Shader (+cginc) to handle tiled number textures
see OpenUPM page
#include "../net.narazaka.unity.tiled-number-shader/TiledNumber.cginc"
/// uv: UV
/// targetSize: display target region size
/// targetOffset: display target region offset
/// tileRegionSizeInTex: tile region size in tex
/// tileRegionOffsetInTex: tile region offset in tex
/// n: tile number
/// col: tile column
/// row: tile row
/// isUp: true if order is uv native
/// true:
/// 3 4 5
/// 0 1 2
/// false:
/// 0 1 2
/// 3 4 5
float2 TiledNumber_placeTileUV(float2 uv, float2 targetSize, float2 targetOffset, float2 tileRegionSizeInTex, float2 tileRegionOffsetInTex, uint n, uint col, uint row, bool isUp);
/// uv: UV
/// targetSize: display target region size
/// targetOffset: display target region offset
/// tileRegionSizeInTex: tile region size in tex
/// tileRegionOffsetInTex: tile region offset in tex
/// n: tile number
/// col: tile column
/// row: tile row
/// isUp: true if order is uv native
/// true:
/// 3 4 5
/// 0 1 2
/// false:
/// 0 1 2
/// 3 4 5
/// digitCount: number of digits (00 -> 2, 0000 -> 4)
/// zeroFill: zero fill (true -> "0123", false -> " 123"). The 10th tile in the texture must be blank for this feature.
float2 TiledNumber_placeTileUV(float2 uv, float2 targetSize, float2 targetOffset, float2 tileRegionSizeInTex, float2 tileRegionOffsetInTex, uint n, uint col, uint row, bool isUp, uint digitCount, bool zeroFill);
net.narazaka.unity.tiled-number-shader
Undefined
3.0.1
2019.4 or later
No dependencies
No dependencies
No legacy packages
Undefined