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106 lines
3.0 KiB
106 lines
3.0 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 SSD" { |
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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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_MaskTex ("Mask Texture", 2D) = "white" {} |
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_MaskInverse ("Inverse", float) = 0 |
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_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) |
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_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 |
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_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 |
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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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"Queue"="Transparent" |
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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 [unity_GUIZTestMode] |
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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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#include "TMPro_Mobile.cginc" |
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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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