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							- Shader "TextMeshPro/Bitmap" {
 
- Properties {
 
- 	_MainTex		("Font Atlas", 2D) = "white" {}
 
- 	_FaceTex		("Font Texture", 2D) = "white" {}
 
- 	[HDR]_FaceColor	("Text Color", Color) = (1,1,1,1)
 
- 	_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 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		: SV_POSITION;
 
- 			fixed4	color		: COLOR;
 
- 			float2	texcoord0	: TEXCOORD0;
 
- 			float2	texcoord1	: TEXCOORD1;
 
- 			float4	mask		: TEXCOORD2;
 
- 		};
 
- 		uniform	sampler2D 	_MainTex;
 
- 		uniform	sampler2D 	_FaceTex;
 
- 		uniform float4		_FaceTex_ST;
 
- 		uniform	fixed4		_FaceColor;
 
- 		uniform float		_VertexOffsetX;
 
- 		uniform float		_VertexOffsetY;
 
- 		uniform float4		_ClipRect;
 
- 		uniform float		_MaskSoftnessX;
 
- 		uniform float		_MaskSoftnessY;
 
- 		float2 UnpackUV(float uv)
 
- 		{
 
- 			float2 output;
 
- 			output.x = floor(uv / 4096);
 
- 			output.y = uv - 4096 * output.x;
 
- 			return output * 0.001953125;
 
- 		}
 
- 		v2f vert (appdata_t v)
 
- 		{
 
- 			float4 vert = v.vertex;
 
- 			vert.x += _VertexOffsetX;
 
- 			vert.y += _VertexOffsetY;
 
- 			vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
 
- 			float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
 
- 			fixed4 faceColor = v.color;
 
- 			faceColor *= _FaceColor;
 
- 			v2f OUT;
 
- 			OUT.vertex = vPosition;
 
- 			OUT.color = faceColor;
 
- 			OUT.texcoord0 = v.texcoord0;
 
- 			OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
 
- 			float2 pixelSize = vPosition.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) : SV_Target
 
- 		{
 
- 			fixed4 color = tex2D(_MainTex, IN.texcoord0);
 
- 			color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.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
 
- 	}
 
- }
 
- 	CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
 
- }
 
 
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