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添加项目文件。

龙腾猫跃 4 years ago
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dfd77bdd98
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+
+# Unity3D generated file on crash reports
+sysinfo.txt
+
+# Builds
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+<?xml version="1.0"?>
+<doc>
+    <assembly>
+        <name>DOTween</name>
+    </assembly>
+    <members>
+        <member name="T:DG.Tweening.AutoPlay">
+            <summary>
+            Types of autoPlay behaviours
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.AutoPlay.None">
+            <summary>No tween is automatically played</summary>
+        </member>
+        <member name="F:DG.Tweening.AutoPlay.AutoPlaySequences">
+            <summary>Only Sequences are automatically played</summary>
+        </member>
+        <member name="F:DG.Tweening.AutoPlay.AutoPlayTweeners">
+            <summary>Only Tweeners are automatically played</summary>
+        </member>
+        <member name="F:DG.Tweening.AutoPlay.All">
+            <summary>All tweens are automatically played</summary>
+        </member>
+        <member name="T:DG.Tweening.AxisConstraint">
+            <summary>
+            What axis to constrain in case of Vector tweens
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.ABSSequentiable.onStart">
+            <summary>Called the first time the tween is set in a playing state, after any eventual delay</summary>
+        </member>
+        <member name="T:DG.Tweening.Core.DOGetter`1">
+            <summary>
+            Used in place of <c>System.Func</c>, which is not available in mscorlib.
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Core.DOSetter`1">
+            <summary>
+            Used in place of <c>System.Action</c>.
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Core.Debugger">
+            <summary>
+            Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Core.DOTweenComponent">
+            <summary>
+            Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
+            Contains all instance-based methods
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.DOTweenComponent.inspectorUpdater">
+            <summary>Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame</summary>
+        </member>
+        <member name="M:DG.Tweening.Core.DOTweenComponent.SetCapacity(System.Int32,System.Int32)">
+            <summary>
+            Directly sets the current max capacity of Tweeners and Sequences
+            (meaning how many Tweeners and Sequences can be running at the same time),
+            so that DOTween doesn't need to automatically increase them in case the max is reached
+            (which might lead to hiccups when that happens).
+            Sequences capacity must be less or equal to Tweeners capacity
+            (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+            Beware: use this method only when there are no tweens running.
+            </summary>
+            <param name="tweenersCapacity">Max Tweeners capacity.
+            Default: 200</param>
+            <param name="sequencesCapacity">Max Sequences capacity.
+            Default: 50</param>
+        </member>
+        <member name="T:DG.Tweening.Core.Easing.Bounce">
+            <summary>
+            This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.Easing.Bounce.EaseIn(System.Single,System.Single,System.Single,System.Single)">
+            <summary>
+            Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
+            </summary>
+            <param name="time">
+            Current time (in frames or seconds).
+            </param>
+            <param name="duration">
+            Expected easing duration (in frames or seconds).
+            </param>
+            <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
+            <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
+            <returns>
+            The eased value.
+            </returns>
+        </member>
+        <member name="M:DG.Tweening.Core.Easing.Bounce.EaseOut(System.Single,System.Single,System.Single,System.Single)">
+            <summary>
+            Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
+            </summary>
+            <param name="time">
+            Current time (in frames or seconds).
+            </param>
+            <param name="duration">
+            Expected easing duration (in frames or seconds).
+            </param>
+            <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
+            <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
+            <returns>
+            The eased value.
+            </returns>
+        </member>
+        <member name="M:DG.Tweening.Core.Easing.Bounce.EaseInOut(System.Single,System.Single,System.Single,System.Single)">
+            <summary>
+            Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
+            </summary>
+            <param name="time">
+            Current time (in frames or seconds).
+            </param>
+            <param name="duration">
+            Expected easing duration (in frames or seconds).
+            </param>
+            <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param>
+            <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param>
+            <returns>
+            The eased value.
+            </returns>
+        </member>
+        <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Tween,System.Single,System.Single,System.Single,System.Single)">
+            <summary>
+            Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Ease,DG.Tweening.EaseFunction,System.Single,System.Single,System.Single,System.Single)">
+            <summary>
+            Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Core.Easing.EaseCurve">
+            <summary>
+            Used to interpret AnimationCurves as eases.
+            Public so it can be used by external ease factories
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour">
+            <summary>
+            Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.TryToPreserveSequence">
+            <summary>If the Sequence contains other elements, kill the failed tween but preserve the rest</summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.KillWholeSequence">
+            <summary>Kill the whole Sequence</summary>
+        </member>
+        <member name="T:DG.Tweening.Core.Enums.SafeModeLogBehaviour">
+            <summary>
+            Log types thrown by errors captured and prevented by safe mode
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.None">
+            <summary>No logs. NOT RECOMMENDED</summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Normal">
+            <summary>Throw a normal log</summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Warning">
+            <summary>Throw a warning log (default)</summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Error">
+            <summary>Throw an error log</summary>
+        </member>
+        <member name="T:DG.Tweening.Core.Enums.UpdateNotice">
+            <summary>
+            Additional notices passed to plugins when updating.
+            Public so it can be used by custom plugins. Internally, only PathPlugin uses it
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.UpdateNotice.None">
+            <summary>
+            None
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.UpdateNotice.RewindStep">
+            <summary>
+            Lets the plugin know that we restarted or rewinded
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Core.Enums.RewindCallbackMode">
+            <summary>
+            OnRewind callback behaviour (can only be set via DOTween's Utility Panel)
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireIfPositionChanged">
+            <summary>
+            When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireAlwaysWithRewind">
+            <summary>
+            When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded.
+            When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireAlways">
+            <summary>
+            When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Core.Extensions">
+            <summary>
+            Public only so custom shortcuts can access some of these methods
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.Extensions.SetSpecialStartupMode``1(``0,DG.Tweening.Core.Enums.SpecialStartupMode)">
+            <summary>
+            INTERNAL: used by DO shortcuts and Modules to set special startup mode
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.Extensions.Blendable``3(DG.Tweening.Core.TweenerCore{``0,``1,``2})">
+            <summary>
+            INTERNAL: used by DO shortcuts and Modules to set the tween as blendable
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.Extensions.NoFrom``3(DG.Tweening.Core.TweenerCore{``0,``1,``2})">
+            <summary>
+            INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Core.DOTweenExternalCommand">
+            <summary>
+            Used to dispatch commands that need to be captured externally, usually by Modules
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.DOTweenUtils.Vector3FromAngle(System.Single,System.Single)">
+            <summary>
+            Returns a Vector3 with z = 0
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.DOTweenUtils.Angle2D(UnityEngine.Vector3,UnityEngine.Vector3)">
+            <summary>
+            Returns the 2D angle between two vectors
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.DOTweenUtils.GetPointOnCircle(UnityEngine.Vector2,System.Single,System.Single)">
+            <summary>
+            Returns a point on a circle with the given center and radius,
+            using Unity's circle coordinates (0° points up and increases clockwise)
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.DOTweenUtils.Vector3AreApproximatelyEqual(UnityEngine.Vector3,UnityEngine.Vector3)">
+            <summary>
+            Uses approximate equality on each axis instead of Unity's Vector3 equality,
+            because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.DOTweenUtils.GetLooseScriptType(System.String)">
+            <summary>
+            Looks for the type within all possible project assembly names
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Core.TweenerCore`3.ChangeStartValue(`1,System.Single)">
+            <summary>NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it).
+            Has no effect with tweens that are inside Sequences</summary>
+            <param name="newStartValue">The new start value</param>
+            <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+        </member>
+        <member name="M:DG.Tweening.Core.TweenerCore`3.ChangeEndValue(`1,System.Boolean)">
+            <summary>NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
+            Has no effect with tweens that are inside Sequences</summary>
+            <param name="newEndValue">The new end value</param>
+            <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param>
+        </member>
+        <member name="M:DG.Tweening.Core.TweenerCore`3.ChangeEndValue(`1,System.Single,System.Boolean)">
+            <summary>NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
+            Has no effect with tweens that are inside Sequences</summary>
+            <param name="newEndValue">The new end value</param>
+            <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+            <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param>
+        </member>
+        <member name="M:DG.Tweening.Core.TweenerCore`3.ChangeValues(`1,`1,System.Single)">
+            <summary>NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it).
+            Has no effect with tweens that are inside Sequences</summary>
+            <param name="newStartValue">The new start value</param>
+            <param name="newEndValue">The new end value</param>
+            <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+        </member>
+        <member name="T:DG.Tweening.Color2">
+            <summary>
+            Struct that stores two colors (used for LineRenderer tweens)
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.TweenCallback">
+            <summary>
+            Used for tween callbacks
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.TweenCallback`1">
+            <summary>
+            Used for tween callbacks
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.EaseFunction">
+            <summary>
+            Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.CustomPlugins.PureQuaternionPlugin">
+            <summary>
+            Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly.
+            <para>Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).</para>
+            <para>To use it, call DOTween.To with the plugin parameter overload, passing it <c>PureQuaternionPlugin.Plug()</c> as first parameter
+            (do not use any of the other public PureQuaternionPlugin methods):</para>
+            <code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code>
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Plug">
+            <summary>
+            Plug this plugin inside a DOTween.To call.
+            <para>Example:</para>
+            <code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code>
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Reset(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
+            <summary>INTERNAL: do not use</summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetFrom(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},System.Boolean)">
+            <summary>INTERNAL: do not use</summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetFrom(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},UnityEngine.Quaternion,System.Boolean,System.Boolean)">
+            <summary>INTERNAL: do not use</summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.ConvertToStartValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},UnityEngine.Quaternion)">
+            <summary>INTERNAL: do not use</summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetRelativeEndValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
+            <summary>INTERNAL: do not use</summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetChangeValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})">
+            <summary>INTERNAL: do not use</summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.GetSpeedBasedDuration(DG.Tweening.Plugins.Options.NoOptions,System.Single,UnityEngine.Quaternion)">
+            <summary>INTERNAL: do not use</summary>
+        </member>
+        <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.EvaluateAndApply(DG.Tweening.Plugins.Options.NoOptions,DG.Tweening.Tween,System.Boolean,DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},System.Single,UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single,System.Boolean,DG.Tweening.Core.Enums.UpdateNotice)">
+            <summary>INTERNAL: do not use</summary>
+        </member>
+        <member name="T:DG.Tweening.DOCurve">
+            <summary>
+            Extra non-tweening-related curve methods
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.DOCurve.CubicBezier">
+            <summary>
+            Cubic bezier curve methods
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.DOCurve.CubicBezier.GetPointOnSegment(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
+            <summary>
+            Calculates a point along the given Cubic Bezier segment-curve.<para/>
+            </summary>
+            <param name="startPoint">Segment start point</param>
+            <param name="startControlPoint">Start point's control point/handle</param>
+            <param name="endPoint">Segment end point</param>
+            <param name="endControlPoint">End point's control point/handle</param>
+            <param name="factor">0-1 percentage along which to retrieve point</param>
+        </member>
+        <member name="M:DG.Tweening.DOCurve.CubicBezier.GetSegmentPointCloud(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
+            <summary>
+            Returns an array containing a series of points along the given Cubic Bezier segment-curve.<para/>
+            </summary>
+            <param name="startPoint">Start point</param>
+            <param name="startControlPoint">Start point's control point/handle</param>
+            <param name="endPoint">End point</param>
+            <param name="endControlPoint">End point's control point/handle</param>
+            <param name="resolution">Cloud resolution (min: 2)</param>
+        </member>
+        <member name="M:DG.Tweening.DOCurve.CubicBezier.GetSegmentPointCloud(System.Collections.Generic.List{UnityEngine.Vector3},UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
+            <summary>
+            Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list.<para/>
+            </summary>
+            <param name="startPoint">Start point</param>
+            <param name="startControlPoint">Start point's control point/handle</param>
+            <param name="endPoint">End point</param>
+            <param name="endControlPoint">End point's control point/handle</param>
+            <param name="resolution">Cloud resolution (min: 2)</param>
+        </member>
+        <member name="T:DG.Tweening.DOTween">
+            <summary>
+            Main DOTween class. Contains static methods to create and control tweens in a generic way
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.Version">
+            <summary>DOTween's version</summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.useSafeMode">
+            <summary>If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things
+            (like targets becoming null while a tween is playing).
+            <para>Default: TRUE</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.safeModeLogBehaviour">
+            <summary>Log type when safe mode reports capturing an error and preventing it</summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.nestedTweenFailureBehaviour">
+            <summary>Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode).
+            <para>Default: NestedTweenFailureBehaviour.TryToPreserveSequence</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.showUnityEditorReport">
+            <summary>If TRUE you will get a DOTween report when exiting play mode (only in the Editor).
+            Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.
+            Beware, this will slightly slow down your tweens while inside Unity Editor.
+            <para>Default: FALSE</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.timeScale">
+            <summary>Global DOTween timeScale.
+            <para>Default: 1</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.useSmoothDeltaTime">
+            <summary>If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens
+            (unless they're set as timeScaleIndependent, in which case a value between the last timestep
+            and <see cref="F:DG.Tweening.DOTween.maxSmoothUnscaledTime"/> will be used instead).
+            Setting this to TRUE will lead to smoother animations.
+            <para>Default: FALSE</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.maxSmoothUnscaledTime">
+            <summary>If <see cref="F:DG.Tweening.DOTween.useSmoothDeltaTime"/> is TRUE, this indicates the max timeStep that an independent update call can last.
+            Setting this to TRUE will lead to smoother animations.
+            <para>Default: FALSE</para></summary>
+        </member>
+        <member name="P:DG.Tweening.DOTween.logBehaviour">
+            <summary>DOTween's log behaviour.
+            <para>Default: LogBehaviour.ErrorsOnly</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.onWillLog">
+            <summary>Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods.<para/>
+            Return TRUE if you want DOTween to proceed with the log, FALSE otherwise.<para/>
+            This method must return a <code>bool</code> and accept two parameters:<para/>
+            - <code>LogType</code>: the type of Unity log that DOTween is trying to log<para/>
+            - <code>object</code>: the log message that DOTween wants to log</summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.drawGizmos">
+            <summary>If TRUE draws path gizmos in Unity Editor (if the gizmos button is active).
+            Deactivate this if you want to avoid gizmos overhead while in Unity Editor</summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.debugMode">
+            <summary>If TRUE activates various debug options</summary>
+        </member>
+        <member name="P:DG.Tweening.DOTween.debugStoreTargetId">
+            <summary>Stores the target id so it can be used to give more info in case of safeMode error capturing.
+            Only active if both <code>debugMode</code> and <code>useSafeMode</code> are TRUE</summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultUpdateType">
+            <summary>Default updateType for new tweens.
+            <para>Default: UpdateType.Normal</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultTimeScaleIndependent">
+            <summary>Sets whether Unity's timeScale should be taken into account by default or not.
+            <para>Default: false</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultAutoPlay">
+            <summary>Default autoPlay behaviour for new tweens.
+            <para>Default: AutoPlay.All</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultAutoKill">
+            <summary>Default autoKillOnComplete behaviour for new tweens.
+            <para>Default: TRUE</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultLoopType">
+            <summary>Default loopType applied to all new tweens.
+            <para>Default: LoopType.Restart</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultRecyclable">
+            <summary>If TRUE all newly created tweens are set as recyclable, otherwise not.
+            <para>Default: FALSE</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultEaseType">
+            <summary>Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
+            <para>Default: Ease.InOutQuad</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultEaseOvershootOrAmplitude">
+            <summary>Default overshoot/amplitude used for eases
+            <para>Default: 1.70158f</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.defaultEasePeriod">
+            <summary>Default period used for eases
+            <para>Default: 0</para></summary>
+        </member>
+        <member name="F:DG.Tweening.DOTween.instance">
+            <summary>Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Init(System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{DG.Tweening.LogBehaviour})">
+            <summary>
+            Must be called once, before the first ever DOTween call/reference,
+            otherwise it will be called automatically and will use default options.
+            Calling it a second time won't have any effect.
+            <para>You can chain <code>SetCapacity</code> to this method, to directly set the max starting size of Tweeners and Sequences:</para>
+            <code>DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);</code>
+            </summary>
+            <param name="recycleAllByDefault">If TRUE all new tweens will be set for recycling, meaning that when killed,
+            instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid
+            GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active
+            even if they were killed (since they might have been respawned and are now being used for other tweens).
+            <para>If you want to automatically set your tween references to NULL when a tween is killed 
+            you can use the OnKill callback like this:</para>
+            <code>.OnKill(()=> myTweenReference = null)</code>
+            <para>You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.defaultRecyclable"/> property,
+            or you can set the recycling behaviour for each tween separately, using:</para>
+            <para><code>SetRecyclable(bool recyclable)</code></para>
+            <para>Default: FALSE</para></param>
+            <param name="useSafeMode">If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things
+            (like targets becoming null while a tween is playing).
+            You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.useSafeMode"/> property.
+            <para>Default: FALSE</para></param>
+            <param name="logBehaviour">Type of logging to use.
+            You can change this setting at any time by changing the static <see cref="P:DG.Tweening.DOTween.logBehaviour"/> property.
+            <para>Default: ErrorsOnly</para></param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.SetTweensCapacity(System.Int32,System.Int32)">
+            <summary>
+            Directly sets the current max capacity of Tweeners and Sequences
+            (meaning how many Tweeners and Sequences can be running at the same time),
+            so that DOTween doesn't need to automatically increase them in case the max is reached
+            (which might lead to hiccups when that happens).
+            Sequences capacity must be less or equal to Tweeners capacity
+            (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+            Beware: use this method only when there are no tweens running.
+            </summary>
+            <param name="tweenersCapacity">Max Tweeners capacity.
+            Default: 200</param>
+            <param name="sequencesCapacity">Max Sequences capacity.
+            Default: 50</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Clear(System.Boolean)">
+            <summary>
+            Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
+            </summary>
+            <param name="destroy">If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else
+            (so that next time you use it it will need to be re-initialized)</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.ClearCachedTweens">
+            <summary>
+            Clears all cached tween pools.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Validate">
+            <summary>
+            Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
+            and returns the total number of invalid tweens found and removed.
+            IMPORTANT: this will cause an error on UWP platform, so don't use it there 
+            BEWARE: this is a slightly expensive operation so use it with care
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.ManualUpdate(System.Single,System.Single)">
+            <summary>
+            Updates all tweens that are set to <see cref="F:DG.Tweening.UpdateType.Manual"/>.
+            </summary>
+            <param name="deltaTime">Manual deltaTime</param>
+            <param name="unscaledDeltaTime">Unscaled delta time (used with tweens set as timeScaleIndependent)</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Single},DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Double},DG.Tweening.Core.DOSetter{System.Double},System.Double,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int32},DG.Tweening.Core.DOSetter{System.Int32},System.Int32,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt32},DG.Tweening.Core.DOSetter{System.UInt32},System.UInt32,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int64},DG.Tweening.Core.DOSetter{System.Int64},System.Int64,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt64},DG.Tweening.Core.DOSetter{System.UInt64},System.UInt64,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.String},DG.Tweening.Core.DOSetter{System.String},System.String,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Rect},DG.Tweening.Core.DOSetter{UnityEngine.Rect},UnityEngine.Rect,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.RectOffset},DG.Tweening.Core.DOSetter{UnityEngine.RectOffset},UnityEngine.RectOffset,System.Single)">
+            <summary>Tweens a property or field to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To``3(DG.Tweening.Plugins.Core.ABSTweenPlugin{``0,``1,``2},DG.Tweening.Core.DOGetter{``0},DG.Tweening.Core.DOSetter{``0},``1,System.Single)">
+            <summary>Tweens a property or field to the given value using a custom plugin</summary>
+            <param name="plugin">The plugin to use. Each custom plugin implements a static <code>Get()</code> method
+            you'll need to call to assign the correct plugin in the correct way, like this:
+            <para><code>CustomPlugin.Get()</code></para></param>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)">
+            <summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+            <param name="axisConstraint">The axis to tween</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)">
+            <summary>Tweens only the alpha of a Color to the given value using default plugins</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single,System.Single)">
+            <summary>Tweens a virtual property from the given start to the given end value 
+            and implements a setter that allows to use that value with an external method or a lambda
+            <para>Example:</para>
+            <code>To(MyMethod, 0, 12, 0.5f);</code>
+            <para>Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)</para></summary>
+            <param name="setter">The action to perform with the tweened value</param>
+            <param name="startValue">The value to start from</param>
+            <param name="endValue">The end value to reach</param>
+            <param name="duration">The duration of the virtual tween
+            </param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Punch(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single,System.Int32,System.Single)">
+            <summary>Punches a Vector3 towards the given direction and then back to the starting one
+            as if it was connected to the starting position via an elastic.
+            <para>This tween type generates some GC allocations at startup</para></summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="direction">The direction and strength of the punch</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="vibrato">Indicates how much will the punch vibrate</param>
+            <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+            1 creates a full oscillation between the direction and the opposite decaying direction,
+            while 0 oscillates only between the starting position and the decaying direction</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
+            <summary>Shakes a Vector3 with the given values.</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction and behave like a random punch.</param>
+            <param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Vector3 with the given values.</summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength on each axis</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction and behave like a random punch.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])">
+            <summary>Tweens a property or field to the given values using default plugins.
+            Ease is applied between each segment and not as a whole.
+            <para>This tween type generates some GC allocations at startup</para></summary>
+            <param name="getter">A getter for the field or property to tween.
+            <para>Example usage with lambda:</para><code>()=> myProperty</code></param>
+            <param name="setter">A setter for the field or property to tween
+            <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param>
+            <param name="endValues">The end values to reach for each segment. This array must have the same length as <code>durations</code></param>
+            <param name="durations">The duration of each segment. This array must have the same length as <code>endValues</code></param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Sequence">
+            <summary>
+            Returns a new <see cref="T:DG.Tweening.Sequence"/> to be used for tween groups.<para/>
+            Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts,
+            so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add
+            the target manually; you can do that directly by using the <see cref="M:DG.Tweening.DOTween.Sequence(System.Object)"/> overload instead of this one
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Sequence(System.Object)">
+            <summary>
+            Returns a new <see cref="T:DG.Tweening.Sequence"/> to be used for tween groups, and allows to set a target
+            (because Sequences don't have their target set automatically like Tweener creation shortcuts).
+            That way killing/controlling tweens by target will apply to this Sequence too.
+            </summary>
+            <param name="target">The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target),
+            useless otherwise</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.CompleteAll(System.Boolean)">
+            <summary>Completes all tweens and returns the number of actual tweens completed
+            (meaning tweens that don't have infinite loops and were not already complete)</summary>
+            <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+            otherwise they will be ignored</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Complete(System.Object,System.Boolean)">
+            <summary>Completes all tweens with the given ID or target and returns the number of actual tweens completed
+            (meaning the tweens that don't have infinite loops and were not already complete)</summary>
+            <param name="withCallbacks">For Sequences only: if TRUE internal Sequence callbacks will be fired,
+            otherwise they will be ignored</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.FlipAll">
+            <summary>Flips all tweens (changing their direction to forward if it was backwards and viceversa),
+            then returns the number of actual tweens flipped</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Flip(System.Object)">
+            <summary>Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),
+            then returns the number of actual tweens flipped</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.GotoAll(System.Single,System.Boolean)">
+            <summary>Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Goto(System.Object,System.Single,System.Boolean)">
+            <summary>Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)
+            and returns the actual tweens involved</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.KillAll(System.Boolean)">
+            <summary>Kills all tweens and returns the number of actual tweens killed</summary>
+            <param name="complete">If TRUE completes the tweens before killing them</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.KillAll(System.Boolean,System.Object[])">
+            <summary>Kills all tweens and returns the number of actual tweens killed</summary>
+            <param name="complete">If TRUE completes the tweens before killing them</param>
+            <param name="idsOrTargetsToExclude">Eventual IDs or targets to exclude from the killing</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Boolean)">
+            <summary>Kills all tweens with the given ID or target and returns the number of actual tweens killed</summary>
+            <param name="complete">If TRUE completes the tweens before killing them</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Object,System.Boolean)">
+            <summary>Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed</summary>
+            <param name="complete">If TRUE completes the tweens before killing them</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PauseAll">
+            <summary>Pauses all tweens and returns the number of actual tweens paused</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Pause(System.Object)">
+            <summary>Pauses all tweens with the given ID or target and returns the number of actual tweens paused
+            (meaning the tweens that were actually playing and have been paused)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PlayAll">
+            <summary>Plays all tweens and returns the number of actual tweens played
+            (meaning tweens that were not already playing or complete)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Play(System.Object)">
+            <summary>Plays all tweens with the given ID or target and returns the number of actual tweens played
+            (meaning the tweens that were not already playing or complete)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Play(System.Object,System.Object)">
+            <summary>Plays all tweens with the given target and the given ID, and returns the number of actual tweens played
+            (meaning the tweens that were not already playing or complete)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PlayBackwardsAll">
+            <summary>Plays backwards all tweens and returns the number of actual tweens played
+            (meaning tweens that were not already started, playing backwards or rewinded)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object)">
+            <summary>Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
+            (meaning the tweens that were not already started, playing backwards or rewinded)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object,System.Object)">
+            <summary>Plays backwards all tweens with the given target and ID and returns the number of actual tweens played
+            (meaning the tweens that were not already started, playing backwards or rewinded)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PlayForwardAll">
+            <summary>Plays forward all tweens and returns the number of actual tweens played
+            (meaning tweens that were not already playing forward or complete)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PlayForward(System.Object)">
+            <summary>Plays forward all tweens with the given ID or target and returns the number of actual tweens played
+            (meaning the tweens that were not already playing forward or complete)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PlayForward(System.Object,System.Object)">
+            <summary>Plays forward all tweens with the given target and ID and returns the number of actual tweens played
+            (meaning the tweens that were not already started, playing backwards or rewinded)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.RestartAll(System.Boolean)">
+            <summary>Restarts all tweens, then returns the number of actual tweens restarted</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Boolean,System.Single)">
+            <summary>Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted</summary>
+            <param name="includeDelay">If TRUE includes the eventual tweens delays, otherwise skips them</param>
+            <param name="changeDelayTo">If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Object,System.Boolean,System.Single)">
+            <summary>Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played
+            (meaning the tweens that were not already playing or complete)</summary>
+            <param name="includeDelay">If TRUE includes the eventual tweens delays, otherwise skips them</param>
+            <param name="changeDelayTo">If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.RewindAll(System.Boolean)">
+            <summary>Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
+            (meaning tweens that were not already rewinded)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.Rewind(System.Object,System.Boolean)">
+            <summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
+            (meaning the tweens that were not already rewinded)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.SmoothRewindAll">
+            <summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
+            (meaning tweens that were not already rewinded).
+            A "smooth rewind" animates the tween to its start position,
+            skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+            <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.SmoothRewind(System.Object)">
+            <summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
+            (meaning the tweens that were not already rewinded).
+            A "smooth rewind" animates the tween to its start position,
+            skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+            <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.TogglePauseAll">
+            <summary>Toggles the play state of all tweens and returns the number of actual tweens toggled
+            (meaning tweens that could be played or paused, depending on the toggle state)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.TogglePause(System.Object)">
+            <summary>Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
+            (meaning the tweens that could be played or paused, depending on the toggle state)</summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.IsTweening(System.Object,System.Boolean)">
+            <summary>
+            Returns TRUE if a tween with the given ID or target is active.
+            <para>You can also use this to know if a shortcut tween is active for a given target.</para>
+            <para>Example:</para>
+            <para><code>transform.DOMoveX(45, 1); // transform is automatically added as the tween target</code></para>
+            <para><code>DOTween.IsTweening(transform); // Returns true</code></para>
+            </summary>
+            <param name="targetOrId">The target or ID to look for</param>
+            <param name="alsoCheckIfIsPlaying">If FALSE (default) returns TRUE as long as a tween for the given target/ID is active,
+            otherwise also requires it to be playing</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.TotalActiveTweens">
+            <summary>
+            Returns the total number of active tweens.
+            A tween is considered active if it wasn't killed, regardless if it's playing or paused
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.TotalPlayingTweens">
+            <summary>
+            Returns the total number of active and playing tweens.
+            A tween is considered as playing even if its delay is actually playing
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PlayingTweens(System.Collections.Generic.List{DG.Tweening.Tween})">
+            <summary>
+            Returns a list of all active tweens in a playing state.
+            Returns NULL if there are no active playing tweens.
+            <para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
+            </summary>
+            <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.PausedTweens(System.Collections.Generic.List{DG.Tweening.Tween})">
+            <summary>
+            Returns a list of all active tweens in a paused state.
+            Returns NULL if there are no active paused tweens.
+            <para>Beware: each time you call this method a new list is generated, so use it for debug only</para>
+            </summary>
+            <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean,System.Collections.Generic.List{DG.Tweening.Tween})">
+            <summary>
+            Returns a list of all active tweens with the given id.
+            Returns NULL if there are no active tweens with the given id.
+            <para>Beware: each time you call this method a new list is generated</para>
+            </summary>
+            <param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param>
+            <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param>
+        </member>
+        <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean,System.Collections.Generic.List{DG.Tweening.Tween})">
+            <summary>
+            Returns a list of all active tweens with the given target.
+            Returns NULL if there are no active tweens with the given target.
+            <para>Beware: each time you call this method a new list is generated</para>
+            <param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param>
+            <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param>
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.DOVirtual">
+            <summary>
+            Creates virtual tweens that can be used to change other elements via their OnUpdate calls
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.Float(System.Single,System.Single,System.Single,DG.Tweening.TweenCallback{System.Single})">
+            <summary>
+            Tweens a virtual float.
+            You can add regular settings to the generated tween,
+            but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
+            </summary>
+            <param name="from">The value to start from</param>
+            <param name="to">The value to tween to</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.Int(System.Int32,System.Int32,System.Single,DG.Tweening.TweenCallback{System.Int32})">
+            <summary>
+            Tweens a virtual int.
+            You can add regular settings to the generated tween,
+            but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
+            </summary>
+            <param name="from">The value to start from</param>
+            <param name="to">The value to tween to</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="onVirtualUpdate">A callback which must accept a parameter of type int, called at each update</param>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.Vector3(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,DG.Tweening.TweenCallback{UnityEngine.Vector3})">
+            <summary>
+            Tweens a virtual Vector3.
+            You can add regular settings to the generated tween,
+            but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
+            </summary>
+            <param name="from">The value to start from</param>
+            <param name="to">The value to tween to</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="onVirtualUpdate">A callback which must accept a parameter of type Vector3, called at each update</param>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.Color(UnityEngine.Color,UnityEngine.Color,System.Single,DG.Tweening.TweenCallback{UnityEngine.Color})">
+            <summary>
+            Tweens a virtual Color.
+            You can add regular settings to the generated tween,
+            but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter
+            </summary>
+            <param name="from">The value to start from</param>
+            <param name="to">The value to tween to</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="onVirtualUpdate">A callback which must accept a parameter of type Color, called at each update</param>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease)">
+            <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
+            <param name="from">The value to start from when lifetimePercentage is 0</param>
+            <param name="to">The value to reach when lifetimePercentage is 1</param>
+            <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
+            <param name="easeType">The type of ease</param>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single)">
+            <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
+            <param name="from">The value to start from when lifetimePercentage is 0</param>
+            <param name="to">The value to reach when lifetimePercentage is 1</param>
+            <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
+            <param name="easeType">The type of ease</param>
+            <param name="overshoot">Eventual overshoot to use with Back ease</param>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single,System.Single)">
+            <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
+            <param name="from">The value to start from when lifetimePercentage is 0</param>
+            <param name="to">The value to reach when lifetimePercentage is 1</param>
+            <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
+            <param name="easeType">The type of ease</param>
+            <param name="amplitude">Eventual amplitude to use with Elastic easeType</param>
+            <param name="period">Eventual period to use with Elastic easeType</param>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,UnityEngine.AnimationCurve)">
+            <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary>
+            <param name="from">The value to start from when lifetimePercentage is 0</param>
+            <param name="to">The value to reach when lifetimePercentage is 1</param>
+            <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param>
+            <param name="easeCurve">The AnimationCurve to use for ease</param>
+        </member>
+        <member name="M:DG.Tweening.DOVirtual.DelayedCall(System.Single,DG.Tweening.TweenCallback,System.Boolean)">
+            <summary>Fires the given callback after the given time.</summary>
+            <param name="delay">Callback delay</param>
+            <param name="callback">Callback to fire when the delay has expired</param>
+            <param name="ignoreTimeScale">If TRUE (default) ignores Unity's timeScale</param>
+        </member>
+        <member name="F:DG.Tweening.Ease.INTERNAL_Zero">
+            <summary>
+            Don't assign this! It's assigned automatically when creating 0 duration tweens
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Ease.INTERNAL_Custom">
+            <summary>
+            Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.EaseFactory">
+            <summary>
+            Allows to wrap ease method in special ways, adding extra features
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,System.Nullable{DG.Tweening.Ease})">
+            <summary>
+            Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+            </summary>
+            <param name="motionFps">FPS at which the tween should be played</param>
+            <param name="ease">Ease type</param>
+        </member>
+        <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,UnityEngine.AnimationCurve)">
+            <summary>
+            Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+            </summary>
+            <param name="motionFps">FPS at which the tween should be played</param>
+            <param name="animCurve">AnimationCurve to use for the ease</param>
+        </member>
+        <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,DG.Tweening.EaseFunction)">
+            <summary>
+            Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+            </summary>
+            <param name="motionFps">FPS at which the tween should be played</param>
+            <param name="customEase">Custom ease function to use</param>
+        </member>
+        <member name="T:DG.Tweening.IDOTweenInit">
+            <summary>
+            Used to allow method chaining with DOTween.Init
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.IDOTweenInit.SetCapacity(System.Int32,System.Int32)">
+            <summary>
+            Directly sets the current max capacity of Tweeners and Sequences
+            (meaning how many Tweeners and Sequences can be running at the same time),
+            so that DOTween doesn't need to automatically increase them in case the max is reached
+            (which might lead to hiccups when that happens).
+            Sequences capacity must be less or equal to Tweeners capacity
+            (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+            Beware: use this method only when there are no tweens running.
+            </summary>
+            <param name="tweenersCapacity">Max Tweeners capacity.
+            Default: 200</param>
+            <param name="sequencesCapacity">Max Sequences capacity.
+            Default: 50</param>
+        </member>
+        <member name="T:DG.Tweening.LinkBehaviour">
+            <summary>
+            Behaviour that can be assigned when chaining a SetLink to a tween
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.PauseOnDisable">
+            <summary>Pauses the tween when the link target is disabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.PauseOnDisablePlayOnEnable">
+            <summary>Pauses the tween when the link target is disabled, plays it when it's enabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.PauseOnDisableRestartOnEnable">
+            <summary>Pauses the tween when the link target is disabled, restarts it when it's enabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.PlayOnEnable">
+            <summary>Plays the tween when the link target is enabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.RestartOnEnable">
+            <summary>Restarts the tween when the link target is enabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.KillOnDisable">
+            <summary>Kills the tween when the link target is disabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.KillOnDestroy">
+            <summary>Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.CompleteOnDisable">
+            <summary>Completes the tween when the link target is disabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.CompleteAndKillOnDisable">
+            <summary>Completes and kills the tween when the link target is disabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.RewindOnDisable">
+            <summary>Rewinds the tween (delay excluded) when the link target is disabled</summary>
+        </member>
+        <member name="F:DG.Tweening.LinkBehaviour.RewindAndKillOnDisable">
+            <summary>Rewinds and kills the tween when the link target is disabled</summary>
+        </member>
+        <member name="T:DG.Tweening.PathMode">
+            <summary>
+            Path mode (used to determine correct LookAt orientation)
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.PathMode.Ignore">
+            <summary>Ignores the path mode (and thus LookAt behaviour)</summary>
+        </member>
+        <member name="F:DG.Tweening.PathMode.Full3D">
+            <summary>Regular 3D path</summary>
+        </member>
+        <member name="F:DG.Tweening.PathMode.TopDown2D">
+            <summary>2D top-down path</summary>
+        </member>
+        <member name="F:DG.Tweening.PathMode.Sidescroller2D">
+            <summary>2D side-scroller path</summary>
+        </member>
+        <member name="T:DG.Tweening.PathType">
+            <summary>
+            Type of path to use with DOPath tweens
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.PathType.Linear">
+            <summary>Linear, composed of straight segments between each waypoint</summary>
+        </member>
+        <member name="F:DG.Tweening.PathType.CatmullRom">
+            <summary>Curved path (which uses Catmull-Rom curves)</summary>
+        </member>
+        <member name="F:DG.Tweening.PathType.CubicBezier">
+            <summary><code>EXPERIMENTAL: </code>Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)</summary>
+        </member>
+        <member name="T:DG.Tweening.Plugins.CirclePlugin">
+            <summary>
+            Tweens a Vector2 along a circle.
+            EndValue represents the center of the circle, start and end value degrees are inside options
+            ChangeValue x is changeValue°, y is unused
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Plugins.Core.PathCore.ControlPoint">
+            <summary>
+            Path control point
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Plugins.Core.PathCore.Path.wps">
+            <summary>
+            Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector
+            </summary>
+        </member>
+        <member name="P:DG.Tweening.Plugins.Core.PathCore.Path.minInputWaypoints">
+            <summary>
+            Minimum input points necessary to create the path (doesn't correspond to actual waypoints required)
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Plugins.Core.PathCore.Path.GetPoint(System.Single,System.Boolean)">
+            <summary>
+            Gets the point on the path at the given percentage (0 to 1)
+            </summary>
+            <param name="perc">The percentage (0 to 1) at which to get the point</param>
+            <param name="convertToConstantPerc">If TRUE constant speed is taken into account, otherwise not</param>
+        </member>
+        <member name="T:DG.Tweening.Plugins.Options.IPlugOptions">
+            <summary>
+            Base interface for all tween plugins options
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Plugins.Options.IPlugOptions.Reset">
+            <summary>Resets the plugin</summary>
+        </member>
+        <member name="T:DG.Tweening.Plugins.Vector3ArrayPlugin">
+            <summary>
+            This plugin generates some GC allocations at startup
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.Plugins.PathPlugin">
+            <summary>
+            Path plugin works exclusively with Transforms
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.RotateMode">
+            <summary>
+            Rotation mode used with DORotate methods
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.RotateMode.Fast">
+            <summary>
+            Fastest way that never rotates beyond 360°
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.RotateMode.FastBeyond360">
+            <summary>
+            Fastest way that rotates beyond 360°
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.RotateMode.WorldAxisAdd">
+            <summary>
+            Adds the given rotation to the transform using world axis and an advanced precision mode
+            (like when using transform.Rotate(Space.World)).
+            <para>In this mode the end value is is always considered relative</para>
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.RotateMode.LocalAxisAdd">
+            <summary>
+            Adds the given rotation to the transform's local axis
+            (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)).
+            <para>In this mode the end value is is always considered relative</para>
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.ScrambleMode">
+            <summary>
+            Type of scramble to apply to string tweens
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.ScrambleMode.None">
+            <summary>
+            No scrambling of characters
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.ScrambleMode.All">
+            <summary>
+            A-Z + a-z + 0-9 characters
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.ScrambleMode.Uppercase">
+            <summary>
+            A-Z characters
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.ScrambleMode.Lowercase">
+            <summary>
+            a-z characters
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.ScrambleMode.Numerals">
+            <summary>
+            0-9 characters
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.ScrambleMode.Custom">
+            <summary>
+            Custom characters
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.TweenExtensions">
+            <summary>
+            Methods that extend Tween objects and allow to control or get data from them
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Complete(DG.Tweening.Tween)">
+            <summary>Completes the tween</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Complete(DG.Tweening.Tween,System.Boolean)">
+            <summary>Completes the tween</summary>
+            <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+            otherwise they will be ignored</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Flip(DG.Tweening.Tween)">
+            <summary>Flips the direction of this tween (backwards if it was going forward or viceversa)</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.ForceInit(DG.Tweening.Tween)">
+            <summary>Forces the tween to initialize its settings immediately</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Goto(DG.Tweening.Tween,System.Single,System.Boolean)">
+            <summary>Send the tween to the given position in time</summary>
+            <param name="to">Time position to reach
+            (if higher than the whole tween duration the tween will simply reach its end)</param>
+            <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.GotoWithCallbacks(DG.Tweening.Tween,System.Single,System.Boolean)">
+            <summary>Send the tween to the given position in time while also executing any callback between the previous time position and the new one</summary>
+            <param name="to">Time position to reach
+            (if higher than the whole tween duration the tween will simply reach its end)</param>
+            <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Kill(DG.Tweening.Tween,System.Boolean)">
+            <summary>Kills the tween</summary>
+            <param name="complete">If TRUE completes the tween before killing it</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.ManualUpdate(DG.Tweening.Tween,System.Single,System.Single)">
+            <summary>
+            Forces this tween to update manually, regardless of the <see cref="T:DG.Tweening.UpdateType"/> set via SetUpdate.
+            Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing.<para/>
+            Also note that if you only want to update this tween instance manually you'll have to set it to <see cref="F:DG.Tweening.UpdateType.Manual"/> anyway,
+            so that it's not updated automatically.
+            </summary>
+            <param name="deltaTime">Manual deltaTime</param>
+            <param name="unscaledDeltaTime">Unscaled delta time (used with tweens set as timeScaleIndependent)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Pause``1(``0)">
+            <summary>Pauses the tween</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Play``1(``0)">
+            <summary>Plays the tween</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.PlayBackwards(DG.Tweening.Tween)">
+            <summary>Sets the tween in a backwards direction and plays it</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.PlayForward(DG.Tweening.Tween)">
+            <summary>Sets the tween in a forward direction and plays it</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Restart(DG.Tweening.Tween,System.Boolean,System.Single)">
+            <summary>Restarts the tween from the beginning</summary>
+            <param name="includeDelay">Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it</param>
+            <param name="changeDelayTo">Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)">
+            <summary>Rewinds and pauses the tween</summary>
+            <param name="includeDelay">Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.SmoothRewind(DG.Tweening.Tween)">
+            <summary>Smoothly rewinds the tween (delays excluded).
+            A "smooth rewind" animates the tween to its start position,
+            skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+            If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
+            <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)">
+            <summary>Plays the tween if it was paused, pauses it if it was playing</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.GotoWaypoint(DG.Tweening.Tween,System.Int32,System.Boolean)">
+            <summary>Send a path tween to the given waypoint.
+            Has no effect if this is not a path tween.
+            <para>BEWARE, this is a special utility method:
+            it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually
+            (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)</para></summary>
+            <param name="waypointIndex">Waypoint index to reach
+            (if higher than the max waypoint index the tween will simply go to the last one)</param>
+            <param name="andPlay">If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.WaitForCompletion(DG.Tweening.Tween)">
+            <summary>
+            Creates a yield instruction that waits until the tween is killed or complete.
+            It can be used inside a coroutine as a yield.
+            <para>Example usage:</para><code>yield return myTween.WaitForCompletion();</code>
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.WaitForRewind(DG.Tweening.Tween)">
+            <summary>
+            Creates a yield instruction that waits until the tween is killed or rewinded.
+            It can be used inside a coroutine as a yield.
+            <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.WaitForKill(DG.Tweening.Tween)">
+            <summary>
+            Creates a yield instruction that waits until the tween is killed.
+            It can be used inside a coroutine as a yield.
+            <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.WaitForElapsedLoops(DG.Tweening.Tween,System.Int32)">
+            <summary>
+            Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops.
+            It can be used inside a coroutine as a yield.
+            <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
+            </summary>
+            <param name="elapsedLoops">Elapsed loops to wait for</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.WaitForPosition(DG.Tweening.Tween,System.Single)">
+            <summary>
+            Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded).
+            It can be used inside a coroutine as a yield.
+            <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
+            </summary>
+            <param name="position">Position (loops included, delays excluded) to wait for</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.WaitForStart(DG.Tweening.Tween)">
+            <summary>
+            Creates a yield instruction that waits until the tween is killed or started
+            (meaning when the tween is set in a playing state the first time, after any eventual delay).
+            It can be used inside a coroutine as a yield.
+            <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.CompletedLoops(DG.Tweening.Tween)">
+            <summary>Returns the total number of loops completed by this tween</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Delay(DG.Tweening.Tween)">
+            <summary>Returns the eventual delay set for this tween</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.ElapsedDelay(DG.Tweening.Tween)">
+            <summary>Returns the eventual elapsed delay set for this tween</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Duration(DG.Tweening.Tween,System.Boolean)">
+            <summary>Returns the duration of this tween (delays excluded).
+            <para>NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts</para></summary>
+            <param name="includeLoops">If TRUE returns the full duration loops included,
+             otherwise the duration of a single loop cycle</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Elapsed(DG.Tweening.Tween,System.Boolean)">
+            <summary>Returns the elapsed time for this tween (delays exluded)</summary>
+            <param name="includeLoops">If TRUE returns the elapsed time since startup loops included,
+             otherwise the elapsed time within the current loop cycle</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.ElapsedPercentage(DG.Tweening.Tween,System.Boolean)">
+            <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded)</summary>
+            <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included,
+            otherwise the elapsed percentage within the current loop cycle</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)">
+            <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded),
+            based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)">
+            <summary>Returns FALSE if this tween has been killed or is NULL, TRUE otherwise.
+            <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para>
+            When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.
+            If you want to be sure your references are set to NULL when a tween is killed you can use the <code>OnKill</code> callback like this:
+            <para><code>.OnKill(()=> myTweenReference = null)</code></para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.IsBackwards(DG.Tweening.Tween)">
+            <summary>Returns TRUE if this tween was reversed and is set to go backwards</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.IsComplete(DG.Tweening.Tween)">
+            <summary>Returns TRUE if the tween is complete
+            (silently fails and returns FALSE if the tween has been killed)</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.IsInitialized(DG.Tweening.Tween)">
+            <summary>Returns TRUE if this tween has been initialized</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.IsPlaying(DG.Tweening.Tween)">
+            <summary>Returns TRUE if this tween is playing</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.Loops(DG.Tweening.Tween)">
+            <summary>Returns the total number of loops set for this tween
+            (returns -1 if the loops are infinite)</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.PathGetPoint(DG.Tweening.Tween,System.Single)">
+            <summary>
+            Returns a point on a path based on the given path percentage.
+            Returns <code>Vector3.zero</code> if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+            A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+            You can force a path to be initialized by calling <code>myTween.ForceInit()</code>.
+            </summary>
+            <param name="pathPercentage">Percentage of the path (0 to 1) on which to get the point</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.PathGetDrawPoints(DG.Tweening.Tween,System.Int32)">
+            <summary>
+            Returns an array of points that can be used to draw the path.
+            Note that this method generates allocations, because it creates a new array.
+            Returns <code>NULL</code> if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+            A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+            You can force a path to be initialized by calling <code>myTween.ForceInit()</code>.
+            </summary>
+            <param name="subdivisionsXSegment">How many points to create for each path segment (waypoint to waypoint).
+            Only used in case of non-Linear paths</param>
+        </member>
+        <member name="M:DG.Tweening.TweenExtensions.PathLength(DG.Tweening.Tween)">
+            <summary>
+            Returns the length of a path.
+            Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+            A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+            You can force a path to be initialized by calling <code>myTween.ForceInit()</code>.
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.LoopType">
+            <summary>
+            Types of loop
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.LoopType.Restart">
+            <summary>Each loop cycle restarts from the beginning</summary>
+        </member>
+        <member name="F:DG.Tweening.LoopType.Yoyo">
+            <summary>The tween moves forward and backwards at alternate cycles</summary>
+        </member>
+        <member name="F:DG.Tweening.LoopType.Incremental">
+            <summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
+            <para>In case of String tweens works only if the tween is set as relative</para></summary>
+        </member>
+        <member name="T:DG.Tweening.Sequence">
+            <summary>
+            Controls other tweens as a group
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.ShortcutExtensions">
+            <summary>
+            Methods that extend known Unity objects and allow to directly create and control tweens from their instances
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOAspect(UnityEngine.Camera,System.Single,System.Single)">
+            <summary>Tweens a Camera's <code>aspect</code> to the given value.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Camera,UnityEngine.Color,System.Single)">
+            <summary>Tweens a Camera's backgroundColor to the given value.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFarClipPlane(UnityEngine.Camera,System.Single,System.Single)">
+            <summary>Tweens a Camera's <code>farClipPlane</code> to the given value.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFieldOfView(UnityEngine.Camera,System.Single,System.Single)">
+            <summary>Tweens a Camera's <code>fieldOfView</code> to the given value.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DONearClipPlane(UnityEngine.Camera,System.Single,System.Single)">
+            <summary>Tweens a Camera's <code>nearClipPlane</code> to the given value.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOOrthoSize(UnityEngine.Camera,System.Single,System.Single)">
+            <summary>Tweens a Camera's <code>orthographicSize</code> to the given value.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPixelRect(UnityEngine.Camera,UnityEngine.Rect,System.Single)">
+            <summary>Tweens a Camera's <code>pixelRect</code> to the given value.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DORect(UnityEngine.Camera,UnityEngine.Rect,System.Single)">
+            <summary>Tweens a Camera's <code>rect</code> to the given value.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength on each axis</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Camera's localRotation.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Camera's localRotation.
+            Also stores the camera as the tween's target so it can be used for filtered operations</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength on each axis</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
+            <summary>Tweens a Light's color to the given value.
+            Also stores the light as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOIntensity(UnityEngine.Light,System.Single,System.Single)">
+            <summary>Tweens a Light's intensity to the given value.
+            Also stores the light as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShadowStrength(UnityEngine.Light,System.Single,System.Single)">
+            <summary>Tweens a Light's shadowStrength to the given value.
+            Also stores the light as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.LineRenderer,DG.Tweening.Color2,DG.Tweening.Color2,System.Single)">
+            <summary>Tweens a LineRenderer's color to the given value.
+            Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
+            <para>Note that this method requires to also insert the start colors for the tween, 
+            since LineRenderers have no way to get them.</para></summary>
+            <param name="startValue">The start value to tween from</param>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
+            <summary>Tweens a Material's color to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
+            <summary>Tweens a Material's named color property to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.Int32,System.Single)">
+            <summary>Tweens a Material's named color property with the given ID to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.Single)">
+            <summary>Tweens a Material's alpha color to the given value
+            (will have no effect unless your material supports transparency).
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.String,System.Single)">
+            <summary>Tweens a Material's alpha color to the given value
+            (will have no effect unless your material supports transparency).
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.Int32,System.Single)">
+            <summary>Tweens a Material's alpha color with the given ID to the given value
+            (will have no effect unless your material supports transparency).
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFloat(UnityEngine.Material,System.Single,System.String,System.Single)">
+            <summary>Tweens a Material's named float property to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="property">The name of the material property to tween</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFloat(UnityEngine.Material,System.Single,System.Int32,System.Single)">
+            <summary>Tweens a Material's named float property with the given ID to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.Single)">
+            <summary>Tweens a Material's texture offset to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)">
+            <summary>Tweens a Material's named texture offset property to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="property">The name of the material property to tween</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.Single)">
+            <summary>Tweens a Material's texture scale to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)">
+            <summary>Tweens a Material's named texture scale property to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="property">The name of the material property to tween</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOVector(UnityEngine.Material,UnityEngine.Vector4,System.String,System.Single)">
+            <summary>Tweens a Material's named Vector property to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="property">The name of the material property to tween</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOVector(UnityEngine.Material,UnityEngine.Vector4,System.Int32,System.Single)">
+            <summary>Tweens a Material's named Vector property with the given ID to the given value.
+            Also stores the material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)">
+            <summary>Tweens a TrailRenderer's startWidth/endWidth to the given value.
+            Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>
+            <param name="toStartWidth">The end startWidth to reach</param><param name="toEndWidth">The end endWidth to reach</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOTime(UnityEngine.TrailRenderer,System.Single,System.Single)">
+            <summary>Tweens a TrailRenderer's time to the given value.
+            Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's position to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's X position to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's Y position to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's Z position to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's localPosition to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's X localPosition to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's Y localPosition to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's Z localPosition to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DORotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+            <summary>Tweens a Transform's rotation to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="mode">Rotation mode</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DORotateQuaternion(UnityEngine.Transform,UnityEngine.Quaternion,System.Single)">
+            <summary>Tweens a Transform's rotation to the given value using pure quaternion values.
+            Also stores the transform as the tween's target so it can be used for filtered operations.
+            <para>PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method.
+            This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
+            (neither for itself nor if placed inside a LoopType.Incremental Sequence)</para>
+            </summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+            <summary>Tweens a Transform's localRotation to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+            <param name="mode">Rotation mode</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotateQuaternion(UnityEngine.Transform,UnityEngine.Quaternion,System.Single)">
+            <summary>Tweens a Transform's rotation to the given value using pure quaternion values.
+            Also stores the transform as the tween's target so it can be used for filtered operations.
+            <para>PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method.
+            This method was implemented for very special cases, and doesn't support LoopType.Incremental loops
+            (neither for itself nor if placed inside a LoopType.Incremental Sequence)</para>
+            </summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single)">
+            <summary>Tweens a Transform's localScale to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,System.Single,System.Single)">
+            <summary>Tweens a Transform's localScale uniformly to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOScaleX(UnityEngine.Transform,System.Single,System.Single)">
+            <summary>Tweens a Transform's X localScale to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOScaleY(UnityEngine.Transform,System.Single,System.Single)">
+            <summary>Tweens a Transform's Y localScale to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOScaleZ(UnityEngine.Transform,System.Single,System.Single)">
+            <summary>Tweens a Transform's Z localScale to the given value.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})">
+            <summary>Tweens a Transform's rotation so that it will look towards the given world position.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
+            <param name="axisConstraint">Eventual axis constraint for the rotation</param>
+            <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DODynamicLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})">
+            <summary><code>EXPERIMENTAL</code> Tweens a Transform's rotation so that it will look towards the given world position,
+            while also updating the lookAt position every frame
+            (contrary to <see cref="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"/> which calculates the lookAt rotation only once, when the tween starts).
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
+            <param name="axisConstraint">Eventual axis constraint for the rotation</param>
+            <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPunchPosition(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
+            <summary>Punches a Transform's localPosition towards the given direction and then back to the starting one
+            as if it was connected to the starting position via an elastic.</summary>
+            <param name="punch">The direction and strength of the punch (added to the Transform's current position)</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="vibrato">Indicates how much will the punch vibrate</param>
+            <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+            1 creates a full oscillation between the punch direction and the opposite direction,
+            while 0 oscillates only between the punch and the start position</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPunchScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)">
+            <summary>Punches a Transform's localScale towards the given size and then back to the starting one
+            as if it was connected to the starting scale via an elastic.</summary>
+            <param name="punch">The punch strength (added to the Transform's current scale)</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="vibrato">Indicates how much will the punch vibrate</param>
+            <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
+            1 creates a full oscillation between the punch scale and the opposite scale,
+            while 0 oscillates only between the punch scale and the start scale</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPunchRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)">
+            <summary>Punches a Transform's localRotation towards the given size and then back to the starting one
+            as if it was connected to the starting rotation via an elastic.</summary>
+            <param name="punch">The punch strength (added to the Transform's current rotation)</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="vibrato">Indicates how much will the punch vibrate</param>
+            <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+            1 creates a full oscillation between the punch rotation and the opposite rotation,
+            while 0 oscillates only between the punch and the start rotation</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
+            <summary>Shakes a Transform's localPosition with the given values.</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean,System.Boolean)">
+            <summary>Shakes a Transform's localPosition with the given values.</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength on each axis</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Transform's localRotation.</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Transform's localRotation.</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength on each axis</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Transform's localScale.</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)">
+            <summary>Shakes a Transform's localScale.</summary>
+            <param name="duration">The duration of the tween</param>
+            <param name="strength">The shake strength on each axis</param>
+            <param name="vibrato">Indicates how much will the shake vibrate</param>
+            <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+            Setting it to 0 will shake along a single direction.</param>
+            <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.
+            Returns a Sequence instead of a Tweener.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+            <param name="numJumps">Total number of jumps</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis.
+            Returns a Sequence instead of a Tweener.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param>
+            <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+            <param name="numJumps">Total number of jumps</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
+            <summary>Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="path">The waypoints to go through</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
+            <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+            <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+            Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
+            <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})">
+            <summary>Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="path">The waypoint to go through</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
+            <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+            <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+            Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
+            <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Transform,DG.Tweening.Plugins.Core.PathCore.Path,System.Single,DG.Tweening.PathMode)">
+            <summary>IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.<para/>
+            Tweens a Transform's position via the given path.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="path">The path to use</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Transform,DG.Tweening.Plugins.Core.PathCore.Path,System.Single,DG.Tweening.PathMode)">
+            <summary>IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.<para/>
+            Tweens a Transform's localPosition via the given path.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="path">The path to use</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOTimeScale(DG.Tweening.Tween,System.Single,System.Single)">
+            <summary>Tweens a Tween's timeScale to the given value.
+            Also stores the Tween as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)">
+            <summary>Tweens a Light's color to the given value,
+            in a way that allows other DOBlendableColor tweens to work together on the same target,
+            instead than fight each other as multiple DOColor would do.
+            Also stores the Light as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)">
+            <summary>Tweens a Material's color to the given value,
+            in a way that allows other DOBlendableColor tweens to work together on the same target,
+            instead than fight each other as multiple DOColor would do.
+            Also stores the Material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)">
+            <summary>Tweens a Material's named color property to the given value,
+            in a way that allows other DOBlendableColor tweens to work together on the same target,
+            instead than fight each other as multiple DOColor would do.
+            Also stores the Material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The value to tween to</param>
+            <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Int32,System.Single)">
+            <summary>Tweens a Material's named color property with the given ID to the given value,
+            in a way that allows other DOBlendableColor tweens to work together on the same target,
+            instead than fight each other as multiple DOColor would do.
+            Also stores the Material as the tween's target so it can be used for filtered operations</summary>
+            <param name="endValue">The value to tween to</param>
+            <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
+            <param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>),
+            in a way that allows other DOBlendableMove tweens to work together on the same target,
+            instead than fight each other as multiple DOMove would do.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)">
+            <summary>Tweens a Transform's localPosition BY the given value (as if you chained a <code>SetRelative</code>),
+            in a way that allows other DOBlendableMove tweens to work together on the same target,
+            instead than fight each other as multiple DOMove would do.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+            <summary>EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a <code>SetRelative</code>),
+            in a way that allows other DOBlendableRotate tweens to work together on the same target,
+            instead than fight each other as multiple DORotate would do.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+            <param name="mode">Rotation mode</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)">
+            <summary>EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a <code>SetRelative</code>),
+            in a way that allows other DOBlendableRotate tweens to work together on the same target,
+            instead than fight each other as multiple DORotate would do.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+            <param name="mode">Rotation mode</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendablePunchRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)">
+            <summary>Punches a Transform's localRotation BY the given value and then back to the starting one
+            as if it was connected to the starting rotation via an elastic. Does it in a way that allows other
+            DOBlendableRotate tweens to work together on the same target</summary>
+            <param name="punch">The punch strength (added to the Transform's current rotation)</param>
+            <param name="duration">The duration of the tween</param>
+            <param name="vibrato">Indicates how much will the punch vibrate</param>
+            <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+            1 creates a full oscillation between the punch rotation and the opposite rotation,
+            while 0 oscillates only between the punch and the start rotation</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableScaleBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single)">
+            <summary>Tweens a Transform's localScale BY the given value (as if you chained a <code>SetRelative</code>),
+            in a way that allows other DOBlendableScale tweens to work together on the same target,
+            instead than fight each other as multiple DOScale would do.
+            Also stores the transform as the tween's target so it can be used for filtered operations</summary>
+            <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOComplete(UnityEngine.Component,System.Boolean)">
+            <summary>
+            Completes all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens completed
+            (meaning the tweens that don't have infinite loops and were not already complete)
+            </summary>
+            <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+            otherwise they will be ignored</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOComplete(UnityEngine.Material,System.Boolean)">
+            <summary>
+            Completes all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens completed
+            (meaning the tweens that don't have infinite loops and were not already complete)
+            </summary>
+            <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+            otherwise they will be ignored</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOKill(UnityEngine.Component,System.Boolean)">
+            <summary>
+            Kills all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens killed.
+            </summary>
+            <param name="complete">If TRUE completes the tween before killing it</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOKill(UnityEngine.Material,System.Boolean)">
+            <summary>
+            Kills all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens killed.
+            </summary>
+            <param name="complete">If TRUE completes the tween before killing it</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFlip(UnityEngine.Component)">
+            <summary>
+            Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens flipped.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOFlip(UnityEngine.Material)">
+            <summary>
+            Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens flipped.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOGoto(UnityEngine.Component,System.Single,System.Boolean)">
+            <summary>
+            Sends to the given position all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens involved.
+            </summary>
+            <param name="to">Time position to reach
+            (if higher than the whole tween duration the tween will simply reach its end)</param>
+            <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOGoto(UnityEngine.Material,System.Single,System.Boolean)">
+            <summary>
+            Sends to the given position all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens involved.
+            </summary>
+            <param name="to">Time position to reach
+            (if higher than the whole tween duration the tween will simply reach its end)</param>
+            <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPause(UnityEngine.Component)">
+            <summary>
+            Pauses all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens paused.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPause(UnityEngine.Material)">
+            <summary>
+            Pauses all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens paused.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPlay(UnityEngine.Component)">
+            <summary>
+            Plays all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens played.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPlay(UnityEngine.Material)">
+            <summary>
+            Plays all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens played.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPlayBackwards(UnityEngine.Component)">
+            <summary>
+            Plays backwards all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens played.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPlayBackwards(UnityEngine.Material)">
+            <summary>
+            Plays backwards all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens played.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPlayForward(UnityEngine.Component)">
+            <summary>
+            Plays forward all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens played.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOPlayForward(UnityEngine.Material)">
+            <summary>
+            Plays forward all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens played.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DORestart(UnityEngine.Component,System.Boolean)">
+            <summary>
+            Restarts all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens restarted.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DORestart(UnityEngine.Material,System.Boolean)">
+            <summary>
+            Restarts all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens restarted.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DORewind(UnityEngine.Component,System.Boolean)">
+            <summary>
+            Rewinds all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens rewinded.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DORewind(UnityEngine.Material,System.Boolean)">
+            <summary>
+            Rewinds all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens rewinded.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOSmoothRewind(UnityEngine.Component)">
+            <summary>
+            Smoothly rewinds all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens rewinded.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOSmoothRewind(UnityEngine.Material)">
+            <summary>
+            Smoothly rewinds all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens rewinded.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Component)">
+            <summary>
+            Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens involved.
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Material)">
+            <summary>
+            Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+            (meaning tweens that were started from this target, or that had this target added as an Id)
+            and returns the total number of tweens involved.
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.TweenParams">
+            <summary>
+            This class serves only as a utility class to store tween settings to apply on multiple tweens.
+            It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.TweenParams.Params">
+            <summary>A variable you can eventually Clear and reuse when needed,
+            to avoid instantiating TweenParams objects</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.#ctor">
+            <summary>Creates a new TweenParams object, which you can use to store tween settings
+            to pass to multiple tweens via <code>myTween.SetAs(myTweenParms)</code></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.Clear">
+            <summary>Clears and resets this TweenParams instance using default values,
+            so it can be reused without instantiating another one</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetAutoKill(System.Boolean)">
+            <summary>Sets the autoKill behaviour of the tween. 
+            Has no effect if the tween has already started</summary>
+            <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetId(System.Object)">
+            <summary>Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.</summary>
+            <param name="id">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetTarget(System.Object)">
+            <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+            <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para>
+            When using shorcuts the shortcut target is already assigned as the tween's target,
+            so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary>
+            <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetLoops(System.Int32,System.Nullable{DG.Tweening.LoopType})">
+            <summary>Sets the looping options for the tween. 
+            Has no effect if the tween has already started</summary>
+            <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param>
+            <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.Ease,System.Nullable{System.Single},System.Nullable{System.Single})">
+            <summary>Sets the ease of the tween.
+            <para>If applied to Sequences eases the whole sequence animation</para></summary>
+            <param name="overshootOrAmplitude">Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)</param>
+            <param name="period">Eventual period to use with Elastic easeType (default is 0)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetEase(UnityEngine.AnimationCurve)">
+            <summary>Sets the ease of the tween using an AnimationCurve.
+            <para>If applied to Sequences eases the whole sequence animation</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.EaseFunction)">
+            <summary>Sets the ease of the tween using a custom ease function.
+            <para>If applied to Sequences eases the whole sequence animation</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetRecyclable(System.Boolean)">
+            <summary>Sets the recycling behaviour for the tween.</summary>
+            <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetUpdate(System.Boolean)">
+            <summary>Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed)
+            and lets you choose if it should be independent from Unity's Time.timeScale</summary>
+            <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetUpdate(DG.Tweening.UpdateType,System.Boolean)">
+            <summary>Sets the type of update (default or independent) for the tween</summary>
+            <param name="updateType">The type of update (default: UpdateType.Normal)</param>
+            <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.OnStart(DG.Tweening.TweenCallback)">
+            <summary>Sets the onStart callback for the tween.
+            Called the first time the tween is set in a playing state, after any eventual delay</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.OnPlay(DG.Tweening.TweenCallback)">
+            <summary>Sets the onPlay callback for the tween.
+            Called when the tween is set in a playing state, after any eventual delay.
+            Also called each time the tween resumes playing from a paused state</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.OnRewind(DG.Tweening.TweenCallback)">
+            <summary>Sets the onRewind callback for the tween.
+            Called when the tween is rewinded,
+            either by calling <code>Rewind</code> or by reaching the start position while playing backwards.
+            Rewinding a tween that is already rewinded will not fire this callback</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.OnUpdate(DG.Tweening.TweenCallback)">
+            <summary>Sets the onUpdate callback for the tween.
+            Called each time the tween updates</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.OnStepComplete(DG.Tweening.TweenCallback)">
+            <summary>Sets the onStepComplete callback for the tween.
+            Called the moment the tween completes one loop cycle, even when going backwards</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.OnComplete(DG.Tweening.TweenCallback)">
+            <summary>Sets the onComplete callback for the tween.
+            Called the moment the tween reaches its final forward position, loops included</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.OnKill(DG.Tweening.TweenCallback)">
+            <summary>Sets the onKill callback for the tween.
+            Called the moment the tween is killed</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.OnWaypointChange(DG.Tweening.TweenCallback{System.Int32})">
+            <summary>Sets the onWaypointChange callback for the tween.
+            Called when a path tween reaches a new waypoint</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetDelay(System.Single)">
+            <summary>Sets a delayed startup for the tween.
+            <para>Has no effect on Sequences or if the tween has already started</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetRelative(System.Boolean)">
+            <summary>If isRelative is TRUE sets the tween as relative
+            (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly).
+            <para>Has no effect on Sequences or if the tween has already started</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenParams.SetSpeedBased(System.Boolean)">
+            <summary>If isSpeedBased is TRUE sets the tween as speed based
+            (the duration will represent the number of units the tween moves x second).
+            <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary>
+        </member>
+        <member name="T:DG.Tweening.TweenSettingsExtensions">
+            <summary>
+            Methods that extend Tween objects and allow to set their parameters
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0)">
+            <summary>Sets the autoKill behaviour of the tween to TRUE. 
+            <code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0,System.Boolean)">
+            <summary>Sets the autoKill behaviour of the tween. 
+            <code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary>
+            <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.Object)">
+            <summary>Sets an ID for the tween (<see cref="F:DG.Tweening.Tween.id"/>), which can then be used as a filter with DOTween's static methods.</summary>
+            <param name="objectId">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.String)">
+            <summary>Sets a string ID for the tween (<see cref="F:DG.Tweening.Tween.stringId"/>), which can then be used as a filter with DOTween's static methods.<para/>
+            Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload)</summary>
+            <param name="stringId">The string ID to assign to this tween.</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.Int32)">
+            <summary>Sets an int ID for the tween (<see cref="F:DG.Tweening.Tween.intId"/>), which can then be used as a filter with DOTween's static methods.<para/>
+            Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads)</summary>
+            <param name="intId">The int ID to assign to this tween.</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLink``1(``0,UnityEngine.GameObject)">
+            <summary>Allows to link this tween to a GameObject
+            so that it will be automatically killed when the GameObject is destroyed.
+            <code>Has no effect</code> if the tween is added to a Sequence</summary>
+            <param name="gameObject">The link target (unrelated to the target set via <code>SetTarget</code>)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLink``1(``0,UnityEngine.GameObject,DG.Tweening.LinkBehaviour)">
+            <summary>Allows to link this tween to a GameObject and assign a behaviour depending on it.
+            This will also automatically kill the tween when the GameObject is destroyed.
+            <code>Has no effect</code> if the tween is added to a Sequence</summary>
+            <param name="gameObject">The link target (unrelated to the target set via <code>SetTarget</code>)</param>
+            <param name="behaviour">The behaviour to use (<see cref="F:DG.Tweening.LinkBehaviour.KillOnDestroy"/> is always evaluated even if you choose another one)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetTarget``1(``0,System.Object)">
+            <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+            <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para>
+            When using shorcuts the shortcut target is already assigned as the tween's target,
+            so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary>
+            <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32)">
+            <summary>Sets the looping options for the tween. 
+            Has no effect if the tween has already started</summary>
+            <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32,DG.Tweening.LoopType)">
+            <summary>Sets the looping options for the tween. 
+            Has no effect if the tween has already started</summary>
+            <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param>
+            <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease)">
+            <summary>Sets the ease of the tween.
+            <para>If applied to Sequences eases the whole sequence animation</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single)">
+            <summary>Sets the ease of the tween.
+            <para>If applied to Sequences eases the whole sequence animation</para></summary>
+            <param name="overshoot">
+            Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash).
+            <para>In case of Flash ease it must be an intenger and sets the total number of flashes that will happen.
+            Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para>
+            </param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single,System.Single)">
+            <summary>Sets the ease of the tween.
+            <para>If applied to Sequences eases the whole sequence animation</para></summary>
+            <param name="amplitude">Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash).
+            <para>In case of Flash ease it must be an integer and sets the total number of flashes that will happen.
+            Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para>
+            </param>
+            <param name="period">Eventual period to use with Elastic or Flash easeType (default is 0).
+            <para>In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1.
+            0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end.</para>
+            </param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,UnityEngine.AnimationCurve)">
+            <summary>Sets the ease of the tween using an AnimationCurve.
+            <para>If applied to Sequences eases the whole sequence animation</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.EaseFunction)">
+            <summary>Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1).
+            <para>If applied to Sequences eases the whole sequence animation</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0)">
+            <summary>Allows the tween to be recycled after being killed.</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0,System.Boolean)">
+            <summary>Sets the recycling behaviour for the tween.</summary>
+            <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,System.Boolean)">
+            <summary>Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale</summary>
+            <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType)">
+            <summary>Sets the type of update for the tween</summary>
+            <param name="updateType">The type of update (defalt: UpdateType.Normal)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType,System.Boolean)">
+            <summary>Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale</summary>
+            <param name="updateType">The type of update</param>
+            <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetInverted``1(``0)">
+            <summary>EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
+            (playing it backwards will actually play it from the beginning to the end). 
+            <code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetInverted``1(``0,System.Boolean)">
+            <summary>EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
+            (playing it backwards will actually play it from the beginning to the end). 
+            <code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary>
+            <param name="inverted">If TRUE the tween will be inverted, otherwise it won't</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnStart``1(``0,DG.Tweening.TweenCallback)">
+            <summary>Sets the <code>onStart</code> callback for the tween, clearing any previous <code>onStart</code> callback that was set.
+            Called the first time the tween is set in a playing state, after any eventual delay</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnPlay``1(``0,DG.Tweening.TweenCallback)">
+            <summary>Sets the <code>onPlay</code> callback for the tween, clearing any previous <code>onPlay</code> callback that was set.
+            Called when the tween is set in a playing state, after any eventual delay.
+            Also called each time the tween resumes playing from a paused state</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnPause``1(``0,DG.Tweening.TweenCallback)">
+            <summary>Sets the <code>onPause</code> callback for the tween, clearing any previous <code>onPause</code> callback that was set.
+            Called when the tween state changes from playing to paused.
+            If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnRewind``1(``0,DG.Tweening.TweenCallback)">
+            <summary>Sets the <code>onRewind</code> callback for the tween, clearing any previous <code>onRewind</code> callback that was set.
+            Called when the tween is rewinded,
+            either by calling <code>Rewind</code> or by reaching the start position while playing backwards.
+            Rewinding a tween that is already rewinded will not fire this callback</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnUpdate``1(``0,DG.Tweening.TweenCallback)">
+            <summary>Sets the <code>onUpdate</code> callback for the tween, clearing any previous <code>onUpdate</code> callback that was set.
+            Called each time the tween updates</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnStepComplete``1(``0,DG.Tweening.TweenCallback)">
+            <summary>Sets the <code>onStepComplete</code> callback for the tween, clearing any previous <code>onStepComplete</code> callback that was set.
+            Called the moment the tween completes one loop cycle, even when going backwards</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnComplete``1(``0,DG.Tweening.TweenCallback)">
+            <summary>Sets the <code>onComplete</code> callback for the tween, clearing any previous <code>onComplete</code> callback that was set.
+            Called the moment the tween reaches its final forward position, loops included</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnKill``1(``0,DG.Tweening.TweenCallback)">
+            <summary>Sets the <code>onKill</code> callback for the tween, clearing any previous <code>onKill</code> callback that was set.
+            Called the moment the tween is killed</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.OnWaypointChange``1(``0,DG.Tweening.TweenCallback{System.Int32})">
+            <summary>Sets the <code>onWaypointChange</code> callback for the tween, clearing any previous <code>onWaypointChange</code> callback that was set.
+            Called when a path tween's current waypoint changes</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.Tween)">
+            <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one.
+            Doesn't copy specific SetOptions settings: those will need to be applied manually each time.
+            <para>Has no effect if the tween has already started.</para>
+            NOTE: the tween's <code>target</code> will not be changed</summary>
+            <param name="asTween">Tween from which to copy the parameters</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.TweenParams)">
+            <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams.
+            <para>Has no effect if the tween has already started.</para></summary>
+            <param name="tweenParams">TweenParams from which to copy the parameters</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.Append(DG.Tweening.Sequence,DG.Tweening.Tween)">
+            <summary>Adds the given tween to the end of the Sequence. 
+            Has no effect if the Sequence has already started</summary>
+            <param name="t">The tween to append</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.Prepend(DG.Tweening.Sequence,DG.Tweening.Tween)">
+            <summary>Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. 
+            Has no effect if the Sequence has already started</summary>
+            <param name="t">The tween to prepend</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.Join(DG.Tweening.Sequence,DG.Tweening.Tween)">
+            <summary>Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence.
+            Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes.
+            Has no effect if the Sequence has already started</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.Insert(DG.Tweening.Sequence,System.Single,DG.Tweening.Tween)">
+            <summary>Inserts the given tween at the given time position in the Sequence,
+            automatically adding an interval if needed. 
+            Has no effect if the Sequence has already started</summary>
+            <param name="atPosition">The time position where the tween will be placed</param>
+            <param name="t">The tween to insert</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.AppendInterval(DG.Tweening.Sequence,System.Single)">
+            <summary>Adds the given interval to the end of the Sequence. 
+            Has no effect if the Sequence has already started</summary>
+            <param name="interval">The interval duration</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.PrependInterval(DG.Tweening.Sequence,System.Single)">
+            <summary>Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. 
+            Has no effect if the Sequence has already started</summary>
+            <param name="interval">The interval duration</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.AppendCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)">
+            <summary>Adds the given callback to the end of the Sequence. 
+            Has no effect if the Sequence has already started</summary>
+            <param name="callback">The callback to append</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.PrependCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)">
+            <summary>Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. 
+            Has no effect if the Sequence has already started</summary>
+            <param name="callback">The callback to prepend</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.InsertCallback(DG.Tweening.Sequence,System.Single,DG.Tweening.TweenCallback)">
+            <summary>Inserts the given callback at the given time position in the Sequence,
+            automatically adding an interval if needed. 
+            Has no effect if the Sequence has already started</summary>
+            <param name="atPosition">The time position where the callback will be placed</param>
+            <param name="callback">The callback to insert</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0)">
+            <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+            then immediately sends the target to the previously set endValue.</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0,System.Boolean)">
+            <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+            then immediately sends the target to the previously set endValue.</summary>
+            <param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0,System.Boolean,System.Boolean)">
+            <summary>Changes a TO tween into a FROM tween: sets the current value of the target as the endValue,
+            and the previously passed endValue as the actual startValue.</summary>
+            <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
+            <param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.From``3(DG.Tweening.Core.TweenerCore{``0,``1,``2},``1,System.Boolean,System.Boolean)">
+            <summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+            and eventually sets the tween's target to that value immediately.</summary>
+            <param name="fromValue">Value to start from</param>
+            <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
+            <param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Single,System.Boolean,System.Boolean)">
+            <summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+            and eventually sets the tween's target to that value immediately.</summary>
+            <param name="fromAlphaValue">Alpha value to start from (in case of Fade tweens)</param>
+            <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
+            <param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Single,System.Boolean,System.Boolean)">
+            <summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+            and eventually sets the tween's target to that value immediately.</summary>
+            <param name="fromValue">Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)</param>
+            <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
+            <param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.CircleOptions},System.Single,System.Boolean,System.Boolean)">
+            <summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+            and eventually sets the tween's target to that value immediately.</summary>
+            <param name="fromValueDegrees">Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)</param>
+            <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param>
+            <param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single)">
+            <summary>Sets a delayed startup for the tween.<para/>
+            In case of Sequences behaves the same as <see cref="M:DG.Tweening.TweenSettingsExtensions.PrependInterval(DG.Tweening.Sequence,System.Single)"/>,
+            which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle).<para/>
+            Has no effect if the tween has already started</summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single,System.Boolean)">
+            <summary>EXPERIMENTAL: implemented in v1.2.340.<para/>
+            Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences.<para/>
+            Has no effect if the tween has already started</summary>
+            <param name="asPrependedIntervalIfSequence">Only used by <see cref="T:DG.Tweening.Sequence"/> types: If FALSE sets the delay as a one-time occurrence
+            (defaults to this for <see cref="T:DG.Tweening.Tweener"/> types),
+            otherwise as a Sequence interval which will repeat at the beginning of every loop cycle</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0)">
+            <summary>Sets the tween as relative
+            (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly).
+            <para>Has no effect on Sequences or if the tween has already started</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0,System.Boolean)">
+            <summary>If isRelative is TRUE sets the tween as relative
+            (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly).
+            <para>Has no effect on Sequences or if the tween has already started</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0)">
+            <summary>If isSpeedBased is TRUE sets the tween as speed based
+            (the duration will represent the number of units the tween moves x second).
+            <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0,System.Boolean)">
+            <summary>If isSpeedBased is TRUE sets the tween as speed based
+            (the duration will represent the number of units the tween moves x second).
+            <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.Single,System.Single,DG.Tweening.Plugins.Options.FloatOptions},System.Boolean)">
+            <summary>Options for float tweens</summary>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
+            <summary>Options for Vector2 tweens</summary>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
+            <summary>Options for Vector2 tweens</summary>
+            <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
+            <summary>Options for Vector3 tweens</summary>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
+            <summary>Options for Vector3 tweens</summary>
+            <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)">
+            <summary>Options for Vector4 tweens</summary>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)">
+            <summary>Options for Vector4 tweens</summary>
+            <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)">
+            <summary>Options for Quaternion tweens</summary>
+            <param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
+            If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)">
+            <summary>Options for Color tweens</summary>
+            <param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Rect,UnityEngine.Rect,DG.Tweening.Plugins.Options.RectOptions},System.Boolean)">
+            <summary>Options for Vector4 tweens</summary>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.String,System.String,DG.Tweening.Plugins.Options.StringOptions},System.Boolean,DG.Tweening.ScrambleMode,System.String)">
+            <summary>Options for Vector4 tweens</summary>
+            <param name="richTextEnabled">If TRUE, rich text will be interpreted correctly while animated,
+            otherwise all tags will be considered as normal text</param>
+            <param name="scrambleMode">The type of scramble to use, if any</param>
+            <param name="scrambleChars">A string containing the characters to use for scrambling.
+            Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+            Leave it to NULL to use default ones</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},System.Boolean)">
+            <summary>Options for Vector3Array tweens</summary>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},DG.Tweening.AxisConstraint,System.Boolean)">
+            <summary>Options for Vector3Array tweens</summary>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.CircleOptions},System.Single,System.Boolean,System.Boolean)">
+            <summary>Options for ShapeCircle tweens</summary>
+            <param name="relativeCenter">If TRUE the center you set in the DOTween.To method will be considered as relative
+            to the starting position of the target</param>
+            <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)">
+            <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary>
+            <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+            <para>AxisConstrain.X | AxisConstraint.Y</para></param>
+            <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+            <para>AxisConstrain.X | AxisConstraint.Y</para></param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Boolean,DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)">
+            <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary>
+            <param name="closePath">If TRUE the path will be automatically closed</param>
+            <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+            <para>AxisConstrain.X | AxisConstraint.Y</para></param>
+            <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+            <para>AxisConstrain.X | AxisConstraint.Y</para></param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})">
+            <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+            Orients the target towards the given position.
+            Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+            <param name="lookAtPosition">The position to look at</param>
+            <param name="forwardDirection">The eventual direction to consider as "forward".
+            If left to NULL defaults to the regular forward side of the transform</param>
+            <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Vector3,System.Boolean)">
+            <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+            Orients the target towards the given position with options to keep the Z rotation stable.
+            Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+            <param name="lookAtPosition">The position to look at</param>
+            <param name="stableZRotation">If TRUE doesn't rotate the target along the Z axis</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Transform,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})">
+            <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+            Orients the target towards another transform.
+            Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+            <param name="lookAtTransform">The transform to look at</param>
+            <param name="forwardDirection">The eventual direction to consider as "forward".
+            If left to NULL defaults to the regular forward side of the transform</param>
+            <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Transform,System.Boolean)">
+            <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+            Orients the target towards another transform with options to keep the Z rotation stable.
+            Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+            <param name="lookAtTransform">The transform to look at</param>
+            <param name="stableZRotation">If TRUE doesn't rotate the target along the Z axis</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Single,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})">
+            <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+            Orients the target to the path, with the given lookAhead.
+            Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+            <param name="lookAhead">The percentage of lookAhead to use (0 to 1)</param>
+            <param name="forwardDirection">The eventual direction to consider as "forward".
+            If left to NULL defaults to the regular forward side of the transform</param>
+            <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+        </member>
+        <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Single,System.Boolean)">
+            <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut).
+            Orients the path with options to keep the Z rotation stable.
+            Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary>
+            <param name="lookAhead">The percentage of lookAhead to use (0 to 1)</param>
+            <param name="stableZRotation">If TRUE doesn't rotate the target along the Z axis</param>
+        </member>
+        <member name="T:DG.Tweening.LogBehaviour">
+            <summary>
+            Types of log behaviours
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.LogBehaviour.Default">
+            <summary>Log only warnings and errors</summary>
+        </member>
+        <member name="F:DG.Tweening.LogBehaviour.Verbose">
+            <summary>Log warnings, errors and additional infos</summary>
+        </member>
+        <member name="F:DG.Tweening.LogBehaviour.ErrorsOnly">
+            <summary>Log only errors</summary>
+        </member>
+        <member name="T:DG.Tweening.Tween">
+            <summary>
+            Indicates either a Tweener or a Sequence
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.timeScale">
+            <summary>TimeScale for the tween</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.isBackwards">
+            <summary>If TRUE the tween will play backwards</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.isInverted">
+            <summary>If TRUE the tween is completely inverted but without playing it backwards
+            (play backwards will actually play the tween in the original direction)</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.id">
+            <summary>Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int
+            (use <see cref="F:DG.Tweening.Tween.stringId"/> or <see cref="F:DG.Tweening.Tween.intId"/> for those)</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.stringId">
+            <summary>String ID (usable for filtering with DOTween static methods). 2X faster than using an object id</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.intId">
+            <summary>Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id.
+            Default is -999 so avoid using an ID like that or it will capture all unset intIds</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.target">
+            <summary>Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.onPlay">
+            <summary>Called when the tween is set in a playing state, after any eventual delay.
+            Also called each time the tween resumes playing from a paused state</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.onPause">
+            <summary>Called when the tween state changes from playing to paused.
+            If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.onRewind">
+            <summary>Called when the tween is rewinded,
+            either by calling <code>Rewind</code> or by reaching the start position while playing backwards.
+            Rewinding a tween that is already rewinded will not fire this callback</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.onUpdate">
+            <summary>Called each time the tween updates</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.onStepComplete">
+            <summary>Called the moment the tween completes one loop cycle</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.onComplete">
+            <summary>Called the moment the tween reaches completion (loops included)</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.onKill">
+            <summary>Called the moment the tween is killed</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.onWaypointChange">
+            <summary>Called when a path tween's current waypoint changes</summary>
+        </member>
+        <member name="P:DG.Tweening.Tween.isRelative">
+            <summary>Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative</summary>
+        </member>
+        <member name="F:DG.Tweening.Tween.debugTargetId">
+            <summary>
+            Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option
+            </summary>
+        </member>
+        <member name="P:DG.Tweening.Tween.active">
+            <summary>FALSE when tween is (or should be) despawned - set only by TweenManager</summary>
+        </member>
+        <member name="P:DG.Tweening.Tween.fullPosition">
+            <summary>Gets and sets the time position (loops included, delays excluded) of the tween</summary>
+        </member>
+        <member name="P:DG.Tweening.Tween.hasLoops">
+            <summary>Returns TRUE if the tween is set to loop (either a set number of times or infinitely)</summary>
+        </member>
+        <member name="P:DG.Tweening.Tween.playedOnce">
+            <summary>TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed</summary>
+        </member>
+        <member name="P:DG.Tweening.Tween.position">
+            <summary>Time position within a single loop cycle</summary>
+        </member>
+        <member name="T:DG.Tweening.Tweener">
+            <summary>
+            Animates a single value
+            </summary>
+        </member>
+        <member name="M:DG.Tweening.Tweener.ChangeStartValue(System.Object,System.Single)">
+            <summary>Changes the start value of a tween and rewinds it (without pausing it).
+            Has no effect with tweens that are inside Sequences</summary>
+            <param name="newStartValue">The new start value</param>
+            <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+        </member>
+        <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Single,System.Boolean)">
+            <summary>Changes the end value of a tween and rewinds it (without pausing it).
+            Has no effect with tweens that are inside Sequences</summary>
+            <param name="newEndValue">The new end value</param>
+            <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+            <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param>
+        </member>
+        <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Boolean)">
+            <summary>Changes the end value of a tween and rewinds it (without pausing it).
+            Has no effect with tweens that are inside Sequences</summary>
+            <param name="newEndValue">The new end value</param>
+            <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param>
+        </member>
+        <member name="M:DG.Tweening.Tweener.ChangeValues(System.Object,System.Object,System.Single)">
+            <summary>Changes the start and end value of a tween and rewinds it (without pausing it).
+            Has no effect with tweens that are inside Sequences</summary>
+            <param name="newStartValue">The new start value</param>
+            <param name="newEndValue">The new end value</param>
+            <param name="newDuration">If bigger than 0 applies it as the new tween duration</param>
+        </member>
+        <member name="T:DG.Tweening.TweenType">
+            <summary>
+            Used internally
+            </summary>
+        </member>
+        <member name="T:DG.Tweening.UpdateType">
+            <summary>
+            Update type
+            </summary>
+        </member>
+        <member name="F:DG.Tweening.UpdateType.Normal">
+            <summary>Updates every frame during Update calls</summary>
+        </member>
+        <member name="F:DG.Tweening.UpdateType.Late">
+            <summary>Updates every frame during LateUpdate calls</summary>
+        </member>
+        <member name="F:DG.Tweening.UpdateType.Fixed">
+            <summary>Updates using FixedUpdate calls</summary>
+        </member>
+        <member name="F:DG.Tweening.UpdateType.Manual">
+            <summary>Updates using manual update calls</summary>
+        </member>
+    </members>
+</doc>

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+<doc>
+    <assembly>
+        <name>DOTweenEditor</name>
+    </assembly>
+    <members>
+        <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
+            <summary>
+            Starts the update loop of tween in the editor. Has no effect during playMode.
+            </summary>
+            <param name="onPreviewUpdated">Eventual callback to call after every update</param>
+        </member>
+        <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
+            <summary>
+            Stops the update loop and clears the onPreviewUpdated callback.
+            </summary>
+            <param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
+            Note that this works by calling Rewind on all tweens, so it will work correctly
+            only if you have a single tween type per object and it wasn't killed</param>
+            <param name="clearTweens">If TRUE also kills any cached tween</param>
+        </member>
+        <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
+            <summary>
+            Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
+            </summary>
+            <param name="t">The tween to ready</param>
+            <param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
+            <param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
+            <param name="andPlay">If TRUE starts playing the tween immediately</param>
+        </member>
+        <member name="F:DG.DOTweenEditor.EditorVersion.Version">
+            <summary>Full major version + first minor version (ex: 2018.1f)</summary>
+        </member>
+        <member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
+            <summary>Major version</summary>
+        </member>
+        <member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
+            <summary>First minor version (ex: in 2018.1 it would be 1)</summary>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
+            <summary>
+            Checks that the given editor texture use the correct import settings,
+            and applies them if they're incorrect.
+            </summary>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
+            <summary>
+            Returns TRUE if setup is required
+            </summary>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
+            <summary>
+            Returns TRUE if the file/directory at the given path exists.
+            </summary>
+            <param name="adbPath">Path, relative to Unity's project folder</param>
+            <returns></returns>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
+            <summary>
+            Converts the given project-relative path to a full path,
+            with backward (\) slashes).
+            </summary>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
+            <summary>
+            Converts the given full path to a path usable with AssetDatabase methods
+            (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
+            </summary>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
+            <summary>
+            Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
+            If the asset already exists at the given path, loads it and returns it.
+            Otherwise, either returns NULL or automatically creates it before loading and returning it
+            (depending on the given parameters).
+            </summary>
+            <typeparam name="T">Asset type</typeparam>
+            <param name="adbFilePath">File path (relative to Unity's project folder)</param>
+            <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
+            <summary>
+            Full path for the given loaded assembly, assembly file included
+            </summary>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
+            <summary>
+            Adds the given global define if it's not already present
+            </summary>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
+            <summary>
+            Removes the given global define if it's present
+            </summary>
+        </member>
+        <member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
+            <summary>
+            Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
+            or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
+            </summary>
+            <param name="id"></param>
+            <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
+        </member>
+        <member name="T:DG.DOTweenEditor.DOTweenDefines">
+            <summary>
+            Not used as menu item anymore, but as a utiity function
+            </summary>
+        </member>
+    </members>
+</doc>

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Assets/Plugins/Demigiant/DOTween/Modules.meta

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Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs

@@ -0,0 +1,202 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+#if UNITY_5 || UNITY_2017_1_OR_NEWER
+using UnityEngine.Audio; // Required for AudioMixer
+#endif
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+	public static class DOTweenModuleAudio
+    {
+        #region Shortcuts
+
+        #region Audio
+
+        /// <summary>Tweens an AudioSource's volume to the given value.
+        /// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
+        {
+            if (endValue < 0) endValue = 0;
+            else if (endValue > 1) endValue = 1;
+            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens an AudioSource's pitch to the given value.
+        /// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
+        {
+            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+#if UNITY_5 || UNITY_2017_1_OR_NEWER
+        #region AudioMixer (Unity 5 or Newer)
+
+        /// <summary>Tweens an AudioMixer's exposed float to the given value.
+        /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
+        /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
+        /// <param name="floatName">Name given to the exposed float to set</param>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
+        {
+            TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
+                    float currVal;
+                    target.GetFloat(floatName, out currVal);
+                    return currVal;
+                }, x=> target.SetFloat(floatName, x), endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        #region Operation Shortcuts
+
+        /// <summary>
+        /// Completes all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens completed
+        /// (meaning the tweens that don't have infinite loops and were not already complete)
+        /// </summary>
+        /// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+        /// otherwise they will be ignored</param>
+        public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
+        {
+            return DOTween.Complete(target, withCallbacks);
+        }
+
+        /// <summary>
+        /// Kills all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens killed.
+        /// </summary>
+        /// <param name="complete">If TRUE completes the tween before killing it</param>
+        public static int DOKill(this AudioMixer target, bool complete = false)
+        {
+            return DOTween.Kill(target, complete);
+        }
+
+        /// <summary>
+        /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens flipped.
+        /// </summary>
+        public static int DOFlip(this AudioMixer target)
+        {
+            return DOTween.Flip(target);
+        }
+
+        /// <summary>
+        /// Sends to the given position all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens involved.
+        /// </summary>
+        /// <param name="to">Time position to reach
+        /// (if higher than the whole tween duration the tween will simply reach its end)</param>
+        /// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
+        public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
+        {
+            return DOTween.Goto(target, to, andPlay);
+        }
+
+        /// <summary>
+        /// Pauses all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens paused.
+        /// </summary>
+        public static int DOPause(this AudioMixer target)
+        {
+            return DOTween.Pause(target);
+        }
+
+        /// <summary>
+        /// Plays all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens played.
+        /// </summary>
+        public static int DOPlay(this AudioMixer target)
+        {
+            return DOTween.Play(target);
+        }
+
+        /// <summary>
+        /// Plays backwards all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens played.
+        /// </summary>
+        public static int DOPlayBackwards(this AudioMixer target)
+        {
+            return DOTween.PlayBackwards(target);
+        }
+
+        /// <summary>
+        /// Plays forward all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens played.
+        /// </summary>
+        public static int DOPlayForward(this AudioMixer target)
+        {
+            return DOTween.PlayForward(target);
+        }
+
+        /// <summary>
+        /// Restarts all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens restarted.
+        /// </summary>
+        public static int DORestart(this AudioMixer target)
+        {
+            return DOTween.Restart(target);
+        }
+
+        /// <summary>
+        /// Rewinds all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens rewinded.
+        /// </summary>
+        public static int DORewind(this AudioMixer target)
+        {
+            return DOTween.Rewind(target);
+        }
+
+        /// <summary>
+        /// Smoothly rewinds all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens rewinded.
+        /// </summary>
+        public static int DOSmoothRewind(this AudioMixer target)
+        {
+            return DOTween.SmoothRewind(target);
+        }
+
+        /// <summary>
+        /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+        /// (meaning tweens that were started from this target, or that had this target added as an Id)
+        /// and returns the total number of tweens involved.
+        /// </summary>
+        public static int DOTogglePause(this AudioMixer target)
+        {
+            return DOTween.TogglePause(target);
+        }
+
+        #endregion
+
+        #endregion
+#endif
+
+        #endregion
+    }
+}
+#endif

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Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta

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+ 142 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs

@@ -0,0 +1,142 @@
+using UnityEngine;
+
+#if false || EPO_DOTWEEN // MODULE_MARKER
+
+using EPOOutline;
+using DG.Tweening.Plugins.Options;
+using DG.Tweening;
+using DG.Tweening.Core;
+
+namespace DG.Tweening
+{
+    public static class DOTweenModuleEPOOutline
+    {
+        public static int DOKill(this SerializedPass target, bool complete)
+        {
+            return DOTween.Kill(target, complete);
+        }
+
+        public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
+        {
+            var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
+            tweener.SetOptions(true).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
+        {
+            var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
+            tweener.SetOptions(true).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
+        {
+            var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
+            tweener.SetOptions(false).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
+        {
+            var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
+            tweener.SetOptions(false).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
+        {
+            var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
+            tweener.SetOptions(true).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
+        {
+            var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
+            tweener.SetOptions(true).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
+        {
+            var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
+            tweener.SetOptions(false).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
+        {
+            var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
+            tweener.SetOptions(false).SetTarget(target);
+            return tweener;
+        }
+
+        public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
+        {
+            return DOTween.Kill(target, complete);
+        }
+
+        public static int DOKill(this Outliner target, bool complete = false)
+        {
+            return DOTween.Kill(target, complete);
+        }
+
+        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
+        {
+            var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
+            tweener.SetOptions(true).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
+        {
+            var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
+            tweener.SetOptions(false).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
+        {
+            var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
+            tweener.SetOptions(snapping).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
+        {
+            var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
+            tweener.SetOptions(snapping).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
+        {
+            var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
+            tweener.SetOptions(snapping).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
+        {
+            var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
+            tweener.SetOptions(snapping).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<float, float, FloatOptions> DOInfoRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
+        {
+            var tweener = DOTween.To(() => target.InfoRendererScale, x => target.InfoRendererScale = x, endValue, duration);
+            tweener.SetOptions(snapping).SetTarget(target);
+            return tweener;
+        }
+
+        public static TweenerCore<float, float, FloatOptions> DOPrimaryRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
+        {
+            var tweener = DOTween.To(() => target.PrimaryRendererScale, x => target.PrimaryRendererScale = x, endValue, duration);
+            tweener.SetOptions(snapping).SetTarget(target);
+            return tweener;
+        }
+    }
+}
+#endif

+ 12 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta

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+ 216 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs

@@ -0,0 +1,216 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Core.Enums;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+	public static class DOTweenModulePhysics
+    {
+        #region Shortcuts
+
+        #region Rigidbody
+
+        /// <summary>Tweens a Rigidbody's position to the given value.
+        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Rigidbody's X position to the given value.
+        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
+            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Rigidbody's Y position to the given value.
+        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
+            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Rigidbody's Z position to the given value.
+        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
+            t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Rigidbody's rotation to the given value.
+        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="mode">Rotation mode</param>
+        public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
+        {
+            TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
+            t.SetTarget(target);
+            t.plugOptions.rotateMode = mode;
+            return t;
+        }
+
+        /// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.
+        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
+        /// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
+        /// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
+        public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
+        {
+            TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
+                .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
+            t.plugOptions.axisConstraint = axisConstraint;
+            t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
+            return t;
+        }
+
+        #region Special
+
+        /// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.
+        /// Returns a Sequence instead of a Tweener.
+        /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param>
+        /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+        /// <param name="numJumps">Total number of jumps</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
+        {
+            if (numJumps < 1) numJumps = 1;
+            float startPosY = 0;
+            float offsetY = -1;
+            bool offsetYSet = false;
+            Sequence s = DOTween.Sequence();
+            Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))
+                .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
+                .SetLoops(numJumps * 2, LoopType.Yoyo)
+                .OnStart(() => startPosY = target.position.y);
+            s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
+                    .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
+                ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)
+                    .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)
+                ).Join(yTween)
+                .SetTarget(target).SetEase(DOTween.defaultEaseType);
+            yTween.OnUpdate(() => {
+                if (!offsetYSet) {
+                    offsetYSet = true;
+                    offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
+                }
+                Vector3 pos = target.position;
+                pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
+                target.MovePosition(pos);
+            });
+            return s;
+        }
+
+        /// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
+        /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
+        /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
+        /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+        /// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
+        /// <param name="path">The waypoints to go through</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
+        /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+        /// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+        /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
+        /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
+        public static TweenerCore<Vector3, Path, PathOptions> DOPath(
+            this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
+            PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+        )
+        {
+            if (resolution < 1) resolution = 1;
+            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
+                .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+            t.plugOptions.isRigidbody = true;
+            t.plugOptions.mode = pathMode;
+            return t;
+        }
+        /// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
+        /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
+        /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
+        /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+        /// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
+        /// <param name="path">The waypoint to go through</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
+        /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+        /// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+        /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
+        /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
+        public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
+            this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
+            PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+        )
+        {
+            if (resolution < 1) resolution = 1;
+            Transform trans = target.transform;
+            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
+                .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+            t.plugOptions.isRigidbody = true;
+            t.plugOptions.mode = pathMode;
+            t.plugOptions.useLocalPosition = true;
+            return t;
+        }
+        // Used by path editor when creating the actual tween, so it can pass a pre-compiled path
+        internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
+            this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+        )
+        {
+            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
+                .SetTarget(target);
+
+            t.plugOptions.isRigidbody = true;
+            t.plugOptions.mode = pathMode;
+            return t;
+        }
+        internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
+            this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+        )
+        {
+            Transform trans = target.transform;
+            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
+                .SetTarget(target);
+
+            t.plugOptions.isRigidbody = true;
+            t.plugOptions.mode = pathMode;
+            t.plugOptions.useLocalPosition = true;
+            return t;
+        }
+
+        #endregion
+
+        #endregion
+
+        #endregion
+	}
+}
+#endif

+ 8 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta

@@ -0,0 +1,8 @@
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+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 

+ 193 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs

@@ -0,0 +1,193 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+	public static class DOTweenModulePhysics2D
+    {
+        #region Shortcuts
+
+        #region Rigidbody2D Shortcuts
+
+        /// <summary>Tweens a Rigidbody2D's position to the given value.
+        /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Rigidbody2D's X position to the given value.
+        /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
+            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Rigidbody2D's Y position to the given value.
+        /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
+            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Rigidbody2D's rotation to the given value.
+        /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
+        {
+            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        #region Special
+
+        /// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
+        /// Returns a Sequence instead of a Tweener.
+        /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
+        /// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
+        /// <param name="endValue">The end value to reach</param>
+        /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+        /// <param name="numJumps">Total number of jumps</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
+        {
+            if (numJumps < 1) numJumps = 1;
+            float startPosY = 0;
+            float offsetY = -1;
+            bool offsetYSet = false;
+            Sequence s = DOTween.Sequence();
+            Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
+                .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
+                .SetLoops(numJumps * 2, LoopType.Yoyo)
+                .OnStart(() => startPosY = target.position.y);
+            s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
+                    .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
+                ).Join(yTween)
+                .SetTarget(target).SetEase(DOTween.defaultEaseType);
+            yTween.OnUpdate(() => {
+                if (!offsetYSet) {
+                    offsetYSet = true;
+                    offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
+                }
+                Vector3 pos = target.position;
+                pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
+                target.MovePosition(pos);
+            });
+            return s;
+        }
+
+        /// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
+        /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
+        /// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
+        /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+        /// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
+        /// <param name="path">The waypoints to go through</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
+        /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+        /// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+        /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
+        /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
+        public static TweenerCore<Vector3, Path, PathOptions> DOPath(
+            this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
+            PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+        )
+        {
+            if (resolution < 1) resolution = 1;
+            int len = path.Length;
+            Vector3[] path3D = new Vector3[len];
+            for (int i = 0; i < len; ++i) path3D[i] = path[i];
+            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
+                .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+            t.plugOptions.isRigidbody2D = true;
+            t.plugOptions.mode = pathMode;
+            return t;
+        }
+        /// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
+        /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+        /// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
+        /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+        /// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
+        /// <param name="path">The waypoint to go through</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
+        /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
+        /// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+        /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
+        /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
+        public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
+            this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
+            PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+        )
+        {
+            if (resolution < 1) resolution = 1;
+            int len = path.Length;
+            Vector3[] path3D = new Vector3[len];
+            for (int i = 0; i < len; ++i) path3D[i] = path[i];
+            Transform trans = target.transform;
+            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
+                .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+            t.plugOptions.isRigidbody2D = true;
+            t.plugOptions.mode = pathMode;
+            t.plugOptions.useLocalPosition = true;
+            return t;
+        }
+        // Used by path editor when creating the actual tween, so it can pass a pre-compiled path
+        internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
+            this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+        )
+        {
+            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
+                .SetTarget(target);
+
+            t.plugOptions.isRigidbody2D = true;
+            t.plugOptions.mode = pathMode;
+            return t;
+        }
+        internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
+            this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+        )
+        {
+            Transform trans = target.transform;
+            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
+                .SetTarget(target);
+
+            t.plugOptions.isRigidbody2D = true;
+            t.plugOptions.mode = pathMode;
+            t.plugOptions.useLocalPosition = true;
+            return t;
+        }
+
+        #endregion
+
+        #endregion
+
+        #endregion
+	}
+}
+#endif

+ 8 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta

@@ -0,0 +1,8 @@
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+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 

+ 93 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs

@@ -0,0 +1,93 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
+using System;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+	public static class DOTweenModuleSprite
+    {
+        #region Shortcuts
+
+        #region SpriteRenderer
+
+        /// <summary>Tweens a SpriteRenderer's color to the given value.
+        /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Material's alpha color to the given value.
+        /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a SpriteRenderer's color using the given gradient
+        /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
+        public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
+        {
+            Sequence s = DOTween.Sequence();
+            GradientColorKey[] colors = gradient.colorKeys;
+            int len = colors.Length;
+            for (int i = 0; i < len; ++i) {
+                GradientColorKey c = colors[i];
+                if (i == 0 && c.time <= 0) {
+                    target.color = c.color;
+                    continue;
+                }
+                float colorDuration = i == len - 1
+                    ? duration - s.Duration(false) // Verifies that total duration is correct
+                    : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+                s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+            }
+            s.SetTarget(target);
+            return s;
+        }
+
+        #endregion
+
+        #region Blendables
+
+        #region SpriteRenderer
+
+        /// <summary>Tweens a SpriteRenderer's color to the given value,
+        /// in a way that allows other DOBlendableColor tweens to work together on the same target,
+        /// instead than fight each other as multiple DOColor would do.
+        /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+        public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
+        {
+            endValue = endValue - target.color;
+            Color to = new Color(0, 0, 0, 0);
+            return DOTween.To(() => to, x => {
+                    Color diff = x - to;
+                    to = x;
+                    target.color += diff;
+                }, endValue, duration)
+                .Blendable().SetTarget(target);
+        }
+
+        #endregion
+
+        #endregion
+
+        #endregion
+	}
+}
+#endif

+ 8 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 188918ab119d93148aa0de59ccf5286b
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 

+ 660 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs

@@ -0,0 +1,660 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
+
+using System;
+using System.Globalization;
+using UnityEngine;
+using UnityEngine.UI;
+using DG.Tweening.Core;
+using DG.Tweening.Core.Enums;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Options;
+using Outline = UnityEngine.UI.Outline;
+using Text = UnityEngine.UI.Text;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+	public static class DOTweenModuleUI
+    {
+        #region Shortcuts
+
+        #region CanvasGroup
+
+        /// <summary>Tweens a CanvasGroup's alpha color to the given value.
+        /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<float, float, FloatOptions> DOFade(this CanvasGroup target, float endValue, float duration)
+        {
+            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+        #region Graphic
+
+        /// <summary>Tweens an Graphic's color to the given value.
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Graphic target, Color endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens an Graphic's alpha color to the given value.
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Graphic target, float endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+        #region Image
+
+        /// <summary>Tweens an Image's color to the given value.
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Image target, Color endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens an Image's alpha color to the given value.
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Image target, float endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens an Image's fillAmount to the given value.
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<float, float, FloatOptions> DOFillAmount(this Image target, float endValue, float duration)
+        {
+            if (endValue > 1) endValue = 1;
+            else if (endValue < 0) endValue = 0;
+            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens an Image's colors using the given gradient
+        /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
+        public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)
+        {
+            Sequence s = DOTween.Sequence();
+            GradientColorKey[] colors = gradient.colorKeys;
+            int len = colors.Length;
+            for (int i = 0; i < len; ++i) {
+                GradientColorKey c = colors[i];
+                if (i == 0 && c.time <= 0) {
+                    target.color = c.color;
+                    continue;
+                }
+                float colorDuration = i == len - 1
+                    ? duration - s.Duration(false) // Verifies that total duration is correct
+                    : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+                s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+            }
+            s.SetTarget(target);
+            return s;
+        }
+
+        #endregion
+
+        #region LayoutElement
+
+        /// <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value.
+        /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
+                    target.flexibleWidth = x.x;
+                    target.flexibleHeight = x.y;
+                }, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens an LayoutElement's minWidth/Height to the given value.
+        /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
+                target.minWidth = x.x;
+                target.minHeight = x.y;
+            }, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens an LayoutElement's preferredWidth/Height to the given value.
+        /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
+                target.preferredWidth = x.x;
+                target.preferredHeight = x.y;
+            }, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+        #region Outline
+
+        /// <summary>Tweens a Outline's effectColor to the given value.
+        /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outline target, Color endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Outline's effectColor alpha to the given value.
+        /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outline target, float endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Outline's effectDistance to the given value.
+        /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+        #region RectTransform
+
+        /// <summary>Tweens a RectTransform's anchoredPosition to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+        /// <summary>Tweens a RectTransform's anchoredPosition X to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
+            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+            return t;
+        }
+        /// <summary>Tweens a RectTransform's anchoredPosition Y to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
+            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a RectTransform's anchoredPosition3D to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+        /// <summary>Tweens a RectTransform's anchoredPosition3D X to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
+            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+            return t;
+        }
+        /// <summary>Tweens a RectTransform's anchoredPosition3D Y to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
+            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+            return t;
+        }
+        /// <summary>Tweens a RectTransform's anchoredPosition3D Z to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
+            t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a RectTransform's anchorMax to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a RectTransform's anchorMin to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a RectTransform's pivot to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+        /// <summary>Tweens a RectTransform's pivot X to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
+            t.SetOptions(AxisConstraint.X).SetTarget(target);
+            return t;
+        }
+        /// <summary>Tweens a RectTransform's pivot Y to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
+            t.SetOptions(AxisConstraint.Y).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a RectTransform's sizeDelta to the given value.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
+        /// as if it was connected to the starting position via an elastic.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="vibrato">Indicates how much will the punch vibrate</param>
+        /// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+        /// 1 creates a full oscillation between the punch direction and the opposite direction,
+        /// while 0 oscillates only between the punch and the start position</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
+        {
+            return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)
+                .SetTarget(target).SetOptions(snapping);
+        }
+
+        /// <summary>Shakes a RectTransform's anchoredPosition with the given values.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="strength">The shake strength</param>
+        /// <param name="vibrato">Indicates how much will the shake vibrate</param>
+        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+        /// Setting it to 0 will shake along a single direction.</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
+        {
+            return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
+                .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
+        }
+        /// <summary>Shakes a RectTransform's anchoredPosition with the given values.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="strength">The shake strength on each axis</param>
+        /// <param name="vibrato">Indicates how much will the shake vibrate</param>
+        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). 
+        /// Setting it to 0 will shake along a single direction.</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
+        public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
+        {
+            return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut)
+                .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
+        }
+
+        #region Special
+
+        /// <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
+        /// Returns a Sequence instead of a Tweener.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param>
+        /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
+        /// <param name="numJumps">Total number of jumps</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
+        {
+            if (numJumps < 1) numJumps = 1;
+            float startPosY = 0;
+            float offsetY = -1;
+            bool offsetYSet = false;
+
+            // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence
+            // (in case users add a delay or other elements to the Sequence)
+            Sequence s = DOTween.Sequence();
+            Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
+                .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
+                .SetLoops(numJumps * 2, LoopType.Yoyo)
+                .OnStart(()=> startPosY = target.anchoredPosition.y);
+            s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
+                    .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
+                ).Join(yTween)
+                .SetTarget(target).SetEase(DOTween.defaultEaseType);
+            s.OnUpdate(() => {
+                if (!offsetYSet) {
+                    offsetYSet = true;
+                    offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
+                }
+                Vector2 pos = target.anchoredPosition;
+                pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
+                target.anchoredPosition = pos;
+            });
+            return s;
+        }
+
+        #endregion
+
+        #endregion
+
+        #region ScrollRect
+
+        /// <summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
+        /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
+        {
+            return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
+                x => {
+                    target.horizontalNormalizedPosition = x.x;
+                    target.verticalNormalizedPosition = x.y;
+                }, endValue, duration)
+                .SetOptions(snapping).SetTarget(target);
+        }
+        /// <summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
+        /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
+        {
+            return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)
+                .SetOptions(snapping).SetTarget(target);
+        }
+        /// <summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value.
+        /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
+        {
+            return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)
+                .SetOptions(snapping).SetTarget(target);
+        }
+
+        #endregion
+
+        #region Slider
+
+        /// <summary>Tweens a Slider's value to the given value.
+        /// Also stores the Slider as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false)
+        {
+            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
+            t.SetOptions(snapping).SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+        #region Text
+
+        /// <summary>Tweens a Text's color to the given value.
+        /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Text target, Color endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>
+        /// Tweens a Text's text from one integer to another, with options for thousands separators
+        /// </summary>
+        /// <param name="fromValue">The value to start from</param>
+        /// <param name="endValue">The end value to reach</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
+        /// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
+        public static TweenerCore<int, int, NoOptions> DOCounter(
+            this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
+        ){
+            int v = fromValue;
+            CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
+            TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
+                v = x;
+                target.text = addThousandsSeparator
+                    ? v.ToString("N0", cInfo)
+                    : v.ToString();
+            }, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Text's alpha color to the given value.
+        /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
+        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Text target, float endValue, float duration)
+        {
+            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Text's text to the given value.
+        /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
+        /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
+        /// otherwise all tags will be considered as normal text</param>
+        /// <param name="scrambleMode">The type of scramble mode to use, if any</param>
+        /// <param name="scrambleChars">A string containing the characters to use for scrambling.
+        /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+        /// Leave it to NULL (default) to use default ones</param>
+        public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+        {
+            if (endValue == null) {
+                if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
+                endValue = "";
+            }
+            TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
+            t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+                .SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+        #region Blendables
+
+        #region Graphic
+
+        /// <summary>Tweens a Graphic's color to the given value,
+        /// in a way that allows other DOBlendableColor tweens to work together on the same target,
+        /// instead than fight each other as multiple DOColor would do.
+        /// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+        public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)
+        {
+            endValue = endValue - target.color;
+            Color to = new Color(0, 0, 0, 0);
+            return DOTween.To(() => to, x => {
+                Color diff = x - to;
+                to = x;
+                target.color += diff;
+            }, endValue, duration)
+                .Blendable().SetTarget(target);
+        }
+
+        #endregion
+
+        #region Image
+
+        /// <summary>Tweens a Image's color to the given value,
+        /// in a way that allows other DOBlendableColor tweens to work together on the same target,
+        /// instead than fight each other as multiple DOColor would do.
+        /// Also stores the Image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+        public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)
+        {
+            endValue = endValue - target.color;
+            Color to = new Color(0, 0, 0, 0);
+            return DOTween.To(() => to, x => {
+                Color diff = x - to;
+                to = x;
+                target.color += diff;
+            }, endValue, duration)
+                .Blendable().SetTarget(target);
+        }
+
+        #endregion
+
+        #region Text
+
+        /// <summary>Tweens a Text's color BY the given value,
+        /// in a way that allows other DOBlendableColor tweens to work together on the same target,
+        /// instead than fight each other as multiple DOColor would do.
+        /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
+        public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)
+        {
+            endValue = endValue - target.color;
+            Color to = new Color(0, 0, 0, 0);
+            return DOTween.To(() => to, x => {
+                Color diff = x - to;
+                to = x;
+                target.color += diff;
+            }, endValue, duration)
+                .Blendable().SetTarget(target);
+        }
+
+        #endregion
+
+        #endregion
+
+        #region Shapes
+
+        /// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
+        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/>
+        /// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>
+        /// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>
+        /// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>
+        /// <param name="duration">The duration of the tween</param>
+        /// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>
+        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
+        public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(
+            this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
+        )
+        {
+            TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To(
+                CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
+            );
+            t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+        #endregion
+
+        // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+        // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
+        // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+        public static class Utils
+        {
+            /// <summary>
+            /// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
+            /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
+            /// </summary>
+            public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)
+            {
+                Vector2 localPoint;
+                Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);
+                Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
+                screenP += fromPivotDerivedOffset;
+                RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
+                Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);
+                return to.anchoredPosition + localPoint - pivotDerivedOffset;
+            }
+        }
+	}
+}
+#endif

+ 8 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta

@@ -0,0 +1,8 @@
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+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 

+ 403 - 0
Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs

@@ -0,0 +1,403 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
+//using Task = System.Threading.Tasks.Task;
+//#endif
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+    /// <summary>
+    /// Shortcuts/functions that are not strictly related to specific Modules
+    /// but are available only on some Unity versions
+    /// </summary>
+	public static class DOTweenModuleUnityVersion
+    {
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER
+        #region Unity 4.3 or Newer
+
+        #region Material
+
+        /// <summary>Tweens a Material's color using the given gradient
+        /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
+        public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
+        {
+            Sequence s = DOTween.Sequence();
+            GradientColorKey[] colors = gradient.colorKeys;
+            int len = colors.Length;
+            for (int i = 0; i < len; ++i) {
+                GradientColorKey c = colors[i];
+                if (i == 0 && c.time <= 0) {
+                    target.color = c.color;
+                    continue;
+                }
+                float colorDuration = i == len - 1
+                    ? duration - s.Duration(false) // Verifies that total duration is correct
+                    : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+                s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+            }
+            s.SetTarget(target);
+            return s;
+        }
+        /// <summary>Tweens a Material's named color property using the given gradient
+        /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="gradient">The gradient to use</param>
+        /// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
+        /// <param name="duration">The duration of the tween</param>
+        public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
+        {
+            Sequence s = DOTween.Sequence();
+            GradientColorKey[] colors = gradient.colorKeys;
+            int len = colors.Length;
+            for (int i = 0; i < len; ++i) {
+                GradientColorKey c = colors[i];
+                if (i == 0 && c.time <= 0) {
+                    target.SetColor(property, c.color);
+                    continue;
+                }
+                float colorDuration = i == len - 1
+                    ? duration - s.Duration(false) // Verifies that total duration is correct
+                    : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+                s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
+            }
+            s.SetTarget(target);
+            return s;
+        }
+
+        #endregion
+
+        #endregion
+#endif
+
+#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
+        #region Unity 5.3 or Newer
+
+        #region CustomYieldInstructions
+
+        /// <summary>
+        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
+        /// It can be used inside a coroutine as a yield.
+        /// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
+        /// </summary>
+        public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return null;
+            }
+            return new DOTweenCYInstruction.WaitForCompletion(t);
+        }
+
+        /// <summary>
+        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
+        /// It can be used inside a coroutine as a yield.
+        /// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
+        /// </summary>
+        public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return null;
+            }
+            return new DOTweenCYInstruction.WaitForRewind(t);
+        }
+
+        /// <summary>
+        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
+        /// It can be used inside a coroutine as a yield.
+        /// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
+        /// </summary>
+        public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return null;
+            }
+            return new DOTweenCYInstruction.WaitForKill(t);
+        }
+
+        /// <summary>
+        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.
+        /// It can be used inside a coroutine as a yield.
+        /// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
+        /// </summary>
+        /// <param name="elapsedLoops">Elapsed loops to wait for</param>
+        public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return null;
+            }
+            return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
+        }
+
+        /// <summary>
+        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed
+        /// or has reached the given time position (loops included, delays excluded).
+        /// It can be used inside a coroutine as a yield.
+        /// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
+        /// </summary>
+        /// <param name="position">Position (loops included, delays excluded) to wait for</param>
+        public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return null;
+            }
+            return new DOTweenCYInstruction.WaitForPosition(t, position);
+        }
+
+        /// <summary>
+        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started
+        /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
+        /// It can be used inside a coroutine as a yield.
+        /// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
+        /// </summary>
+        public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return null;
+            }
+            return new DOTweenCYInstruction.WaitForStart(t);
+        }
+
+        #endregion
+
+        #endregion
+#endif
+
+#if UNITY_2018_1_OR_NEWER
+        #region Unity 2018.1 or Newer
+
+        #region Material
+
+        /// <summary>Tweens a Material's named texture offset property with the given ID to the given value.
+        /// Also stores the material as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param>
+        /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
+        /// <param name="duration">The duration of the tween</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
+        {
+            if (!target.HasProperty(propertyID)) {
+                if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
+                return null;
+            }
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        /// <summary>Tweens a Material's named texture scale property with the given ID to the given value.
+        /// Also stores the material as the tween's target so it can be used for filtered operations</summary>
+        /// <param name="endValue">The end value to reach</param>
+        /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
+        /// <param name="duration">The duration of the tween</param>
+        public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
+        {
+            if (!target.HasProperty(propertyID)) {
+                if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
+                return null;
+            }
+            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
+            t.SetTarget(target);
+            return t;
+        }
+
+        #endregion
+
+        #region .NET 4.6 or Newer
+
+#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
+
+        #region Async Instructions
+
+        /// <summary>
+        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
+        /// It can be used inside an async operation.
+        /// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
+        /// </summary>
+        public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return;
+            }
+            while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
+        }
+
+        /// <summary>
+        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
+        /// It can be used inside an async operation.
+        /// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
+        /// </summary>
+        public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return;
+            }
+            while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
+        }
+
+        /// <summary>
+        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
+        /// It can be used inside an async operation.
+        /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
+        /// </summary>
+        public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return;
+            }
+            while (t.active) await System.Threading.Tasks.Task.Yield();
+        }
+
+        /// <summary>
+        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
+        /// It can be used inside an async operation.
+        /// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
+        /// </summary>
+        /// <param name="elapsedLoops">Elapsed loops to wait for</param>
+        public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return;
+            }
+            while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
+        }
+
+        /// <summary>
+        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started
+        /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
+        /// It can be used inside an async operation.
+        /// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
+        /// </summary>
+        /// <param name="position">Position (loops included, delays excluded) to wait for</param>
+        public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return;
+            }
+            while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
+        }
+
+        /// <summary>
+        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
+        /// It can be used inside an async operation.
+        /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
+        /// </summary>
+        public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
+        {
+            if (!t.active) {
+                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+                return;
+            }
+            while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
+        }
+
+        #endregion
+#endif
+
+        #endregion
+
+        #endregion
+#endif
+    }
+
+    // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+    // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
+    // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
+    public static class DOTweenCYInstruction
+    {
+        public class WaitForCompletion : CustomYieldInstruction
+        {
+            public override bool keepWaiting { get {
+                return t.active && !t.IsComplete();
+            }}
+            readonly Tween t;
+            public WaitForCompletion(Tween tween)
+            {
+                t = tween;
+            }
+        }
+
+        public class WaitForRewind : CustomYieldInstruction
+        {
+            public override bool keepWaiting { get {
+                return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
+            }}
+            readonly Tween t;
+            public WaitForRewind(Tween tween)
+            {
+                t = tween;
+            }
+        }
+
+        public class WaitForKill : CustomYieldInstruction
+        {
+            public override bool keepWaiting { get {
+                return t.active;
+            }}
+            readonly Tween t;
+            public WaitForKill(Tween tween)
+            {
+                t = tween;
+            }
+        }
+
+        public class WaitForElapsedLoops : CustomYieldInstruction
+        {
+            public override bool keepWaiting { get {
+                return t.active && t.CompletedLoops() < elapsedLoops;
+            }}
+            readonly Tween t;
+            readonly int elapsedLoops;
+            public WaitForElapsedLoops(Tween tween, int elapsedLoops)
+            {
+                t = tween;
+                this.elapsedLoops = elapsedLoops;
+            }
+        }
+
+        public class WaitForPosition : CustomYieldInstruction
+        {
+            public override bool keepWaiting { get {
+                return t.active && t.position * (t.CompletedLoops() + 1) < position;
+            }}
+            readonly Tween t;
+            readonly float position;
+            public WaitForPosition(Tween tween, float position)
+            {
+                t = tween;
+                this.position = position;
+            }
+        }
+
+        public class WaitForStart : CustomYieldInstruction
+        {
+            public override bool keepWaiting { get {
+                return t.active && !t.playedOnce;
+            }}
+            readonly Tween t;
+            public WaitForStart(Tween tween)
+            {
+                t = tween;
+            }
+        }
+    }
+#endif
+}

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Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs

@@ -0,0 +1,167 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using System.Reflection;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+    /// <summary>
+    /// Utility functions that deal with available Modules.
+    /// Modules defines:
+    /// - DOTAUDIO
+    /// - DOTPHYSICS
+    /// - DOTPHYSICS2D
+    /// - DOTSPRITE
+    /// - DOTUI
+    /// Extra defines set and used for implementation of external assets:
+    /// - DOTWEEN_TMP ► TextMesh Pro
+    /// - DOTWEEN_TK2D ► 2D Toolkit
+    /// </summary>
+	public static class DOTweenModuleUtils
+    {
+        static bool _initialized;
+
+        #region Reflection
+
+        /// <summary>
+        /// Called via Reflection by DOTweenComponent on Awake
+        /// </summary>
+#if UNITY_2018_1_OR_NEWER
+        [UnityEngine.Scripting.Preserve]
+#endif
+        public static void Init()
+        {
+            if (_initialized) return;
+
+            _initialized = true;
+            DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
+
+#if UNITY_EDITOR
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
+            UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
+#else
+            UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
+#endif
+#endif
+        }
+
+#if UNITY_2018_1_OR_NEWER
+#pragma warning disable
+        [UnityEngine.Scripting.Preserve]
+        // Just used to preserve methods when building, never called
+        static void Preserver()
+        {
+            Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
+            MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
+        }
+#pragma warning restore
+#endif
+
+        #endregion
+
+#if UNITY_EDITOR
+        // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
+        static void PlaymodeStateChanged()
+        #else
+        static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
+#endif
+        {
+            if (DOTween.instance == null) return;
+            DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
+        }
+#endif
+
+        // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+        // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
+        // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+        public static class Physics
+        {
+            // Called via DOTweenExternalCommand callback
+            public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
+            {
+#if true // PHYSICS_MARKER
+                if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
+                else trans.rotation = newRot;
+#else
+                trans.rotation = newRot;
+#endif
+            }
+
+            // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
+            public static bool HasRigidbody2D(Component target)
+            {
+#if true // PHYSICS2D_MARKER
+                return target.GetComponent<Rigidbody2D>() != null;
+#else
+                return false;
+#endif
+            }
+
+            #region Called via Reflection
+
+
+            // Called via Reflection by DOTweenPathInspector
+            // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
+#if UNITY_2018_1_OR_NEWER
+            [UnityEngine.Scripting.Preserve]
+#endif
+            public static bool HasRigidbody(Component target)
+            {
+#if true // PHYSICS_MARKER
+                return target.GetComponent<Rigidbody>() != null;
+#else
+                return false;
+#endif
+            }
+
+            // Called via Reflection by DOTweenPath
+#if UNITY_2018_1_OR_NEWER
+            [UnityEngine.Scripting.Preserve]
+#endif
+            public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
+                MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
+            ){
+                TweenerCore<Vector3, Path, PathOptions> t = null;
+                bool rBodyFoundAndTweened = false;
+#if true // PHYSICS_MARKER
+                if (tweenRigidbody) {
+                    Rigidbody rBody = target.GetComponent<Rigidbody>();
+                    if (rBody != null) {
+                        rBodyFoundAndTweened = true;
+                        t = isLocal
+                            ? rBody.DOLocalPath(path, duration, pathMode)
+                            : rBody.DOPath(path, duration, pathMode);
+                    }
+                }
+#endif
+#if true // PHYSICS2D_MARKER
+                if (!rBodyFoundAndTweened && tweenRigidbody) {
+                    Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
+                    if (rBody2D != null) {
+                        rBodyFoundAndTweened = true;
+                        t = isLocal
+                            ? rBody2D.DOLocalPath(path, duration, pathMode)
+                            : rBody2D.DOPath(path, duration, pathMode);
+                    }
+                }
+#endif
+                if (!rBodyFoundAndTweened) {
+                    t = isLocal
+                        ? target.transform.DOLocalPath(path, duration, pathMode)
+                        : target.transform.DOPath(path, duration, pathMode);
+                }
+                return t;
+            }
+
+            #endregion
+        }
+    }
+}

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Assets/Plugins/Demigiant/DOTween/readme.txt

@@ -0,0 +1,29 @@
+DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
+
+// IMPORTANT!!! /////////////////////////////////////////////
+// Upgrading DOTween from versions older than 1.2.000 ///////
+// (or DOTween Pro older than 1.0.000) //////////////////////
+-------------------------------------------------------------
+If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
+1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
+2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
+3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
+4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
+
+// GET STARTED //////////////////////////////////////////////
+
+- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
+- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
+- You're ready to tween. Check out the links below for full documentation and license info.
+
+
+// LINKS ///////////////////////////////////////////////////////
+
+DOTween website (documentation, examples, etc): http://dotween.demigiant.com
+DOTween license: http://dotween.demigiant.com/license.php
+DOTween repository (Google Code): https://code.google.com/p/dotween/
+Demigiant website (documentation, examples, etc): http://www.demigiant.com
+
+// NOTES //////////////////////////////////////////////////////
+
+- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences

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Assets/Plugins/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader

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+Shader "TextMeshPro/Bitmap Custom Atlas" {
+
+Properties {
+	_MainTex		("Font Atlas", 2D) = "white" {}
+	_FaceTex		("Font Texture", 2D) = "white" {}
+	[HDR]_FaceColor	("Text Color", Color) = (1,1,1,1)
+
+	_VertexOffsetX	("Vertex OffsetX", float) = 0
+	_VertexOffsetY	("Vertex OffsetY", float) = 0
+	_MaskSoftnessX	("Mask SoftnessX", float) = 0
+	_MaskSoftnessY	("Mask SoftnessY", float) = 0
+
+	_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+	_Padding		("Padding", 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
+
+	_CullMode("Cull Mode", Float) = 0
+	_ColorMask("Color Mask", Float) = 15
+}
+
+SubShader{
+
+	Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
+
+	Stencil
+	{
+		Ref[_Stencil]
+		Comp[_StencilComp]
+		Pass[_StencilOp]
+		ReadMask[_StencilReadMask]
+		WriteMask[_StencilWriteMask]
+	}
+
+
+	Lighting Off
+	Cull [_CullMode]
+	ZTest [unity_GUIZTestMode]
+	ZWrite Off
+	Fog { Mode Off }
+	Blend SrcAlpha OneMinusSrcAlpha
+	ColorMask[_ColorMask]
+
+	Pass {
+		CGPROGRAM
+		#pragma vertex vert
+		#pragma fragment frag
+
+		#pragma multi_compile __ UNITY_UI_CLIP_RECT
+		#pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+		#include "UnityCG.cginc"
+
+		struct appdata_t {
+			float4 vertex		: POSITION;
+			fixed4 color		: COLOR;
+			float2 texcoord0	: TEXCOORD0;
+			float2 texcoord1	: TEXCOORD1;
+		};
+
+		struct v2f {
+			float4	vertex		: SV_POSITION;
+			fixed4	color		: COLOR;
+			float2	texcoord0	: TEXCOORD0;
+			float2	texcoord1	: TEXCOORD1;
+			float4	mask		: TEXCOORD2;
+		};
+
+		uniform	sampler2D 	_MainTex;
+		uniform	sampler2D 	_FaceTex;
+		uniform float4		_FaceTex_ST;
+		uniform	fixed4		_FaceColor;
+
+		uniform float		_VertexOffsetX;
+		uniform float		_VertexOffsetY;
+		uniform float4		_ClipRect;
+		uniform float		_MaskSoftnessX;
+		uniform float		_MaskSoftnessY;
+
+		float2 UnpackUV(float uv)
+		{
+			float2 output;
+			output.x = floor(uv / 4096);
+			output.y = uv - 4096 * output.x;
+
+			return output * 0.001953125;
+		}
+
+		v2f vert (appdata_t v)
+		{
+			float4 vert = v.vertex;
+			vert.x += _VertexOffsetX;
+			vert.y += _VertexOffsetY;
+
+			vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+			float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
+
+			fixed4 faceColor = v.color;
+			faceColor *= _FaceColor;
+
+			v2f OUT;
+			OUT.vertex = vPosition;
+			OUT.color = faceColor;
+			OUT.texcoord0 = v.texcoord0;
+			OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
+			float2 pixelSize = vPosition.w;
+			pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+			// Clamp _ClipRect to 16bit.
+			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+			OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+
+			return OUT;
+		}
+
+		fixed4 frag (v2f IN) : SV_Target
+		{
+			fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
+
+			// Alternative implementation to UnityGet2DClipping with support for softness.
+			#if UNITY_UI_CLIP_RECT
+				half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+				color *= m.x * m.y;
+			#endif
+
+			#if UNITY_UI_ALPHACLIP
+				clip(color.a - 0.001);
+			#endif
+
+			return color;
+		}
+		ENDCG
+	}
+}
+
+	CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta

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+guid: 48bb5f55d8670e349b6e614913f9d910
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 145 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader

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+Shader "TextMeshPro/Mobile/Bitmap" {
+
+Properties {
+	_MainTex		("Font Atlas", 2D) = "white" {}
+	[HDR]_Color		("Text Color", Color) = (1,1,1,1)
+	_DiffusePower	("Diffuse Power", Range(1.0,4.0)) = 1.0
+
+	_VertexOffsetX("Vertex OffsetX", float) = 0
+	_VertexOffsetY("Vertex OffsetY", float) = 0
+	_MaskSoftnessX("Mask SoftnessX", float) = 0
+	_MaskSoftnessY("Mask SoftnessY", float) = 0
+
+	_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+
+	_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
+
+	_CullMode("Cull Mode", Float) = 0
+	_ColorMask("Color Mask", Float) = 15
+}
+
+SubShader {
+
+	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+
+	Stencil
+	{
+		Ref[_Stencil]
+		Comp[_StencilComp]
+		Pass[_StencilOp]
+		ReadMask[_StencilReadMask]
+		WriteMask[_StencilWriteMask]
+	}
+
+
+	Lighting Off
+	Cull [_CullMode]
+	ZTest [unity_GUIZTestMode]
+	ZWrite Off
+	Fog { Mode Off }
+	Blend SrcAlpha OneMinusSrcAlpha
+	ColorMask[_ColorMask]
+
+	Pass {
+		CGPROGRAM
+		#pragma vertex vert
+		#pragma fragment frag
+		#pragma fragmentoption ARB_precision_hint_fastest
+
+		#pragma multi_compile __ UNITY_UI_CLIP_RECT
+		#pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+		#include "UnityCG.cginc"
+
+		struct appdata_t {
+			float4 vertex : POSITION;
+			fixed4 color : COLOR;
+			float2 texcoord0 : TEXCOORD0;
+			float2 texcoord1 : TEXCOORD1;
+		};
+
+		struct v2f {
+			float4 vertex		: POSITION;
+			fixed4 color		: COLOR;
+			float2 texcoord0	: TEXCOORD0;
+			float4 mask			: TEXCOORD2;
+		};
+
+		sampler2D 	_MainTex;
+		fixed4		_Color;
+		float		_DiffusePower;
+
+		uniform float		_VertexOffsetX;
+		uniform float		_VertexOffsetY;
+		uniform float4		_ClipRect;
+		uniform float		_MaskSoftnessX;
+		uniform float		_MaskSoftnessY;
+
+		v2f vert (appdata_t v)
+		{
+			v2f OUT;
+			float4 vert = v.vertex;
+			vert.x += _VertexOffsetX;
+			vert.y += _VertexOffsetY;
+
+			vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+			OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
+			OUT.color = v.color;
+			OUT.color *= _Color;
+			OUT.color.rgb *= _DiffusePower;
+			OUT.texcoord0 = v.texcoord0;
+
+			float2 pixelSize = OUT.vertex.w;
+			//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+			// Clamp _ClipRect to 16bit.
+			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+			OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+
+			return OUT;
+		}
+
+		fixed4 frag (v2f IN) : COLOR
+		{
+			fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
+
+			// Alternative implementation to UnityGet2DClipping with support for softness.
+			#if UNITY_UI_CLIP_RECT
+				half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+				color *= m.x * m.y;
+			#endif
+
+			#if UNITY_UI_ALPHACLIP
+				clip(color.a - 0.001);
+			#endif
+
+			return color;
+		}
+		ENDCG
+	}
+}
+
+SubShader {
+	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+	Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
+	Blend SrcAlpha OneMinusSrcAlpha
+	BindChannels {
+		Bind "Color", color
+		Bind "Vertex", vertex
+		Bind "TexCoord", texcoord0
+	}
+	Pass {
+		SetTexture [_MainTex] {
+			constantColor [_Color] combine constant * primary, constant * texture
+		}
+	}
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta

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+fileFormatVersion: 2
+guid: 1e3b057af24249748ff873be7fafee47
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 143 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_Bitmap.shader

@@ -0,0 +1,143 @@
+Shader "TextMeshPro/Bitmap" {
+
+Properties {
+	_MainTex		("Font Atlas", 2D) = "white" {}
+	_FaceTex		("Font Texture", 2D) = "white" {}
+	[HDR]_FaceColor	("Text Color", Color) = (1,1,1,1)
+
+	_VertexOffsetX	("Vertex OffsetX", float) = 0
+	_VertexOffsetY	("Vertex OffsetY", float) = 0
+	_MaskSoftnessX	("Mask SoftnessX", float) = 0
+	_MaskSoftnessY	("Mask SoftnessY", float) = 0
+
+	_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+
+	_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
+
+	_CullMode("Cull Mode", Float) = 0
+	_ColorMask("Color Mask", Float) = 15
+}
+
+SubShader{
+
+	Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
+
+	Stencil
+	{
+		Ref[_Stencil]
+		Comp[_StencilComp]
+		Pass[_StencilOp]
+		ReadMask[_StencilReadMask]
+		WriteMask[_StencilWriteMask]
+	}
+
+
+	Lighting Off
+	Cull [_CullMode]
+	ZTest [unity_GUIZTestMode]
+	ZWrite Off
+	Fog { Mode Off }
+	Blend SrcAlpha OneMinusSrcAlpha
+	ColorMask[_ColorMask]
+
+	Pass {
+		CGPROGRAM
+		#pragma vertex vert
+		#pragma fragment frag
+
+		#pragma multi_compile __ UNITY_UI_CLIP_RECT
+		#pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+		#include "UnityCG.cginc"
+
+		struct appdata_t {
+			float4 vertex		: POSITION;
+			fixed4 color		: COLOR;
+			float2 texcoord0	: TEXCOORD0;
+			float2 texcoord1	: TEXCOORD1;
+		};
+
+		struct v2f {
+			float4	vertex		: SV_POSITION;
+			fixed4	color		: COLOR;
+			float2	texcoord0	: TEXCOORD0;
+			float2	texcoord1	: TEXCOORD1;
+			float4	mask		: TEXCOORD2;
+		};
+
+		uniform	sampler2D 	_MainTex;
+		uniform	sampler2D 	_FaceTex;
+		uniform float4		_FaceTex_ST;
+		uniform	fixed4		_FaceColor;
+
+		uniform float		_VertexOffsetX;
+		uniform float		_VertexOffsetY;
+		uniform float4		_ClipRect;
+		uniform float		_MaskSoftnessX;
+		uniform float		_MaskSoftnessY;
+
+		float2 UnpackUV(float uv)
+		{
+			float2 output;
+			output.x = floor(uv / 4096);
+			output.y = uv - 4096 * output.x;
+
+			return output * 0.001953125;
+		}
+
+		v2f vert (appdata_t v)
+		{
+			float4 vert = v.vertex;
+			vert.x += _VertexOffsetX;
+			vert.y += _VertexOffsetY;
+
+			vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+			float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
+
+			fixed4 faceColor = v.color;
+			faceColor *= _FaceColor;
+
+			v2f OUT;
+			OUT.vertex = vPosition;
+			OUT.color = faceColor;
+			OUT.texcoord0 = v.texcoord0;
+			OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
+			float2 pixelSize = vPosition.w;
+			pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+			// Clamp _ClipRect to 16bit.
+			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+			OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+
+			return OUT;
+		}
+
+		fixed4 frag (v2f IN) : SV_Target
+		{
+			fixed4 color = tex2D(_MainTex, IN.texcoord0);
+			color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
+
+			// Alternative implementation to UnityGet2DClipping with support for softness.
+			#if UNITY_UI_CLIP_RECT
+				half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+				color *= m.x * m.y;
+			#endif
+
+			#if UNITY_UI_ALPHACLIP
+				clip(color.a - 0.001);
+			#endif
+
+			return color;
+		}
+		ENDCG
+	}
+}
+
+	CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 128e987d567d4e2c824d754223b3f3b0
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 317 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF Overlay.shader

@@ -0,0 +1,317 @@
+Shader "TextMeshPro/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
+	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
+
+	[HDR]_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
+	[HDR]_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)
+
+
+	[HDR]_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
+
+	[HDR]_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
+	_Sharpness			("Sharpness", Range(-1,1)) = 0
+
+	_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
+
+	_CullMode			("Cull Mode", Float) = 0
+	_ColorMask			("Color Mask", Float) = 15
+}
+
+SubShader {
+
+	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 {
+			UNITY_VERTEX_INPUT_INSTANCE_ID
+			float4	position		: POSITION;
+			float3	normal			: NORMAL;
+			fixed4	color			: COLOR;
+			float2	texcoord0		: TEXCOORD0;
+			float2	texcoord1		: TEXCOORD1;
+		};
+
+
+		struct pixel_t {
+			UNITY_VERTEX_INPUT_INSTANCE_ID
+			UNITY_VERTEX_OUTPUT_STEREO
+			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)
+		{
+			pixel_t output;
+
+			UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+			UNITY_SETUP_INSTANCE_ID(input);
+			UNITY_TRANSFER_INSTANCE_ID(input,output);
+			UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+			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 * (_Sharpness + 1);
+			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);
+
+
+			output.position = vPosition;
+			output.color = input.color;
+			output.atlas =	input.texcoord0;
+			output.param =	float4(alphaClip, scale, bias, weight);
+			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+			output.viewDir =	mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
+			#if (UNDERLAY_ON || UNDERLAY_INNER)
+			output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
+			output.underlayColor =	underlayColor;
+			#endif
+			output.textures = float4(faceUV, outlineUV);
+
+			return output;
+		}
+
+
+		fixed4 PixShader(pixel_t input) : SV_Target
+		{
+			UNITY_SETUP_INSTANCE_ID(input);
+
+			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
+	}
+}
+
+Fallback "TextMeshPro/Mobile/Distance Field"
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: dd89cf5b9246416f84610a006f916af7
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 310 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF SSD.shader

@@ -0,0 +1,310 @@
+Shader "TextMeshPro/Distance Field SSD" {
+
+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
+    [HDR]_FaceColor     ("Face Color", Color) = (1,1,1,1)
+    _FaceDilate         ("Face Dilate", Range(-1,1)) = 0
+
+    [HDR]_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
+    [HDR]_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)
+
+
+    [HDR]_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
+
+    [HDR]_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
+    _Sharpness          ("Sharpness", Range(-1,1)) = 0
+
+    _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
+
+    _CullMode           ("Cull Mode", Float) = 0
+    _ColorMask          ("Color Mask", Float) = 15
+}
+
+SubShader {
+    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 shader_feature __ FORCE_LINEAR
+
+        #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 {
+            UNITY_VERTEX_INPUT_INSTANCE_ID
+            float4	position        : POSITION;
+            float3	normal          : NORMAL;
+            float4	color           : COLOR;
+            float2	texcoord0       : TEXCOORD0;
+            float2	texcoord1       : TEXCOORD1;
+        };
+
+
+        struct pixel_t {
+            UNITY_VERTEX_INPUT_INSTANCE_ID
+            UNITY_VERTEX_OUTPUT_STEREO
+            float4	position        : SV_POSITION;
+            float4	color           : COLOR;
+            float2	atlas           : TEXCOORD0;
+            float	weight          : TEXCOORD1;
+            float2	mask            : TEXCOORD2;		// Position in object space(xy)
+            float3	viewDir         : TEXCOORD3;
+
+        #if (UNDERLAY_ON || UNDERLAY_INNER)
+            float2	texcoord2       : TEXCOORD4;
+            float4	underlayColor   : COLOR1;
+        #endif
+            float4 textures         : TEXCOORD5;
+        };
+
+        // Used by Unity internally to handle Texture Tiling and Offset.
+        float4 _FaceTex_ST;
+        float4 _OutlineTex_ST;
+
+        float4 SRGBToLinear(float4 rgba) {
+            return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
+        }
+
+        pixel_t VertShader(vertex_t input)
+        {
+            pixel_t output;
+
+            UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+            UNITY_SETUP_INSTANCE_ID(input);
+            UNITY_TRANSFER_INSTANCE_ID(input,output);
+            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+            float bold = step(input.texcoord1.y, 0);
+
+            float4 vert = input.position;
+            vert.x += _VertexOffsetX;
+            vert.y += _VertexOffsetY;
+
+            float4 vPosition = UnityObjectToClipPos(vert);
+
+            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+        #if (UNDERLAY_ON || UNDERLAY_INNER)
+            float4 underlayColor = _UnderlayColor;
+            underlayColor.rgb *= underlayColor.a;
+
+            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);
+
+            // Support for texture tiling and offset
+            float2 textureUV = UnpackUV(input.texcoord1.x);
+            float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
+            float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
+
+            float4 color = input.color;
+        #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
+            color = SRGBToLinear(input.color);
+        #endif
+
+            output.position = vPosition;
+            output.color = color;
+            output.atlas = input.texcoord0;
+            output.weight = weight;
+            output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
+            output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
+        #if (UNDERLAY_ON || UNDERLAY_INNER)
+            output.texcoord2 = input.texcoord0 + bOffset;
+            output.underlayColor = underlayColor;
+        #endif
+            output.textures = float4(faceUV, outlineUV);
+
+            return output;
+        }
+
+
+        fixed4 PixShader(pixel_t input) : SV_Target
+        {
+            UNITY_SETUP_INSTANCE_ID(input);
+
+            float c = tex2D(_MainTex, input.atlas).a;
+
+            float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
+            pixelSize *= _TextureWidth * .75;
+            float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
+
+            float weight = input.weight;
+            float bias = (.5 - weight) + (.5 / scale);
+            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 || UNDERLAY_INNER)
+            float bScale = scale;
+            bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
+            float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
+        #endif
+
+        #if UNDERLAY_ON
+            float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
+            faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
+        #endif
+
+        #if UNDERLAY_INNER
+            float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
+            faceColor += input.underlayColor * (1 - saturate(d - bBias)) * 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
+            float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
+            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
+            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"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 14eb328de4b8eb245bb7cea29e4ac00b
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 247 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader

@@ -0,0 +1,247 @@
+// Simplified SDF shader:
+// - No Shading Option (bevel / bump / env map)
+// - No Glow Option
+// - Softness is applied on both side of the outline
+
+Shader "TextMeshPro/Mobile/Distance Field - Masking" {
+
+Properties {
+	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
+
+	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
+	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
+
+	[HDR]_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
+	_Sharpness			("Sharpness", Range(-1,1)) = 0
+
+	_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
+
+	_CullMode			("Cull Mode", Float) = 0
+	_ColorMask			("Color Mask", Float) = 15
+}
+
+SubShader {
+	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 * (_Sharpness + 1);
+			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
+	}
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: bc1ede39bf3643ee8e493720e4259791
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 240 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader

@@ -0,0 +1,240 @@
+// Simplified SDF shader:
+// - No Shading Option (bevel / bump / env map)
+// - No Glow Option
+// - Softness is applied on both side of the outline
+
+Shader "TextMeshPro/Mobile/Distance Field Overlay" {
+
+Properties {
+	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
+
+	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
+	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
+
+	[HDR]_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
+	_Sharpness			("Sharpness", Range(-1,1)) = 0
+
+	_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
+
+	_CullMode			("Cull Mode", Float) = 0
+	_ColorMask			("Color Mask", Float) = 15
+}
+
+SubShader {
+	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 {
+			UNITY_VERTEX_INPUT_INSTANCE_ID
+			float4	vertex			: POSITION;
+			float3	normal			: NORMAL;
+			fixed4	color			: COLOR;
+			float2	texcoord0		: TEXCOORD0;
+			float2	texcoord1		: TEXCOORD1;
+		};
+
+		struct pixel_t {
+			UNITY_VERTEX_INPUT_INSTANCE_ID
+			UNITY_VERTEX_OUTPUT_STEREO
+			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)
+		{
+			pixel_t output;
+
+			UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+			UNITY_SETUP_INSTANCE_ID(input);
+			UNITY_TRANSFER_INSTANCE_ID(input, output);
+			UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+			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 * (_Sharpness + 1);
+			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);
+
+			// Populate structure for pixel shader
+			output.vertex = vPosition;
+			output.faceColor = faceColor;
+			output.outlineColor = outlineColor;
+			output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
+			output.param = half4(scale, bias - outline, bias + outline, bias);
+			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+			#if (UNDERLAY_ON || UNDERLAY_INNER)
+			output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
+			output.underlayParam = half2(layerScale, layerBias);
+			#endif
+
+			return output;
+		}
+
+
+		// PIXEL SHADER
+		fixed4 PixShader(pixel_t input) : SV_Target
+		{
+			UNITY_SETUP_INSTANCE_ID(input);
+
+			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"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a02a7d8c237544f1962732b55a9aebf1
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 106 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader

@@ -0,0 +1,106 @@
+// Simplified SDF shader:
+// - No Shading Option (bevel / bump / env map)
+// - No Glow Option
+// - Softness is applied on both side of the outline
+
+Shader "TextMeshPro/Mobile/Distance Field SSD" {
+
+Properties {
+	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
+
+	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
+	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
+
+	[HDR]_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
+	_Sharpness			("Sharpness", Range(-1,1)) = 0
+
+	_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
+
+    _CullMode           ("Cull Mode", Float) = 0
+	_ColorMask			("Color Mask", Float) = 15
+}
+
+SubShader {
+	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"
+
+		#include "TMPro_Mobile.cginc"
+
+		ENDCG
+	}
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c8d12adcee749c344b8117cf7c7eb912
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 240 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader

@@ -0,0 +1,240 @@
+// Simplified SDF shader:
+// - No Shading Option (bevel / bump / env map)
+// - No Glow Option
+// - Softness is applied on both side of the outline
+
+Shader "TextMeshPro/Mobile/Distance Field" {
+
+Properties {
+	[HDR]_FaceColor     ("Face Color", Color) = (1,1,1,1)
+	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
+
+	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
+	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
+	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
+
+	[HDR]_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
+	_Sharpness			("Sharpness", Range(-1,1)) = 0
+
+	_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
+
+	_CullMode			("Cull Mode", Float) = 0
+	_ColorMask			("Color Mask", Float) = 15
+}
+
+SubShader {
+	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 {
+			UNITY_VERTEX_INPUT_INSTANCE_ID
+			float4	vertex			: POSITION;
+			float3	normal			: NORMAL;
+			fixed4	color			: COLOR;
+			float2	texcoord0		: TEXCOORD0;
+			float2	texcoord1		: TEXCOORD1;
+		};
+
+		struct pixel_t {
+			UNITY_VERTEX_INPUT_INSTANCE_ID
+			UNITY_VERTEX_OUTPUT_STEREO
+			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)
+		{
+			pixel_t output;
+
+			UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+			UNITY_SETUP_INSTANCE_ID(input);
+			UNITY_TRANSFER_INSTANCE_ID(input, output);
+			UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+			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 * (_Sharpness + 1);
+			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);
+
+			// Populate structure for pixel shader
+			output.vertex = vPosition;
+			output.faceColor = faceColor;
+			output.outlineColor = outlineColor;
+			output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
+			output.param = half4(scale, bias - outline, bias + outline, bias);
+			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+			#if (UNDERLAY_ON || UNDERLAY_INNER)
+			output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
+			output.underlayParam = half2(layerScale, layerBias);
+			#endif
+
+			return output;
+		}
+
+
+		// PIXEL SHADER
+		fixed4 PixShader(pixel_t input) : SV_Target
+		{
+			UNITY_SETUP_INSTANCE_ID(input);
+
+			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"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: fe393ace9b354375a9cb14cdbbc28be4
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 138 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader

@@ -0,0 +1,138 @@
+// 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" {}
+	[HDR]_FaceColor		("Fill Color", Color) = (1,1,1,1)
+	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
+
+	[HDR]_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
+
+	[HDR]_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
+	_Sharpness			("Sharpness", Range(-1,1)) = 0
+
+	_VertexOffsetX		("Vertex OffsetX", float) = 0
+	_VertexOffsetY		("Vertex OffsetY", float) = 0
+
+	_CullMode			("Cull Mode", Float) = 0
+	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0)
+	//_MaskSoftness		("Mask Softness", float) = 0
+}
+
+SubShader {
+
+	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"
+}

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 85187c2149c549c5b33f0cdb02836b17
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 158 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Surface.shader

@@ -0,0 +1,158 @@
+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
+	[HDR]_FaceColor		("Fill Color", Color) = (1,1,1,1)
+	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
+
+	[HDR]_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)
+	[HDR]_SpecColor		    ("Specular Color", Color) = (0,0,0,1)
+
+	_FaceShininess		("Face Shininess", Range(0,1)) = 0
+	_OutlineShininess	("Outline Shininess", Range(0,1)) = 0
+
+	[HDR]_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
+	_Sharpness			("Sharpness", Range(-1,1)) = 0
+
+	_VertexOffsetX		("Vertex OffsetX", float) = 0
+	_VertexOffsetY		("Vertex OffsetY", float) = 0
+
+	_CullMode			("Cull Mode", Float) = 0
+	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0)
+	//_MaskSoftness		("Mask Softness", float) = 0
+}
+
+SubShader {
+
+	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"
+}
+

+ 9 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f7ada0af4f174f0694ca6a487b8f543d
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 317 - 0
Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF.shader

@@ -0,0 +1,317 @@
+Shader "TextMeshPro/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
+	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
+	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
+
+	[HDR]_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
+	[HDR]_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)
+
+
+	[HDR]_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
+
+	[HDR]_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
+	_Sharpness			("Sharpness", Range(-1,1)) = 0
+
+	_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
+
+	_CullMode			("Cull Mode", Float) = 0
+	_ColorMask			("Color Mask", Float) = 15
+}
+
+SubShader {
+
+	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 {
+			UNITY_VERTEX_INPUT_INSTANCE_ID
+			float4	position		: POSITION;
+			float3	normal			: NORMAL;
+			fixed4	color			: COLOR;
+			float2	texcoord0		: TEXCOORD0;
+			float2	texcoord1		: TEXCOORD1;
+		};
+
+
+		struct pixel_t {
+			UNITY_VERTEX_INPUT_INSTANCE_ID
+			UNITY_VERTEX_OUTPUT_STEREO
+			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)
+		{
+			pixel_t output;
+
+			UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+			UNITY_SETUP_INSTANCE_ID(input);
+			UNITY_TRANSFER_INSTANCE_ID(input,output);
+			UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+			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 * (_Sharpness + 1);
+			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);
+
+
+			output.position = vPosition;
+			output.color = input.color;
+			output.atlas =	input.texcoord0;
+			output.param =	float4(alphaClip, scale, bias, weight);
+			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+			output.viewDir =	mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
+			#if (UNDERLAY_ON || UNDERLAY_INNER)
+			output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
+			output.underlayColor =	underlayColor;
+			#endif
+			output.textures = float4(faceUV, outlineUV);
+
+			return output;
+		}
+
+
+		fixed4 PixShader(pixel_t input) : SV_Target
+		{
+			UNITY_SETUP_INSTANCE_ID(input);
+
+			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
+	}
+}
+
+Fallback "TextMeshPro/Mobile/Distance Field"
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}

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