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    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\n[RequireComponent(typeof(CanvasRenderer))]\npublic class UIOutline : MaskableGraphic\n{\n    [SerializeField] Texture m_Texture;\n    [SerializeField, Range(0f, 500f)] float _outlineWidth = 100f;\n    [SerializeField, Range(0f, 500f)] float _cornerRadius = 50f;\n    [SerializeField, Range(1, 20)] int _cornerSegments = 1;\n    [SerializeField, Range(0f, 1f)] float _mappingBias = 0.5f;\n    [SerializeField] bool _fillCenter;\n\n    private Vector3[] _corners = new Vector3[4];\n    private List<UIVertex> _verts = new List<UIVertex>();\n\n    public override Texture mainTexture => m_Texture == null ? s_WhiteTexture : m_Texture;\n\n    protected override void OnRectTransformDimensionsChange()\n    {\n        base.OnRectTransformDimensionsChange();\n        SetVerticesDirty();\n        SetMaterialDirty();\n    }\n\n    protected override void OnPopulateMesh(VertexHelper vh)\n    {\n        vh.Clear();\n\n        // Clamp corner radius\n        var rect = rectTransform.rect;\n        var clampedCornerRadius = Mathf.Min((Mathf.Min(rect.width, rect.height) / 2f), _cornerRadius);\n\n        // Offset corner based on clamped corner radius\n        rectTransform.GetLocalCorners(_corners);\n        _corners[0] += new Vector3(clampedCornerRadius, clampedCornerRadius, 0f);\n        _corners[1] += new Vector3(clampedCornerRadius, -clampedCornerRadius, 0f);\n        _corners[2] += new Vector3(-clampedCornerRadius, -clampedCornerRadius, 0f);\n        _corners[3] += new Vector3(-clampedCornerRadius, clampedCornerRadius, 0f);\n\n        // Calculate dimensions\n        var height = _corners[1].y - _corners[0].y;\n        var width = _corners[2].x - _corners[1].x;\n        var edgeLengths = new[] { height, width, height, width };\n        var circumference = 2f * Mathf.PI * Mathf.Lerp(clampedCornerRadius, clampedCornerRadius + _outlineWidth, _mappingBias);\n        var around = height * 2f + width * 2f + circumference;\n        var cornerLength = circumference / 4f;\n        var segmentLength = cornerLength / _cornerSegments;\n\n        var vert = new UIVertex { color = color };\n        _verts.Clear();\n\n        // Create corners\n        var u = 0f;\n        for (var c = 0; c < 4; c++)\n        {\n            // Create verts\n            var origin = _corners[c];\n            for (var i = 0; i < _cornerSegments + 1; i++)\n            {\n                var angle = (float)i / _cornerSegments * Mathf.PI / 2f + Mathf.PI * 0.5f - Mathf.PI * c * 1.5f;\n                var direction = new Vector3(Mathf.Cos(-angle), Mathf.Sin(-angle), 0f);\n\n                vert.position = origin + direction * clampedCornerRadius;\n                vert.uv0 = new Vector2(u, 0f);\n                _verts.Add(vert);\n\n                vert.position = origin + direction * (clampedCornerRadius + _outlineWidth);\n                vert.uv0 = new Vector2(u, 1f);\n                _verts.Add(vert);\n\n                if (_fillCenter)\n                {\n                    vert.position = rect.center;\n                    vert.uv0 = new Vector2(u, 0f);\n                    _verts.Add(vert);\n                }\n\n                if (i < _cornerSegments)\n                    u += segmentLength / around;\n                else\n                    u += edgeLengths[c] / around;\n            }\n        }\n\n        // Add end verts\n        vert = _verts[0];\n        vert.uv0 = new Vector2(1f, 0f);\n        _verts.Add(vert);\n\n        vert = _verts[1];\n        vert.uv0 = new Vector2(1f, 1f);\n        _verts.Add(vert);\n\n        if (_fillCenter)\n        {\n            vert = _verts[2];\n            vert.uv0 = new Vector2(1f, 1f);\n            _verts.Add(vert);\n        }\n\n        // Add verts to VertexHelper\n        foreach (var vertex in _verts)\n            vh.AddVert(vertex);\n\n        // Add triangles to VertexHelper \n        if (_fillCenter)\n        {\n            for (var v = 0; v < vh.currentVertCount - 3; v += 3)\n            {\n                vh.AddTriangle(v, v + 1, v + 4);\n                vh.AddTriangle(v, v + 4, v + 3);\n\n                vh.AddTriangle(v + 2, v, v + 3);\n                vh.AddTriangle(v + 2, v + 3, v + 5);\n            }\n        }\n        else\n        {\n            for (var v = 0; v < vh.currentVertCount - 2; v += 2)\n            {\n                vh.AddTriangle(v, v + 1, v + 3);\n                vh.AddTriangle(v, v + 3, v + 2);\n            }\n        }\n    }\n}"
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    "content": "// Made with Amplify Shader Editor\n// Available at the Unity Asset Store - http://u3d.as/y3X \nShader \"PicoTanks/UI/UIOutline\"\n{\n\tProperties\n\t{\n\t\t_StencilComp(\"Stencil Comparison\", Float) = 8\n\t\t_Stencil(\"Stencil ID\", Float) = 0\n\t\t_StencilOp(\"Stencil Operation\", Float) = 0\n\t\t_StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n\t\t_StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n\t\t_ColorMask(\"Color Mask\", Float) = 15\n\n\t\t[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n\t\t[HideInInspector]_MainTex(\"MainTex\", 2D) = \"white\" {}\n\t\t_InsideColor(\"InsideColor\", Color) = (0,0,0,0)\n\t\t_OutsideColor(\"OutsideColor\", Color) = (0,0,0,0)\n\t\t_Falloff(\"Falloff\", Range( 0 , 10)) = 1\n\t\t_InnerGlow(\"InnerGlow\", Range( 0 , 1)) = 1\n\t\t_AlphaBoost(\"AlphaBoost\", Range( 0 , 5)) = 1\n\t\t_SoftenEdgeWidth(\"SoftenEdgeWidth\", Range( 0 , 1)) = 0\n\t\t_SpeedA(\"SpeedA\", Vector) = 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    "path": "Assets/Shaders/UIOutlineSimple.shader",
    "content": "// Made with Amplify Shader Editor\n// Available at the Unity Asset Store - http://u3d.as/y3X \nShader \"PicoTanks/UI/UIOutlineSimple\"\n{\n\tProperties\n\t{\n\t\t_StencilComp(\"Stencil Comparison\", Float) = 8\n\t\t_Stencil(\"Stencil ID\", Float) = 0\n\t\t_StencilOp(\"Stencil Operation\", Float) = 0\n\t\t_StencilWriteMask(\"Stencil Write Mask\", Float) = 255\n\t\t_StencilReadMask(\"Stencil Read Mask\", Float) = 255\n\n\t\t_ColorMask(\"Color Mask\", Float) = 15\n\n\t\t[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip(\"Use Alpha Clip\", Float) = 0\n\t\t[HideInInspector]_MainTex(\"MainTex\", 2D) = \"white\" {}\n\t\t_InsideColor(\"InsideColor\", Color) = (0,0,0,0)\n\t\t_OutsideColor(\"OutsideColor\", Color) = (0,0,0,0)\n\t\t_Falloff(\"Falloff\", Range( 0 , 10)) = 1\n\t\t_InnerGlow(\"InnerGlow\", Range( 0 , 1)) = 1\n\t\t_AlphaBoost(\"AlphaBoost\", Range( 0 , 5)) = 1\n\t\t_SoftenEdgeWidth(\"SoftenEdgeWidth\", Range( 0 , 1)) = 0\n\t\t_Speed(\"Speed\", Vector) = (0,0,0,0)\n\t\t_Tiling(\"Tiling\", Vector) = (0,0,0,0)\n\n\t}\n\n\t\tSubShader\n\t{\n\t\tLOD 0\n\n\t\tTags { \"Queue\"=\"Transparent\" \"IgnoreProjector\"=\"True\" \"RenderType\"=\"Transparent\" \"PreviewType\"=\"Plane\" \"CanUseSpriteAtlas\"=\"True\" }\n\n\t\tStencil\n\t\t{\n\t\t\tRef [_Stencil]\n\t\t\tReadMask [_StencilReadMask]\n\t\t\tWriteMask [_StencilWriteMask]\n\t\t\tCompFront [_StencilComp]\n\t\t\tPassFront [_StencilOp]\n\t\t\tFailFront Keep\n\t\t\tZFailFront Keep\n\t\t\tCompBack Always\n\t\t\tPassBack Keep\n\t\t\tFailBack Keep\n\t\t\tZFailBack Keep\n\t\t}\n\n\n\t\tCull Off\n\t\tLighting Off\n\t\tZWrite Off\n\t\tZTest[unity_GUIZTestMode]\n\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\tColorMask[_ColorMask]\n\n\t\t\n\t\tPass\n\t{\n\t\tName \"Default\"\n\t\tCGPROGRAM\n\n#pragma vertex vert\n#pragma fragment frag\n#pragma target 3.0\n\n#include \"UnityCG.cginc\"\n#include \"UnityUI.cginc\"\n\n#pragma multi_compile __ UNITY_UI_ALPHACLIP\n\n\t\t#include \"UnityShaderVariables.cginc\"\n\t\t#define ASE_NEEDS_FRAG_COLOR\n\n\n\t\tstruct appdata_t\n\t{\n\t\tfloat4 vertex   : POSITION;\n\t\tfloat4 color    : COLOR;\n\t\tfloat2 texcoord : TEXCOORD0;\n\t\tUNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t\n\t};\n\n\tstruct v2f\n\t{\n\t\tfloat4 vertex   : SV_POSITION;\n\t\tfixed4 color : COLOR;\n\t\thalf2 texcoord  : TEXCOORD0;\n\t\tfloat4 worldPosition : TEXCOORD1;\n\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t\n\t};\n\n\tuniform float4 _ClipRect;\n\tuniform float4 _OutsideColor;\n\tuniform float4 _InsideColor;\n\tuniform sampler2D _MainTex;\n\tuniform float2 _Tiling;\n\tuniform float2 _Speed;\n\tuniform float _Falloff;\n\tuniform float _InnerGlow;\n\tuniform float _AlphaBoost;\n\tuniform float _SoftenEdgeWidth;\n\n\n\tv2f vert(appdata_t IN )\n\t{\n\t\tv2f OUT;\n\t\tUNITY_SETUP_INSTANCE_ID(v);\n\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);\n\t\tOUT.worldPosition = IN.vertex;\n\t\t\n\n\t\tOUT.worldPosition.xyz +=  float3(0, 0, 0) ;\n\t\tOUT.vertex = 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    "content": "# UIOutline\n\nA handy component that can be used to add outlines to your Unity UI https://youtu.be/BEh2s9NOTiE\n\nIf you want to support the development of [Pico Tanks](https://www.picotanks.com/) you can download it on the [Google Play Store](https://play.google.com/store/apps/details?id=com.pandaarcade.picotanks) or the [Apple App Store](https://apps.apple.com/au/app/pico-tanks/id1261614771).\n\n### What's in the project?\n* A UI component(single script) that dynamically generates an outline mesh with desired dimensions and density. \n* A couple of shaders to made good use of the component. \n* An example scene with several usage examples.\n\nThis project was built using Unity 2020.3.13f1. The shaders were created with Amplify Shader Editor (ASE v1.8.8 rev 14:) plugin but you don't need it to run the project, edit or use the shaders. ASE will make understanding and editing the shader much easier. http://amplify.pt/unity/amplify-shader-editor\n\nI hope someone appreciates the share :) Have fun!\n\n![Unity UI Outline Examples](https://i.imgur.com/CPdJZtj.png)\n\n"
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