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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-13 12:37:38 +02:00
Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
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@ -1,26 +1,26 @@
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Shader "TextMeshPro/Bitmap Custom Atlas" {
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Properties {
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_MainTex ("Font Atlas", 2D) = "white" {}
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_FaceTex ("Font Texture", 2D) = "white" {}
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[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
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_MainTex ("Font Atlas", 2D) = "white" {}
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_FaceTex ("Font Texture", 2D) = "white" {}
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_FaceColor ("Text Color", Color) = (1,1,1,1)
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_Padding ("Padding", float) = 0
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_Padding ("Padding", float) = 0
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode("Cull Mode", Float) = 0
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_ColorMask("Color Mask", Float) = 15
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader{
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@ -56,14 +56,16 @@ SubShader{
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#include "UnityCG.cginc"
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struct appdata_t {
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float4 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct v2f {
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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@ -81,15 +83,8 @@ SubShader{
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uniform float4 _ClipRect;
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uniform float _MaskSoftnessX;
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uniform float _MaskSoftnessY;
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float2 UnpackUV(float uv)
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{
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float2 output;
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output.x = floor(uv / 4096);
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output.y = uv - 4096 * output.x;
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return output * 0.001953125;
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}
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uniform float _UIMaskSoftnessX;
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uniform float _UIMaskSoftnessY;
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v2f vert (appdata_t v)
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{
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@ -108,13 +103,14 @@ SubShader{
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OUT.vertex = vPosition;
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OUT.color = faceColor;
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OUT.texcoord0 = v.texcoord0;
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OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
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OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
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float2 pixelSize = vPosition.w;
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pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
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// Clamp _ClipRect to 16bit.
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
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OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
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return OUT;
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}
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