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			2ea29e1c7c
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			43c3e9b60f
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 
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					43c3e9b60f | ||
| 
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					fd6fcf5498 | 
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						ColorMask[_ColorMask]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						Pass {
 | 
				
			||||||
 | 
							CGPROGRAM
 | 
				
			||||||
 | 
							#pragma vertex vert
 | 
				
			||||||
 | 
							#pragma fragment frag
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							#pragma multi_compile __ UNITY_UI_CLIP_RECT
 | 
				
			||||||
 | 
							#pragma multi_compile __ UNITY_UI_ALPHACLIP
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							#include "UnityCG.cginc"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							struct appdata_t {
 | 
				
			||||||
 | 
								float4 vertex		: POSITION;
 | 
				
			||||||
 | 
								fixed4 color		: COLOR;
 | 
				
			||||||
 | 
								float2 texcoord0	: TEXCOORD0;
 | 
				
			||||||
 | 
								float2 texcoord1	: TEXCOORD1;
 | 
				
			||||||
 | 
							};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							struct v2f {
 | 
				
			||||||
 | 
								float4	vertex		: SV_POSITION;
 | 
				
			||||||
 | 
								fixed4	color		: COLOR;
 | 
				
			||||||
 | 
								float2	texcoord0	: TEXCOORD0;
 | 
				
			||||||
 | 
								float2	texcoord1	: TEXCOORD1;
 | 
				
			||||||
 | 
								float4	mask		: TEXCOORD2;
 | 
				
			||||||
 | 
							};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							uniform	sampler2D 	_MainTex;
 | 
				
			||||||
 | 
							uniform	sampler2D 	_FaceTex;
 | 
				
			||||||
 | 
							uniform float4		_FaceTex_ST;
 | 
				
			||||||
 | 
							uniform	fixed4		_FaceColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							uniform float		_VertexOffsetX;
 | 
				
			||||||
 | 
							uniform float		_VertexOffsetY;
 | 
				
			||||||
 | 
							uniform float4		_ClipRect;
 | 
				
			||||||
 | 
							uniform float		_MaskSoftnessX;
 | 
				
			||||||
 | 
							uniform float		_MaskSoftnessY;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							float2 UnpackUV(float uv)
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								float2 output;
 | 
				
			||||||
 | 
								output.x = floor(uv / 4096);
 | 
				
			||||||
 | 
								output.y = uv - 4096 * output.x;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								return output * 0.001953125;
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							v2f vert (appdata_t v)
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								float4 vert = v.vertex;
 | 
				
			||||||
 | 
								vert.x += _VertexOffsetX;
 | 
				
			||||||
 | 
								vert.y += _VertexOffsetY;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								fixed4 faceColor = v.color;
 | 
				
			||||||
 | 
								faceColor *= _FaceColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								v2f OUT;
 | 
				
			||||||
 | 
								OUT.vertex = vPosition;
 | 
				
			||||||
 | 
								OUT.color = faceColor;
 | 
				
			||||||
 | 
								OUT.texcoord0 = v.texcoord0;
 | 
				
			||||||
 | 
								OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
 | 
				
			||||||
 | 
								float2 pixelSize = vPosition.w;
 | 
				
			||||||
 | 
								pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								// Clamp _ClipRect to 16bit.
 | 
				
			||||||
 | 
								float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
 | 
				
			||||||
 | 
								OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								return OUT;
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							fixed4 frag (v2f IN) : SV_Target
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								// Alternative implementation to UnityGet2DClipping with support for softness.
 | 
				
			||||||
 | 
								#if UNITY_UI_CLIP_RECT
 | 
				
			||||||
 | 
									half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
 | 
				
			||||||
 | 
									color *= m.x * m.y;
 | 
				
			||||||
 | 
								#endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								#if UNITY_UI_ALPHACLIP
 | 
				
			||||||
 | 
									clip(color.a - 0.001);
 | 
				
			||||||
 | 
								#endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								return color;
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
							ENDCG
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										9
									
								
								Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,9 @@
 | 
				
			|||||||
 | 
					fileFormatVersion: 2
 | 
				
			||||||
 | 
					guid: 48bb5f55d8670e349b6e614913f9d910
 | 
				
			||||||
 | 
					ShaderImporter:
 | 
				
			||||||
 | 
					  externalObjects: {}
 | 
				
			||||||
 | 
					  defaultTextures: []
 | 
				
			||||||
 | 
					  nonModifiableTextures: []
 | 
				
			||||||
 | 
					  userData: 
 | 
				
			||||||
 | 
					  assetBundleName: 
 | 
				
			||||||
 | 
					  assetBundleVariant: 
 | 
				
			||||||
							
								
								
									
										145
									
								
								Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
									
									
									
									
									
										Executable file
									
								
							
							
						
						@ -0,0 +1,145 @@
 | 
				
			|||||||
 | 
					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"
 | 
				
			||||||
 | 
					}
 | 
				
			||||||