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No commits in common. "movement-surface-contact" and "basics-organic-variety" have entirely different histories.
movement-s
...
basics-org
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253
Assets/Script/Fractal.cs
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253
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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using Random = UnityEngine.Random;
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using static Unity.Mathematics.math;
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using quaternion = Unity.Mathematics.quaternion;
|
||||
|
||||
public class Fractal : MonoBehaviour
|
||||
{
|
||||
[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
|
||||
private struct UpdateFractalLevelJob : IJobFor
|
||||
{
|
||||
public float scale;
|
||||
public float deltaTime;
|
||||
|
||||
[ReadOnly]
|
||||
public NativeArray<FractalPart> parents;
|
||||
|
||||
public NativeArray<FractalPart> parts;
|
||||
|
||||
[WriteOnly]
|
||||
public NativeArray<float3x4> matrices;
|
||||
|
||||
public void Execute(int i)
|
||||
{
|
||||
var parent = parents[i / 5];
|
||||
var part = parts[i];
|
||||
part.spinAngle += part.spinVelocity * deltaTime;
|
||||
|
||||
|
||||
float3 upAxis =
|
||||
mul(mul(parent.worldRotation, part.rotation), up());
|
||||
float3 sagAxis = cross(up(), upAxis);
|
||||
|
||||
float sagMagnitude = length(sagAxis);
|
||||
quaternion baseRotation;
|
||||
if (sagMagnitude > 0f)
|
||||
{
|
||||
sagAxis /= sagMagnitude;
|
||||
quaternion sagRotation =
|
||||
quaternion.AxisAngle(sagAxis, part.maxSagAngle * sagMagnitude);
|
||||
baseRotation = mul(sagRotation, parent.worldRotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
baseRotation = parent.worldRotation;
|
||||
}
|
||||
|
||||
part.worldRotation = mul(baseRotation,
|
||||
mul(part.rotation, quaternion.RotateY(part.spinAngle))
|
||||
);
|
||||
|
||||
part.worldPosition =
|
||||
parent.worldPosition +
|
||||
mul(part.worldRotation, float3(0f, 1.5f * scale, 0f));
|
||||
parts[i] = part;
|
||||
|
||||
float3x3 r = float3x3(part.worldRotation) * scale;
|
||||
matrices[i] = float3x4(r.c0, r.c1, r.c2, part.worldPosition);
|
||||
}
|
||||
}
|
||||
|
||||
private struct FractalPart
|
||||
{
|
||||
public float3 worldPosition;
|
||||
public quaternion rotation, worldRotation;
|
||||
public float maxSagAngle, spinAngle, spinVelocity;
|
||||
}
|
||||
|
||||
NativeArray<FractalPart>[] parts;
|
||||
|
||||
NativeArray<float3x4>[] matrices;
|
||||
|
||||
[SerializeField, Range(3, 8)]
|
||||
int depth = 4;
|
||||
|
||||
[SerializeField]
|
||||
Mesh mesh = default, leafMesh = default;
|
||||
|
||||
[SerializeField]
|
||||
Material material = default;
|
||||
|
||||
[SerializeField]
|
||||
Gradient gradientA = default, gradientB = default;
|
||||
|
||||
[SerializeField]
|
||||
Color leafColorA = default, leafColorB = default;
|
||||
|
||||
[SerializeField, Range(0f, 90f)]
|
||||
float maxSagAngleA = 15f, maxSagAngleB = 25f;
|
||||
|
||||
[SerializeField, Range(0f, 90f)]
|
||||
float spinSpeedA = 20f, spinSpeedB = 25f;
|
||||
|
||||
[SerializeField, Range(0f, 1f)]
|
||||
float reverseSpinChance = 0.25f;
|
||||
|
||||
static float3[] directions =
|
||||
{
|
||||
up(), right(), left(), forward(), back()
|
||||
};
|
||||
|
||||
static quaternion[] rotations =
|
||||
{
|
||||
quaternion.identity,
|
||||
quaternion.RotateZ(-0.5f * PI), quaternion.RotateZ(0.5f * PI),
|
||||
quaternion.RotateX(0.5f * PI), quaternion.RotateX(-0.5f * PI)
|
||||
};
|
||||
|
||||
private FractalPart CreatePart(int childIndex)
|
||||
{
|
||||
return new FractalPart()
|
||||
{
|
||||
maxSagAngle = radians(Random.Range(maxSagAngleA, maxSagAngleB)),
|
||||
rotation = rotations[childIndex],
|
||||
spinVelocity =
|
||||
(Random.value < reverseSpinChance ? -1f : 1f) *
|
||||
radians(Random.Range(spinSpeedA, spinSpeedB))
|
||||
};
|
||||
}
|
||||
|
||||
ComputeBuffer[] matricesBuffers;
|
||||
|
||||
Vector4[] sequenceNumbers;
|
||||
|
||||
static readonly int colorAId = Shader.PropertyToID("_ColorA");
|
||||
static readonly int colorBId = Shader.PropertyToID("_ColorB");
|
||||
static readonly int matricesId = Shader.PropertyToID("_Matrices");
|
||||
static readonly int sequenceNumbersId = Shader.PropertyToID("_SequenceNumbers");
|
||||
|
||||
static MaterialPropertyBlock propertyBlock;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
parts = new NativeArray<FractalPart>[depth];
|
||||
matrices = new NativeArray<float3x4>[depth];
|
||||
matricesBuffers = new ComputeBuffer[depth];
|
||||
sequenceNumbers = new Vector4[depth];
|
||||
int stride = 12 * 4;
|
||||
for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
|
||||
{
|
||||
parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
|
||||
matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
|
||||
matricesBuffers[i] = new ComputeBuffer(length, stride);
|
||||
sequenceNumbers[i] = new Vector4(Random.value, Random.value, Random.value, Random.value);
|
||||
}
|
||||
|
||||
parts[0][0] = CreatePart(0);
|
||||
for (int li = 1; li < parts.Length; li++)
|
||||
{
|
||||
NativeArray<FractalPart> levelParts = parts[li];
|
||||
for (int fpi = 0; fpi < levelParts.Length; fpi += 5)
|
||||
{
|
||||
for (int ci = 0; ci < 5; ci++)
|
||||
{
|
||||
levelParts[fpi + ci] = CreatePart(ci);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (propertyBlock == null)
|
||||
{
|
||||
propertyBlock = new MaterialPropertyBlock();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
for (int i = 0; i < matricesBuffers.Length; i++)
|
||||
{
|
||||
matricesBuffers[i].Release();
|
||||
parts[i].Dispose();
|
||||
matrices[i].Dispose();
|
||||
}
|
||||
parts = null;
|
||||
matrices = null;
|
||||
matricesBuffers = null;
|
||||
sequenceNumbers = null;
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (parts != null && enabled)
|
||||
{
|
||||
OnDisable();
|
||||
OnEnable();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float deltaTime = Time.deltaTime;
|
||||
FractalPart rootPart = parts[0][0];
|
||||
rootPart.spinAngle += rootPart.spinVelocity * deltaTime;
|
||||
rootPart.worldRotation = mul(transform.rotation,
|
||||
mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
|
||||
);
|
||||
rootPart.worldPosition = transform.position;
|
||||
parts[0][0] = rootPart;
|
||||
float objectScale = transform.lossyScale.x;
|
||||
float3x3 r = float3x3(rootPart.worldRotation) * objectScale;
|
||||
matrices[0][0] = float3x4(r.c0, r.c1, r.c2, rootPart.worldPosition);
|
||||
|
||||
float scale = objectScale;
|
||||
JobHandle jobHandle = default;
|
||||
for (int li = 1; li < parts.Length; li++)
|
||||
{
|
||||
scale *= 0.5f;
|
||||
jobHandle = new UpdateFractalLevelJob
|
||||
{
|
||||
deltaTime = deltaTime,
|
||||
scale = scale,
|
||||
parents = parts[li - 1],
|
||||
parts = parts[li],
|
||||
matrices = matrices[li]
|
||||
}.ScheduleParallel(parts[li].Length, 5, jobHandle);
|
||||
}
|
||||
jobHandle.Complete();
|
||||
|
||||
var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
|
||||
int leafIndex = matricesBuffers.Length - 1;
|
||||
for (int i = 0; i < matricesBuffers.Length; i++)
|
||||
{
|
||||
Mesh instanceMesh;
|
||||
Color colorA, colorB;
|
||||
if (i == leafIndex)
|
||||
{
|
||||
colorA = leafColorA;
|
||||
colorB = leafColorB;
|
||||
instanceMesh = leafMesh;
|
||||
}
|
||||
else
|
||||
{
|
||||
colorA = gradientA.Evaluate(i / (matricesBuffers.Length - 2f));
|
||||
colorB = gradientB.Evaluate(i / (matricesBuffers.Length - 2f));
|
||||
instanceMesh = mesh;
|
||||
}
|
||||
propertyBlock.SetColor(colorAId, colorA);
|
||||
propertyBlock.SetColor(colorBId, colorB);
|
||||
ComputeBuffer buffer = matricesBuffers[i];
|
||||
buffer.SetData(matrices[i]);
|
||||
float gradientInterpolator = i / (matricesBuffers.Length - 1f);
|
||||
propertyBlock.SetColor(colorAId, gradientA.Evaluate(gradientInterpolator));
|
||||
propertyBlock.SetColor(colorBId, gradientB.Evaluate(gradientInterpolator));
|
||||
propertyBlock.SetBuffer(matricesId, buffer);
|
||||
propertyBlock.SetVector(sequenceNumbersId, sequenceNumbers[i]);
|
||||
Graphics.DrawMeshInstancedProcedural(instanceMesh, 0, material, bounds, buffer.count, propertyBlock);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50beb4685c906ba49b7db3438cc30dfc
|
||||
guid: bef3764eec961e04db4297ce68f82391
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
66
Assets/Script/FrameRateCounter.cs
Normal file
66
Assets/Script/FrameRateCounter.cs
Normal file
@ -0,0 +1,66 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class FrameRateCounter : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
TextMeshProUGUI display = default;
|
||||
|
||||
public enum DisplayMode { FPS, MS };
|
||||
|
||||
[SerializeField]
|
||||
DisplayMode displayMode = DisplayMode.FPS;
|
||||
|
||||
[SerializeField, Range(0.1f, 2.0f)]
|
||||
float sampleDuration = 1.0f;
|
||||
|
||||
int frames;
|
||||
|
||||
float duration;
|
||||
float bestDuration = float.MaxValue;
|
||||
float worstDuration = 0.0f;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var frameDuration = Time.unscaledDeltaTime;
|
||||
frames++;
|
||||
duration += frameDuration;
|
||||
|
||||
if (frameDuration < bestDuration)
|
||||
{
|
||||
bestDuration = frameDuration;
|
||||
}
|
||||
if (frameDuration > worstDuration)
|
||||
{
|
||||
worstDuration = frameDuration;
|
||||
}
|
||||
|
||||
if (duration >= sampleDuration)
|
||||
{
|
||||
if (displayMode == DisplayMode.FPS)
|
||||
{
|
||||
display.SetText(
|
||||
"FPS\n{0:0}\n{1:0}\n{2:0}",
|
||||
1.0f / bestDuration,
|
||||
frames / duration,
|
||||
1.0f / worstDuration
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
display.SetText(
|
||||
"FPS\n{0:1}\n{1:1}\n{2:1}",
|
||||
1000.0f * bestDuration,
|
||||
1000.0f * duration / frames,
|
||||
1000.0f * worstDuration
|
||||
);
|
||||
}
|
||||
|
||||
frames = 0;
|
||||
duration = 0.0f;
|
||||
bestDuration = float.MaxValue;
|
||||
worstDuration = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Script/FrameRateCounter.cs.meta
Normal file
11
Assets/Script/FrameRateCounter.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db0de69e270b20648a07ce8befb7b34d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
44
Assets/Script/PartGPU.hlsl
Normal file
44
Assets/Script/PartGPU.hlsl
Normal file
@ -0,0 +1,44 @@
|
||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
||||
StructuredBuffer<float3x4> _Matrices;
|
||||
#endif
|
||||
|
||||
float4 _ColorA, _ColorB;
|
||||
|
||||
float4 _SequenceNumbers;
|
||||
|
||||
float4 GetFractalColor () {
|
||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
||||
float4 color;
|
||||
color.rgb = lerp(
|
||||
_ColorA.rgb, _ColorB.rgb,
|
||||
frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
|
||||
);
|
||||
color.a = lerp(
|
||||
_ColorA.a, _ColorB.a,
|
||||
frac(unity_InstanceID * _SequenceNumbers.z + _SequenceNumbers.w)
|
||||
);
|
||||
return color;
|
||||
#else
|
||||
return _ColorA;
|
||||
#endif
|
||||
}
|
||||
|
||||
void ConfigureProcedural () {
|
||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
||||
float3x4 m = _Matrices[unity_InstanceID];
|
||||
unity_ObjectToWorld._m00_m01_m02_m03 = m._m00_m01_m02_m03;
|
||||
unity_ObjectToWorld._m10_m11_m12_m13 = m._m10_m11_m12_m13;
|
||||
unity_ObjectToWorld._m20_m21_m22_m23 = m._m20_m21_m22_m23;
|
||||
unity_ObjectToWorld._m30_m31_m32_m33 = float4(0.0, 0.0, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
|
||||
Out = In;
|
||||
FractalColor = GetFractalColor();
|
||||
}
|
||||
|
||||
void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
|
||||
Out = In;
|
||||
FractalColor = GetFractalColor();
|
||||
}
|
9
Assets/Script/PartGPU.hlsl.meta
Normal file
9
Assets/Script/PartGPU.hlsl.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ed85852d1001bf44b1fef32640df23b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,258 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class MovingSphere : MonoBehaviour
|
||||
{
|
||||
[SerializeField, Range(0f, 100f)]
|
||||
private float maxSpeed = 10f;
|
||||
|
||||
[SerializeField, Range(0f, 100f)]
|
||||
private float maxAcceleration = 10f, maxAirAcceleration = 1f;
|
||||
|
||||
[SerializeField, Range(0f, 10f)]
|
||||
private float jumpHeight = 2f;
|
||||
|
||||
[SerializeField, Range(0, 5)]
|
||||
private int maxAirJumps = 0;
|
||||
|
||||
[SerializeField, Range(0f, 90f)]
|
||||
private float maxGroundAngle = 25f, maxStairsAngle = 50f;
|
||||
|
||||
[SerializeField, Range(0f, 100f)]
|
||||
float maxSnapSpeed = 100f;
|
||||
|
||||
[SerializeField, Min(0f)]
|
||||
float probeDistance = 1f;
|
||||
|
||||
[SerializeField]
|
||||
LayerMask probeMask = -1, stairsMask = -1;
|
||||
|
||||
private Rigidbody body;
|
||||
|
||||
private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
|
||||
private bool desiredJump = false;
|
||||
|
||||
private int jumpPhase;
|
||||
private Vector3 velocity;
|
||||
private Vector3 contactNormal, steepNormal;
|
||||
private int groundContactCount, steepContactCount;
|
||||
private float minGroundDotProduct, minStairsDotProduct;
|
||||
private int stepsSinceLastGrounded, stepsSinceLastJump;
|
||||
private bool onGround => groundContactCount > 0;
|
||||
private bool onSteep => steepContactCount > 0;
|
||||
|
||||
private float GetMinDot(int layer)
|
||||
{
|
||||
return (stairsMask & (1 << layer)) == 0 ?
|
||||
minGroundDotProduct : minStairsDotProduct;
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
|
||||
minStairsDotProduct = Mathf.Cos(maxStairsAngle * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
body = GetComponent<Rigidbody>();
|
||||
OnValidate();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Vector2 playerInput;
|
||||
playerInput.x = Input.GetAxis("Horizontal");
|
||||
playerInput.y = Input.GetAxis("Vertical");
|
||||
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
|
||||
desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
|
||||
|
||||
desiredJump |= Input.GetButtonDown("Jump");
|
||||
|
||||
GetComponent<MeshRenderer>().material.SetColor(
|
||||
"_BaseColor", onGround ? Color.black : Color.white
|
||||
);
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
UpdateState();
|
||||
|
||||
AdjustVelocity();
|
||||
|
||||
if (desiredJump)
|
||||
{
|
||||
desiredJump = false;
|
||||
Jump();
|
||||
}
|
||||
|
||||
body.velocity = velocity;
|
||||
|
||||
ClearState();
|
||||
}
|
||||
|
||||
private void UpdateState()
|
||||
{
|
||||
stepsSinceLastGrounded++;
|
||||
stepsSinceLastJump++;
|
||||
velocity = body.velocity;
|
||||
if (onGround || SnapToGround() || CheckSteepContacts())
|
||||
{
|
||||
stepsSinceLastGrounded = 0;
|
||||
if (stepsSinceLastJump > 1)
|
||||
{
|
||||
jumpPhase = 0;
|
||||
}
|
||||
if (groundContactCount > 1)
|
||||
{
|
||||
contactNormal.Normalize();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
contactNormal = Vector3.up;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
EvaluateCollision(collision);
|
||||
}
|
||||
|
||||
private void OnCollisionStay(Collision collision)
|
||||
{
|
||||
EvaluateCollision(collision);
|
||||
}
|
||||
|
||||
private void EvaluateCollision(Collision collision)
|
||||
{
|
||||
float minDot = GetMinDot(collision.gameObject.layer);
|
||||
for (int i = 0; i < collision.contactCount; i++)
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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bool CheckSteepContacts()
|
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|
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|
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|
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|
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|
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|
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|
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|
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Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
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93
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@ -0,0 +1,93 @@
|
||||
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
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with Reserved Font Name Anton.
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
requirement for fonts to remain under this license does not apply
|
||||
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|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
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||||
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||||
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||||
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|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user