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142 lines
3.4 KiB
142 lines
3.4 KiB
Shader "TextMeshPro/Bitmap" { |
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Properties { |
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_MainTex ("Font Atlas", 2D) = "white" {} |
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_FaceTex ("Font Texture", 2D) = "white" {} |
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_FaceColor ("Text Color", Color) = (1,1,1,1) |
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_VertexOffsetX ("Vertex OffsetX", float) = 0 |
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_VertexOffsetY ("Vertex OffsetY", float) = 0 |
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_MaskSoftnessX ("Mask SoftnessX", float) = 0 |
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_MaskSoftnessY ("Mask SoftnessY", float) = 0 |
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_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) |
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_StencilComp("Stencil Comparison", Float) = 8 |
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_Stencil("Stencil ID", Float) = 0 |
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_StencilOp("Stencil Operation", Float) = 0 |
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_StencilWriteMask("Stencil Write Mask", Float) = 255 |
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_StencilReadMask("Stencil Read Mask", Float) = 255 |
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_ColorMask("Color Mask", Float) = 15 |
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} |
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SubShader{ |
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } |
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Stencil |
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{ |
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Ref[_Stencil] |
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Comp[_StencilComp] |
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Pass[_StencilOp] |
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ReadMask[_StencilReadMask] |
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WriteMask[_StencilWriteMask] |
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} |
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Lighting Off |
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Cull [_CullMode] |
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ZTest [unity_GUIZTestMode] |
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ZWrite Off |
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Fog { Mode Off } |
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Blend SrcAlpha OneMinusSrcAlpha |
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ColorMask[_ColorMask] |
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Pass { |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma multi_compile __ UNITY_UI_CLIP_RECT |
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#pragma multi_compile __ UNITY_UI_ALPHACLIP |
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#include "UnityCG.cginc" |
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struct appdata_t { |
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float4 vertex : POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord0 : TEXCOORD0; |
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float2 texcoord1 : TEXCOORD1; |
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}; |
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struct v2f { |
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float4 vertex : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 texcoord0 : TEXCOORD0; |
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float2 texcoord1 : TEXCOORD1; |
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float4 mask : TEXCOORD2; |
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}; |
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uniform sampler2D _MainTex; |
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uniform sampler2D _FaceTex; |
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uniform float4 _FaceTex_ST; |
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uniform fixed4 _FaceColor; |
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uniform float _VertexOffsetX; |
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uniform float _VertexOffsetY; |
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uniform float4 _ClipRect; |
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uniform float _MaskSoftnessX; |
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uniform float _MaskSoftnessY; |
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float2 UnpackUV(float uv) |
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{ |
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float2 output; |
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output.x = floor(uv / 4096); |
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output.y = uv - 4096 * output.x; |
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return output * 0.001953125; |
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} |
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v2f vert (appdata_t v) |
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{ |
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float4 vert = v.vertex; |
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vert.x += _VertexOffsetX; |
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vert.y += _VertexOffsetY; |
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vert.xy += (vert.w * 0.5) / _ScreenParams.xy; |
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float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); |
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fixed4 faceColor = v.color; |
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faceColor *= _FaceColor; |
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v2f OUT; |
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OUT.vertex = vPosition; |
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OUT.color = faceColor; |
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OUT.texcoord0 = v.texcoord0; |
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OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); |
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float2 pixelSize = vPosition.w; |
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pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); |
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// Clamp _ClipRect to 16bit. |
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); |
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OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); |
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return OUT; |
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} |
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fixed4 frag (v2f IN) : SV_Target |
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{ |
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fixed4 color = tex2D(_MainTex, IN.texcoord0); |
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color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); |
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// Alternative implementation to UnityGet2DClipping with support for softness. |
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#if UNITY_UI_CLIP_RECT |
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); |
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color *= m.x * m.y; |
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#endif |
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#if UNITY_UI_ALPHACLIP |
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clip(color.a - 0.001); |
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#endif |
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return color; |
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} |
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ENDCG |
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} |
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} |
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CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" |
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}
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