9, 2018 +## Bug Fixes +* Fixed editor error that would occur when when + `PlayerSettings.Android.targetArchitectures` was set to + `AndroidArchitecture.All`. + +# Version 1.2.80 - Jul 24, 2018 +## Bug Fixes +* Fixed project level settings incorrectly falling back to system wide settings + when default property values were set. + +# Version 1.2.79 - Jul 23, 2018 +## Bug Fixes +* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x. + +# Version 1.2.78 - Jul 19, 2018 +## Changed +* Added support for overriding conflicting dependencies. + +# Version 1.2.77 - Jul 19, 2018 +## Changed +* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a). +* Reduced Android Resolver build option polling frequency. +* Disabled Android Resolver auto-resolution in batch mode. Users now need + to explicitly kick off resolution through the API. +* All Android Resolver and Version Handler dialogs are now disabled in batch + mode. +* Verbose logging for all plugins is now enabled by default in batch mode. +* Version Handler bootstrapper has been improved to no longer call + UpdateComplete multiple times. However, since Unity can still reload the + app domain after plugins have been enabled, users still need to store their + plugin state to persistent storage to handle reloads. + +## Bug Fixes +* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs. +* Android Resolver auto-resolution jobs are now unscheduled when an explicit + resolve job is started. + +# Version 1.2.76 - Jul 16, 2018 +## Bug Fixes +* Fixed variable replacement in AndroidManifest.xml files in the Android + Resolver. + Version 1.2.75 introduced a regression which caused all variable replacement + to replace the *entire* property value rather than the component of the + property that referenced a variable. For example, + given "applicationId = com.my.app", "${applicationId}.foo" would be + incorrectly expanded as "com.my.app" rather than "com.my.app.foo". This + resulted in numerous issues for Android builds where content provider + initialization would fail and services may not start. + +## Changed +* Gradle prebuild experimental feature has been removed from the Android + Resolver. The feature has been broken for some time and added around 8MB + to the plugin size. +* Added better support for execution of plugin components in batch mode. + In batch mode UnityEditor.update is sometimes never called - like when a + single method is executed - so the new job scheduler will execute all jobs + synchronously from the main thread. + +# Version 1.2.75 - Jun 20, 2018 +## New Features +* Android Resolver now monitors the Android SDK path when + auto-resolution is enabled and triggers resolution when the path is + modified. + +## Changed +* Android auto-resolution is now delayed by 3 seconds when the following build + settings are changed: + - Target ABI. + - Gradle build vs. internal build. + - Project export. +* Added a progress bar display when AARs are being processed during Android + resolution. + +## Bug Fixes +* Fixed incorrect Android package version selection when a mix of + version-locked and non-version-locked packages are specified. +* Fixed non-deterministic Android package version selection to select + the highest version of a specified package rather than the last + package specification passed to the Gradle resolution script. + +# Version 1.2.74 - Jun 19, 2018 +## New Features +* Added workaround for broken AndroidManifest.xml variable replacement in + Unity 2018.x. By default ${applicationId} variables will be replaced by + the bundle ID in the Plugins/Android/AndroidManifest.xml file. The + behavior can be disabled via the Android Resolver settings menu. + +# Version 1.2.73 - May 30, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory on + Windows. + +# Version 1.2.72 - May 23, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory. + +# Version 1.2.71 - May 10, 2018 +## Bug Fixes +* Fixed resolution of Android dependencies when the `Assets/Plugins/Android` + directory is named in a different case e.g `Assets/plugins/Android`. + +# Version 1.2.70 - May 7, 2018 +## Bug Fixes +* Fixed bitcode flag being ignored for iOS pods. + +# Version 1.2.69 - May 7, 2018 +## Bug Fixes +* Fixed escaping of local repository paths in Android Resolver. + +# Version 1.2.68 - May 3, 2018 +## Changes +* Added support for granular builds of Google Play Services. + +# Version 1.2.67 - May 1, 2018 +## Changes +* Improved support for iOS source-only pods in Unity 5.5 and below. + +# Version 1.2.66 - April 27, 2018 +## Bug Fixes +* Fixed Version Handler renaming of Linux libraries with hyphens in filenames. + Previously, libraries named Foo-1.2.3.so were not being renamed to + libFoo-1.2.3.so on Linux which could break native library loading on some + versions of Unity. + +# Version 1.2.65 - April 26, 2018 +## Bug Fixes +* Fix CocoaPods casing in logs and comments. + +# Version 1.2.64 - Mar 16, 2018 +## Bug Fixes +* Fixed bug in download_artifacts.gradle (used by Android Resolver) which + reported a failure if required artifacts already exist. + +# Version 1.2.63 - Mar 15, 2018 +## Bug Fixes +* Fixed iOS Resolver include search paths taking precedence over system headers + when using project level resolution. +* Fixed iOS Resolver includes relative to library root, when using project level + resolution. + +# Version 1.2.62 - Mar 12, 2018 +## Changes +* Improved error reporting when a file can't be moved to trash by the + Version Handler. +## Bug Fixes +* Fixed Android Resolver throwing NullReferenceException when the Android SDK + path isn't set. +* Fixed Version Handler renaming files with underscores if the + "Rename to Canonical Filenames" setting is enabled. + +# Version 1.2.61 - Jan 22, 2018 +## Bug Fixes +* Fixed Android Resolver reporting non-existent conflicting dependencies when + Gradle build system is enabled. + +# Version 1.2.60 - Jan 12, 2018 +## Changes +* Added support for Maven / Ivy version specifications for Android packages. +* Added support for Android SNAPSHOT packages. + +## Bug Fixes +* Fixed Openjdk version check. +* Fixed non-deterministic Android package resolution when two packages contain + an artifact with the same name. + +# Version 1.2.59 - Oct 19, 2017 +## Bug Fixes +* Fixed execution of Android Gradle resolution script when it's located + in a path with whitespace. + +# Version 1.2.58 - Oct 19, 2017 +## Changes +* Removed legacy resolution method from Android Resolver. + It is now only possible to use the Gradle or Gradle prebuild resolution + methods. + +# Version 1.2.57 - Oct 18, 2017 +## Bug Fixes +* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the + latest Openjdk. +* Android Gradle resolution now also uses gradle.properties to pass + parameters to Gradle in an attempt to workaround problems with + command line argument parsing on Windows 10. + +# Version 1.2.56 - Oct 12, 2017 +## Bug Fixes +* Fixed Gradle artifact download with non-version locked artifacts. +* Changed iOS resolver to only load dependencies at build time. + +# Version 1.2.55 - Oct 4, 2017 +## Bug Fixes +* Force Android Resolution when the "Install Android Packages" setting changes. + +# Version 1.2.54 - Oct 4, 2017 +## Bug Fixes +* Fixed execution of command line tools on Windows when the path to the tool + contains a single quote (apostrophe). In this case we fallback to executing + the tool via the system shell. + +# Version 1.2.53 - Oct 2, 2017 +## New Features +* Changed Android Resolver "resolution complete" dialog so that it now displays + failures. +* Android Resolver now detects conflicting libraries that it does not manage + warning the user if they're newer than the managed libraries and prompting + the user to clean them up if they're older or at the same version. + +## Bug Fixes +* Improved Android Resolver auto-resolution speed. +* Fixed bug in the Gradle Android Resolver which would result in resolution + succeeding when some dependencies are not found. + +# Version 1.2.52 - Sep 25, 2017 +## New Features +* Changed Android Resolver's Gradle resolution to resolve conflicting + dependencies across Google Play services and Android Support library packages. + +# Version 1.2.51 - Sep 20, 2017 +## Changes +* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell + by default. Some developers customize their shell environment to use + custom ssh certs to access internal git repositories that host pods so + executing "pod" via the shell will work for these scenarios. + The drawback of executing "pod" via the shell could potentially cause + users problems if they break their shell environment. Though users who + customize their shell environments will be able to resolve these issues. + +# Version 1.2.50 - Sep 18, 2017 +## New Features +* Added option to disable the Gradle daemon in the Android Resolver. + This daemon is now disabled by default as some users are getting into a state + where multiple daemon instances are being spawned when changing dependencies + which eventually results in Android resolution failing until all daemon + processes are manually killed. + +## Bug Fixes +* Android resolution is now always executed if the user declines the update + of their Android SDK. This ensure users can continue to use out of date + Android SDK packages if they desire. + +# Version 1.2.49 - Sep 18, 2017 +## Bug Fixes +* Removed modulemap parsing in iOS Resolver. + The framework *.modulemap did not need to be parsed by the iOS Resolver + when injecting Cocoapods into a Xcode project. Simply adding a modular + framework to a Xcode project results in Xcode's Clang parsing the associated + modulemap and injecting any compile and link flags into the build process. + +# Version 1.2.48 - Sep 12, 2017 +## New Features +* Changed settings to be per-project by default. + +## Bug Fixes +* Added Google maven repository to fix GradlePrebuild resolution with Google + components. +* Fixed Android Resolution failure with spaces in paths. + +# Version 1.2.47 - Aug 29, 2017 +## New Features +* Android and iOS dependencies can now be specified using *Dependencies.xml + files. This is now the preferred method for registering dependencies, + we may remove the API for dependency addition in future. +* Added "Reset to Defaults" button to each settings dialog to restore default + settings. +* Android Resolver now validates the configured JDK is new enough to build + recently released Android libraries. +## Bug Fixes +* Fixed a bug that caused dependencies with the "LATEST" version specification + to be ignored when using the Gradle mode of the Android Resolver. +* Fixed a race condition when running Android Resolution. +* Fixed Android Resolver logging if a PlayServicesSupport instance is created + with no logging enabled before the Android Resolver is initialized. +* Fixed iOS resolver dialog in Unity 4. +* Fixed iOS Cocoapod Xcode project integration in Unity 4. + +# Version 1.2.46 - Aug 22, 2017 +## Bug Fixes +* GradlePrebuild Android resolver on Windows now correctly locates dependent + data files. + +# Version 1.2.45 - Aug 22, 2017 +## Bug Fixes +* Improved Android package auto-resolution and fixed clean up of stale + dependencies when using Gradle dependency resolution. + +# Version 1.2.44 - Aug 21, 2017 +## Bug Fixes +* Enabled autoresolution for Gradle Prebuild. +* Made the command line dialog windows have selectable text. +* Fixed incorrect "Android Settings" dialog disabled groups. +* Updated PlayServicesResolver android platform detection to use the package + manager instead of the 'android' tool. +* UnityCompat reflection methods 'GetAndroidPlatform' and + 'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the + obsolete 'android' build tool. + +# Version 1.2.43 - Aug 18, 2017 +## Bug Fixes +* Fixed Gradle resolution in the Android Resolver when running + PlayServicesResolver.Resolve() in parallel or spawning multiple + resolutions before the previous resolve completed. + +# Version 1.2.42 - Aug 17, 2017 +## Bug Fixes +* Fixed Xcode project level settings not being applied by IOS Resolver when + Xcode project pod integration is enabled. + +# Version 1.2.41 - Aug 15, 2017 +## Bug Fixes +* IOS Resolver's Xcode workspace pod integration is now disabled when Unity + Cloud Build is detected. Unity Cloud Build does not follow the same build + process as the Unity editor and fails to open the generated xcworkspace at + this time. + +# Version 1.2.40 - Aug 15, 2017 +## Bug Fixes +* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll. + They are now extracted from the DLL when required. +* AARs / JARs are now cleaned up when switching the Android resolution + strategy. + +# Version 1.2.39 - Aug 10, 2017 +## New Features +* Android Resolver now supports resolution with Gradle. This enables support + for non-local artifacts. +## Bug Fixes +* Android Resolver's Gradle Prebuild now uses Android build tools to determine + the Android platform tools version rather than relying upon internal Unity + APIs. +* Android Resolver's Gradle Prebuild now correctly strips binaries that are + not required for the target ABI. + +# Version 1.2.38 - Aug 7, 2017 +## Bug Fixes +* Fixed an issue in VersionHandler where disabled targets are ignored if + the "Any Platform" flag is set on a plugin DLL. + +# Version 1.2.37 - Aug 3, 2017 +## New Features +* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's + possible for a script to be notified when AAR / Jar resolution is complete. + This makes it easier to setup a project to build from the command line. + +# Version 1.2.36 - Aug 3, 2017 +## New Features +* VersionHandler.UpdateCompleteMethods allows a user to provide a list of + methods to be called when VersionHandlerImpl has completed an update. + This makes it easier to import a plugin and wait for VersionHandler to + execute prior executing a build. + +# Version 1.2.35 - Jul 28, 2017 +## New Features +* VersionHandler will now rename Linux libraries so they can target Unity + versions that require different file naming. Libraries need to be labelled + gvh_linuxlibname-${basename} in order to be considered for renaming. + e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and + libMyLib.so in Unity 5.6 and above. + +# Version 1.2.34 - Jul 28, 2017 +## Bug Fixes +* Made VersionHandler bootstrap module more robust when calling static + methods before the implementation DLL is loaded. + +# Version 1.2.33 - Jul 27, 2017 +## New Features +* Added a bootstrap module for VersionHandler so the implementation + of the VersionHandler module can be versioned without resulting in + a compile error when imported at different versions across multiple + plugins. + +# Version 1.2.32 - Jul 20, 2017 +## New Features +* Added support for build target selection based upon .NET framework + version in the VersionHandler. + When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to + assets, the VersionHandler will only enable the asset for the + specified set of build targets when the matching .NET framework version + is selected in Unity 2017's project settings. This allows assets + to be provided in a plugin that need to differ based upon .NET version. + +# Version 1.2.31 - Jul 5, 2017 +## Bug Fixes +* Force expansion of AARs with native components when using Unity 2017 + with the internal build system. In contrast to Unity 5.x, Unity 2017's + internal build system does not include native libraries included in AARs. + Forcing expansion of AARs with native components generates an + Ant / Eclipse project for each AAR which is correctly included by Unity + 2017's internal build system. + +# Version 1.2.30 - Jul 5, 2017 +## Bug Fixes +* Fixed Cocoapods being installed when the build target isn't iOS. +* Added support for malformed AARs with missing classes.jar. + +# Version 1.2.29 - Jun 16, 2017 +## New Features +* Added support for the Android sdkmanager tool. + +# Version 1.2.28 - Jun 8, 2017 +## Bug Fixes +* Fixed non-shell command line execution (regression from + Cocoapod installation patch). + +# Version 1.2.27 - Jun 7, 2017 +## Bug Fixes +* Added support for stdout / stderr redirection when executing + commands in shell mode. + This fixes CocoaPod tool installation when shell mode is + enabled. +* Fixed incremental builds when additional sources are specified + in the Podfile. + +# Version 1.2.26 - Jun 7, 2017 +## Bug Fixes +* Fixed a crash when importing Version Handler into Unity 4.7.x. + +# Version 1.2.25 - Jun 7, 2017 +## Bug Fixes +* Fixed an issue in the Jar Resolver which incorrectly notified + event handlers of bundle ID changes when the currently selected + (not active) build target changed in Unity 5.6 and above. + +# Version 1.2.24 - Jun 6, 2017 +## New Features +* Added option to control file renaming in Version Handler settings. + Disabling file renaming (default option) significantly increases + the speed of file version management operations with the downside + that any files that are referenced directly by canonical filename + rather than asset ID will no longer be valid. +* Improved logging in the Version Handler. +## Bug Fixes +* Fixed an issue in the Version Handler which caused it to not + re-enable plugins when re-importing a custom package with disabled + version managed files. + +# Version 1.2.23 - May 26, 2017 +## Bug Fixes +* Fixed a bug with gradle prebuild resolver on windows. + +# Version 1.2.22 - May 19, 2017 +## Bug Fixes +* Fixed a bug in the iOS resolver with incremental builds. +* Fixed misdetection of Cocoapods support with Unity beta 5.6. + +# Version 1.2.21 - May 8, 2017 +## Bug Fixes +* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48 + Android dependency version number parsing when "-alpha" (etc.) are + included in dependency (AAR / JAR) versions. + +# Version 1.2.20 - May 8, 2017 +## Bug Fixes +* Attempted to fix + https://github.com/googlesamples/unity-jar-resolver/issues/48 + where a NullReferenceException could occur if a target file does not + have a valid version string. + +# Version 1.2.19 - May 4, 2017 +## Bug Fixes +* Fixed Jar Resolver exploding and deleting AAR files it isn't managing. + +# Version 1.2.18 - May 4, 2017 +## New Features +* Added support for preserving Unity pods such as when GVR is enabled. + +# Version 1.2.17 - Apr 20, 2017 +## Bug Fixes +* Fixed auto-resolution when an Android application ID is modified. + +# Version 1.2.16 - Apr 17, 2017 +## Bug Fixes +* Fixed Unity version number parsing on machines with a locale that uses + "," for decimal points. +* Fixed null reference exception if JDK path isn't set. + +# Version 1.2.15 - Mar 17, 2017 +## New Features +* Added warning when the Jar Resolver's background resolution is disabled. +## Bug Fixes +* Fixed support of AARs with native libraries when using Gradle. +* Fixed extra repository paths when resolving dependencies. + +# Version 1.2.14 - Mar 7, 2017 +## New Features +* Added experimental Android resolution using Gradle. + This alternative resolver supports proguard stripping with Unity's + internal build system. +* Added Android support for single ABI builds when using AARs include + native libraries. +* Disabled Android resolution on changes to all .cs and .js files. + File patterns that are monitored for auto-resolution can be added + using PlayServicesResolver.AddAutoResolutionFilePatterns(). +* Added tracking of resolved AARs and JARs so they can be cleaned up + if they're no longer referenced by a project. +* Added persistence of AAR / JAR version replacement for each Unity + session. +* Added settings dialog to the iOS resolver. +* Integrated Cocoapod tool installation in the iOS resolver. +* Added option to run pod tool via the shell. +## Bug Fixes +* Fixed build of some source Cocoapods (e.g Protobuf). +* VersionHandler no longer prompts to delete obsolete manifests. +* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2. +* Added workaround for package version selection when including + Google Play Services on Android. +* Fixed support for pods that reference static libraries. +* Fixed support for resource-only pods. + +# Version 1.2.12 - Feb 14, 2017 +## Bug Fixes +* Fixed re-explosion of AARs when the bundle ID is modified. + +# Version 1.2.11 - Jan 30, 2017 +## New Features +* Added support for Android Studio builds. +* Added support for native (C/C++) shared libraries in AARs. + +# Version 1.2.10 - Jan 11, 2017 +## Bug Fixes +* Fixed SDK manager path retrieval. +* Also, report stderr when it's not possible to run the "pod" tool. +* Handle exceptions thrown by Unity.Cecil on asset rename +* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString + +# Version 1.2.9 - Dec 7, 2016 +## Bug Fixes +* Improved error reporting when "pod repo update" fails. +* Added detection of xml format xcode projects generated by old Cocoapods + installations. + +# Version 1.2.8 - Dec 6, 2016 +## Bug Fixes +* Increased speed of JarResolver resolution. +* Fixed JarResolver caches getting out of sync with requested dependencies + by removing the caches. +* Fixed JarResolver explode cache always being rewritten even when no + dependencies change. + +# Version 1.2.7 - Dec 2, 2016 +## Bug Fixes +* Fixed VersionHandler build errors with Unity 5.5, due to the constantly + changing BuildTarget enum. +* Added support for Unity configured JDK Path rather than requiring + JAVA_HOME to be set in the Jar Resolver. + +# Version 1.2.6 - Nov 15, 2016 +## Bug Fixes +* Fixed IOSResolver errors when iOS support is not installed. +* Added fallback to "pod" executable search which queries the Ruby Gems + package manager for the binary install location. + +# Version 1.2.5 - Nov 3, 2016 +## Bug Fixes +* Added crude support for source only Cocoapods to the IOSResolver. + +# Version 1.2.4 - Oct 27, 2016 +## Bug Fixes +* Automated resolution of out of date pod repositories. + +# Version 1.2.3 - Oct 25, 2016 +## Bug Fixes +* Fixed exception when reporting conflicting dependencies. + +# Version 1.2.2 - Oct 17, 2016 +## Bug Fixes +* Fixed issue working with Unity 5.5 +* Fixed issue with PlayServicesResolver corrupting other iOS dependencies. +* Updated build script to use Unity distributed tools for building. + +# Version 1.2.1 - Jul 25, 2016 +## Bug Fixes +* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand. +* Improved error reporting when the "jar" executable can't be found. +* Removed the need to set JAVA_HOME if "jar" is in the user's path. +* Fixed spurious copying of partially matching AARs. +* Changed resolver to only copy / expand when source AARs change. +* Auto-resolution of dependencies is now performed when the Android + build target is selected. + +## New Features +* Expand AARs that contain manifests with variable expansion like + ${applicationId}. +* Added optional logging in the JarResolverLib module. +* Integration with the Android SDK manager for dependencies that + declare required Android SDK packages. + +# Version 1.2.0 - May 11 2016 +## Bug Fixes +* Handles resolving dependencies when the artifacts are split across 2 repos. +* #4 Misdetecting version for versions like 1.2-alpha. These are now string + compared if alphanumeric +* Removed resolver creation via reflection since it did not work all the time. + Now a resolver needs to be loaded externally (which is existing behavior). + +## New Features +* Expose PlayServicesResolver properties to allow for script access. +* Explodes firebase-common and firebase-measurement aar files to support + ${applicationId} substitution. + +# Version 1.1.1 - 25 Feb 2016 +## Bug Fixes +* #1 Spaces in project path not handled when exploding Aar file. +* #2 Script compilation error: TypeLoadException. + +# Version 1.1.0 - 5 Feb 2016 +## New Features +* Adds friendly alert when JAVA_HOME is not set on Windows platforms. +* Adds flag for disabling background resolution. +* Expands play-services-measurement and replaces ${applicationId} with the + bundle Id. + + ## Bug Fixes +* Fixes infinite loop of resolution triggered by resolution. diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll new file mode 100755 index 0000000..f5b6ec8 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/LICENSE b/Assets/ExternalDependencyManager/Editor/LICENSE new file mode 100755 index 0000000..6258cc4 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/LICENSE @@ -0,0 +1,245 @@ +Copyright (C) 2014 Google Inc. + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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In an effort to resolve conflicts, the developer will very likely + attempt to resolve problems by deleting random files in your plugin, + report bugs when that doesn't work and finally give up. + +EDM provides solutions for each of these problems. + +## Android Dependency Management + +The *Android Resolver* component of this plugin will download and integrate +Android library dependencies and handle any conflicts between plugins that share +the same dependencies. + +Without the Android Resolver, typically Unity plugins bundle their AAR and +JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google +Play Games Android library would redistribute the library and its transitive +dependencies in the folder `SomePlugin/Android/`. When a user imports +`SomeOtherPlugin` that includes the same libraries (potentially at different +versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and +`SomeOtherPlugin` will see an error when building for Android that can be hard +to interpret. + +Using the Android Resolver to manage Android library dependencies: + + * Solves Android library conflicts between plugins. + * Handles all of the various processing steps required to use Android + libraries (AARs, JARs) in Unity 4.x and above projects. Almost all + versions of Unity have - at best - partial support for AARs. + * (Experimental) Supports minification of included Java components without + exporting a project. + +## iOS Dependency Management + +The *iOS Resolver* component of this plugin integrates with +[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries +and frameworks into the Xcode project Unity generates when building for iOS. +Using CocoaPods allows multiple plugins to utilize shared components without +forcing developers to fix either duplicate or incompatible versions of +libraries included through multiple Unity plugins in their project. + +## Package Manager Registry Setup + +The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) +(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package +hosting and provides ways to discover, install, upgrade and uninstall packages. +This makes it easier for developers to manage plugins within their projects. + +However, installing additional package registries requires a few manual steps +that can potentially be error prone. The *Package Manager Resolver* +component of this plugin integrates with +[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to +auto-install PM package registries when a `.unitypackage` is installed which +allows plugin maintainers to ship a `.unitypackage` that can provide access +to their own PM registry server to make it easier for developers to +manage their plugins. + +## Unity Plugin Version Management + +Finally, the *Version Handler* component of this plugin simplifies the process +of managing transitive dependencies of Unity plugins and each plugin's upgrade +process. + +For example, without the Version Handler plugin, if: + + * Unity plugin `SomePlugin` includes `EDM4U` plugin at + version 1.1. + * Unity plugin `SomeOtherPlugin` includes `EDM4U` + plugin at version 1.2. + +The version of `EDM4U` included in the developer's project depends upon the +order the developer imports `SomePlugin` or `SomeOtherPlugin`. + +This results in: + + * `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin` + is imported. + * `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then + `SomePlugin` is imported. + +The Version Handler solves the problem of managing transitive dependencies by: + + * Specifying a set of packaging requirements that enable a plugin at + different versions to be imported into a Unity project. + * Providing activation logic that selects the latest version of a plugin + within a project. + +When using the Version Handler to manage `EDM4U` included in `SomePlugin` and +`SomeOtherPlugin`, from the prior example, version 1.2 will always be the +version activated in a developer's Unity project. + +Plugin creators are encouraged to adopt this library to ease integration for +their customers. For more information about integrating EDM4U +into your own plugin, see the [Plugin Redistribution](#plugin-redistribution) +section of this document. + +# Analytics + +The External Dependency Manager for Unity plugin by default logs usage to Google +Analytics. The purpose of the logging is to quantitatively measure the usage of +functionality, to gather reports on integration failures and to inform future +improvements to the developer experience of the External Dependency Manager +plugin. Note that the analytics collected are limited to the scope of the EDM4U +plugin’s usage. + +For details of what is logged, please refer to the usage of +`EditorMeasurement.Report()` in the source code. + +# Requirements + +The *Android Resolver* and *iOS Resolver* components of the plugin only work +with Unity version 4.6.8 or higher. + +The *Version Handler* component only works with Unity 5.x or higher as it +depends upon the `PluginImporter` UnityEditor API. + +The *Package Manager Resolver* component only works with +Unity 2018.4 or above, when +[scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) +support was added to the Package Manager. + +# Getting Started + +Before you import EDM4U into your plugin project, you first +need to consider whether you intend to *redistribute* `EDM4U` +along with your own plugin. + +## Plugin Redistribution + +If you're a plugin maintainer, redistributing `EDM4U` inside your own plugin +will ease the integration process for your users, by resolving dependency +conflicts between your plugin and other plugins in a user's project. + +If you wish to redistribute `EDM4U` inside your plugin, +you **must** follow these steps when importing the +`external-dependency-manager-*.unitypackage`, and when exporting your own plugin +package: + + 1. Import the `external-dependency-manager-*.unitypackage` into your plugin + project by + [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that + you add the `-gvh_disable` option. + 1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that + you: + - Include the contents of the `Assets/PlayServicesResolver` and + `Assets/ExternalDependencyManager` directory. + - Add the `-gvh_disable` option. + +You **must** specify the `-gvh_disable` option in order for the Version +Handler to work correctly! + +For example, the following command will import the +`external-dependency-manager-1.2.46.0.unitypackage` into the project +`MyPluginProject` and export the entire Assets folder to +`MyPlugin.unitypackage`: + +``` +Unity -gvh_disable \ + -batchmode \ + -importPackage external-dependency-manager-1.2.46.0.unitypackage \ + -projectPath MyPluginProject \ + -exportPackage Assets MyPlugin.unitypackage \ + -quit +``` + +### Background + +The *Version Handler* component relies upon deferring the load of editor DLLs +so that it can run first and determine the latest version of a plugin component +to activate. The build of `EDM4U` plugin has Unity asset metadata that is +configured so that the editor components are not initially enabled when it's +imported into a Unity project. To maintain this configuration when importing +the `external-dependency-manager.unitypackage` into a Unity plugin project, you +*must* specify the command line option `-gvh_disable` which will prevent the +Version Handler component from running and changing the Unity asset metadata. + +# Android Resolver Usage + +The Android Resolver copies specified dependencies from local or remote Maven +repositories into the Unity project when a user selects Android as the build +target in the Unity editor. + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml) + file into your plugin and add the dependencies your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Dependencies.xml`. For example, + `MyPlugin/Editor/MyPluginDependencies.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add the Google Play Games library +(`com.google.android.gms:play-services-games` package) at version `9.8.0` to +the set of a plugin's Android dependencies: + +``` + + + + + extra-google-m2repository + + + + +``` + +The version specification (last component) supports: + + * Specific versions e.g `9.8.0` + * Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most + recent version. + * Latest version using `LATEST` or `+`. We do *not* recommend using this + unless you're 100% sure the library you depend upon will not break your + Unity plugin in future. + +The above example specifies the dependency as a component of the Android SDK +manager such that the Android SDK manager will be executed to install the +package if it's not found. If your Android dependency is located on Maven +central it's possible to specify the package simply using the `androidPackage` +element: + +``` + + + + + +``` + +## Auto-resolution + +By default the Android Resolver automatically monitors the dependencies you have +specified and the `Plugins/Android` folder of your Unity project. The +resolution process runs when the specified dependencies are not present in your +project. + +The *auto-resolution* process can be disabled via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. + +Manual resolution can be performed using the following menu options: + + * `Assets > External Dependency Manager > Android Resolver > Resolve` + * `Assets > External Dependency Manager > Android Resolver > Force Resolve` + +## Deleting libraries + +Resolved packages are tracked via asset labels by the Android Resolver. +They can easily be deleted using the +`Assets > External Dependency Manager > Android Resolver > Delete Resolved Libraries` +menu item. + +## Android Manifest Variable Processing + +Some AAR files (for example play-services-measurement) contain variables that +are processed by the Android Gradle plugin. Unfortunately, Unity does not +perform the same processing when using Unity's Internal Build System, so the +Android Resolver plugin handles known cases of this variable substitution +by exploding the AAR into a folder and replacing `${applicationId}` with the +`bundleID`. + +Disabling AAR explosion and therefore Android manifest processing can be done +via the `Assets > External Dependency Manager > Android Resolver > Settings` +menu. You may want to disable explosion of AARs if you're exporting a project +to be built with Gradle / Android Studio. + +## ABI Stripping + +Some AAR files contain native libraries (.so files) for each ABI supported +by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does +not strip native libraries for unused ABIs. To strip unused ABIs, the Android +Resolver plugin explodes an AAR into a folder and removes unused ABIs to +reduce the built APK size. Furthermore, if native libraries are not stripped +from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a +libraries) Android may attempt to load the wrong library for the current +runtime ABI completely breaking your plugin when targeting some architectures. + +AAR explosion and therefore ABI stripping can be disabled via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. +You may want to disable explosion of AARs if you're exporting a project to be +built with Gradle / Android Studio. + +## Resolution Strategies + +By default the Android Resolver will use Gradle to download dependencies prior +to integrating them into a Unity project. This works with Unity's internal +build system and Gradle / Android Studio project export. + +It's possible to change the resolution strategy via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. + +### Download Artifacts with Gradle + +Using the default resolution strategy, the Android resolver executes the +following operations: + + - Remove the result of previous Android resolutions. + e.g Delete all files and directories labeled with "gpsr" under + `Plugins/Android` from the project. + - Collect the set of Android dependencies (libraries) specified by a + project's `*Dependencies.xml` files. + - Run `download_artifacts.gradle` with Gradle to resolve conflicts and, + if successful, download the set of resolved Android libraries (AARs, JARs). + - Process each AAR / JAR so that it can be used with the currently selected + Unity build system (e.g Internal vs. Gradle, Export vs. No Export). + This involves patching each reference to `applicationId` in the + AndroidManifest.xml with the project's bundle ID. This means resolution + must be run if the bundle ID is changed again. + - Move the processed AARs to `Plugins/Android` so they will be included when + Unity invokes the Android build. + +### Integrate into mainTemplate.gradle + +Unity 5.6 introduced support for customizing the `build.gradle` used to build +Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is +enabled, rather than downloading artifacts before the build, Android resolution +results in the execution of the following operations: + + - Remove the result of previous Android resolutions. + e.g Delete all files and directories labeled with "gpsr" under + `Plugins/Android` from the project and remove sections delimited with + `// Android Resolver * Start` and `// Android Resolver * End` lines. + - Collect the set of Android dependencies (libraries) specified by a + project's `*Dependencies.xml` files. + - Rename any `.srcaar` files in the build to `.aar` and exclude them from + being included directly by Unity in the Android build as + `mainTemplate.gradle` will be patched to include them instead from their + local maven repositories. + - Inject the required Gradle repositories into `mainTemplate.gradle` at the + line matching the pattern + `.*apply plugin: 'com\.android\.(application|library)'.*` or the section + starting at the line `// Android Resolver Repos Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Repos Start` and + `// Android Resolver Repos End` should be placed in the global scope + before the `dependencies` section. + - Inject the required Android dependencies (libraries) into + `mainTemplate.gradle` at the line matching the pattern `***DEPS***` or + the section starting at the line `// Android Resolver Dependencies Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Dependencies Start` and + `// Android Resolver Dependencies End` should be placed in the + `dependencies` section. + - Inject the packaging options logic, which excludes architecture specific + libraries based upon the selected build target, into `mainTemplate.gradle` + at the line matching the pattern `android +{` or the section starting at + the line `// Android Resolver Exclusions Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Exclusions Start` and + `// Android Resolver Exclusions End` should be placed in the global + scope before the `android` section. + +## Dependency Tracking + +The Android Resolver creates the +`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set +of resolved dependencies in a project. This is used by the auto-resolution +process to only run the expensive resolution process when necessary. + +## Displaying Dependencies + +It's possible to display the set of dependencies the Android Resolver +would download and process in your project via the +`Assets > External Dependency Manager > Android Resolver > Display Libraries` +menu item. + +# iOS Resolver Usage + +The iOS resolver component of this plugin manages +[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and +the `pod` tool is executed as a post build process step to add dependencies +to the Xcode project exported by Unity. + +Dependencies for iOS are added by referring to CocoaPods. + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml) + file into your plugin and add the dependencies your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Dependencies.xml`. For example, + `MyPlugin/Editor/MyPluginDependencies.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled: + +``` + + + + + +``` + +## Integration Strategies + +The `CocoaPods` are either: + * Downloaded and injected into the Xcode project file directly, rather than + creating a separate xcworkspace. We call this `Xcode project` integration. + * If the Unity version supports opening a xcworkspace file, the `pod` tool + is used as intended to generate a xcworkspace which references the + CocoaPods. We call this `Xcode workspace` integration. + +The resolution strategy can be changed via the +`Assets > External Dependency Manager > iOS Resolver > Settings` menu. + +### Appending text to generated Podfile +In order to modify the generated Podfile you can create a script like this: +``` +using System.IO; +public class PostProcessIOS : MonoBehaviour { +[PostProcessBuildAttribute(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50) +private static void PostProcessBuild_iOS(BuildTarget target, string buildPath) +{ + if (target == BuildTarget.iOS) + { + + using (StreamWriter sw = File.AppendText(buildPath + "/Podfile")) + { + //in this example I'm adding an app extension + sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend"); + } + } +} +``` + +# Package Manager Resolver Usage + +Adding registries to the +[Package Manager](https://docs.unity3d.com/Manual/Packages.html) +(PM) is a manual process. The Package Manager Resolver (PMR) component +of this plugin makes it easy for plugin maintainers to distribute new PM +registry servers and easy for plugin users to manage PM registry servers. + +## Adding Registries + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleRegistries.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/sample/Assets/ExternalDependencyManager/Editor/SampleRegistries.xml) + file into your plugin and add the registries your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Registries.xml` or labeled with `gumpr_registries`. For example, + `MyPlugin/Editor/MyPluginRegistries.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add a registry for plugins in the scope `com.coolstuff`: + +``` + + + + com.coolstuff + + + +``` + +When PMR is loaded it will prompt the developer to add the registry to their +project if it isn't already present in the `Packages/manifest.json` file. + +For more information, see Unity's documentation on +[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html). + +## Managing Registries + +It's possible to add and remove registries that are specified via PMR +XML configuration files via the following menu options: + +* `Assets > External Dependency Manager > Package Manager Resolver > + Add Registries` will prompt the user with a window which allows them to + add registries discovered in the project to the Package Manager. +* `Assets > External Dependency Manager > Package Manager Resolver > + Remove Registries` will prompt the user with a window which allows them to + remove registries discovered in the project from the Package Manager. +* `Assets > External Dependency Manager > Package Manager Resolver > + Modify Registries` will prompt the user with a window which allows them to + add or remove registries discovered in the project. + +## Migration + +PMR can migrate Version Handler packages installed in the `Assets` folder +to PM packages. This requires the plugins to implement the following: + +* `.unitypackage` must include a Version Handler manifests that describes + the components of the plugin. If the plugin has no dependencies + the manifest would just include the files in the plugin. +* The PM package JSON provided by the registry must include a keyword + (in the `versions.VERSION.keyword` list) that maps the PM package + to a Version Handler package using the format + `vh-name:VERSION_HANDLER_MANIFEST_NAME` where `VERSION_HANDLER_MANIFEST_NAME` + is the name of the manifest defined in the `.unitypackage`. For + more information see the description of the `gvhp_manifestname` asset label + in the *Version Handler Usage* section. + +When using the `Assets > External Dependency Manager > +Package Manager Resolver > Migrate Packages` menu option, PMR then +will: + +* List all Version Handler manager packages in the project. +* Search all available packages in the PM registries and fetch keywords + associated with each package parsing the Version Handler manifest names + for each package. +* Map each installed Version Handler package to a PM package. +* Prompt the user to migrate the discovered packages. +* Perform package migration for all selected packages if the user clicks + the `Apply` button. + +## Configuration + +PMR can be configured via the `Assets > External Dependency Manager > +Package Manager Resolver > Settings` menu option: + +* `Add package registries` when enabled, when the plugin loads or registry + configuration files change, this will prompt the user to add registries + that are not present in the Package Manager. +* `Prompt to add package registries` will cause a developer to be prompted + with a window that will ask for confirmation before adding registries. + When this is disabled registries are added silently to the project. +* `Prompt to migrate packages` will cause a developer to be prompted + with a window that will ask for confirmation before migrating packages + installed in the `Assets` directory to PM packages. +* `Enable Analytics Reporting` when enabled, reports the use of the plugin + to the developers so they can make imrpovements. +* `Verbose logging` when enabled prints debug information to the console + which can be useful when filing bug reports. + +# Version Handler Usage + +The Version Handler component of this plugin manages: + +* Shared Unity plugin dependencies. +* Upgrading Unity plugins by cleaning up old files from previous versions. +* Uninstallation of plugins that are distributed with manifest files. +* Restoration of plugin assets to their original install locations if assets + are tagged with the `exportpath` label. + +Since the Version Handler needs to modify Unity asset metadata (`.meta` files), +to enable / disable components, rename and delete asset files it does not +work with Package Manager installed packages. It's still possible to +include EDM4U in Package Manager packages, the Version Handler component +simply won't do anything to PM plugins in this case. + +## Using Version Handler Managed Plugins + +If a plugin is imported at multiple different versions into a project, if +the Version Handler is enabled, it will automatically check all managed +assets to determine the set of assets that are out of date and assets that +should be removed. To disable automatic checking managed assets disable +the `Enable version management` option in the +`Assets > External Dependency Manager > Version Handler > Settings` menu. + +If version management is disabled, it's possible to check managed assets +manually using the +`Assets > External Dependency Manager > Version Handler > Update` menu option. + +### Listing Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, +can displayed using the `Assets > External Dependency Manager > +Version Handler > Display Managed Packages` menu option. The list of plugins +are written to the console window along with the set of files used by each +plugin. + +### Uninstalling Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, +can be removed using the `Assets > External Dependency Manager > +Version Handler > Uninstall Managed Packages` menu option. This operation +will display a window that allows a developer to select a set of plugins to +remove which will remove all files owned by each plugin excluding those that +are in use by other installed plugins. + +Files managed by the Version Handler, those labeled with the `gvh` asset label, +can be checked to see whether anything needs to be upgraded, disabled or +removed using the `Assets > External Dependency Manager > +Version Handler > Update` menu option. + +### Restore Install Paths + +Some developers move assets around in their project which can make it +harder for plugin maintainers to debug issues if this breaks Unity's +[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. +If assets are labeled with their original install / export path +(see `gvhp_exportpath` below), Version Handler can restore assets to their +original locations when using the `Assets > External Dependency Manager > +Version Handler > Move Files To Install Locations` menu option. + +### Settings + +Some behavior of the Version Handler can be configured via the +`Assets > External Dependency Manager > Version Handler > Settings` menu +option. + +* `Enable version management` controls whether the plugin should automatically + check asset versions and apply changes. If this is disabled the process + should be run manually when installing or upgrading managed plugins using + `Assets > External Dependency Manager > Version Handler > Update`. +* `Rename to canonical filenames` is a legacy option that will rename files to + remove version numbers and other labels from filenames. +* `Prompt for obsolete file deletion` enables the display of a window when + obsolete files are deleted allowing the developer to select which files to + delete and those to keep. +* `Allow disabling files via renaming` controls whether obsolete or disabled + files should be disabled by renaming them to `myfilename_DISABLED`. + Renaming to disable files is required in some scenarios where Unity doesn't + support removing files from the build via the PluginImporter. +* `Enable Analytics Reporting` enables / disables usage reporting to plugin + developers to improve the product. +* `Verbose logging` enables _very_ noisy log output that is useful for + debugging while filing a bug report or building a new managed plugin. +* `Use project settings` saves settings for the plugin in the project rather + than system-wide. + +## Redistributing a Managed Plugin + +The Version Handler employs a couple of methods for managing version +selection, upgrade and removal of plugins. + +* Each plugin can ship with a manifest file that lists the files it includes. + This makes it possible for Version Handler to calculate the difference + in assets between the most recent release of a plugin and the previous + release installed in a project. If a files are removed the Version Handler + will prompt the user to clean up obsolete files. +* Plugins can ship using assets with unique names, unique GUIDs and version + number labels. Version numbers can be attached to assets using labels or + added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt). + This allows the Version Handler to determine which set of files are the + same file at different versions, select the most recent version and prompt + the developer to clean up old versions. + +Unity plugins can be managed by the Version Handler using the following steps: + + 1. Add the `gvh` asset label to each asset (file) you want Version Handler + to manage. + 1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the + version of the plugin you're releasing (e.g 1.2.3). + 1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the + export path of the file when the `.unitypackage` is created. This is + used to track files if they're moved around in a project by developers. + 1. Optional: Add `gvh_targets-editor` label to each editor DLL in your + plugin and disable `editor` as a target platform for the DLL. + The Version Handler will enable the most recent version of this DLL when + the plugin is imported. + 1. Optional: If your plugin is included in other Unity plugins, you should + add the version number to each filename and change the GUID of each asset. + This allows multiple versions of your plugin to be imported into a Unity + project, with the Version Handler component activating only the most + recent version. + 1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` + that lists all the files in your plugin relative to the project root. + Then add the `gvh_manifest` label to the asset to indicate this file is + a plugin manifest. + 1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file + to provide a human readable name for your package. If this isn't provided + the name of the manifest file will be used as the package name. + NAME can match the pattern `[0-9]+[a-zA-Z -]' where a leading integer + will set the priority of the name where `0` is the highest priority + and preferably used as the display name. The lowest value (i.e highest + priority name) will be used as the display name and all other specified + names will be aliases of the display name. Aliases can refer to previous + names of the package allowing renaming across published versions. + 1. Redistribute EDM4U Unity plugin with your plugin. + See the [Plugin Redistribution](#plugin-redistribution) for the details. + +If you follow these steps: + + * When users import a newer version of your plugin, files referenced by the + older version's manifest are cleaned up. + * The latest version of the plugin will be selected when users import + multiple packages that include your plugin, assuming the steps in + [Plugin Redistribution](#plugin-redistribution) are followed. + +# Building from Source + +To build this plugin from source you need the following tools installed: + * Unity (with iOS and Android modules installed) + +You can build the plugin by running the following from your shell +(Linux / OSX): + +``` +./gradlew build +``` + +or Windows: + +``` +./gradlew.bat build +``` + +# Releasing + +Each time a new build of this plugin is checked into the source tree you +need to do the following: + + * Bump the plugin version variable `pluginVersion` in `build.gradle` + * Update `CHANGELOG.md` with the new version number and changes included in + the release. + * Build the release using `./gradlew release` which performs the following: + * Updates `external-dependency-manager-*.unitypackage` + * Copies the unpacked plugin to the `exploded` directory. + * Updates template metadata files in the `plugin` directory. + The GUIDs of all asset metadata is modified due to the version number + change. Each file within the plugin is versioned to allow multiple + versions of the plugin to be imported into a Unity project which allows + the most recent version to be activated by the Version Handler + component. + * Create release commit using `./gradlew gitCreateReleaseCommit` which + performs `git commit -a -m "description from CHANGELOG.md"` + * Once the release commit is merge, tag the release using + `./gradlew gitTagRelease` which performs the following: + * `git tag -a pluginVersion -m "version RELEASE"` to tag the release. + * Update tags on remote branch using `git push --tag REMOTE HEAD:master` diff --git a/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt new file mode 100755 index 0000000..1ae30eb --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.176_manifest.txt @@ -0,0 +1,13 @@ +Assets/ExternalDependencyManager/Editor/1.2.176/Google.IOSResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.176/Google.IOSResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.176/Google.JarResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.176/Google.PackageManagerResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll +Assets/ExternalDependencyManager/Editor/1.2.176/Google.VersionHandlerImpl.dll.mdb +Assets/ExternalDependencyManager/Editor/CHANGELOG.md +Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll +Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.mdb +Assets/ExternalDependencyManager/Editor/LICENSE +Assets/ExternalDependencyManager/Editor/README.md diff --git a/Assets/GoogleMobileAds/CHANGELOG.md b/Assets/GoogleMobileAds/CHANGELOG.md new file mode 100755 index 0000000..2803810 --- /dev/null +++ b/Assets/GoogleMobileAds/CHANGELOG.md @@ -0,0 +1,1199 @@ +Google Mobile Ads Unity Plugin Change Log + +************** +Version 8.7.0 +************** + +- Added PublisherPrivacyPersonalizationState property accessible via RequestConfiguration. +- Added PublisherFirstPartyIdEnabled property in RequestConfiguration. +- Deprecated SameAppKeyEnabled in RequestConfiguration. Use PublisherFirstPartyIdEnabled instead. +- Added ApplicationPreferences GetString and GetInt APIs. +- Fixed [#3048] by applying accurate path for gradle scripts on Windows. +- Updated Google Mobile Ads SDK dependency to use v22.6.0 on Android. +- Updated Google Mobile Ads SDK dependency to use v10.14 on iOS. + +Built and tested with: +- Google Mobile Ads Android SDK 22.6.0 +- Google Mobile Ads iOS SDK 10.14 +- Google User Messaging Platform 2.1.0 +- External Dependency Manager for Unity 1.2.177 + +************** +Version 8.6.0 +************** + +- Fixed [#3007] by aligning the PrivacyOptionsRequirementStatus Enum on iOS with Android Plugin. +- Fixed [#2930] for Projects using Android Gradle Plugin less than 4.2.2. +- Added Editor Options to toggle adding packagingOptions to gradle files to pick the first occurrence of META-INF/kotlinx_coroutines_core.version file. +- Added Editor Options to enable removing the property tag from the Android Manifest of the GMA Android SDK. This is enabled by default for projects using Android Gradle Plugin version 4.2.1 and lower. +- Updated Google Mobile Ads SDK dependency to use v22.5.0 on Android. +- Updated Google Mobile Ads SDK dependency to use v10.13 on iOS. + +Built and tested with: +- Google Mobile Ads Android SDK 22.5.0 +- Google Mobile Ads iOS SDK 10.13 +- Google User Messaging Platform 2.1.0 +- External Dependency Manager for Unity 1.2.177 + +************** +Version 8.5.3 +************** + +- Fixed "cannot find symbol" error when building the Android bridge project using gradle. +- Fixed [#2930] by pinning the Google Mobile Ads SDK dependency to use v22.3.0 on Android. +- Fixed [#2974] ConsentInformation.Update() wasn't working as expected on consecutive requests. + +Built and tested with: +- Google Mobile Ads Android SDK 22.3.0 +- Google Mobile Ads iOS SDK 10.9 +- Google User Messaging Platform 2.1.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.5.2 +************** + +- Fixed AndroidJavaException when using AdManagerAdRequest custom targeting. +- Fixed [#2826] "No such proxy method" error within GoogleMobileAds.Ump. +- Updated Google Mobile Ads SDK dependency to use v22.3.0 on Android. + +Built and tested with: +- Google Mobile Ads Android SDK 22.3.0 +- Google Mobile Ads iOS SDK 10.9 +- Google User Messaging Platform 2.1.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.5.1 +************** + +- Version 8.5.0 has been deprecated. Please upgrade to 8.5.1 instead. +- Fixed [#2866] Read enum from getPrivacyOptionsRequirementStatus. +- Removed double quotes from GoogleMobileAdsSKAdNetworkItems.xml. + +Built and tested with: +- Google Mobile Ads Android SDK 22.2.0 +- Google Mobile Ads iOS SDK 10.9 +- Google User Messaging Platform 2.1.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.5.0 +************** + +- Requires apps to build against Xcode 14.1 or higher. +- This release introduces several new APIs to simplify the consent gathering + process. + - Calling `ConsentInformation.Update()` is now required before interacting + with other `ConsentInformation` public APIs. Before calling it, the following are returned: + - `ConsentStatus` returns `ConsentStatus.Unknown` + - `PrivacyOptionsRequirementStatus` returns + `PrivacyOptionsRequirementStatus.Unknown` + - `ConsentInformation.CanRequestAds` returns `false`. + - [ConsentForm](https://github.com/googleads/googleads-mobile-unity/blob/main/source/plugin/Assets/GoogleMobileAds/Ump/Api/ConsentForm.cs) + - Added method `LoadAndPresentIfRequired` to combine load and show calls. + This method is intended for the use case of showing a form if needed + when the app starts. + - Added method `ShowPrivacyOptionsForm`, to be called when users interact + with your app's privacy setting. + - [ConsentInformation](https://github.com/googleads/googleads-mobile-unity/blob/main/source/plugin/Assets/GoogleMobileAds/Ump/Api/ConsentInformation.cs) + - Added `CanRequestAds` property. + - Added `PrivacyOptionsRequirementStatus` property to indicate whether + privacy options are required to be shown in this session. +- Updated the Android User Messaging Platform dependency version to 2.1.0. +- Updated the Google Mobile Ads iOS SDK dependency version to 10.9. +- Fixed [#2840] Check if the ad references get deallocated in the iOS + plugin (bridge). +- Updated [SKAdNetwork](https://developers.google.com/admob/unity/3p-skadnetworks) + list with values from the July 13, 2023 update. + +Built and tested with: +- Google Mobile Ads Android SDK 22.2.0 +- Google Mobile Ads iOS SDK 10.9 +- Google User Messaging Platform 2.1.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.4.1 +************** + +- Fixed [#2815] Setting ApplicationPreferences on Android. + +Built and tested with: +- Google Mobile Ads Android SDK 22.2.0 +- Google Mobile Ads iOS SDK 10.7 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.4.0 +************** + +- Fixed [#2757] Rewarded Interstitial events not raising on the main thread. +- Added support for rendering Ad Manager banner ad. +- Removed method call logs from showing up in Unity Editor Console. +- Deprecated ScreenOrientation parameter of the AppOpenAd Load() API. Added AppOpenAd.Load() API for loading AppOpen Ads using ad unit ID, ad request and ad load callbacks. +- Added ApplicationPreferences API to manage GMA preferences. +- Updated Google Mobile Ads SDK dependency to use v10.7 on iOS. +- Updated Google Mobile Ads SDK dependency to use v22.2.0 on Android. + +Built and tested with: +- Google Mobile Ads Android SDK 22.2.0 +- Google Mobile Ads iOS SDK 10.7 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.3.0 +************** + +- Added support to RaiseAdEventsOnUnityMainThread for UMP callbacks. +- Added support for Ad Manager interstitial ad. +- Updated Google Mobile Ads SDK dependency to use v22.1.0 on Android. +- Updated Google Mobile Ads SDK dependency to use v10.5 on iOS. + +Built and tested with: +- Google Mobile Ads Android SDK 22.1.0 +- Google Mobile Ads iOS SDK 10.5 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.2.0 +************** + +- Fixed [#2646] Android Banner 'Descendant focus' crash. +- Fixed [#2676] Raising Interstitial events on main thread. +- Deprecated builder pattern in AdRequest, RequestConfiguration and ServerSideVerificationOptions Class. Utilize fields instead. +- Added AdManagerAdRequest class to allow passing CustomTargeting, CategoryExclusions and PublisherProvidedId as part of AdManager requests. +- Updated Google Mobile Ads SDK dependency to use v10.4 on iOS. + +Built and tested with: +- Google Mobile Ads Android SDK 22.0.0 +- Google Mobile Ads iOS SDK 10.4 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.176 + +************** +Version 8.1.0 +************** + +- Requires apps to build against Xcode 14.0 or higher. +- Fixed [#2611] [UMP] Exception raised when calling Update of ConsentInformation on Android + +Built and tested with: +- Google Mobile Ads Android SDK 22.0.0 +- Google Mobile Ads iOS SDK 10.3 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.175 + +************** +Version 8.0.0 +************** + +Plugin: +- Removed obsolete APIs for AppOpenAd. +- Removed obsolete APIs for InterstitialAd. +- Added the MobileAds.RaiseAdEventsOnUnityMainThread option for raising ad events on the Unity main thread. +- Dropped support for `armv7` and `i386` architectures. +- Requires minimum iOS version 11.0. +- Fixed [#2543] NullReferenceException when UMP ConsentDebugSettings are null. +- Fixed [#2531] Xcode 13 compile time error. +- Fixed [#1779] Crash with custom Banner Ad Sizes on the Unity platform. +- Fixed [#2553] Banner position in Unity Editor to reflect Android and iOS position. +- Added support for GMA Android SDK v22.0.0. Requires using GMA Android SDK v22.0.0 or higher. +- Added support for GMA iOS SDK v10.3. Requires using GMA iOS SDK v10.3 or higher. + +Built and tested with: +- Google Mobile Ads Android SDK 22.0.0 +- Google Mobile Ads iOS SDK 10.3 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.175 + +************** +Version 7.4.1 +************** + +Plugin: +- Added support for GMA iOS SDK v10. Requires using Google Mobile Ads iOS SDK v10.0 or higher. + +Built and tested with: +- Google Mobile Ads Android SDK 21.3.0 +- Google Mobile Ads iOS SDK 10.0 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.175 + +************** +Version 7.4.0 +************** + +Plugin: +- Added OnAdClicked and OnAdImpressionRecorded events to BannerView. +- Updated all ad format APIs to have consistent nomenclature. +- Added new InterstitialAd.OnAdClicked event to interstitial ads. +- Added new InterstitialAd.Load() API for loading interstitial ads. +- Added new InterstitialAd.CanShowAd() API for checking interstitial ad state. +- Added new RewardedAd.OnAdClicked event to rewarded ads. +- Added new RewardedAd.Load() API for loading rewarded ads. +- Added new RewardedAd.CanShowAd() API for checking rewarded ad state. +- Added new RewardedInterstitialAd.OnAdClicked event to rewarded interstitial ads. +- Added new RewardedInterstitialAd.Load() API for loading rewarded interstitial ads. +- Added new RewardedInterstitialAd.CanShowAd() API for checking rewarded interstitial ad state. +- Added new AppOpenAd.OnAdClicked event to app open ads. +- Added new AppOpenAd.Load() API for loading app open ads. +- Added new AppOpenAd.CanShowAd() API for checking app open ad state. +- Fixed [#2453] and [#2450] XCode build error when using iOS SDK 9.14.0 or greater. +- Added User Messaging Platform (UMP) APIs. + +Built and tested with: +- Google Mobile Ads Android SDK 21.3.0 +- Google Mobile Ads iOS SDK 9.11.0 +- Google User Messaging Platform 2.0.0 +- External Dependency Manager for Unity 1.2.175 + +************** +Version 7.3.1 +************** + +Plugin: +- Fixed [#1799](https://github.com/googleads/googleads-mobile-unity/issues/1799) RewardedAd OnAdFailedToPresentFullScreenContent called twice. + +Built and tested with: +- Google Mobile Ads Android SDK 21.3.0. +- Google Mobile Ads iOS SDK 9.11.0 +- External Dependency Manager for Unity 1.2.171 + +************** +Version 7.3.0 +************** + +Plugin: +- Requires using Google Mobile Ads Android SDK v21.3.0 or higher. +- Requires using Google Mobile Ads iOS SDK v9.11.0 or higher. +- Added response information for ad networks to the [ad response](https://developers.google.com/admob/unity/response-info). + +Built and tested with: +- Google Mobile Ads Android SDK 21.3.0. +- Google Mobile Ads iOS SDK 9.11.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.2.0 +************** + +Plugin: +- Added settings to optimize Android initialization and ad loading thread usage. +- Fixed issue with AppOpenAd.GetResponseInfo() not completing on Android. +- Fixed display issue for AdInspector on the Unity Editor platform. + +Built and tested with: +- Google Mobile Ads Android SDK 21.0.0. +- Google Mobile Ads iOS SDK 9.9.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.1.0 +************** + +Plugin: +- Added AppStateEventNotifier as a better option to OnApplicationPause for app open ads. + +Built and tested with: +- Google Mobile Ads Android SDK 21.0.0. +- Google Mobile Ads iOS SDK 9.0.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.0.2 +************** + +Plugin: +- Added support for GMA Android SDK v21. Requires using GMA Android SDK v21.0.0 or higher. + +Built and tested with: +- Google Mobile Ads Android SDK 21.0.0. +- Google Mobile Ads iOS SDK 9.0.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.0.1 +************** + +Plugin: +- Fixed Github issue [1943](https://github.com/googleads/googleads-mobile-unity/issues/1943) related App Id saving. +- Fixed Github issue [2001](https://github.com/googleads/googleads-mobile-unity/issues/2001) related to Android manifest. +- Fixed Github issue [2003](https://github.com/googleads/googleads-mobile-unity/issues/2003) related to Ad Inspector crash. +- Added placeholder AdInspector for Unity editor. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 9.0.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 7.0.0 +************** + +Plugin: +- Added support for GMA iOS SDK v9. Requires using GMA iOS SDK v9.0.0 or higher. +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1620 +- Updated to use External Dependency Manager for Unity 1.2.169. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 9.0.0 +- External Dependency Manager for Unity 1.2.171. + +************** +Version 6.1.2 +************** + +Plugin: +- Fixed Github issue [1786](https://github.com/googleads/googleads-mobile-unity/issues/1786) related to GoogleMobileAdsSettings. +- Fixed issue related to missing GADUAdNetworkExtras.h file when using some mediation adapters. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 8.8.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + +************** +Version 6.1.1 +************** + +Plugin: +- Added support for ad inspector. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 8.8.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + + +************** +Version 6.1.0 +************** + +Plugin: +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1620 +- Added support for iOS 14+ [same app key](https://developers.google.com/admob/ios/ios14) +- Added support for App Open ads. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 8.8.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + +************** +Version 6.0.2 +************** + +Plugin: +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1677 This version requires Xcode 12.4 where the previous version required Xcode 12.5.1. +- You no longer need to enable "Link frameworks statically" for the Google Mobile Ads plugin to work. + +Built and tested with: +- Google Play services 20.2.0 +- Google Mobile Ads iOS SDK 8.8.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + +************** +Version 6.0.1 +************** + +Plugin: +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1613 where build error occurs on Unity 2021. +- Fixed https://github.com/googleads/googleads-mobile-unity/issues/1616 where iOS build contains undefined symbol. +- Automatically added SKAdNetworkIdentifiers recommended by https://developers.google.com/admob/ios/ios14#skadnetwork into generated iOS builds. You can manage the list of SKAdNetworkIdentifier values by editing `Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml`. + +Built and tested with: +- Google Play services 20.0.0 +- Google Mobile Ads iOS SDK 8.2.0 +- External Dependency Manager for Unity 1.2.165. + +Known issue: +- iOS Resolver library cannot be loaded in Unity 2021.1.11 and 2021.1.12. It can be loaded properly with Unity 2021.1.10. See https://github.com/googlesamples/unity-jar-resolver/issues/441 for more information. + +************** +Version 6.0.0 +************** + +Plugin: +- Added support for GMA iOS SDK v8 and GMA Android SDK v20. Requires using GMA iOS SDK v8.0.0 or higher, and GMA Android SDK 20.0.0 or higher. +- Removed MobileAds.Initialize(string appId). +- Removed Birthday, Gender, TestDevices, TagForChildDirectedTreatment properties on AdRequest. TagForChildDirectedTreatment and TestDeviceIds properties are available under RequestConfiguration.. +- Removed OnAdLeavingApplication event for all formats. +- Removed MediationAdapterClassName from all formats in favor of ResponseInfo. +- Removed Message from AdErrorEventArgs class in favor of AdError. +- Removed RewardBasedVideoAd in favor of RewardedAd. +- Added support for ad load errors, please see https://developers.google.com/admob/unity/ad-load-errors for details. +- Ad Manager integration now requires providing the app ID in the Unity Editor. +- Changed package format to contain compiled assemblies in DLL format in place of the uncompiled code. +- You need to enable "Link frameworks statically" in Unity Editor -> Assets -> External Dependency Manager -> iOS Resolver -> Settings, or else the GMA plugin does not work. + +Built and tested with: +- Google Play services 20.0.0 +- Google Mobile Ads iOS SDK 8.2.0 +- External Dependency Manager for Unity 1.2.165. + +************** +Version 5.4.0 +************** + +Plugin: +- Add support for iOS14 with Googles `SKAdNetwork` identifiers automatically included in + `Info.plist`. +- Added the RewardedInterstitialAd format. This feature is currently in private beta. Reach out to your account manager to request access. +- Added mock ad views to enable developers to test ad placement and callback logic within the Unity editor. +- Added fix for crash that occurs when attempting to show interstitial when app is closing. +- Added fix for crash that occurs when calling `GetResponseInfo()` on iOS before ad is loaded. + +Built and tested with: +- Google Play services 19.5.0 +- Google Mobile Ads iOS SDK 7.68.0 +- External Dependency Manager for Unity 1.2.161. + +************** +Version 5.3.0 +************** + +Plugin: +- Add InitializationStatusClient for Init callback in Unity Editor. Fixes #1394. +- Update to Android SDK version 19.3.0 + +Built and tested with: +- Google Play services 19.3.0 +- Google Mobile Ads iOS SDK 7.63.0 +- External Dependency Manager for Unity 1.2.156. + +************** +Version 5.2.0 +************** + +Plugin: + - Added ResponseInfo class. See + https://developers.google.com/admob/unity/response-info for usage details. + - Fixes #1307 - issue with running in Unity Editor when targeting iOS platform. + - Fixes #1287 - issue where a crash is caused in equality check when AdSize is + null. + - Moved GoogleMobileAdsPlugin to GoogleMobileAdsPlugin.androidlib to ensure manifest + is picked up when building android app in Unity 2020. Fixes issue #1310. Thanks @pipe-alt! + - Fix error messages for iOS plugin. + - Added the DisableMediationInitialization() method to MobileAds. + Warning: Calling this method may negatively impact your Google mediation performance. + This method should only be called if you include Google mediation adapters in your app, but you + won't use mediate through Google during a particular app session (for example, you are running + an A/B mediation test). + +Built and tested with: +- Google Play services 19.2.0 +- Google Mobile Ads iOS SDK 7.60.0 +- External Dependency Manager for Unity 1.2.156. + +************** +Version 5.1.0 +************** + +Plugin: + - Added RequestConfiguration class. See + https://developers.google.com/admob/unity/targeting for usage details. + - Fixed issue with building for IL2CPP in versions of Unity 2017 and earlier. + - Adding missing imports for Unity 5.6 build (Thanks @EldersJavas !). + - Added GoogleMobileAds assembly definition. + - Added thread safety to GADUObjectCache in iOS plugin. + - Revised project structure. If upgrading from a previous version, delete + your GoogleMobileAds/ folder before importing this plugin. + +Built and tested with: +- Google Play services 19.1.0 +- Google Mobile Ads iOS SDK 7.58.0 +- Unity Jar Resolver 1.2.152 + + +************** +Version 5.0.1 +************** + +Plugin: + - Fixed issue with externs.cpp in pre-2019 versions of Unity + +Built and tested with: +- Google Play services 19.0.0 +- Google Mobile Ads iOS SDK 7.56.0 +- Unity Jar Resolver 1.2.136 + +************** +Version 5.0.0 +************** + +Plugin: + - Removed preprocessor directives for custom assembly support. + - Fixed IL2CPP build support on Android. + - Updated to Google Play services 19.0.0. + - Updated minimum Android API level to 16. + +Built and tested with: +- Google Play services 19.0.0 +- Google Mobile Ads iOS SDK 7.56.0 +- Unity Jar Resolver 1.2.136 + +************** +Version 4.2.1 +************** + +Plugin: + - Fixed issue with using `AdSize.FullWidth` API for apps that only support landscape. + +Built and tested with: +- Google Play services 18.3.0 +- Google Mobile Ads iOS SDK 7.53.1 +- Unity Jar Resolver 1.2.135 + +************** +Version 4.2.0 +************** + +Plugin: + - Added support for using AdSize.FullWidth with Adaptive banner APIs. + - Added `GetRewardItem()` API for `RewardedAd`. + - Fixed issue with Android implementation of `GetPortraitAnchoredAdaptiveBannerAdSizeWithWidth`. + +Built and tested with: +- Google Play services 18.3.0 +- Google Mobile Ads iOS SDK 7.53.1 +- Unity Jar Resolver 1.2.135 + +************** +Version 4.1.0 +************** + +Plugin: + - Released Anchored Adaptive Banner APIs. + +Built and tested with: +- Google Play services 18.2.0 +- Google Mobile Ads iOS SDK 7.51.0 +- Unity Jar Resolver 1.2.130 + +************** +Version 4.0.0 +************** + +Plugin: +- Breaking change: The Android library included in this plugin is now distributed as an aar, and + lives at `Assets/Plugins/Android/googlemobileads-unity.aar'. If you are upgrading from a previous + version, remove the `Assets/Plugins/Android/GoogleMobileAdsPlugin' folder prior to importing this + latest version of the plugin. +- Added proguard support on Android. +- Update Android Google Mobile Ads SDK version to 18.2.0. +- Fixed a bug where the AdSize.SMART_BANNER banner size did not work on Unity 2019.2+. +- Added assertion to stop Android builds when Google Mobile Ads settings are invalid. + +Built and tested with: +- Google Play services 18.2.0 +- Google Mobile Ads iOS SDK 7.50.0 +- Unity Jar Resolver 1.2.125 + +************** +Version 3.18.3 +************** + +Plugin: +- Update JAR resolver. + +Built and tested with: +- Google Play services 18.1.1 +- Google Mobile Ads iOS SDK 7.48.0 +- Unity Jar Resolver 1.2.124 + +************** +Version 3.18.2 +************** + +Plugin: +- Update to Android release 18.1.1. + +Built and tested with: +- Google Play services 18.1.1 +- Google Mobile Ads iOS SDK 7.47.0 +- Unity Jar Resolver 1.2.123 + +************** +Version 3.18.1 +************** + +Plugin: +- Add new Initialization API. +- Fixed Android compile error with PListProcessor. +- Removed reflection for improved IL2CPP support. +- Fixed iOS dependency to not use patch version. + +Built and tested with: +- Google Play services 18.1.0 +- Google Mobile Ads iOS SDK 7.46.0 +- Unity Jar Resolver 1.2.122 + +************** +Version 3.18.0 +************** + +Plugin: +- Added GoogleMobileAdsSettings editor UI for making Plist / manifest changes. +- Fix OnRewardedAdFailedToShow callbacks. +- Migrated android support library to androidx (JetPack) with Google Mobile Ads + SDK version 18.0.0. + +Built and tested with: +- Google Play services 18.0.0 +- Google Mobile Ads iOS SDK 7.45.0 +- Unity Jar Resolver 1.2.119 + +************** +Version 3.17.0 +************** + +Plugin: +- Revised Banner positioning code to use gravity instead of popup window. +- Tested Banner positioning with notched devices supporting Google P APIs. +- Added Rewarded Ads ServerSideVerificationOptions (thanks @halfdevil !) +- Fixed issue with PListProcessor macro. +- Added whitelist for apache http library (thanks @RolandSzep !) +- Specified package for gender enum (thanks @armnotstrong !) +- Added mediation extras for custom events (thanks SeanPONeil !) + +Built and tested with: +- Google Play services 17.2.0 +- Google Mobile Ads iOS SDK 7.44.0 +- Unity Jar Resolver 1.2.111 + +************** +Version 3.16.0 +************** + +Plugin: +- Added new RewardedAd APIs support. +- Added PListProcessor to assist in adding the GADApplicationIdentifier +to iOS build Info.plist. + +Built and tested with: +- Google Play services 17.2.0 +- Google Mobile Ads iOS SDK 7.42.0 +- Unity Jar Resolver 1.2.102.0 + +************** +Version 3.15.1 +************** + +Plugin: +- Fixed crash when adding mediation extras to ad request. + +Built and tested with: +- Google Play services 15.0.1 +- Google Mobile Ads iOS SDK 7.32.0 +- Unity Jar Resolver 1.2.88.0 + +************** +Version 3.15.0 +************** + +Plugin: +- Forward Android ad events on background thread through JNI interface +to mitigate ANRs. + +Mediation packages: +- Updated AppLovin Unity package to v3.0.3. +- Updated Chartboost Unity package to v1.1.1. +- Updated Facebook Unity package to v1.1.3. +- Updated IronSource Unity package to v1.0.2. +- Updated Nend Unity package to v2.0.0. +- Updated Tapjoy Unity package to v2.0.0. + +Built and tested with: +- Google Play services 15.0.1 +- Google Mobile Ads iOS SDK 7.31.0 +- Unity Jar Resolver 1.2.79.0 + +************** +Version 3.14.0 +************** + +Plugin: +- Fixed Google Play dependencies version conflict with Firebase plugins. + +Mediation packages: +- Updated AdColony Unity package to v1.2.1. +- Updated AppLovin Unity package to v3.0.2. +- Updated Chartboost Unity package to v1.1.0. +- Updated Facebook Unity package to v1.1.2. +- Updated InMobi Unity package to v2.1.0. +- Updated IronSource Unity package to v1.0.1. +- Updated Maio Unity package to v1.1.0. +- Updated MoPub Unity package to v2.1.0. +- Updated MyTarget Unity package to v2.1.0. +- Updated Nend Unity package to v1.0.2. +- Updated Tapjoy Unity package to v1.1.1. +- Updated UnityAds Unity package to v1.1.3. + +Built and tested with: +- Google Play services 15.0.1 +- Google Mobile Ads iOS SDK 7.31.0 +- Unity Jar Resolver 1.2.75.0 + +************** +Version 3.13.1 +************** + +Plugin: +- Fixed issue where banner ads reposition to top of screen after a full +screen ad is displayed. + +Built and tested with: +- Google Play services 12.0.1 +- Google Mobile Ads iOS SDK 7.30.0 +- Unity Jar Resolver 1.2.64.0 + +************** +Version 3.13.0 +************** + +Plugin: +- Added `OnAdCompleted` ad event to rewarded video ads. +- Removed support for Native Ads Express. + +Mediation packages: +- Added Chartboost mediation support package. +- Added MoPub mediation support package. +- Updated AppLovin Unity package to v1.2.1. +- Updated AdColony Unity package to v1.0.1. +- Updated myTarget Unity package to v2.0.0. + +Built and tested with: +- Google Play services 12.0.1 +- Google Mobile Ads iOS SDK 7.30.0 +- Unity Jar Resolver 1.2.64.0 + +************** +Version 3.12.0 +************** + +Plugin: +- Added `setUserId` API to rewarded video ads to identify users in +server-to-server reward callbacks. +- Removed functionality that forced ad events to be invoked on the +main thread. + +Mediation packages: +- Updated maio Unity package to v1.0.1. + +Built and tested with: +- Google Play services 11.8.0 +- Google Mobile Ads iOS SDK 7.29.0 +- Unity Jar Resolver 1.2.61.0 + +************** +Version 3.11.1 +************** + +Plugin: +- Fixed issue where calling GetWidthInPixels() or GetHeightInPixels() resulted +in a null pointer exception. + +Mediation packages: +- Added Facebook mediation support package. + +Built and tested with: +- Google Play services 11.8.0 +- Google Mobile Ads iOS SDK 7.28.0 +- Unity Jar Resolver 1.2.61.0 + +************** +Version 3.11.0 +************** + +Plugin: +- Updated Android ad events to be invoked on the main thread. +- Added `MobileAds.SetiOSAppPauseOnBackground()` method to pause iOS apps when +displaying full screen ads. +- Fixed issue were banners repositioned incorrectly following an orientation +change. + +Mediation packages: +- Added maio mediation support package. +- Added nend mediation support package. + +Built and tested with: +- Google Play services 11.8.0 +- Google Mobile Ads iOS SDK 7.27.0 +- Unity Jar Resolver 1.2.61.0 + +************** +Version 3.10.0 +************** + +Plugin: +- Updated Smart Banner positioning to render within safe area on iOS 11. +- Added API to return height and width of BannerView in pixels. +- Added SetPosition method to reposition banner ads. +- Updated AppLovin Unity mediation package to support AppLovin initialization +integration. + +Mediation packages: +- Added InMobi mediation support package. +- Added Tapjoy mediation support package. +- Added Unity Ads mediation support package. +- Added myTarget mediation support package. + +Built and tested with: +- Google Play services 11.6.2 +- Google Mobile Ads iOS SDK 7.27.0 +- Unity Jar Resolver 1.2.59.0 + +************* +Version 3.9.0 +************* + +Plugin: +- Implemented workaround for issue where ad views are rendered in incorrect +position. +- Resolved compatibility issues with Gradle 4. +- Resolved comnpatilbity issues with older versions of Xcode. + +Mediation packages: +- Added API for video ad volume control. +- Added AdColony mediation support package. +- Added AppLovin mediation support package. + +Built and tested with: +- Google Play services 11.6.0 +- Google Mobile Ads iOS SDK 7.25.0 +- Unity Jar Resolver 1.2.59.0 + +************* +Version 3.8.0 +************* + +- Added support for Vungle mediation extras. +- Updated ad views to render within safe area on iOS 11 when using predefined +AdPosition constants. +- Added MediationAdapterClassName() method to all ad formats. +- Fixed issue where ad views are always rendered on the top of the screen for +certain devices. + +Built and tested with: +- Google Play services 11.4.0 +- Google Mobile Ads iOS SDK 7.24.1 +- Unity Jar Resolver 1.2.59.0 + +************* +Version 3.7.1 +************* + +- Fix issue where banner and Native Express ads fail to show after being hidden. + +Built and tested with: +- Google Play services 11.4.0 +- Google Mobile Ads iOS SDK 7.24.0 +- Unity Jar Resolver 1.2.52.0 + +************* +Version 3.7.0 +************* + +- Updated dependency specification for JarResolver to use new XML format. +- Resolved JarResolver incompatibility issues when using Firebase Unity plugins. + +Built and tested with: +- Google Play services 11.2.0 +- Google Mobile Ads iOS SDK 7.23.0 +- Unity Jar Resolver 1.2.48.0 + +************* +Version 3.6.3 +************* + +- Fixed serving of live ads to iOS simulator when simulator set as test +device. +- Reverted addition of mediation sub-directories to Plugin folder. + +Built and tested with: +- Google Play services 11.0.4 +- Google Mobile Ads iOS SDK 7.21.0 +- Unity Jar Resolver 1.2.35.0 + +************* +Version 3.6.2 +************* + +- Add mediation sub-directories to Plugin folder. + +Built and tested with: +- Google Play services 11.0.4 +- Google Mobile Ads iOS SDK 7.21.0 +- Unity Jar Resolver 1.2.35.0 + +************* +Version 3.6.1 +************* + +- Updated Unity Jar Resolver. + +Built and tested with: +- Google Play services 11.0.0 +- Google Mobile Ads iOS SDK 7.21.0 +- Unity Jar Resolver 1.2.32.0 + +************* +Version 3.6.0 +************* + +- Added method to initialize the GMA SDK. +- Added FullWidth AdSize constant. +- Fixed incompatibility with Gradle build system. +- Updated iOS code to remove modular imports. + +Built and tested with: +- Google Play services 11.0.0 +- Google Mobile Ads iOS SDK 7.21.0 +- Unity Jar Resolver 1.2.31.0 + +************* +Version 3.5.0 +************* +- Fix ad views losing visibility after an activity change for certain devices +(eg. Huaweai devices). + +Built and tested with: +- Google Play services 10.2.4 +- Google Mobile Ads iOS SDK 7.20.0 +- Unity Jar Resolver 1.2.20.0 + +************* +Version 3.4.0 +************* +- Fix native express and banner ad behavior where initializing and +hidden ads create unclickable region. + +Built and tested with: +- Google Play services 10.2.1 +- Google Mobile Ads iOS SDK 7.19.0 +- Unity Jar Resolver 1.2.14.0 + +************* +Version 3.3.0 +************* +- Removed support for in-app purchases. +- Fix positioning of ads in sticky-immersive mode. +- Fix issue were ads larger than 320dp could not be rendered. +- Fix incorrect positioning of ads in iOS for ad position BOTTOM. +- Add rewarded video test ad units to HelloWorld sample app. +- Suppress warnings for unused placeholder ad events. + +Built and tested with: +- Google Play services 10.2.0 +- Google Mobile Ads iOS SDK 7.18.0 +- Unity Jar Resolver 1.2.12.0 + +************* +Version 3.2.0 +************* +- Banner ads and native express ads display correctly on Unity 5.6. +- Add ability to specify x, y location of ad views. + +Built and tested with: +- Google Play services 10.0.1 +- Google Mobile Ads iOS SDK 7.16.0 +- Unity Jar Resolver 1.2.9.0 + +************* +Version 3.1.3 +************* +- Fix incorrect invocation of events on ads failing to load. + +Built and tested with: +- Google Play services 10.0.0 +- Google Mobile Ads iOS SDK 7.15.0 +- Unity Jar Resolver 1.2.6.0 + +************* +Version 3.1.2 +************* +- Fix NPE when ad events are not hooked up. + +Built and tested with: +- Google Play services 9.8.0 +- Google Mobile Ads iOS SDK 7.13.0 +- Unity Jar Resolver 1.2.2.0 + +************* +Version 3.1.1 +************* +- Remove dependency on Android Support Library and update GMA iOS SDK +version in `AdMobDependencies.cs`. + +Built and tested with: +- Google Play services 9.6.1 +- Google Mobile Ads iOS SDK 7.13.0 +- Unity Jar Resolver 1.2.2.0 + +************* +Version 3.1.0 +************* +- Integrate plugin with play-services-resolver-1.2.1.0. +- Removal of CocoaPods integration. + +Built and tested with: +- Google Play services 9.6.0 +- Google Mobile Ads iOS SDK 7.12.0 +- Unity Jar Resolver 1.2.1.0 + +************* +Version 3.0.7 +************* +- Fix crash within OnAdLoaded ad event for rewarded video ads on iOS. + +Built and tested with: +- Google Play services 9.4.0 +- Google Mobile Ads iOS SDK 7.11.0 +- Unity Jar Resolver 1.2 + +************* +Version 3.0.6 +************* +- Add support for Native Ads express. +- Fix compatibility issues with Android IL2CPP compilation. +- Fix memory leak of C# client objects + +Built and tested with: +- Google Play services 9.4.0 +- Google Mobile Ads iOS SDK 7.10.1 +- Unity Jar Resolver 1.2 + +************* +Version 3.0.5 +************* +- Remove use of JSONUtility. + +Built and tested with: +- Google Play services 9.2.0 +- Google Mobile Ads iOS SDK 7.8.1 +- Unity Jar Resolver 1.2 + +************* +Version 3.0.4 +************* +- Fix Podfile compatibility with CocoaPods 1.0.0. +- Add support for DFP custom native ad formats. + +Built and tested with: +- Google Play services 9.0.0 +- Google Mobile Ads iOS SDK 7.8.1 +- Unity Jar Resolver 1.2 + +************* +Version 3.0.3 +************* +- Restrict simultaneous rewarded video requests on Android. + +Built and tested with: +- Google Play services 8.4.0 +- Google Mobile Ads iOS SDK 7.7.0 + +************* +Version 3.0.2 +************* +- Fix compatibility issues with Google Mobile Ads iOS SDK 7.7.0 + +Built and tested with: +- Google Play services 8.4.0 +- Google Mobile Ads iOS SDK 7.7.0 + +************* +Version 3.0.1 +************* +- Update preprocessor directives for iOS post build setup +- Add request agent to all ad requests from plugin + +Built and tested with: +- Google Play services 8.4.0 +- Google Mobile Ads iOS SDK 7.6.0 + +************* +Version 3.0.0 +************* +- Add support for Custom In-App purchase flow on Android +- Add CocoaPods integration and automated build settings for iOS projects +- Use JarResolver plugin to resolve Google Play services client dependencies +- Ad events for banners and interstitials refactored with new names + +Built and tested with: +- Google Play services 8.4.0 +- Google Mobile Ads iOS SDK 7.6.0 + +************* +Version 2.3.1 +************* +- Move IInAppBillingService into its own JAR + +************* +Version 2.3.0 +************* +- Add support for In-App Purchase house ads on Android + +************* +Version 2.2.1 +************* +- Fix for Android manifest merge issues on Unity 4.x +- Fix for TouchCount issue on Unity 5.0 + +*********** +Version 2.2 +*********** +- Support for Unity 5.0 & ARC +- Additional Banner positions +- iOS Ads SDK 7.0.0 compatibility + +*********** +Version 2.1 +*********** +- Support for Interstitial Ads +- Ad events use EventHandlers + +*********** +Version 2.0 +*********** +- A single package with cross platform (Android/iOS) support +- Mock ad calls when running inside Unity editor +- Support for Banner Ads +- Custom banner sizes +- Banner ad events listeners +- AdRequest targeting methods +- A sample project to demonstrate plugin integration + +*********** +Version 1.2 +*********** +- Initial Android version with Google Play services support +- Support for Banner Ads only + +*********** +Version 1.1 +*********** +- Initial iOS only version +- Support for Banner Ads only + +*********** +Version 1.0 +*********** +- Initial version for Android (using now deprecated legacy Android SDK) diff --git a/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs b/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs new file mode 100755 index 0000000..7737e4d --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs @@ -0,0 +1,49 @@ +using System; +using System.IO; +using UnityEditor; +using UnityEngine; +using UnityEditor.Build; +#if UNITY_2018_1_OR_NEWER +using UnityEditor.Build.Reporting; +#endif +using UnityEditor.Callbacks; + +using GoogleMobileAds.Editor; + +#if UNITY_2018_1_OR_NEWER +public class BuildPreProcessor : IPreprocessBuildWithReport +#else +public class BuildPreProcessor : IPreprocessBuild +#endif +{ + + public int callbackOrder { get { return 1; } } + +#if UNITY_2018_1_OR_NEWER + public void OnPreprocessBuild(BuildReport report) +#else + public void OnPreprocessBuild(BuildTarget target, string path) +#endif + { + if (!AssetDatabase.IsValidFolder("Assets/GoogleMobileAds")) + { + AssetDatabase.CreateFolder("Assets", "GoogleMobileAds"); + } + + /* + * Handle importing GMA via Unity Package Manager. + */ + EditorPathUtils pathUtils = ScriptableObject.CreateInstance(); + if (pathUtils.IsPackageRootPath()) + { + string parentDirectoryPath = pathUtils.GetParentDirectoryAssetPath(); + string linkXmlPath = Path.Combine(parentDirectoryPath, "link.xml"); + + /* + * Copy link.xml to Assets/GoogleMobileAds to ensure all platform dependent libraries + * are included in the build. + */ + AssetDatabase.CopyAsset(linkXmlPath, "Assets/GoogleMobileAds/link.xml"); + } + } +} diff --git a/Assets/GoogleMobileAds/Editor/EditorPathUtils.cs b/Assets/GoogleMobileAds/Editor/EditorPathUtils.cs new file mode 100755 index 0000000..fbe5215 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/EditorPathUtils.cs @@ -0,0 +1,58 @@ +// Copyright (C) 2023 Google LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +using System; +using System.IO; +using UnityEditor; +using UnityEngine; + +/* + * EditorPathUtils class finds and processes the AssetPath for + * EditorPathUtils.cs within unity asset database. + */ +public class EditorPathUtils : ScriptableObject +{ + /* + * Returns the asset path of EditorPathUtils.cs + */ + private String GetFilePath() + { + return AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(this)); + } + + /* + * Returns the asset directory path of EditorPathUtils.cs + */ + public String GetDirectoryAssetPath() + { + return Path.GetDirectoryName(GetFilePath()); + } + + /* + * Returns the parent asset directory path of EditorPathUtils.cs + */ + public String GetParentDirectoryAssetPath() + { + return Path.GetDirectoryName(GetDirectoryAssetPath()); + } + + /* + * Returns true if GMA import is done via unity package manager, + * false otherwise. + */ + public bool IsPackageRootPath() + { + return GetFilePath().StartsWith("Packages"); + } +} diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef b/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef new file mode 100755 index 0000000..5a49696 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef @@ -0,0 +1,18 @@ +{ + "name": "GoogleMobileAds.Editor", + "references": [ + "GoogleMobileAds", + "GoogleMobileAds.Core" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml new file mode 100755 index 0000000..192c1db --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml @@ -0,0 +1,17 @@ + + + + + https://maven.google.com/ + + + + + + + + https://github.com/CocoaPods/Specs + + + + diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml new file mode 100755 index 0000000..f43d6db --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml @@ -0,0 +1,55 @@ + + + cstr6suwn9.skadnetwork + + + 4fzdc2evr5.skadnetwork + 4pfyvq9l8r.skadnetwork + 2fnua5tdw4.skadnetwork + ydx93a7ass.skadnetwork + 5a6flpkh64.skadnetwork + p78axxw29g.skadnetwork + v72qych5uu.skadnetwork + ludvb6z3bs.skadnetwork + cp8zw746q7.skadnetwork + 3sh42y64q3.skadnetwork + c6k4g5qg8m.skadnetwork + s39g8k73mm.skadnetwork + 3qy4746246.skadnetwork + f38h382jlk.skadnetwork + hs6bdukanm.skadnetwork + v4nxqhlyqp.skadnetwork + wzmmz9fp6w.skadnetwork + yclnxrl5pm.skadnetwork + t38b2kh725.skadnetwork + 7ug5zh24hu.skadnetwork + gta9lk7p23.skadnetwork + vutu7akeur.skadnetwork + y5ghdn5j9k.skadnetwork + n6fk4nfna4.skadnetwork + v9wttpbfk9.skadnetwork + n38lu8286q.skadnetwork + 47vhws6wlr.skadnetwork + kbd757ywx3.skadnetwork + 9t245vhmpl.skadnetwork + eh6m2bh4zr.skadnetwork + a2p9lx4jpn.skadnetwork + 22mmun2rn5.skadnetwork + 4468km3ulz.skadnetwork + 2u9pt9hc89.skadnetwork + 8s468mfl3y.skadnetwork + klf5c3l5u5.skadnetwork + ppxm28t8ap.skadnetwork + ecpz2srf59.skadnetwork + uw77j35x4d.skadnetwork + pwa73g5rt2.skadnetwork + mlmmfzh3r3.skadnetwork + 578prtvx9j.skadnetwork + 4dzt52r2t5.skadnetwork + e5fvkxwrpn.skadnetwork + 8c4e2ghe7u.skadnetwork + zq492l623r.skadnetwork + 3rd42ekr43.skadnetwork + 3qcr597p9d.skadnetwork + diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs new file mode 100755 index 0000000..e3189ae --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs @@ -0,0 +1,123 @@ +using System; +using System.IO; +using UnityEditor; +using UnityEngine; + +namespace GoogleMobileAds.Editor +{ + internal class GoogleMobileAdsSettings : ScriptableObject + { + private const string MobileAdsSettingsResDir = "Assets/GoogleMobileAds/Resources"; + + private const string MobileAdsSettingsFile = "GoogleMobileAdsSettings"; + + private const string MobileAdsSettingsFileExtension = ".asset"; + + internal static GoogleMobileAdsSettings LoadInstance() + { + //Read from resources. + var instance = Resources.Load(MobileAdsSettingsFile); + + //Create instance if null. + if (instance == null) + { + Directory.CreateDirectory(MobileAdsSettingsResDir); + instance = ScriptableObject.CreateInstance(); + string assetPath = Path.Combine( + MobileAdsSettingsResDir, + MobileAdsSettingsFile + MobileAdsSettingsFileExtension); + AssetDatabase.CreateAsset(instance, assetPath); + AssetDatabase.SaveAssets(); + Version agp = Version.Parse(Utils.AndroidGradlePluginVersion); + instance.validateGradleDependencies = true; + // Turn on Gradle Dependency Validation if AGP < 4.2.2 + if (agp.Major > 4 || (agp.Major == 4 && agp.Minor >= 2 && agp.Build >= 2)) + { + instance.validateGradleDependencies = false; + } + } + + return instance; + } + + [SerializeField] + private string adMobAndroidAppId = string.Empty; + + [SerializeField] + private string adMobIOSAppId = string.Empty; + + [SerializeField] + private bool delayAppMeasurementInit; + + [SerializeField] + private bool enableKotlinXCoroutinesPackagingOption = true; + + [SerializeField] + private bool optimizeInitialization; + + [SerializeField] + private bool optimizeAdLoading; + + [SerializeField] + private string userTrackingUsageDescription; + + [SerializeField] + private bool validateGradleDependencies; + + public string GoogleMobileAdsAndroidAppId + { + get { return adMobAndroidAppId; } + + set { adMobAndroidAppId = value; } + } + + public bool EnableKotlinXCoroutinesPackagingOption + { + get { return enableKotlinXCoroutinesPackagingOption; } + + set { enableKotlinXCoroutinesPackagingOption = value; } + } + + public string GoogleMobileAdsIOSAppId + { + get { return adMobIOSAppId; } + + set { adMobIOSAppId = value; } + } + + public bool DelayAppMeasurementInit + { + get { return delayAppMeasurementInit; } + + set { delayAppMeasurementInit = value; } + } + + public bool OptimizeInitialization + { + get { return optimizeInitialization; } + + set { optimizeInitialization = value; } + } + + public bool OptimizeAdLoading + { + get { return optimizeAdLoading; } + + set { optimizeAdLoading = value; } + } + + public string UserTrackingUsageDescription + { + get { return userTrackingUsageDescription; } + + set { userTrackingUsageDescription = value; } + } + + public bool ValidateGradleDependencies + { + get { return validateGradleDependencies; } + + set { validateGradleDependencies = value; } + } + } +} diff --git a/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs new file mode 100755 index 0000000..ece163c --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs @@ -0,0 +1,151 @@ +using UnityEditor; +using UnityEngine; + +namespace GoogleMobileAds.Editor +{ + [InitializeOnLoad] + [CustomEditor(typeof(GoogleMobileAdsSettings))] + public class GoogleMobileAdsSettingsEditor : UnityEditor.Editor + { + + SerializedProperty _appIdAndroid; + SerializedProperty _appIdiOS; + SerializedProperty _delayAppMeasurement; + SerializedProperty _enableKotlinXCoroutinesPackagingOption; + SerializedProperty _optimizeInitialization; + SerializedProperty _optimizeAdLoading; + SerializedProperty _userTrackingUsageDescription; + SerializedProperty _validateGradleDependencies; + + + [MenuItem("Assets/Google Mobile Ads/Settings...")] + public static void OpenInspector() + { + Selection.activeObject = GoogleMobileAdsSettings.LoadInstance(); + } + + public void OnEnable() + { + _appIdAndroid = serializedObject.FindProperty("adMobAndroidAppId"); + _appIdiOS = serializedObject.FindProperty("adMobIOSAppId"); + _delayAppMeasurement = serializedObject.FindProperty("delayAppMeasurementInit"); + _enableKotlinXCoroutinesPackagingOption = + serializedObject.FindProperty("enableKotlinXCoroutinesPackagingOption"); + _optimizeInitialization = serializedObject.FindProperty("optimizeInitialization"); + _optimizeAdLoading = serializedObject.FindProperty("optimizeAdLoading"); + _userTrackingUsageDescription = + serializedObject.FindProperty("userTrackingUsageDescription"); + _validateGradleDependencies = + serializedObject.FindProperty("validateGradleDependencies"); + } + + public override void OnInspectorGUI() + { + // Make sure the Settings object has all recent changes. + serializedObject.Update(); + + var settings = (GoogleMobileAdsSettings)target; + + if(settings == null) + { + UnityEngine.Debug.LogError("GoogleMobileAdsSettings is null."); + return; + } + + EditorGUILayout.LabelField("Google Mobile Ads App ID", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + + EditorGUILayout.PropertyField(_appIdAndroid, new GUIContent("Android")); + + EditorGUILayout.PropertyField(_appIdiOS, new GUIContent("iOS")); + + EditorGUILayout.HelpBox( + "Google Mobile Ads App ID will look similar to this sample ID: ca-app-pub-3940256099942544~3347511713", + MessageType.Info); + + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("Android settings", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(_enableKotlinXCoroutinesPackagingOption, + new GUIContent("Enable kotlinx.coroutines packaging option.")); + + if (settings.EnableKotlinXCoroutinesPackagingOption) + { + EditorGUILayout.HelpBox( + "Adds instruction to fix a build.gradle build error with message"+ + " '2 files found with path 'META-INF/kotlinx_coroutines_core.version'."+ + " For more details see https://developers.google.com/admob/unity/gradle", + MessageType.Info); + } + + EditorGUILayout.PropertyField(_validateGradleDependencies, + new GUIContent("Remove property tag from GMA Android SDK")); + + if (settings.ValidateGradleDependencies) + { + EditorGUILayout.HelpBox( + "This option ensures the GMA Android SDK is compatible with the version of " + + "Android Gradle Plugin being used. Enabling this option is required for Unity" + + " Projects that use Android Gradle Plugin under version 4.2.2.", + MessageType.Info); + } + + EditorGUILayout.PropertyField(_optimizeInitialization, + new GUIContent("Optimize initialization")); + if (settings.OptimizeInitialization) { + EditorGUILayout.HelpBox( + "Initialization will be offloaded to a background thread.", + MessageType.Info); + } + + EditorGUILayout.PropertyField(_optimizeAdLoading, + new GUIContent("Optimize ad loading")); + + if (settings.OptimizeAdLoading) { + EditorGUILayout.HelpBox( + "Ad loading tasks will be offloaded to a background thread.", + MessageType.Info); + } + + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("AdMob-specific settings", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(_delayAppMeasurement, + new GUIContent("Delay app measurement")); + + if (settings.DelayAppMeasurementInit) { + EditorGUILayout.HelpBox( + "Delays app measurement until you explicitly initialize the Mobile Ads SDK or load an ad.", + MessageType.Info); + } + + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("UMP-specific settings", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + + EditorGUILayout.PropertyField(_userTrackingUsageDescription, + new GUIContent("User Tracking Usage Description")); + + EditorGUILayout.HelpBox( + "A message that informs the user why an iOS app is requesting permission to " + + "use data for tracking the user or the device.", MessageType.Info); + + EditorGUI.indentLevel--; + EditorGUILayout.Separator(); + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml b/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml new file mode 100755 index 0000000..4431318 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml @@ -0,0 +1,9 @@ + + + + + https://maven.google.com/ + + + + diff --git a/Assets/GoogleMobileAds/Editor/GradleProcessor.cs b/Assets/GoogleMobileAds/Editor/GradleProcessor.cs new file mode 100755 index 0000000..8c8cd5a --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/GradleProcessor.cs @@ -0,0 +1,107 @@ +using System; +using System.IO; +using UnityEditor.Android; + +using GoogleMobileAds.Editor; + +public class GradleProcessor : IPostGenerateGradleAndroidProject +{ + public int callbackOrder { get { return 0; } } + + private const string GMA_PACKAGING_OPTIONS_LAUNCHER = + "apply from: '../unityLibrary/GoogleMobileAdsPlugin.androidlib/packaging_options.gradle'"; + + private const string GMA_PACKAGING_OPTIONS = + "apply from: 'GoogleMobileAdsPlugin.androidlib/packaging_options.gradle'"; + + private const string GMA_VALIDATE_GRADLE_DEPENDENCIES = + "apply from: 'GoogleMobileAdsPlugin.androidlib/validate_dependencies.gradle'"; + + public void OnPostGenerateGradleAndroidProject(string path) + { + var rootDirinfo = new DirectoryInfo(path); + var rootPath = rootDirinfo.Parent.FullName; + var gradleList = Directory.GetFiles(rootPath, "build.gradle", SearchOption.AllDirectories); + + var packagingOptionsLauncher = GMA_PACKAGING_OPTIONS_LAUNCHER; + var packagingOptionsUnityLibrary = GMA_PACKAGING_OPTIONS; + var validateGradleDependencies = GMA_VALIDATE_GRADLE_DEPENDENCIES; + + // Windows path requires '\\' +#if UNITY_EDITOR_WIN + packagingOptionsLauncher = packagingOptionsLauncher.Replace("/","\\\\"); + packagingOptionsUnityLibrary = packagingOptionsUnityLibrary.Replace("/","\\\\"); + validateGradleDependencies = validateGradleDependencies.Replace("/","\\\\"); +#endif + + foreach (var gradlepath in gradleList) + { + if (!gradlepath.Contains("unityLibrary/build.gradle") && + !gradlepath.Contains("launcher/build.gradle") && + !gradlepath.Contains("unityLibrary\\build.gradle") && + !gradlepath.Contains("launcher\\build.gradle")) + { + continue; + } + + var contents = File.ReadAllText(gradlepath); + // Delete existing packaging_options and then set it if enabled. + if (contents.Contains("packaging_options.gradle")) + { + contents = DeleteLineContainingSubstring(contents, "packaging_options.gradle"); + } + + if (!GoogleMobileAdsSettings.LoadInstance().EnableKotlinXCoroutinesPackagingOption) + { + File.WriteAllText(gradlepath, contents); + continue; + } + + if (gradlepath.Contains("unityLibrary/build.gradle") || gradlepath.Contains("unityLibrary\\build.gradle")) + { + contents += Environment.NewLine + packagingOptionsUnityLibrary; + } + else if (gradlepath.Contains("launcher/build.gradle") || gradlepath.Contains("launcher\\build.gradle")) + { + contents += Environment.NewLine + packagingOptionsLauncher; + } + File.WriteAllText(gradlepath, contents); + } + + // TODO (b/311555203) Use delete then write approach above to update this Gradle script too. + var unityLibraryGradle = Directory.GetFiles(rootPath, "unityLibrary/build.gradle", + SearchOption.TopDirectoryOnly); + + foreach (var gradlePath in unityLibraryGradle) + { + var contents = File.ReadAllText(gradlePath); + if (GoogleMobileAdsSettings.LoadInstance().ValidateGradleDependencies) + { + if (!contents.Contains(validateGradleDependencies)) + { + contents += Environment.NewLine + validateGradleDependencies; + File.WriteAllText(gradlePath, contents); + } + } + else + { + contents = DeleteLineContainingSubstring(contents, validateGradleDependencies); + File.WriteAllText(gradlePath, contents); + } + } + } + + private string DeleteLineContainingSubstring(string file, string substring) + { + string newFile = ""; + var lines = file.Split(new[] { Environment.NewLine }, StringSplitOptions.None); + foreach (var line in lines) + { + if (!line.Contains(substring)) + { + newFile += line + Environment.NewLine; + } + } + return newFile; + } +} diff --git a/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs b/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs new file mode 100755 index 0000000..12cd13e --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/ManifestProcessor.cs @@ -0,0 +1,246 @@ +// Copyright (C) 2020 Google LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#if UNITY_ANDROID +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Xml.Linq; + +using UnityEditor; +using UnityEditor.Build; +#if UNITY_2018_1_OR_NEWER +using UnityEditor.Build.Reporting; +#endif +using UnityEngine; +using GoogleMobileAds.Editor; + +#if UNITY_2018_1_OR_NEWER +public class ManifestProcessor : IPreprocessBuildWithReport +#else +public class ManifestProcessor : IPreprocessBuild +#endif +{ + private const string MANIFEST_RELATIVE_PATH = + "Plugins/Android/GoogleMobileAdsPlugin.androidlib/AndroidManifest.xml"; + + private const string PROPERTIES_RELATIVE_PATH = + "Plugins/Android/GoogleMobileAdsPlugin.androidlib/project.properties"; + + private const string METADATA_APPLICATION_ID = + "com.google.android.gms.ads.APPLICATION_ID"; + + private const string METADATA_DELAY_APP_MEASUREMENT_INIT = + "com.google.android.gms.ads.DELAY_APP_MEASUREMENT_INIT"; + + private const string METADATA_OPTIMIZE_INITIALIZATION = + "com.google.android.gms.ads.flag.OPTIMIZE_INITIALIZATION"; + + private const string METADATA_OPTIMIZE_AD_LOADING = + "com.google.android.gms.ads.flag.OPTIMIZE_AD_LOADING"; + + // LINT.IfChange + private const string METADATA_UNITY_VERSION = "com.google.unity.ads.UNITY_VERSION"; + // LINT.ThenChange(//depot/google3/javatests/com/google/android/gmscore/integ/modules/admob/tests/robolectric/src/com/google/android/gms/ads/nonagon/signals/StaticDeviceSignalSourceTest.java) + + private XNamespace ns = "http://schemas.android.com/apk/res/android"; + + public int callbackOrder { get { return 0; } } + +#if UNITY_2018_1_OR_NEWER + public void OnPreprocessBuild(BuildReport report) +#else + public void OnPreprocessBuild(BuildTarget target, string path) +#endif + { + string manifestPath = Path.Combine(Application.dataPath, MANIFEST_RELATIVE_PATH); + string propertiesPath = Path.Combine(Application.dataPath, PROPERTIES_RELATIVE_PATH); + + /* + * Handle importing GMA via Unity Package Manager. + */ + EditorPathUtils pathUtils = + ScriptableObject.CreateInstance(); + if (pathUtils.IsPackageRootPath()) + { + // pathUtils.GetParentDirectoryAssetPath() returns "Packages/.../GoogleMobileAds" but + // Plugins is at the same level of GoogleMobileAds so we go up one directory before + // appending MANIFEST_RELATIVE_PATH. + string packagesPathPrefix = + Path.GetDirectoryName(pathUtils.GetParentDirectoryAssetPath()); + manifestPath = Path.Combine(packagesPathPrefix, MANIFEST_RELATIVE_PATH); + propertiesPath = Path.Combine(packagesPathPrefix, PROPERTIES_RELATIVE_PATH); + } + + if (AssetDatabase.IsValidFolder("Packages/com.google.ads.mobile")) + { + manifestPath = Path.Combine("Packages/com.google.ads.mobile", MANIFEST_RELATIVE_PATH); + } + + XDocument manifest = null; + try + { + manifest = XDocument.Load(manifestPath); + } + #pragma warning disable 0168 + catch (IOException e) + #pragma warning restore 0168 + { + StopBuildWithMessage("AndroidManifest.xml is missing. Try re-importing the plugin."); + } + + XElement elemManifest = manifest.Element("manifest"); + if (elemManifest == null) + { + StopBuildWithMessage("AndroidManifest.xml is not valid. Try re-importing the plugin."); + } + + XElement elemApplication = elemManifest.Element("application"); + if (elemApplication == null) + { + StopBuildWithMessage("AndroidManifest.xml is not valid. Try re-importing the plugin."); + } + + GoogleMobileAdsSettings instance = GoogleMobileAdsSettings.LoadInstance(); + string appId = instance.GoogleMobileAdsAndroidAppId; + + if (appId.Length == 0) + { + StopBuildWithMessage( + "Android Google Mobile Ads app ID is empty. Please enter a valid app ID to run ads properly."); + } + + IEnumerable metas = elemApplication.Descendants() + .Where( elem => elem.Name.LocalName.Equals("meta-data")); + + SetMetadataElement(elemApplication, + metas, + METADATA_APPLICATION_ID, + appId); + + SetMetadataElement(elemApplication, + metas, + METADATA_DELAY_APP_MEASUREMENT_INIT, + instance.DelayAppMeasurementInit); + + SetMetadataElement(elemApplication, + metas, + METADATA_OPTIMIZE_INITIALIZATION, + instance.OptimizeInitialization); + + SetMetadataElement(elemApplication, + metas, + METADATA_OPTIMIZE_AD_LOADING, + instance.OptimizeAdLoading); + + SetMetadataElement(elemApplication, + metas, + METADATA_UNITY_VERSION, + Application.unityVersion); + + elemManifest.Save(manifestPath); + } + + private XElement CreateMetaElement(string name, object value) + { + return new XElement("meta-data", + new XAttribute(ns + "name", name), new XAttribute(ns + "value", value)); + } + + private XElement GetMetaElement(IEnumerable metas, string metaName) + { + foreach (XElement elem in metas) + { + IEnumerable attrs = elem.Attributes(); + foreach (XAttribute attr in attrs) + { + if (attr.Name.Namespace.Equals(ns) + && attr.Name.LocalName.Equals("name") && attr.Value.Equals(metaName)) + { + return elem; + } + } + } + return null; + } + + /// + /// Utility for setting a metadata element + /// + /// application element + /// all metadata elements + /// name of the element to set + /// value to set + private void SetMetadataElement(XElement elemApplication, + IEnumerable metas, + string metadataName, + string metadataValue) + { + XElement element = GetMetaElement(metas, metadataName); + if (element == null) + { + elemApplication.Add(CreateMetaElement(metadataName, metadataValue)); + } + else + { + element.SetAttributeValue(ns + "value", metadataValue); + } + } + + /// + /// Utility for setting a metadata element + /// + /// application element + /// all metadata elements + /// name of the element to set + /// value to set + /// If metadataValue is default, node will be removed. + private void SetMetadataElement(XElement elemApplication, + IEnumerable metas, + string metadataName, + bool metadataValue, + bool defaultValue = false) + { + XElement element = GetMetaElement(metas, metadataName); + if (metadataValue != defaultValue) + { + if (element == null) + { + elemApplication.Add(CreateMetaElement(metadataName, metadataValue)); + } + else + { + element.SetAttributeValue(ns + "value", metadataValue); + } + } + else + { + if (element != null) + { + element.Remove(); + } + } + } + + private void StopBuildWithMessage(string message) + { + string prefix = "[GoogleMobileAds] "; + #if UNITY_2017_1_OR_NEWER + throw new BuildPlayerWindow.BuildMethodException(prefix + message); + #else + throw new OperationCanceledException(prefix + message); + #endif + } +} +#endif diff --git a/Assets/GoogleMobileAds/Editor/Utils.cs b/Assets/GoogleMobileAds/Editor/Utils.cs new file mode 100755 index 0000000..3b463f3 --- /dev/null +++ b/Assets/GoogleMobileAds/Editor/Utils.cs @@ -0,0 +1,91 @@ +// Copyright (C) 2023 Google LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +using System; +using System.Collections.Generic; +using System.IO; +using System.Text.RegularExpressions; + +namespace GoogleMobileAds.Editor +{ + /* + * Utils class that contains helper methods. + */ + public static class Utils + { + internal static string GradleTemplatePath = + Path.Combine(AndroidPluginsDir, "baseProjectTemplate.gradle"); + + // Android library plugins directory that contains custom gradle templates. + internal const string AndroidPluginsDir = "Assets/Plugins/Android"; + + // Extracts an Android Gradle Plugin version number from the contents of a *.gradle file. + // This should work for Unity 2022.1 and below. + // Ex. + // classpath 'com.android.tools.build:gradle:4.0.1' + private static Regex androidGradlePluginVersionExtract_legacy = + new Regex(@"^\s*classpath\s+['""]com\.android\.tools\.build:gradle:([^'""]+)['""]$"); + + // Extracts an Android Gradle Plugin version number from the contents of a *.gradle file for + // Unity 2022.2+ or 2023.1+. + // Ex. + // id 'com.android.application' version '7.1.2' apply false + private static Regex androidGradlePluginVersionExtract = + new Regex(@"^\s*id\s+['""]com\.android\.application['""] version ['""]([^'""]+)['""]"); + + /// + /// Get the Android Gradle Plugin version used by the Unity project. + /// + public static string AndroidGradlePluginVersion + { + private set {} + get + { + if (!Directory.Exists(AndroidPluginsDir) || !File.Exists(GradleTemplatePath)) + { + return DefaultAndroidGradlePlugin(); + } + var gradleTemplates = Directory.GetFiles(AndroidPluginsDir, "*.gradle", + SearchOption.TopDirectoryOnly); + foreach (var path in gradleTemplates) + { + foreach (var line in File.ReadAllLines(path)) + { + var match = androidGradlePluginVersionExtract_legacy.Match(line); + if (match != null && match.Success) + { + return match.Result("$1"); + } + match = androidGradlePluginVersionExtract.Match(line); + if (match != null && match.Success) + { + return match.Result("$1"); + } + } + } + return DefaultAndroidGradlePlugin(); + } + } + + // TODO(@vkini): read from default Unity baseProjectTemplate.gradle file + private static string DefaultAndroidGradlePlugin() + { +#if UNITY_2022_3_OR_NEWER + return "7.1.2"; +#else + return "4.0.1"; +#endif + } + } +} \ No newline at end of file diff --git a/Assets/GoogleMobileAds/GoogleMobileAds.Android.dll b/Assets/GoogleMobileAds/GoogleMobileAds.Android.dll new file mode 100755 index 0000000..8692740 Binary files /dev/null and b/Assets/GoogleMobileAds/GoogleMobileAds.Android.dll differ diff --git a/Assets/GoogleMobileAds/GoogleMobileAds.Common.dll b/Assets/GoogleMobileAds/GoogleMobileAds.Common.dll new file mode 100755 index 0000000..a5c4a7c Binary files /dev/null and b/Assets/GoogleMobileAds/GoogleMobileAds.Common.dll differ diff --git a/Assets/GoogleMobileAds/GoogleMobileAds.Core.dll b/Assets/GoogleMobileAds/GoogleMobileAds.Core.dll new file mode 100755 index 0000000..21ab28d Binary files /dev/null and b/Assets/GoogleMobileAds/GoogleMobileAds.Core.dll differ diff --git a/Assets/GoogleMobileAds/GoogleMobileAds.Ump.Android.dll b/Assets/GoogleMobileAds/GoogleMobileAds.Ump.Android.dll new file mode 100755 index 0000000..3783a7b Binary files /dev/null and b/Assets/GoogleMobileAds/GoogleMobileAds.Ump.Android.dll differ diff --git a/Assets/GoogleMobileAds/GoogleMobileAds.Ump.dll b/Assets/GoogleMobileAds/GoogleMobileAds.Ump.dll new file mode 100755 index 0000000..66315e6 Binary files /dev/null and b/Assets/GoogleMobileAds/GoogleMobileAds.Ump.dll differ diff --git a/Assets/GoogleMobileAds/GoogleMobileAds.Unity.dll b/Assets/GoogleMobileAds/GoogleMobileAds.Unity.dll new file mode 100755 index 0000000..e331827 Binary files /dev/null and b/Assets/GoogleMobileAds/GoogleMobileAds.Unity.dll differ diff --git a/Assets/GoogleMobileAds/GoogleMobileAds.dll b/Assets/GoogleMobileAds/GoogleMobileAds.dll new file mode 100755 index 0000000..9901664 Binary files /dev/null and b/Assets/GoogleMobileAds/GoogleMobileAds.dll differ diff --git a/Assets/GoogleMobileAds/GoogleMobileAds_version-8.7.0_manifest.txt b/Assets/GoogleMobileAds/GoogleMobileAds_version-8.7.0_manifest.txt new file mode 100755 index 0000000..778b56e --- /dev/null +++ b/Assets/GoogleMobileAds/GoogleMobileAds_version-8.7.0_manifest.txt @@ -0,0 +1,73 @@ +Assets/ExternalDependencyManager/Editor/1.2.177/Google.IOSResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.177/Google.IOSResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.177/Google.JarResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.177/Google.JarResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.177/Google.PackageManagerResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.177/Google.PackageManagerResolver.dll.mdb +Assets/ExternalDependencyManager/Editor/1.2.177/Google.VersionHandlerImpl.dll +Assets/ExternalDependencyManager/Editor/1.2.177/Google.VersionHandlerImpl.dll.mdb +Assets/ExternalDependencyManager/Editor/CHANGELOG.md +Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll +Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.mdb +Assets/ExternalDependencyManager/Editor/LICENSE +Assets/ExternalDependencyManager/Editor/README.md +Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.177_manifest.txt +Assets/GoogleMobileAds/CHANGELOG.md +Assets/GoogleMobileAds/Editor/BuildPreProcessor.cs +Assets/GoogleMobileAds/Editor/EditorPathUtils.cs +Assets/GoogleMobileAds/Editor/GoogleMobileAds.Editor.asmdef +Assets/GoogleMobileAds/Editor/GoogleMobileAdsDependencies.xml +Assets/GoogleMobileAds/Editor/GoogleMobileAdsSKAdNetworkItems.xml +Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettings.cs +Assets/GoogleMobileAds/Editor/GoogleMobileAdsSettingsEditor.cs +Assets/GoogleMobileAds/Editor/GoogleUmpDependencies.xml +Assets/GoogleMobileAds/Editor/GradleProcessor.cs +Assets/GoogleMobileAds/Editor/ManifestProcessor.cs +Assets/GoogleMobileAds/Editor/PListProcessor.cs +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/1024x768.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/300x250.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/320x100.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/320x480.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/320x50.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/468x60.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/480x320.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/728x90.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/768x1024.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdImages/AdInspectorHome.png +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AdInspector/768x1024.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AppOpen/1024x768.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/AppOpen/768x1024.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Banners/ADAPTIVE.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Banners/BANNER.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Banners/CENTER.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Banners/FULL_BANNER.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Banners/LARGE_BANNER.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Banners/LEADERBOARD.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Banners/MEDIUM_RECTANGLE.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Banners/SMART_BANNER.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Interstitials/1024x768.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Interstitials/768x1024.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Rewarded/1024x768.prefab +Assets/GoogleMobileAds/Editor/Resources/PlaceholderAds/Rewarded/768x1024.prefab +Assets/GoogleMobileAds/Editor/Resources/Ump/ConsentForm.png +Assets/GoogleMobileAds/Editor/Resources/Ump/ConsentForm.prefab +Assets/GoogleMobileAds/Editor/Utils.cs +Assets/GoogleMobileAds/GoogleMobileAds.Android.dll +Assets/GoogleMobileAds/GoogleMobileAds.Common.dll +Assets/GoogleMobileAds/GoogleMobileAds.Core.dll +Assets/GoogleMobileAds/GoogleMobileAds.Ump.Android.dll +Assets/GoogleMobileAds/GoogleMobileAds.Ump.Unity.dll +Assets/GoogleMobileAds/GoogleMobileAds.Ump.dll +Assets/GoogleMobileAds/GoogleMobileAds.Ump.iOS.dll +Assets/GoogleMobileAds/GoogleMobileAds.Unity.dll +Assets/GoogleMobileAds/GoogleMobileAds.dll +Assets/GoogleMobileAds/GoogleMobileAds.iOS.dll +Assets/GoogleMobileAds/LICENSE +Assets/GoogleMobileAds/link.xml +Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/AndroidManifest.xml +Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/packaging_options.gradle +Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/project.properties +Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/validate_dependencies.gradle +Assets/Plugins/Android/googlemobileads-unity.aar +Assets/Plugins/iOS/GADUAdNetworkExtras.h +Assets/Plugins/iOS/unity-plugin-library.a diff --git a/Assets/GoogleMobileAds/LICENSE b/Assets/GoogleMobileAds/LICENSE new file mode 100755 index 0000000..b7c9ed1 --- /dev/null +++ b/Assets/GoogleMobileAds/LICENSE @@ -0,0 +1,202 @@ + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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We also recommend that a + file or class name and description of purpose be included on the + same "printed page" as the copyright notice for easier + identification within third-party archives. + + Copyright 2013 Google Inc. + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. diff --git a/Assets/GoogleMobileAds/Resources/GoogleMobileAdsSettings.asset b/Assets/GoogleMobileAds/Resources/GoogleMobileAdsSettings.asset new file mode 100644 index 0000000..b1719c6 --- /dev/null +++ b/Assets/GoogleMobileAds/Resources/GoogleMobileAdsSettings.asset @@ -0,0 +1,22 @@ +%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: a187246822bbb47529482707f3e0eff8, type: 3} + m_Name: GoogleMobileAdsSettings + m_EditorClassIdentifier: + adMobAndroidAppId: ca-app-pub-3940256099942544~3347511713 + adMobIOSAppId: + delayAppMeasurementInit: 0 + enableKotlinXCoroutinesPackagingOption: 1 + optimizeInitialization: 0 + optimizeAdLoading: 0 + userTrackingUsageDescription: + validateGradleDependencies: 0 diff --git a/Assets/GoogleMobileAds/link.xml b/Assets/GoogleMobileAds/link.xml new file mode 100755 index 0000000..1302803 --- /dev/null +++ b/Assets/GoogleMobileAds/link.xml @@ -0,0 +1,18 @@ + + + + + + + + + + + + + + + + + + diff --git a/Assets/GoogleMobileAdsNative/Editor/GoogleMobileAdsNativeDependencies.xml b/Assets/GoogleMobileAdsNative/Editor/GoogleMobileAdsNativeDependencies.xml new file mode 100755 index 0000000..1edf271 --- /dev/null +++ b/Assets/GoogleMobileAdsNative/Editor/GoogleMobileAdsNativeDependencies.xml @@ -0,0 +1,9 @@ + + + + + https://maven.google.com/ + + + + diff --git a/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.Android.dll b/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.Android.dll new file mode 100755 index 0000000..e58f0a9 Binary files /dev/null and b/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.Android.dll differ diff --git a/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.Common.dll b/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.Common.dll new file mode 100755 index 0000000..4eff893 Binary files /dev/null and b/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.Common.dll differ diff --git a/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.dll b/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.dll new file mode 100755 index 0000000..ce93dea Binary files /dev/null and b/Assets/GoogleMobileAdsNative/GoogleMobileAdsNative.dll differ diff --git a/Assets/GoogleMobileAdsNative/link.xml b/Assets/GoogleMobileAdsNative/link.xml new file mode 100755 index 0000000..02a7e80 --- /dev/null +++ b/Assets/GoogleMobileAdsNative/link.xml @@ -0,0 +1,10 @@ + + + + + + + + + + diff --git a/Assets/PlayServicesResolver/Editor/play-services-resolver_v1.2.137.0.txt b/Assets/PlayServicesResolver/Editor/play-services-resolver_v1.2.137.0.txt new file mode 100755 index 0000000..a0268fc --- /dev/null +++ b/Assets/PlayServicesResolver/Editor/play-services-resolver_v1.2.137.0.txt @@ -0,0 +1,2 @@ +Assets/PlayServicesResolver/Editor/Google.VersionHandler.dll +Assets/PlayServicesResolver/Editor/Google.VersionHandler.dll.mdb diff --git a/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/AndroidManifest.xml b/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/AndroidManifest.xml new file mode 100755 index 0000000..b34ee42 --- /dev/null +++ b/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/AndroidManifest.xml @@ -0,0 +1,8 @@ + + + + + + + + \ No newline at end of file diff --git a/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/packaging_options.gradle b/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/packaging_options.gradle new file mode 100755 index 0000000..7a99a3a --- /dev/null +++ b/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/packaging_options.gradle @@ -0,0 +1,5 @@ +android { + packagingOptions { + pickFirst "META-INF/kotlinx_coroutines_core.version" + } +} diff --git a/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/project.properties b/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/project.properties new file mode 100755 index 0000000..37f1a3b --- /dev/null +++ b/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/project.properties @@ -0,0 +1,2 @@ +target=android-31 +android.library=true diff --git a/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/validate_dependencies.gradle b/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/validate_dependencies.gradle new file mode 100755 index 0000000..e8f2bb0 --- /dev/null +++ b/Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib/validate_dependencies.gradle @@ -0,0 +1,97 @@ +// Copyright (C) 2023 Google LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +import groovy.util.XmlSlurper +import groovy.xml.XmlUtil + +import java.util.zip.ZipEntry +import java.util.zip.ZipOutputStream + +configurations { + // Configuration used to resolve the artifacts of dependencies. + aarArtifacts.extendsFrom implementation +} + +/** + * Validates the Unity GMA plugin dependencies. + * Add the following snippet to Assets/Plugins/Android/mainTemplate.gradle in the Unity Editor or + * unityLibrary/build.gradle in an Android project to use this script: + *
{@code
+ * gradle.projectsEvaluated {
+ *     apply from: 'GoogleMobileAdsPlugin.androidlib/validate_dependencies.gradle'
+ * }
+ * }
+ */ +task validateDependencies { + def expandedArchiveDirectory + // List of artifacts resolved from the aarArtifacts configuration. + project.configurations.aarArtifacts. + resolvedConfiguration.lenientConfiguration. + getArtifacts(Specs.satisfyAll()).findResults { + ResolvedArtifact artifact -> + File artifactTargetFile = new File(artifact.file.parent , artifact.file.name) + // Desired artifact - com.google.android.gms:play-services-ads-lite:22.4.0 + // Group ID - com.google.android.gms + // Artifact ID - play-services-ads-lite + // Since Gradle has different naming convention for the same artifact in + // * modules-2 cache - play-services-ads-lite-22.4.0.aar + // * transforms-2 cache - com.google.android.gms.play-services-ads-lite-22.4.0 + // we look for the common segment. + if (artifact.name.contains("play-services-ads-lite")) { + // Explode the archive to a temporary directory. + FileTree expandedArchive = project.zipTree(artifactTargetFile) + expandedArchive.forEach { File androidManifest -> + if (androidManifest.getName() == "AndroidManifest.xml") { + def xml = new XmlSlurper().parse(androidManifest) + def propertyNode = xml.depthFirst().find { it.name() == 'property' } + if (propertyNode) { + // Replace the node with a comment. + propertyNode.replaceNode { + mkp.comment 'android.adservices.AD_SERVICES_CONFIG property'\ + + ' removed by GoogleMobileAds Unity plugin - Release notes: '\ + + 'https://github.com/googleads/googleads-mobile-unity/releases/'\ + + 'tag/v8.6.0' + } + } + def updatedXml = XmlUtil.serialize(xml) + androidManifest.setWritable(true) + androidManifest.text = updatedXml + expandedArchiveDirectory = androidManifest.parent + } + } + // Update the artifact archive. + artifactTargetFile.withOutputStream { outputStream -> + def zipStream = new ZipOutputStream(outputStream) + file(expandedArchiveDirectory).eachFileRecurse { file -> + if (file.isFile()) { + def entry = new ZipEntry(file.name) + zipStream.putNextEntry(entry) + file.withInputStream { zipStream << it } + zipStream.closeEntry() + } + } + zipStream.close() + } + } + } + // Clean up the temporary directory. + if (expandedArchiveDirectory) delete expandedArchiveDirectory +} + +// Run the update task before unityLibrary project is built. +project(':unityLibrary:GoogleMobileAdsPlugin.androidlib') { + tasks.named('preBuild') { + dependsOn validateDependencies + } +} diff --git a/Assets/Plugins/Android/baseProjectTemplate.gradle b/Assets/Plugins/Android/baseProjectTemplate.gradle new file mode 100644 index 0000000..2b58ee8 --- /dev/null +++ b/Assets/Plugins/Android/baseProjectTemplate.gradle @@ -0,0 +1,35 @@ +allprojects { + buildscript { + repositories {**ARTIFACTORYREPOSITORY** + google() + mavenCentral() + jcenter() + // Mintegral - This will lead to 403 even with Shecan and FOD. Needs a strong VPN protocol + maven { + url "https://dl-maven-android.mintegral.com/repository/mbridge_android_sdk_oversea" + } + } + + dependencies { + // If you are changing the Android Gradle Plugin version, make sure it is compatible with the Gradle version preinstalled with Unity + // See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html + // See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle + // To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version + classpath 'com.android.tools.build:gradle:4.2.2' + **BUILD_SCRIPT_DEPS** + } + } + + repositories {**ARTIFACTORYREPOSITORY** + google() + mavenCentral() + jcenter() + flatDir { + dirs "${project(':unityLibrary').projectDir}/libs" + } + } +} + +task clean(type: Delete) { + delete rootProject.buildDir +} diff --git a/Assets/Plugins/Android/gradleTemplate.properties b/Assets/Plugins/Android/gradleTemplate.properties new file mode 100644 index 0000000..f519acb --- /dev/null +++ b/Assets/Plugins/Android/gradleTemplate.properties @@ -0,0 +1,9 @@ +org.gradle.jvmargs=-Xmx**JVM_HEAP_SIZE**M +org.gradle.parallel=true +android.enableR8=**MINIFY_WITH_R_EIGHT** +unityStreamingAssets=.unity3d**STREAMING_ASSETS** +# Android Resolver Properties Start +android.useAndroidX=true +android.enableJetifier=true +# Android Resolver Properties End +**ADDITIONAL_PROPERTIES** diff --git a/Assets/Plugins/Google.MiniJson.dll b/Assets/Plugins/Google.MiniJson.dll new file mode 100755 index 0000000..4ddf730 Binary files /dev/null and b/Assets/Plugins/Google.MiniJson.dll differ diff --git a/Assets/RTLTMPro/Fonts/segoeui Arabic Glow SDF.mat b/Assets/RTLTMPro/Fonts/segoeui Arabic Glow SDF.mat new file mode 100755 index 0000000..60934c6 --- /dev/null +++ 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b/Assets/RTLTMPro/Fonts/seguibli.ttf differ diff --git a/Assets/RTLTMPro/Fonts/seguili.ttf b/Assets/RTLTMPro/Fonts/seguili.ttf new file mode 100755 index 0000000..73bfedd Binary files /dev/null and b/Assets/RTLTMPro/Fonts/seguili.ttf differ diff --git a/Assets/RTLTMPro/Fonts/seguisb.ttf b/Assets/RTLTMPro/Fonts/seguisb.ttf new file mode 100755 index 0000000..90b39f7 Binary files /dev/null and b/Assets/RTLTMPro/Fonts/seguisb.ttf differ diff --git a/Assets/RTLTMPro/Fonts/seguisbi.ttf b/Assets/RTLTMPro/Fonts/seguisbi.ttf new file mode 100755 index 0000000..4d57335 Binary files /dev/null and b/Assets/RTLTMPro/Fonts/seguisbi.ttf differ diff --git a/Assets/RTLTMPro/Fonts/seguisli.ttf b/Assets/RTLTMPro/Fonts/seguisli.ttf new file mode 100755 index 0000000..dbd8664 Binary files /dev/null and b/Assets/RTLTMPro/Fonts/seguisli.ttf differ diff --git a/Assets/RTLTMPro/Ranges/ASCIIDigits.txt b/Assets/RTLTMPro/Ranges/ASCIIDigits.txt new file mode 100755 index 0000000..aab2763 --- /dev/null +++ b/Assets/RTLTMPro/Ranges/ASCIIDigits.txt @@ -0,0 +1 @@ +000030-000039 \ No newline at end of file diff --git a/Assets/RTLTMPro/Ranges/ArabicAll.txt b/Assets/RTLTMPro/Ranges/ArabicAll.txt new file mode 100755 index 0000000..6268f18 --- /dev/null +++ b/Assets/RTLTMPro/Ranges/ArabicAll.txt @@ -0,0 +1 @@ +060C,061B,061F,0621,0622,0623,0624,0625,0626,0627,0628,0629,062A,062B,062C,062D,062E,062F,0630,0631,0632,0633,0634,0635,0636,0637,0638,0639,063A,0640,0641,0642,0643,0644,0645,0646,0647,0648,0649,064A,067E,0686,0698,06A9,06AF,06CC,FB56,FB57,FB58,FB59,FB7A,FB7B,FB7C,FB7D,FB8A,FB8B,FB8C,FB8D,FB92,FB93,FB94,FB95,FB8E,FB8F,FB90,FB91,FBFC-FBFF,FE70-FEFF,064b-065f,0670,FC5E-FC63,0660-0669,06F0-06F9 \ No newline at end of file diff --git a/Assets/RTLTMPro/Ranges/ArabicDigits.txt b/Assets/RTLTMPro/Ranges/ArabicDigits.txt new file mode 100755 index 0000000..2057924 --- /dev/null +++ b/Assets/RTLTMPro/Ranges/ArabicDigits.txt @@ -0,0 +1 @@ +0660-0669,06F0-06F9 \ No newline at end of file diff --git a/Assets/RTLTMPro/Ranges/ArabicLetters.txt b/Assets/RTLTMPro/Ranges/ArabicLetters.txt new file mode 100755 index 0000000..0f10c72 --- /dev/null +++ b/Assets/RTLTMPro/Ranges/ArabicLetters.txt @@ -0,0 +1 @@ +060C,061B,061F,0621,0622,0623,0624,0625,0626,0627,0628,0629,062A,062B,062C,062D,062E,062F,0630,0631,0632,0633,0634,0635,0636,0637,0638,0639,063A,0640,0641,0642,0643,0644,0645,0646,0647,0648,0649,064A,067E,0686,0698,06A9,06AF,06CC,FB56,FB57,FB58,FB59,FB7A,FB7B,FB7C,FB7D,FB8A,FB8B,FB8C,FB8D,FB92,FB93,FB94,FB95,FB8E,FB8F,FB90,FB91,FBFC-FBFF,FE70-FEFF \ No newline at end of file diff --git a/Assets/RTLTMPro/Ranges/ArabicTashkil.txt b/Assets/RTLTMPro/Ranges/ArabicTashkil.txt new file mode 100755 index 0000000..b26c29a --- /dev/null +++ b/Assets/RTLTMPro/Ranges/ArabicTashkil.txt @@ -0,0 +1 @@ +064b-065f,0670,FC5E-FC63 \ No newline at end of file diff --git a/Assets/RTLTMPro/Ranges/HebrewLetters.txt b/Assets/RTLTMPro/Ranges/HebrewLetters.txt new file mode 100755 index 0000000..715a28a --- /dev/null +++ b/Assets/RTLTMPro/Ranges/HebrewLetters.txt @@ -0,0 +1 @@ +0591-05C7,05D0-05EA,05EF-05F4 \ No newline at end of file diff --git a/Assets/RTLTMPro/Resources/Shaders/TMP_SDF Fixed.shader b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF Fixed.shader new file mode 100755 index 0000000..9ddbede --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF Fixed.shader @@ -0,0 +1,535 @@ +Shader "TextMeshPro Fixed/Distance Field" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _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(-1,1)) = 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 + _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) + + + _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 + + _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 + + _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 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Name "Outline" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + 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) + { + 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 * 1.5; + 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); + + pixel_t output = { + vPosition, + input.color, + input.texcoord0, + float4(alphaClip, scale, bias, weight), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4(input.texcoord0 + bOffset, bScale, bBias), + underlayColor, + #endif + float4(faceUV, outlineUV), + }; + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + 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 = GetColorOutline(sd, 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 + } + + + + + + + + + + Name "Base" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + //#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + 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) + { + 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 * 1.5; + 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); + + pixel_t output = { + vPosition, + input.color, + input.texcoord0, + float4(alphaClip, scale, bias, weight), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), + // #if (UNDERLAY_ON || UNDERLAY_INNER) + // float4(input.texcoord0 + bOffset, bScale, bBias), + // underlayColor, + // #endif + float4(faceUV, outlineUV), + }; + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + 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 = GetColorBase(sd, faceColor, 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" +} diff --git a/Assets/RTLTMPro/Resources/Shaders/TMP_SDF Overlay Fixed.shader b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF Overlay Fixed.shader new file mode 100755 index 0000000..deeaea0 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF Overlay Fixed.shader @@ -0,0 +1,535 @@ +Shader "TextMeshPro Fixed/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 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _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 + _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) + + + _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 + + _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 + + _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 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Name "Outline" + + 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 { + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + 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) + { + 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 * 1.5; + 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); + + pixel_t output = { + vPosition, + input.color, + input.texcoord0, + float4(alphaClip, scale, bias, weight), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4(input.texcoord0 + bOffset, bScale, bBias), + underlayColor, + #endif + float4(faceUV, outlineUV), + }; + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + 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 + } + + + + + + + + + + + + + + + + + Name "Base" + + 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 { + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + 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; + + pixel_t VertShader(vertex_t input) + { + 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 * 1.5; + 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 - _ScaleRatioA - _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); + + pixel_t output = { + vPosition, + input.color, + input.texcoord0, + float4(alphaClip, scale, bias, weight), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), + // #if (UNDERLAY_ON || UNDERLAY_INNER) + // float4(input.texcoord0 + bOffset, bScale, bBias), + // underlayColor, + // #endif + float4(faceUV, 0,0), + }; + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + 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 = half4(0,0,0,0); + + 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" +} diff --git a/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Fixed.shader b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Fixed.shader new file mode 100755 index 0000000..4fb7666 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Fixed.shader @@ -0,0 +1,407 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro Fixed/Mobile/Distance Field" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _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 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + + Name "Outline" + + 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 + }; + + + 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 * 1.5; + 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 = input.outlineColor; + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + + + + + + + + + + + Name "Base" + + 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 __ 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; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + // #if (UNDERLAY_ON | UNDERLAY_INNER) + // float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + // half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + // #endif + }; + + + pixel_t VertShader(vertex_t input) + { + 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 * 1.5; + 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; + + float bias = (0.5 - weight) * scale - 0.5; + + 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; + + // #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, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias, bias, 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); + + // #if UNDERLAY_ON + // d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + // c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + // #endif + + // #if UNDERLAY_INNER + // half sd = saturate(d - input.param.z); + // d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + // c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + // #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + // #if (UNDERLAY_ON | UNDERLAY_INNER) + // c *= input.texcoord1.z; + // #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + + + + + + +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Masking Fixed.shader b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Masking Fixed.shader new file mode 100755 index 0000000..747e8f5 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Masking Fixed.shader @@ -0,0 +1,436 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro Fixed/Mobile/Distance Field - Masking" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _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 + + _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 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Name "Outline" + + 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 * 1.5; + 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 + } + + + + + + Name "Base" + + 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 * 1.5; + 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, bias , 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" +} diff --git a/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Overlay Fixed.shader b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Overlay Fixed.shader new file mode 100755 index 0000000..4d87fe8 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Mobile Overlay Fixed.shader @@ -0,0 +1,413 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro Fixed/Mobile/Distance Field Overlay" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _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 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Name "Outline" + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + 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 + }; + + + 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 * 1.5; + 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 + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + + + + + + + + + + Name "Base" + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + //#pragma shader_feature __ OUTLINE_ON + //#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + 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 + }; + + + 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 * 1.5; + 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, bias, 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 + + // #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" +} diff --git a/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Surface Fixed.shader b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Surface Fixed.shader new file mode 100755 index 0000000..6b69740 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Surface Fixed.shader @@ -0,0 +1,256 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + _SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + +Name "Outline" +Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_SurfaceOutline.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + + + + + + + + Name "Base" + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + // float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + // float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + // uniform float4 _OutlineTex_ST; + // float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + // o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + // o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + + + + + + + +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Surface-Mobile Fixed.shader b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Surface-Mobile Fixed.shader new file mode 100755 index 0000000..b610171 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMP_SDF-Surface-Mobile Fixed.shader @@ -0,0 +1,225 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Name "Outline" +Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_SurfaceOutline.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + + + + + Name "Base" + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + // float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + // float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + //uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + //o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + //o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/RTLTMPro/Resources/Shaders/TMPro.cginc b/Assets/RTLTMPro/Resources/Shaders/TMPro.cginc new file mode 100755 index 0000000..e7851e3 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMPro.cginc @@ -0,0 +1,109 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +fixed4 GetColorOutline(half d, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + outlineColor.rgb *= outlineColor.a; + + outlineColor *= faceAlpha; + + return outlineColor; +} + + +fixed4 GetColorBase(half d, fixed4 faceColor, half softness) +{ + half faceAlpha = 1-saturate((d * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate(d * 0.5); + + faceColor.rgb *= faceColor.a; + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h+.5); + + if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); + h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); + float alpha = underlying.a + (1-underlying.a)*overlying.a; + return float4(blended, alpha); +} + diff --git a/Assets/RTLTMPro/Resources/Shaders/TMPro_Properties.cginc b/Assets/RTLTMPro/Resources/Shaders/TMPro_Properties.cginc new file mode 100755 index 0000000..df1b6d9 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMPro_Properties.cginc @@ -0,0 +1,84 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +//uniform float _MaskWipeControl; +//uniform float _MaskEdgeSoftness; +//uniform fixed4 _MaskEdgeColor; +//uniform bool _MaskInverse; + +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; diff --git a/Assets/RTLTMPro/Resources/Shaders/TMPro_Surface.cginc b/Assets/RTLTMPro/Resources/Shaders/TMPro_Surface.cginc new file mode 100755 index 0000000..7121150 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMPro_Surface.cginc @@ -0,0 +1,115 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord1.y) * _GradientScale * 1.5; + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + //float opacity = v.color.a; + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE | BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; +#endif + +#if USE_DERIVATIVE + // Screen space scaling reciprocal with anisotropic correction + float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); + float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); + float2 tdx = ddx(input.uv_MainTex)*res; + float2 tdy = ddy(input.uv_MainTex)*res; + float lx = length(tdx); + float ly = length(tdy); + float s = sqrt(min(lx, ly) / max(lx, ly)); + s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); + float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + //outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + //outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColorBase(sd, faceColor, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + + +#if BEVEL_ON + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + + + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Assets/RTLTMPro/Resources/Shaders/TMPro_SurfaceOutline.cginc b/Assets/RTLTMPro/Resources/Shaders/TMPro_SurfaceOutline.cginc new file mode 100755 index 0000000..3659e87 --- /dev/null +++ b/Assets/RTLTMPro/Resources/Shaders/TMPro_SurfaceOutline.cginc @@ -0,0 +1,115 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord1.y) * _GradientScale * 1.5; + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + //float opacity = v.color.a; + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE | BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; +#endif + +#if USE_DERIVATIVE + // Screen space scaling reciprocal with anisotropic correction + float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); + float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); + float2 tdx = ddx(input.uv_MainTex)*res; + float2 tdy = ddy(input.uv_MainTex)*res; + float lx = length(tdx); + float ly = length(tdy); + float s = sqrt(min(lx, ly) / max(lx, ly)); + s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); + float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; +#else + float scale = input.param.y; +#endif + + 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const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd"; + private const string kMaskPath = "UI/Skin/UIMask.psd"; + + private static RTLDefaultControls.Resources s_StandardResources; + + /// + /// Create a TextMeshPro object that works with the CanvasRenderer + /// + /// + [MenuItem("GameObject/UI/Text - RTLTMP", false, 2001)] + private static void CreateTextMeshProGuiObjectPerform(MenuCommand command) + { + // Check if there is a Canvas in the scene + var canvas = FindObjectOfType(); + if (canvas == null) + { + // Create new Canvas since none exists in the scene. + var canvasObject = new GameObject("Canvas"); + canvas = canvasObject.AddComponent(); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + + // Add a Graphic Raycaster Component as well + canvas.gameObject.AddComponent(); + + canvas.gameObject.AddComponent(); + + Undo.RegisterCreatedObjectUndo(canvasObject, "Create " + canvasObject.name); + } + + + // Create the RTLTextMeshPro Object + var go = new GameObject("Text - RTLTMP"); + var goRectTransform = go.AddComponent(); + + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + + // Check if object is being create with left or right click + var contextObject = command.context as GameObject; + if (contextObject == null) + { + //goRectTransform.sizeDelta = new Vector2(200f, 50f); + GameObjectUtility.SetParentAndAlign(go, canvas.gameObject); + + var textMeshPro = go.AddComponent(); + textMeshPro.text = ""; + textMeshPro.alignment = TextAlignmentOptions.TopRight; + } + else + { + if (contextObject.GetComponent