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138 lines
3.4 KiB
138 lines
3.4 KiB
// Simplified version of the SDF Surface shader : |
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// - No support for Bevel, Bump or envmap |
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// - Diffuse only lighting |
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// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. |
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Shader "TextMeshPro/Mobile/Distance Field (Surface)" { |
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Properties { |
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_FaceTex ("Fill Texture", 2D) = "white" {} |
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[HDR]_FaceColor ("Fill 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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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 |
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_OutlineSoftness ("Outline 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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// Should not be directly exposed to the user |
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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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_CullMode ("Cull Mode", Float) = 0 |
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//_MaskCoord ("Mask Coords", vector) = (0,0,0,0) |
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//_MaskSoftness ("Mask Softness", float) = 0 |
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} |
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SubShader { |
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Tags { |
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"Queue"="Transparent" |
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"IgnoreProjector"="True" |
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"RenderType"="Transparent" |
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} |
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LOD 300 |
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Cull [_CullMode] |
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CGPROGRAM |
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#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap |
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#pragma target 3.0 |
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#pragma shader_feature __ GLOW_ON |
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#include "TMPro_Properties.cginc" |
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#include "TMPro.cginc" |
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half _FaceShininess; |
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half _OutlineShininess; |
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struct Input |
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{ |
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fixed4 color : COLOR; |
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float2 uv_MainTex; |
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float2 uv2_FaceTex; |
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float2 uv2_OutlineTex; |
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float2 param; // Weight, Scale |
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float3 viewDirEnv; |
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}; |
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#include "TMPro_Surface.cginc" |
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ENDCG |
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// Pass to render object as a shadow caster |
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Pass |
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{ |
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Name "Caster" |
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Tags { "LightMode" = "ShadowCaster" } |
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Offset 1, 1 |
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Fog {Mode Off} |
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ZWrite On ZTest LEqual Cull Off |
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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_shadowcaster |
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#include "UnityCG.cginc" |
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struct v2f { |
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V2F_SHADOW_CASTER; |
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float2 uv : TEXCOORD1; |
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float2 uv2 : TEXCOORD3; |
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float alphaClip : TEXCOORD2; |
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}; |
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uniform float4 _MainTex_ST; |
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uniform float4 _OutlineTex_ST; |
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float _OutlineWidth; |
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float _FaceDilate; |
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float _ScaleRatioA; |
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v2f vert( appdata_base v ) |
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{ |
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v2f o; |
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TRANSFER_SHADOW_CASTER(o) |
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
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o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); |
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o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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float4 frag(v2f i) : COLOR |
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{ |
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fixed4 texcol = tex2D(_MainTex, i.uv).a; |
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clip(texcol.a - i.alphaClip); |
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SHADOW_CASTER_FRAGMENT(i) |
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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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