| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145 | Shader "TextMeshPro/Mobile/Bitmap" {Properties {	_MainTex		("Font Atlas", 2D) = "white" {}	[HDR]_Color		("Text Color", Color) = (1,1,1,1)	_DiffusePower	("Diffuse Power", Range(1.0,4.0)) = 1.0	_VertexOffsetX("Vertex OffsetX", float) = 0	_VertexOffsetY("Vertex OffsetY", float) = 0	_MaskSoftnessX("Mask SoftnessX", float) = 0	_MaskSoftnessY("Mask SoftnessY", float) = 0	_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)	_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]	}	Lighting Off	Cull [_CullMode]	ZTest [unity_GUIZTestMode]	ZWrite Off	Fog { Mode Off }	Blend SrcAlpha OneMinusSrcAlpha	ColorMask[_ColorMask]	Pass {		CGPROGRAM		#pragma vertex vert		#pragma fragment frag		#pragma fragmentoption ARB_precision_hint_fastest		#pragma multi_compile __ UNITY_UI_CLIP_RECT		#pragma multi_compile __ UNITY_UI_ALPHACLIP		#include "UnityCG.cginc"		struct appdata_t {			float4 vertex : POSITION;			fixed4 color : COLOR;			float2 texcoord0 : TEXCOORD0;			float2 texcoord1 : TEXCOORD1;		};		struct v2f {			float4 vertex		: POSITION;			fixed4 color		: COLOR;			float2 texcoord0	: TEXCOORD0;			float4 mask			: TEXCOORD2;		};		sampler2D 	_MainTex;		fixed4		_Color;		float		_DiffusePower;		uniform float		_VertexOffsetX;		uniform float		_VertexOffsetY;		uniform float4		_ClipRect;		uniform float		_MaskSoftnessX;		uniform float		_MaskSoftnessY;		v2f vert (appdata_t v)		{			v2f OUT;			float4 vert = v.vertex;			vert.x += _VertexOffsetX;			vert.y += _VertexOffsetY;			vert.xy += (vert.w * 0.5) / _ScreenParams.xy;			OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));			OUT.color = v.color;			OUT.color *= _Color;			OUT.color.rgb *= _DiffusePower;			OUT.texcoord0 = v.texcoord0;			float2 pixelSize = OUT.vertex.w;			//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));			// Clamp _ClipRect to 16bit.			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);			OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));			return OUT;		}		fixed4 frag (v2f IN) : COLOR		{			fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);			// Alternative implementation to UnityGet2DClipping with support for softness.			#if UNITY_UI_CLIP_RECT				half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);				color *= m.x * m.y;			#endif			#if UNITY_UI_ALPHACLIP				clip(color.a - 0.001);			#endif			return color;		}		ENDCG	}}SubShader {	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }	Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }	Blend SrcAlpha OneMinusSrcAlpha	BindChannels {		Bind "Color", color		Bind "Vertex", vertex		Bind "TexCoord", texcoord0	}	Pass {		SetTexture [_MainTex] {			constantColor [_Color] combine constant * primary, constant * texture		}	}}CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"}
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