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										776
									
								
								Assets/Assets/00_Scenes/99_HandTest.unity
									
									
									
									
									
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Digitized data copyright (c) 2010 Google Corporation
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	with Reserved Font Arimo, Tinos and Cousine.
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Copyright (c) 2012 Red Hat, Inc.
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	with Reserved Font Name Liberation.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
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Shader "TextMeshPro/Bitmap Custom Atlas" {
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		ENDCG
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	CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
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										9
									
								
								Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
									
									
									
									
									
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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
									
								
								Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 1e3b057af24249748ff873be7fafee47
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										143
									
								
								Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 128e987d567d4e2c824d754223b3f3b0
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										317
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: dd89cf5b9246416f84610a006f916af7
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										310
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 14eb328de4b8eb245bb7cea29e4ac00b
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										247
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: bc1ede39bf3643ee8e493720e4259791
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										240
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: a02a7d8c237544f1962732b55a9aebf1
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										106
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: c8d12adcee749c344b8117cf7c7eb912
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										240
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: fe393ace9b354375a9cb14cdbbc28be4
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										138
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: 85187c2149c549c5b33f0cdb02836b17
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										158
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: f7ada0af4f174f0694ca6a487b8f543d
 | 
			
		||||
ShaderImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  defaultTextures: []
 | 
			
		||||
  nonModifiableTextures: []
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
 | 
			
		||||
							
								
								
									
										317
									
								
								Assets/TextMesh Pro/Shaders/TMP_SDF.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -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"
 | 
			
		||||
}
 | 
			
		||||