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317 lines
10 KiB
317 lines
10 KiB
Shader "TextMeshPro/Distance Field Overlay" { |
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Properties { |
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_FaceTex ("Face Texture", 2D) = "white" {} |
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 |
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 |
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[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) |
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) |
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_OutlineTex ("Outline Texture", 2D) = "white" {} |
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 |
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 |
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 |
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 |
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_Bevel ("Bevel", Range(0,1)) = 0.5 |
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 |
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 |
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0 |
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 |
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 |
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[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) |
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_SpecularPower ("Specular", Range(0,4)) = 2.0 |
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 |
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_Diffuse ("Diffuse", Range(0,1)) = 0.5 |
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_Ambient ("Ambient", Range(1,0)) = 0.5 |
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_BumpMap ("Normal map", 2D) = "bump" {} |
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_BumpOutline ("Bump Outline", Range(0,1)) = 0 |
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_BumpFace ("Bump Face", Range(0,1)) = 0 |
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_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) |
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) |
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } |
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) |
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[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) |
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 |
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 |
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 |
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0 |
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[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) |
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_GlowOffset ("Offset", Range(-1,1)) = 0 |
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_GlowInner ("Inner", Range(0,1)) = 0.05 |
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_GlowOuter ("Outer", Range(0,1)) = 0.05 |
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_GlowPower ("Falloff", Range(1, 0)) = 0.75 |
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_WeightNormal ("Weight Normal", float) = 0 |
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_WeightBold ("Weight Bold", float) = 0.5 |
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_ShaderFlags ("Flags", float) = 0 |
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_ScaleRatioA ("Scale RatioA", float) = 1 |
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_ScaleRatioB ("Scale RatioB", float) = 1 |
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_ScaleRatioC ("Scale RatioC", float) = 1 |
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_MainTex ("Font Atlas", 2D) = "white" {} |
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_TextureWidth ("Texture Width", float) = 512 |
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_TextureHeight ("Texture Height", float) = 512 |
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_GradientScale ("Gradient Scale", float) = 5.0 |
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_ScaleX ("Scale X", float) = 1.0 |
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_ScaleY ("Scale Y", float) = 1.0 |
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 |
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_Sharpness ("Sharpness", Range(-1,1)) = 0 |
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_VertexOffsetX ("Vertex OffsetX", float) = 0 |
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_VertexOffsetY ("Vertex OffsetY", float) = 0 |
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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) |
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) |
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_MaskSoftnessX ("Mask SoftnessX", float) = 0 |
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_MaskSoftnessY ("Mask SoftnessY", float) = 0 |
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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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_CullMode ("Cull Mode", Float) = 0 |
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_ColorMask ("Color Mask", Float) = 15 |
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} |
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SubShader { |
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Tags |
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{ |
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"Queue"="Overlay" |
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"IgnoreProjector"="True" |
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"RenderType"="Transparent" |
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} |
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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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Cull [_CullMode] |
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ZWrite Off |
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Lighting Off |
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Fog { Mode Off } |
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ZTest Always |
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Blend One OneMinusSrcAlpha |
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ColorMask [_ColorMask] |
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Pass { |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma vertex VertShader |
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#pragma fragment PixShader |
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#pragma shader_feature __ BEVEL_ON |
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER |
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#pragma shader_feature __ GLOW_ON |
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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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#include "UnityUI.cginc" |
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#include "TMPro_Properties.cginc" |
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#include "TMPro.cginc" |
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struct vertex_t { |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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float4 position : POSITION; |
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float3 normal : NORMAL; |
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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 pixel_t { |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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UNITY_VERTEX_OUTPUT_STEREO |
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float4 position : SV_POSITION; |
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fixed4 color : COLOR; |
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float2 atlas : TEXCOORD0; // Atlas |
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float4 param : TEXCOORD1; // alphaClip, scale, bias, weight |
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float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) |
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float3 viewDir : TEXCOORD3; |
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#if (UNDERLAY_ON || UNDERLAY_INNER) |
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float4 texcoord2 : TEXCOORD4; // u,v, scale, bias |
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fixed4 underlayColor : COLOR1; |
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#endif |
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float4 textures : TEXCOORD5; |
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}; |
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// Used by Unity internally to handle Texture Tiling and Offset. |
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float4 _FaceTex_ST; |
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float4 _OutlineTex_ST; |
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pixel_t VertShader(vertex_t input) |
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{ |
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pixel_t output; |
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UNITY_INITIALIZE_OUTPUT(pixel_t, output); |
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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_TRANSFER_INSTANCE_ID(input,output); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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float bold = step(input.texcoord1.y, 0); |
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float4 vert = input.position; |
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vert.x += _VertexOffsetX; |
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vert.y += _VertexOffsetY; |
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float4 vPosition = UnityObjectToClipPos(vert); |
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float2 pixelSize = vPosition.w; |
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); |
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float scale = rsqrt(dot(pixelSize, pixelSize)); |
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scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); |
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if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); |
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; |
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weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; |
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float bias =(.5 - weight) + (.5 / scale); |
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float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); |
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#if GLOW_ON |
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alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); |
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#endif |
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alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; |
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#if (UNDERLAY_ON || UNDERLAY_INNER) |
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float4 underlayColor = _UnderlayColor; |
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underlayColor.rgb *= underlayColor.a; |
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float bScale = scale; |
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bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); |
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float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); |
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; |
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float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; |
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float2 bOffset = float2(x, y); |
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#endif |
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// Generate UV for the Masking Texture |
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); |
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float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); |
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// Support for texture tiling and offset |
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float2 textureUV = UnpackUV(input.texcoord1.x); |
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float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); |
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float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); |
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output.position = vPosition; |
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output.color = input.color; |
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output.atlas = input.texcoord0; |
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output.param = float4(alphaClip, scale, bias, weight); |
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); |
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output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); |
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#if (UNDERLAY_ON || UNDERLAY_INNER) |
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output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); |
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output.underlayColor = underlayColor; |
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#endif |
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output.textures = float4(faceUV, outlineUV); |
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return output; |
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} |
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fixed4 PixShader(pixel_t input) : SV_Target |
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{ |
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UNITY_SETUP_INSTANCE_ID(input); |
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float c = tex2D(_MainTex, input.atlas).a; |
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#ifndef UNDERLAY_ON |
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clip(c - input.param.x); |
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#endif |
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float scale = input.param.y; |
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float bias = input.param.z; |
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float weight = input.param.w; |
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float sd = (bias - c) * scale; |
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float outline = (_OutlineWidth * _ScaleRatioA) * scale; |
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float softness = (_OutlineSoftness * _ScaleRatioA) * scale; |
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half4 faceColor = _FaceColor; |
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half4 outlineColor = _OutlineColor; |
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faceColor.rgb *= input.color.rgb; |
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faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); |
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outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); |
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faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); |
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#if BEVEL_ON |
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float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); |
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float3 n = GetSurfaceNormal(input.atlas, weight, dxy); |
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float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; |
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bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); |
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n = normalize(n- bump); |
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); |
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float3 col = GetSpecular(n, light); |
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faceColor.rgb += col*faceColor.a; |
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faceColor.rgb *= 1-(dot(n, light)*_Diffuse); |
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faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); |
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fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); |
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faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; |
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#endif |
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#if UNDERLAY_ON |
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; |
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faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); |
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#endif |
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#if UNDERLAY_INNER |
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; |
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faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); |
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#endif |
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#if GLOW_ON |
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float4 glowColor = GetGlowColor(sd, scale); |
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faceColor.rgb += glowColor.rgb * glowColor.a; |
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#endif |
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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(input.mask.xy)) * input.mask.zw); |
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faceColor *= m.x * m.y; |
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#endif |
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#if UNITY_UI_ALPHACLIP |
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clip(faceColor.a - 0.001); |
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#endif |
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return faceColor * input.color.a; |
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} |
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ENDCG |
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} |
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} |
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Fallback "TextMeshPro/Mobile/Distance Field" |
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" |
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}
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