| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143 | Shader "TextMeshPro/Bitmap Custom Atlas" {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)	_Padding		("Padding", float) = 0	_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) * tex2D(_FaceTex, IN.texcoord1) * IN.color;			// 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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