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240 lines
7.5 KiB
240 lines
7.5 KiB
// Simplified SDF shader: |
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// - No Shading Option (bevel / bump / env map) |
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// - No Glow Option |
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// - Softness is applied on both side of the outline |
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Shader "TextMeshPro/Mobile/Distance Field Overlay" { |
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Properties { |
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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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_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 |
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 |
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[HDR]_UnderlayColor ("Border Color", Color) = (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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_WeightNormal ("Weight Normal", float) = 0 |
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_WeightBold ("Weight Bold", float) = .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 |
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_ScaleX ("Scale X", float) = 1 |
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_ScaleY ("Scale Y", float) = 1 |
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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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_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 vertex VertShader |
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#pragma fragment PixShader |
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#pragma shader_feature __ OUTLINE_ON |
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER |
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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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struct vertex_t { |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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float4 vertex : 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 vertex : SV_POSITION; |
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fixed4 faceColor : COLOR; |
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fixed4 outlineColor : COLOR1; |
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float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV |
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half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) |
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half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) |
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#if (UNDERLAY_ON | UNDERLAY_INNER) |
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float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved |
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half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) |
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#endif |
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}; |
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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.vertex; |
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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 layerScale = scale; |
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scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); |
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float bias = (0.5 - weight) * scale - 0.5; |
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float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; |
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float opacity = input.color.a; |
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#if (UNDERLAY_ON | UNDERLAY_INNER) |
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opacity = 1.0; |
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#endif |
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fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; |
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faceColor.rgb *= faceColor.a; |
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fixed4 outlineColor = _OutlineColor; |
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outlineColor.a *= opacity; |
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outlineColor.rgb *= outlineColor.a; |
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outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); |
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#if (UNDERLAY_ON | UNDERLAY_INNER) |
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layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); |
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float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); |
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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 layerOffset = 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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// Populate structure for pixel shader |
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output.vertex = vPosition; |
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output.faceColor = faceColor; |
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output.outlineColor = outlineColor; |
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output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); |
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output.param = half4(scale, bias - outline, bias + outline, bias); |
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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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#if (UNDERLAY_ON || UNDERLAY_INNER) |
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output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); |
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output.underlayParam = half2(layerScale, layerBias); |
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#endif |
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return output; |
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} |
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// PIXEL SHADER |
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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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half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; |
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half4 c = input.faceColor * saturate(d - input.param.w); |
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#ifdef OUTLINE_ON |
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c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); |
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c *= saturate(d - input.param.y); |
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#endif |
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#if UNDERLAY_ON |
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d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; |
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c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); |
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#endif |
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#if UNDERLAY_INNER |
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half sd = saturate(d - input.param.z); |
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d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; |
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c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.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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c *= m.x * m.y; |
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#endif |
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#if (UNDERLAY_ON | UNDERLAY_INNER) |
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c *= input.texcoord1.z; |
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#endif |
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#if UNITY_UI_ALPHACLIP |
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clip(c.a - 0.001); |
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#endif |
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return c; |
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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_SDFShaderGUI" |
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}
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