Browse Source
Refactored text access methods in Writer and Say dialogs to a common TextAdapter CustomSayDialogs now use some TMPromaster
desktop-maesty/steve
7 years ago
68 changed files with 8142 additions and 189 deletions
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using UnityEngine; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// One of the possible ways to route text from a writer to a desired location. |
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/// </summary> |
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public interface IWriterTextDestination |
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{ |
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string Text { get; set; } |
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void ForceRichText(); |
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void SetTextColor(Color textColor); |
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void SetTextAlpha(float textAlpha); |
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bool HasTextObject(); |
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bool SupportsRichText(); |
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} |
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} |
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using UnityEngine; |
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using UnityEngine.UI; |
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using System.Reflection; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Helper class for hiding the many, many ways we might want to show text to the user. |
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/// </summary> |
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public class TextAdapter : IWriterTextDestination |
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{ |
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protected Text textUI; |
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protected InputField inputField; |
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protected TextMesh textMesh; |
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protected Component textComponent; |
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protected PropertyInfo textProperty; |
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protected IWriterTextDestination writerTextDestination; |
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public void InitFromGameObject(GameObject go) |
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{ |
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textUI = go.GetComponent<Text>(); |
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inputField = go.GetComponent<InputField>(); |
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textMesh = go.GetComponent<TextMesh>(); |
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writerTextDestination = go.GetComponent<IWriterTextDestination>(); |
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// Try to find any component with a text property |
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if (textUI == null && inputField == null && textMesh == null && writerTextDestination == null) |
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{ |
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var allcomponents = go.GetComponents<Component>(); |
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for (int i = 0; i < allcomponents.Length; i++) |
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{ |
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var c = allcomponents[i]; |
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textProperty = c.GetType().GetProperty("text"); |
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if (textProperty != null) |
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{ |
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textComponent = c; |
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break; |
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} |
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} |
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} |
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} |
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public void ForceRichText() |
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{ |
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if (textUI != null) |
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{ |
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textUI.supportRichText = true; |
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} |
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// Input Field does not support rich text |
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if (textMesh != null) |
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{ |
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textMesh.richText = true; |
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} |
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if(writerTextDestination != null) |
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{ |
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writerTextDestination.ForceRichText(); |
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} |
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} |
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public void SetTextColor(Color textColor) |
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{ |
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if (textUI != null) |
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{ |
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textUI.color = textColor; |
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} |
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else if (inputField != null) |
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{ |
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if (inputField.textComponent != null) |
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{ |
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inputField.textComponent.color = textColor; |
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} |
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} |
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else if (textMesh != null) |
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{ |
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textMesh.color = textColor; |
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} |
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else if (writerTextDestination != null) |
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{ |
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writerTextDestination.SetTextColor(textColor); |
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} |
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} |
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public void SetTextAlpha(float textAlpha) |
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{ |
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if (textUI != null) |
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{ |
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Color tempColor = textUI.color; |
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tempColor.a = textAlpha; |
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textUI.color = tempColor; |
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} |
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else if (inputField != null) |
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{ |
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if (inputField.textComponent != null) |
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{ |
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Color tempColor = inputField.textComponent.color; |
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tempColor.a = textAlpha; |
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inputField.textComponent.color = tempColor; |
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} |
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} |
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else if (textMesh != null) |
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{ |
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Color tempColor = textMesh.color; |
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tempColor.a = textAlpha; |
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textMesh.color = tempColor; |
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} |
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else if (writerTextDestination != null) |
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{ |
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writerTextDestination.SetTextAlpha(textAlpha); |
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} |
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} |
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public bool HasTextObject() |
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{ |
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return (textUI != null || inputField != null || textMesh != null || textComponent != null || writerTextDestination != null); |
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} |
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public bool SupportsRichText() |
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{ |
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if (textUI != null) |
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{ |
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return textUI.supportRichText; |
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} |
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if (inputField != null) |
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{ |
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return false; |
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} |
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if (textMesh != null) |
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{ |
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return textMesh.richText; |
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} |
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if (writerTextDestination != null) |
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{ |
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return writerTextDestination.SupportsRichText(); |
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} |
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return false; |
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} |
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public virtual string Text |
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{ |
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get |
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{ |
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if (textUI != null) |
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{ |
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return textUI.text; |
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} |
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else if (inputField != null) |
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{ |
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return inputField.text; |
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} |
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else if (writerTextDestination != null) |
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{ |
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return Text; |
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} |
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else if (textMesh != null) |
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{ |
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return textMesh.text; |
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} |
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else if (textProperty != null) |
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{ |
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return textProperty.GetValue(textComponent, null) as string; |
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} |
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return ""; |
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} |
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set |
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{ |
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if (textUI != null) |
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{ |
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textUI.text = value; |
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} |
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else if (inputField != null) |
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{ |
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inputField.text = value; |
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} |
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else if (writerTextDestination != null) |
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{ |
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Text = value; |
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} |
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else if (textMesh != null) |
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{ |
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textMesh.text = value; |
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} |
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else if (textProperty != null) |
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{ |
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textProperty.SetValue(textComponent, value, null); |
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} |
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} |
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} |
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} |
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|
- _GradientScale: 10 |
||||||
|
- _LightAngle: 3.1416 |
||||||
|
- _MaskSoftnessX: 0 |
||||||
|
- _MaskSoftnessY: 0 |
||||||
|
- _OutlineSoftness: 0 |
||||||
|
- _OutlineUVSpeedX: 0 |
||||||
|
- _OutlineUVSpeedY: 0 |
||||||
|
- _OutlineWidth: 0.1 |
||||||
|
- _PerspectiveFilter: 0.875 |
||||||
|
- _Reflectivity: 10 |
||||||
|
- _ScaleRatioA: 0.9 |
||||||
|
- _ScaleRatioB: 0.73125 |
||||||
|
- _ScaleRatioC: 0.64125 |
||||||
|
- _ScaleX: 1 |
||||||
|
- _ScaleY: 1 |
||||||
|
- _ShaderFlags: 0 |
||||||
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- _SpecularPower: 2 |
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- _Stencil: 0 |
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|
- _StencilComp: 8 |
||||||
|
- _StencilOp: 0 |
||||||
|
- _StencilReadMask: 255 |
||||||
|
- _StencilWriteMask: 255 |
||||||
|
- _TextureHeight: 1024 |
||||||
|
- _TextureWidth: 1024 |
||||||
|
- _UnderlayDilate: 0 |
||||||
|
- _UnderlayOffsetX: 0 |
||||||
|
- _UnderlayOffsetY: 0 |
||||||
|
- _UnderlaySoftness: 0 |
||||||
|
- _VertexOffsetX: 0 |
||||||
|
- _VertexOffsetY: 0 |
||||||
|
- _WeightBold: 0.75 |
||||||
|
- _WeightNormal: 0 |
||||||
|
m_Colors: |
||||||
|
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} |
||||||
|
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} |
||||||
|
- _FaceColor: {r: 1, g: 1, b: 1, a: 1} |
||||||
|
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} |
||||||
|
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} |
||||||
|
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1} |
||||||
|
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} |
||||||
|
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} |
||||||
|
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1} |
||||||
|
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} |
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fileFormatVersion: 2 |
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timeCreated: 1484172856 |
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Shader "TextMeshPro/Bitmap Custom Atlas" { |
||||||
|
|
||||||
|
Properties { |
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {} |
||||||
|
_FaceTex ("Font Texture", 2D) = "white" {} |
||||||
|
_FaceColor ("Text Color", Color) = (1,1,1,1) |
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0 |
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0 |
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0 |
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0 |
||||||
|
|
||||||
|
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) |
||||||
|
_Padding ("Padding", float) = 0 |
||||||
|
|
||||||
|
_StencilComp("Stencil Comparison", Float) = 8 |
||||||
|
_Stencil("Stencil ID", Float) = 0 |
||||||
|
_StencilOp("Stencil Operation", Float) = 0 |
||||||
|
_StencilWriteMask("Stencil Write Mask", Float) = 255 |
||||||
|
_StencilReadMask("Stencil Read Mask", Float) = 255 |
||||||
|
|
||||||
|
_ColorMask("Color Mask", Float) = 15 |
||||||
|
} |
||||||
|
|
||||||
|
SubShader{ |
||||||
|
|
||||||
|
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } |
||||||
|
|
||||||
|
Stencil |
||||||
|
{ |
||||||
|
Ref[_Stencil] |
||||||
|
Comp[_StencilComp] |
||||||
|
Pass[_StencilOp] |
||||||
|
ReadMask[_StencilReadMask] |
||||||
|
WriteMask[_StencilWriteMask] |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
Lighting Off |
||||||
|
Cull [_CullMode] |
||||||
|
ZTest [unity_GUIZTestMode] |
||||||
|
ZWrite Off |
||||||
|
Fog { Mode Off } |
||||||
|
Blend SrcAlpha OneMinusSrcAlpha |
||||||
|
ColorMask[_ColorMask] |
||||||
|
|
||||||
|
Pass { |
||||||
|
CGPROGRAM |
||||||
|
#pragma vertex vert |
||||||
|
#pragma fragment frag |
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT |
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP |
||||||
|
|
||||||
|
|
||||||
|
#include "UnityCG.cginc" |
||||||
|
|
||||||
|
struct appdata_t { |
||||||
|
float4 vertex : POSITION; |
||||||
|
fixed4 color : COLOR; |
||||||
|
float2 texcoord0 : TEXCOORD0; |
||||||
|
float2 texcoord1 : TEXCOORD1; |
||||||
|
}; |
||||||
|
|
||||||
|
struct v2f { |
||||||
|
float4 vertex : SV_POSITION; |
||||||
|
fixed4 color : COLOR; |
||||||
|
float2 texcoord0 : TEXCOORD0; |
||||||
|
float2 texcoord1 : TEXCOORD1; |
||||||
|
float4 mask : TEXCOORD2; |
||||||
|
}; |
||||||
|
|
||||||
|
uniform sampler2D _MainTex; |
||||||
|
uniform sampler2D _FaceTex; |
||||||
|
uniform float4 _FaceTex_ST; |
||||||
|
uniform fixed4 _FaceColor; |
||||||
|
|
||||||
|
uniform float _VertexOffsetX; |
||||||
|
uniform float _VertexOffsetY; |
||||||
|
uniform float4 _ClipRect; |
||||||
|
uniform float _MaskSoftnessX; |
||||||
|
uniform float _MaskSoftnessY; |
||||||
|
|
||||||
|
float2 UnpackUV(float uv) |
||||||
|
{ |
||||||
|
float2 output; |
||||||
|
output.x = floor(uv / 4096); |
||||||
|
output.y = uv - 4096 * output.x; |
||||||
|
|
||||||
|
return output * 0.001953125; |
||||||
|
} |
||||||
|
|
||||||
|
v2f vert (appdata_t v) |
||||||
|
{ |
||||||
|
float4 vert = v.vertex; |
||||||
|
vert.x += _VertexOffsetX; |
||||||
|
vert.y += _VertexOffsetY; |
||||||
|
|
||||||
|
vert.xy += (vert.w * 0.5) / _ScreenParams.xy; |
||||||
|
|
||||||
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); |
||||||
|
|
||||||
|
fixed4 faceColor = v.color; |
||||||
|
faceColor *= _FaceColor; |
||||||
|
|
||||||
|
v2f OUT; |
||||||
|
OUT.vertex = vPosition; |
||||||
|
OUT.color = faceColor; |
||||||
|
OUT.texcoord0 = v.texcoord0; |
||||||
|
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); |
||||||
|
float2 pixelSize = vPosition.w; |
||||||
|
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); |
||||||
|
|
||||||
|
// Clamp _ClipRect to 16bit. |
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); |
||||||
|
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); |
||||||
|
|
||||||
|
return OUT; |
||||||
|
} |
||||||
|
|
||||||
|
fixed4 frag (v2f IN) : SV_Target |
||||||
|
{ |
||||||
|
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; |
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness. |
||||||
|
#if UNITY_UI_CLIP_RECT |
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); |
||||||
|
color *= m.x * m.y; |
||||||
|
#endif |
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP |
||||||
|
clip(color.a - 0.001); |
||||||
|
#endif |
||||||
|
|
||||||
|
return color; |
||||||
|
} |
||||||
|
ENDCG |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" |
||||||
|
} |
@ -0,0 +1,7 @@ |
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|
fileFormatVersion: 2 |
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|
guid: 48bb5f55d8670e349b6e614913f9d910 |
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|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,144 @@ |
|||||||
|
Shader "TextMeshPro/Mobile/Bitmap" { |
||||||
|
|
||||||
|
Properties { |
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {} |
||||||
|
_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 |
||||||
|
|
||||||
|
_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 Off |
||||||
|
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" |
||||||
|
} |
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: 1e3b057af24249748ff873be7fafee47 |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,142 @@ |
|||||||
|
Shader "TextMeshPro/Bitmap" { |
||||||
|
|
||||||
|
Properties { |
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {} |
||||||
|
_FaceTex ("Font Texture", 2D) = "white" {} |
||||||
|
_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 |
||||||
|
|
||||||
|
_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" |
||||||
|
} |
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: 128e987d567d4e2c824d754223b3f3b0 |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,304 @@ |
|||||||
|
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 |
||||||
|
_FaceColor ("Face Color", Color) = (1,1,1,1) |
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
||||||
|
|
||||||
|
_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 |
||||||
|
_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) |
||||||
|
|
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 { |
||||||
|
float4 position : POSITION; |
||||||
|
float3 normal : NORMAL; |
||||||
|
fixed4 color : COLOR; |
||||||
|
float2 texcoord0 : TEXCOORD0; |
||||||
|
float2 texcoord1 : TEXCOORD1; |
||||||
|
}; |
||||||
|
|
||||||
|
|
||||||
|
struct pixel_t { |
||||||
|
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) |
||||||
|
{ |
||||||
|
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 * 1.5; |
||||||
|
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); |
||||||
|
|
||||||
|
pixel_t output = { |
||||||
|
vPosition, |
||||||
|
input.color, |
||||||
|
input.texcoord0, |
||||||
|
float4(alphaClip, scale, bias, weight), |
||||||
|
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), |
||||||
|
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), |
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER) |
||||||
|
float4(input.texcoord0 + bOffset, bScale, bBias), |
||||||
|
underlayColor, |
||||||
|
#endif |
||||||
|
float4(faceUV, outlineUV), |
||||||
|
}; |
||||||
|
|
||||||
|
return output; |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target |
||||||
|
{ |
||||||
|
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" |
||||||
|
} |
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: dd89cf5b9246416f84610a006f916af7 |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,245 @@ |
|||||||
|
// 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 { |
||||||
|
_FaceColor ("Face Color", Color) = (1,1,1,1) |
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
||||||
|
|
||||||
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1) |
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 |
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 * 1.5; |
||||||
|
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" |
||||||
|
} |
@ -0,0 +1,9 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: bc1ede39bf3643ee8e493720e4259791 |
||||||
|
timeCreated: 1463704911 |
||||||
|
licenseType: Pro |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,229 @@ |
|||||||
|
// 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 { |
||||||
|
_FaceColor ("Face Color", Color) = (1,1,1,1) |
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
||||||
|
|
||||||
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1) |
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 |
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 { |
||||||
|
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 |
||||||
|
}; |
||||||
|
|
||||||
|
|
||||||
|
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 * 1.5; |
||||||
|
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 |
||||||
|
|
||||||
|
#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" |
||||||
|
} |
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: a02a7d8c237544f1962732b55a9aebf1 |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,229 @@ |
|||||||
|
// 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 { |
||||||
|
_FaceColor ("Face Color", Color) = (1,1,1,1) |
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
||||||
|
|
||||||
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1) |
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 |
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
}; |
||||||
|
|
||||||
|
|
||||||
|
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 * 1.5; |
||||||
|
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 |
||||||
|
|
||||||
|
#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" |
||||||
|
} |
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: fe393ace9b354375a9cb14cdbbc28be4 |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,136 @@ |
|||||||
|
// 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" {} |
||||||
|
_FaceColor ("Fill Color", Color) = (1,1,1,1) |
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0 |
||||||
|
_VertexOffsetY ("Vertex OffsetY", 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" |
||||||
|
} |
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: 85187c2149c549c5b33f0cdb02836b17 |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,155 @@ |
|||||||
|
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 |
||||||
|
_FaceColor ("Fill Color", Color) = (1,1,1,1) |
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
||||||
|
|
||||||
|
_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) |
||||||
|
_SpecColor ("Specular Color", Color) = (0,0,0,1) |
||||||
|
|
||||||
|
_FaceShininess ("Face Shininess", Range(0,1)) = 0 |
||||||
|
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0 |
||||||
|
_VertexOffsetY ("Vertex OffsetY", 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" |
||||||
|
} |
||||||
|
|
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: f7ada0af4f174f0694ca6a487b8f543d |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,305 @@ |
|||||||
|
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 |
||||||
|
_FaceColor ("Face Color", Color) = (1,1,1,1) |
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
||||||
|
|
||||||
|
_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(-1,1)) = 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 |
||||||
|
_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) |
||||||
|
|
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_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 { |
||||||
|
float4 position : POSITION; |
||||||
|
float3 normal : NORMAL; |
||||||
|
fixed4 color : COLOR; |
||||||
|
float2 texcoord0 : TEXCOORD0; |
||||||
|
float2 texcoord1 : TEXCOORD1; |
||||||
|
}; |
||||||
|
|
||||||
|
|
||||||
|
struct pixel_t { |
||||||
|
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) |
||||||
|
{ |
||||||
|
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 * 1.5; |
||||||
|
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); |
||||||
|
|
||||||
|
pixel_t output = { |
||||||
|
vPosition, |
||||||
|
input.color, |
||||||
|
input.texcoord0, |
||||||
|
float4(alphaClip, scale, bias, weight), |
||||||
|
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), |
||||||
|
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), |
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER) |
||||||
|
float4(input.texcoord0 + bOffset, bScale, bBias), |
||||||
|
underlayColor, |
||||||
|
#endif |
||||||
|
float4(faceUV, outlineUV), |
||||||
|
}; |
||||||
|
|
||||||
|
return output; |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target |
||||||
|
{ |
||||||
|
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" |
||||||
|
} |
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: 68e6db2ebdc24f95958faec2be5558d6 |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,113 @@ |
|||||||
|
Shader "TextMeshPro/Sprite" |
||||||
|
{ |
||||||
|
Properties |
||||||
|
{ |
||||||
|
_MainTex ("Sprite Texture", 2D) = "white" {} |
||||||
|
_Color ("Tint", Color) = (1,1,1,1) |
||||||
|
|
||||||
|
_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 |
||||||
|
|
||||||
|
_ColorMask ("Color Mask", Float) = 15 |
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) |
||||||
|
|
||||||
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 |
||||||
|
} |
||||||
|
|
||||||
|
SubShader |
||||||
|
{ |
||||||
|
Tags |
||||||
|
{ |
||||||
|
"Queue"="Transparent" |
||||||
|
"IgnoreProjector"="True" |
||||||
|
"RenderType"="Transparent" |
||||||
|
"PreviewType"="Plane" |
||||||
|
"CanUseSpriteAtlas"="True" |
||||||
|
} |
||||||
|
|
||||||
|
Stencil |
||||||
|
{ |
||||||
|
Ref [_Stencil] |
||||||
|
Comp [_StencilComp] |
||||||
|
Pass [_StencilOp] |
||||||
|
ReadMask [_StencilReadMask] |
||||||
|
WriteMask [_StencilWriteMask] |
||||||
|
} |
||||||
|
|
||||||
|
Cull Off |
||||||
|
Lighting Off |
||||||
|
ZWrite Off |
||||||
|
ZTest [unity_GUIZTestMode] |
||||||
|
Blend SrcAlpha OneMinusSrcAlpha |
||||||
|
ColorMask [_ColorMask] |
||||||
|
|
||||||
|
Pass |
||||||
|
{ |
||||||
|
CGPROGRAM |
||||||
|
#pragma vertex vert |
||||||
|
#pragma fragment frag |
||||||
|
|
||||||
|
#include "UnityCG.cginc" |
||||||
|
#include "UnityUI.cginc" |
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT |
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP |
||||||
|
|
||||||
|
struct appdata_t |
||||||
|
{ |
||||||
|
float4 vertex : POSITION; |
||||||
|
float4 color : COLOR; |
||||||
|
float2 texcoord : TEXCOORD0; |
||||||
|
}; |
||||||
|
|
||||||
|
struct v2f |
||||||
|
{ |
||||||
|
float4 vertex : SV_POSITION; |
||||||
|
fixed4 color : COLOR; |
||||||
|
half2 texcoord : TEXCOORD0; |
||||||
|
float4 worldPosition : TEXCOORD1; |
||||||
|
}; |
||||||
|
|
||||||
|
fixed4 _Color; |
||||||
|
fixed4 _TextureSampleAdd; |
||||||
|
float4 _ClipRect; |
||||||
|
|
||||||
|
v2f vert(appdata_t IN) |
||||||
|
{ |
||||||
|
v2f OUT; |
||||||
|
OUT.worldPosition = IN.vertex; |
||||||
|
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); |
||||||
|
|
||||||
|
OUT.texcoord = IN.texcoord; |
||||||
|
|
||||||
|
#ifdef UNITY_HALF_TEXEL_OFFSET |
||||||
|
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); |
||||||
|
#endif |
||||||
|
|
||||||
|
OUT.color = IN.color * _Color; |
||||||
|
return OUT; |
||||||
|
} |
||||||
|
|
||||||
|
sampler2D _MainTex; |
||||||
|
|
||||||
|
fixed4 frag(v2f IN) : SV_Target |
||||||
|
{ |
||||||
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; |
||||||
|
|
||||||
|
#if UNITY_UI_CLIP_RECT |
||||||
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); |
||||||
|
#endif |
||||||
|
|
||||||
|
#ifdef UNITY_UI_ALPHACLIP |
||||||
|
clip (color.a - 0.001); |
||||||
|
#endif |
||||||
|
|
||||||
|
return color; |
||||||
|
} |
||||||
|
ENDCG |
||||||
|
} |
||||||
|
} |
||||||
|
} |
@ -0,0 +1,9 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: cf81c85f95fe47e1a27f6ae460cf182c |
||||||
|
timeCreated: 1450517184 |
||||||
|
licenseType: Pro |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,84 @@ |
|||||||
|
float2 UnpackUV(float uv) |
||||||
|
{ |
||||||
|
float2 output; |
||||||
|
output.x = floor(uv / 4096); |
||||||
|
output.y = uv - 4096 * output.x; |
||||||
|
|
||||||
|
return output * 0.001953125; |
||||||
|
} |
||||||
|
|
||||||
|
fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) |
||||||
|
{ |
||||||
|
half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); |
||||||
|
half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); |
||||||
|
|
||||||
|
faceColor.rgb *= faceColor.a; |
||||||
|
outlineColor.rgb *= outlineColor.a; |
||||||
|
|
||||||
|
faceColor = lerp(faceColor, outlineColor, outlineAlpha); |
||||||
|
|
||||||
|
faceColor *= faceAlpha; |
||||||
|
|
||||||
|
return faceColor; |
||||||
|
} |
||||||
|
|
||||||
|
float3 GetSurfaceNormal(float4 h, float bias) |
||||||
|
{ |
||||||
|
bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); |
||||||
|
|
||||||
|
h += bias+_BevelOffset; |
||||||
|
|
||||||
|
float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); |
||||||
|
|
||||||
|
// Track outline |
||||||
|
h -= .5; |
||||||
|
h /= bevelWidth; |
||||||
|
h = saturate(h+.5); |
||||||
|
|
||||||
|
if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); |
||||||
|
h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); |
||||||
|
h = min(h, 1.0-_BevelClamp); |
||||||
|
h *= _Bevel * bevelWidth * _GradientScale * -2.0; |
||||||
|
|
||||||
|
float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); |
||||||
|
float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); |
||||||
|
|
||||||
|
return cross(va, vb); |
||||||
|
} |
||||||
|
|
||||||
|
float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) |
||||||
|
{ |
||||||
|
// Read "height field" |
||||||
|
float4 h = {tex2D(_MainTex, uv - delta.xz).a, |
||||||
|
tex2D(_MainTex, uv + delta.xz).a, |
||||||
|
tex2D(_MainTex, uv - delta.zy).a, |
||||||
|
tex2D(_MainTex, uv + delta.zy).a}; |
||||||
|
|
||||||
|
return GetSurfaceNormal(h, bias); |
||||||
|
} |
||||||
|
|
||||||
|
float3 GetSpecular(float3 n, float3 l) |
||||||
|
{ |
||||||
|
float spec = pow(max(0.0, dot(n, l)), _Reflectivity); |
||||||
|
return _SpecularColor.rgb * spec * _SpecularPower; |
||||||
|
} |
||||||
|
|
||||||
|
float4 GetGlowColor(float d, float scale) |
||||||
|
{ |
||||||
|
float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; |
||||||
|
float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; |
||||||
|
glow = saturate(abs(glow/(1.0 + t))); |
||||||
|
glow = 1.0-pow(glow, _GlowPower); |
||||||
|
glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel |
||||||
|
return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); |
||||||
|
} |
||||||
|
|
||||||
|
float4 BlendARGB(float4 overlying, float4 underlying) |
||||||
|
{ |
||||||
|
overlying.rgb *= overlying.a; |
||||||
|
underlying.rgb *= underlying.a; |
||||||
|
float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); |
||||||
|
float alpha = underlying.a + (1-underlying.a)*overlying.a; |
||||||
|
return float4(blended, alpha); |
||||||
|
} |
||||||
|
|
@ -0,0 +1,7 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: 407bc68d299748449bbf7f48ee690f8d |
||||||
|
ShaderImporter: |
||||||
|
defaultTextures: [] |
||||||
|
userData: |
||||||
|
assetBundleName: |
||||||
|
assetBundleVariant: |
@ -0,0 +1,84 @@ |
|||||||
|
// UI Editable properties |
||||||
|
uniform sampler2D _FaceTex; // Alpha : Signed Distance |
||||||
|
uniform float _FaceUVSpeedX; |
||||||
|
uniform float _FaceUVSpeedY; |
||||||
|
uniform fixed4 _FaceColor; // RGBA : Color + Opacity |
||||||
|
uniform float _FaceDilate; // v[ 0, 1] |
||||||
|
uniform float _OutlineSoftness; // v[ 0, 1] |
||||||
|
|
||||||
|
uniform sampler2D _OutlineTex; // RGBA : Color + Opacity |
||||||
|
uniform float _OutlineUVSpeedX; |
||||||
|
uniform float _OutlineUVSpeedY; |
||||||
|
uniform fixed4 _OutlineColor; // RGBA : Color + Opacity |
||||||
|
uniform float _OutlineWidth; // v[ 0, 1] |
||||||
|
|
||||||
|
uniform float _Bevel; // v[ 0, 1] |
||||||
|
uniform float _BevelOffset; // v[-1, 1] |
||||||
|
uniform float _BevelWidth; // v[-1, 1] |
||||||
|
uniform float _BevelClamp; // v[ 0, 1] |
||||||
|
uniform float _BevelRoundness; // v[ 0, 1] |
||||||
|
|
||||||
|
uniform sampler2D _BumpMap; // Normal map |
||||||
|
uniform float _BumpOutline; // v[ 0, 1] |
||||||
|
uniform float _BumpFace; // v[ 0, 1] |
||||||
|
|
||||||
|
uniform samplerCUBE _Cube; // Cube / sphere map |
||||||
|
uniform fixed4 _ReflectFaceColor; // RGB intensity |
||||||
|
uniform fixed4 _ReflectOutlineColor; |
||||||
|
//uniform float _EnvTiltX; // v[-1, 1] |
||||||
|
//uniform float _EnvTiltY; // v[-1, 1] |
||||||
|
uniform float3 _EnvMatrixRotation; |
||||||
|
uniform float4x4 _EnvMatrix; |
||||||
|
|
||||||
|
uniform fixed4 _SpecularColor; // RGB intensity |
||||||
|
uniform float _LightAngle; // v[ 0,Tau] |
||||||
|
uniform float _SpecularPower; // v[ 0, 1] |
||||||
|
uniform float _Reflectivity; // v[ 5, 15] |
||||||
|
uniform float _Diffuse; // v[ 0, 1] |
||||||
|
uniform float _Ambient; // v[ 0, 1] |
||||||
|
|
||||||
|
uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity |
||||||
|
uniform float _UnderlayOffsetX; // v[-1, 1] |
||||||
|
uniform float _UnderlayOffsetY; // v[-1, 1] |
||||||
|
uniform float _UnderlayDilate; // v[-1, 1] |
||||||
|
uniform float _UnderlaySoftness; // v[ 0, 1] |
||||||
|
|
||||||
|
uniform fixed4 _GlowColor; // RGBA : Color + Intesity |
||||||
|
uniform float _GlowOffset; // v[-1, 1] |
||||||
|
uniform float _GlowOuter; // v[ 0, 1] |
||||||
|
uniform float _GlowInner; // v[ 0, 1] |
||||||
|
uniform float _GlowPower; // v[ 1, 1/(1+4*4)] |
||||||
|
|
||||||
|
// API Editable properties |
||||||
|
uniform float _ShaderFlags; |
||||||
|
uniform float _WeightNormal; |
||||||
|
uniform float _WeightBold; |
||||||
|
|
||||||
|
uniform float _ScaleRatioA; |
||||||
|
uniform float _ScaleRatioB; |
||||||
|
uniform float _ScaleRatioC; |
||||||
|
|
||||||
|
uniform float _VertexOffsetX; |
||||||
|
uniform float _VertexOffsetY; |
||||||
|
|
||||||
|
//uniform float _UseClipRect; |
||||||
|
uniform float _MaskID; |
||||||
|
uniform sampler2D _MaskTex; |
||||||
|
uniform float4 _MaskCoord; |
||||||
|
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) |
||||||
|
//uniform float _MaskWipeControl; |
||||||
|
//uniform float _MaskEdgeSoftness; |
||||||
|
//uniform fixed4 _MaskEdgeColor; |
||||||
|
//uniform bool _MaskInverse; |
||||||
|
|
||||||
|
uniform float _MaskSoftnessX; |
||||||
|
uniform float _MaskSoftnessY; |
||||||
|
|
||||||
|
// Font Atlas properties |
||||||
|
uniform sampler2D _MainTex; |
||||||
|
uniform float _TextureWidth; |
||||||
|
uniform float _TextureHeight; |
||||||
|
uniform float _GradientScale; |
||||||
|
uniform float _ScaleX; |
||||||
|
uniform float _ScaleY; |
||||||
|
uniform float _PerspectiveFilter; |
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assetBundleName: |
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|
void VertShader(inout appdata_full v, out Input data) |
||||||
|
{ |
||||||
|
v.vertex.x += _VertexOffsetX; |
||||||
|
v.vertex.y += _VertexOffsetY; |
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(Input, data); |
||||||
|
|
||||||
|
float bold = step(v.texcoord1.y, 0); |
||||||
|
|
||||||
|
// Generate normal for backface |
||||||
|
float3 view = ObjSpaceViewDir(v.vertex); |
||||||
|
v.normal *= sign(dot(v.normal, view)); |
||||||
|
|
||||||
|
#if USE_DERIVATIVE |
||||||
|
data.param.y = 1; |
||||||
|
#else |
||||||
|
float4 vert = v.vertex; |
||||||
|
float4 vPosition = UnityObjectToClipPos(vert); |
||||||
|
float2 pixelSize = vPosition.w; |
||||||
|
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); |
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize)); |
||||||
|
scale *= abs(v.texcoord1.y) * _GradientScale * 1.5; |
||||||
|
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); |
||||||
|
data.param.y = scale; |
||||||
|
#endif |
||||||
|
|
||||||
|
//float opacity = v.color.a; |
||||||
|
|
||||||
|
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // |
||||||
|
|
||||||
|
v.texcoord1.xy = UnpackUV(v.texcoord1.x); |
||||||
|
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); |
||||||
|
} |
||||||
|
|
||||||
|
void PixShader(Input input, inout SurfaceOutput o) |
||||||
|
{ |
||||||
|
|
||||||
|
#if USE_DERIVATIVE | BEVEL_ON |
||||||
|
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); |
||||||
|
|
||||||
|
float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, |
||||||
|
tex2D(_MainTex, input.uv_MainTex + delta.xz).a, |
||||||
|
tex2D(_MainTex, input.uv_MainTex - delta.zy).a, |
||||||
|
tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; |
||||||
|
#endif |
||||||
|
|
||||||
|
#if USE_DERIVATIVE |
||||||
|
// Screen space scaling reciprocal with anisotropic correction |
||||||
|
float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); |
||||||
|
float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); |
||||||
|
float2 tdx = ddx(input.uv_MainTex)*res; |
||||||
|
float2 tdy = ddy(input.uv_MainTex)*res; |
||||||
|
float lx = length(tdx); |
||||||
|
float ly = length(tdy); |
||||||
|
float s = sqrt(min(lx, ly) / max(lx, ly)); |
||||||
|
s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); |
||||||
|
float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; |
||||||
|
#else |
||||||
|
float scale = input.param.y; |
||||||
|
#endif |
||||||
|
|
||||||
|
// Signed distance |
||||||
|
float c = tex2D(_MainTex, input.uv_MainTex).a; |
||||||
|
float sd = (.5 - c - input.param.x) * scale + .5; |
||||||
|
float outline = _OutlineWidth*_ScaleRatioA * scale; |
||||||
|
float softness = _OutlineSoftness*_ScaleRatioA * scale; |
||||||
|
|
||||||
|
// Color & Alpha |
||||||
|
float4 faceColor = _FaceColor; |
||||||
|
float4 outlineColor = _OutlineColor; |
||||||
|
faceColor *= input.color; |
||||||
|
outlineColor.a *= input.color.a; |
||||||
|
faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); |
||||||
|
outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); |
||||||
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); |
||||||
|
faceColor.rgb /= max(faceColor.a, 0.0001); |
||||||
|
|
||||||
|
|
||||||
|
#if BEVEL_ON |
||||||
|
// Face Normal |
||||||
|
float3 n = GetSurfaceNormal(smp4x, input.param.x); |
||||||
|
|
||||||
|
// Bumpmap |
||||||
|
float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; |
||||||
|
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); |
||||||
|
bump = lerp(float3(0, 0, 1), bump, faceColor.a); |
||||||
|
n = normalize(n - bump); |
||||||
|
|
||||||
|
// Cubemap reflection |
||||||
|
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); |
||||||
|
float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; |
||||||
|
#else |
||||||
|
float3 n = float3(0, 0, -1); |
||||||
|
float3 emission = float3(0, 0, 0); |
||||||
|
#endif |
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
#if GLOW_ON |
||||||
|
float4 glowColor = GetGlowColor(sd, scale); |
||||||
|
glowColor.a *= input.color.a; |
||||||
|
emission += glowColor.rgb*glowColor.a; |
||||||
|
faceColor = BlendARGB(glowColor, faceColor); |
||||||
|
faceColor.rgb /= max(faceColor.a, 0.0001); |
||||||
|
#endif |
||||||
|
|
||||||
|
// Set Standard output structure |
||||||
|
o.Albedo = faceColor.rgb; |
||||||
|
o.Normal = -n; |
||||||
|
o.Emission = emission; |
||||||
|
o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); |
||||||
|
o.Gloss = 1; |
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|
o.Alpha = faceColor.a; |
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|
} |
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spritePackingTag: |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
Loading…
Reference in new issue