| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106 | // Simplified SDF shader:// - No Shading Option (bevel / bump / env map)// - No Glow Option// - Softness is applied on both side of the outlineShader "TextMeshPro/Mobile/Distance Field SSD" {Properties {	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)	_FaceDilate			("Face Dilate", Range(-1,1)) = 0	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0	[HDR]_UnderlayColor		("Border Color", Color) = (0,0,0,.5)	_UnderlayOffsetX 	("Border OffsetX", Range(-1,1)) = 0	_UnderlayOffsetY 	("Border OffsetY", Range(-1,1)) = 0	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0	_UnderlaySoftness 	("Border Softness", Range(0,1)) = 0	_WeightNormal		("Weight Normal", float) = 0	_WeightBold			("Weight Bold", float) = .5	_ShaderFlags		("Flags", float) = 0	_ScaleRatioA		("Scale RatioA", float) = 1	_ScaleRatioB		("Scale RatioB", float) = 1	_ScaleRatioC		("Scale RatioC", float) = 1	_MainTex			("Font Atlas", 2D) = "white" {}	_TextureWidth		("Texture Width", float) = 512	_TextureHeight		("Texture Height", float) = 512	_GradientScale		("Gradient Scale", float) = 5	_ScaleX				("Scale X", float) = 1	_ScaleY				("Scale Y", float) = 1	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875	_Sharpness			("Sharpness", Range(-1,1)) = 0	_VertexOffsetX		("Vertex OffsetX", float) = 0	_VertexOffsetY		("Vertex OffsetY", float) = 0	_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767)	_MaskSoftnessX		("Mask SoftnessX", float) = 0	_MaskSoftnessY		("Mask SoftnessY", float) = 0	_MaskTex			("Mask Texture", 2D) = "white" {}	_MaskInverse		("Inverse", float) = 0	_MaskEdgeColor		("Edge Color", Color) = (1,1,1,1)	_MaskEdgeSoftness	("Edge Softness", Range(0, 1)) = 0.01	_MaskWipeControl	("Wipe Position", Range(0, 1)) = 0.5	_StencilComp		("Stencil Comparison", Float) = 8	_Stencil			("Stencil ID", Float) = 0	_StencilOp			("Stencil Operation", Float) = 0	_StencilWriteMask	("Stencil Write Mask", Float) = 255	_StencilReadMask	("Stencil Read Mask", Float) = 255    _CullMode           ("Cull Mode", Float) = 0	_ColorMask			("Color Mask", Float) = 15}SubShader {	Tags {		"Queue"="Transparent"		"IgnoreProjector"="True"		"RenderType"="Transparent"	}	Stencil	{		Ref [_Stencil]		Comp [_StencilComp]		Pass [_StencilOp]		ReadMask [_StencilReadMask]		WriteMask [_StencilWriteMask]	}	Cull [_CullMode]	ZWrite Off	Lighting Off	Fog { Mode Off }	ZTest [unity_GUIZTestMode]	Blend One OneMinusSrcAlpha	ColorMask [_ColorMask]	Pass {		CGPROGRAM		#pragma vertex VertShader		#pragma fragment PixShader		#pragma shader_feature __ OUTLINE_ON		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER		#pragma multi_compile __ UNITY_UI_CLIP_RECT		#pragma multi_compile __ UNITY_UI_ALPHACLIP		#include "UnityCG.cginc"		#include "UnityUI.cginc"		#include "TMPro_Properties.cginc"		#include "TMPro_Mobile.cginc"		ENDCG	}}CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"}
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