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							- Shader "TextMeshPro/Distance Field Overlay" {
 
- Properties {
 
- 	_FaceTex			("Face Texture", 2D) = "white" {}
 
- 	_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0
 
- 	_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0
 
- 	[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)
 
- 	_OutlineTex			("Outline Texture", 2D) = "white" {}
 
- 	_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0
 
- 	_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0
 
- 	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0
 
- 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
 
- 	_Bevel				("Bevel", Range(0,1)) = 0.5
 
- 	_BevelOffset		("Bevel Offset", Range(-0.5,0.5)) = 0
 
- 	_BevelWidth			("Bevel Width", Range(-.5,0.5)) = 0
 
- 	_BevelClamp			("Bevel Clamp", Range(0,1)) = 0
 
- 	_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0
 
- 	_LightAngle			("Light Angle", Range(0.0, 6.2831853)) = 3.1416
 
- 	[HDR]_SpecularColor	("Specular", Color) = (1,1,1,1)
 
- 	_SpecularPower		("Specular", Range(0,4)) = 2.0
 
- 	_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10
 
- 	_Diffuse			("Diffuse", Range(0,1)) = 0.5
 
- 	_Ambient			("Ambient", Range(1,0)) = 0.5
 
- 	_BumpMap 			("Normal map", 2D) = "bump" {}
 
- 	_BumpOutline		("Bump Outline", Range(0,1)) = 0
 
- 	_BumpFace			("Bump Face", Range(0,1)) = 0
 
- 	_ReflectFaceColor	("Reflection Color", Color) = (0,0,0,1)
 
- 	_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
 
- 	_Cube 				("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
 
- 	_EnvMatrixRotation	("Texture Rotation", vector) = (0, 0, 0, 0)
 
- 	[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0, 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
 
- 	[HDR]_GlowColor		("Color", Color) = (0, 1, 0, 0.5)
 
- 	_GlowOffset			("Offset", Range(-1,1)) = 0
 
- 	_GlowInner			("Inner", Range(0,1)) = 0.05
 
- 	_GlowOuter			("Outer", Range(0,1)) = 0.05
 
- 	_GlowPower			("Falloff", Range(1, 0)) = 0.75
 
- 	_WeightNormal		("Weight Normal", float) = 0
 
- 	_WeightBold			("Weight Bold", float) = 0.5
 
- 	_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) = 5.0
 
- 	_ScaleX				("Scale X", float) = 1.0
 
- 	_ScaleY				("Scale Y", float) = 1.0
 
- 	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875
 
- 	_Sharpness			("Sharpness", Range(-1,1)) = 0
 
- 	_VertexOffsetX		("Vertex OffsetX", float) = 0
 
- 	_VertexOffsetY		("Vertex OffsetY", float) = 0
 
- 	_MaskCoord			("Mask Coordinates", vector) = (0, 0, 32767, 32767)
 
- 	_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
 
- 	_MaskSoftnessX		("Mask SoftnessX", float) = 0
 
- 	_MaskSoftnessY		("Mask SoftnessY", 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"="Overlay"
 
- 		"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 Always
 
- 	Blend One OneMinusSrcAlpha
 
- 	ColorMask [_ColorMask]
 
- 	Pass {
 
- 		CGPROGRAM
 
- 		#pragma target 3.0
 
- 		#pragma vertex VertShader
 
- 		#pragma fragment PixShader
 
- 		#pragma shader_feature __ BEVEL_ON
 
- 		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
 
- 		#pragma shader_feature __ GLOW_ON
 
- 		#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.cginc"
 
- 		struct vertex_t {
 
- 			UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			float4	position		: POSITION;
 
- 			float3	normal			: NORMAL;
 
- 			fixed4	color			: COLOR;
 
- 			float2	texcoord0		: TEXCOORD0;
 
- 			float2	texcoord1		: TEXCOORD1;
 
- 		};
 
- 		struct pixel_t {
 
- 			UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			UNITY_VERTEX_OUTPUT_STEREO
 
- 			float4	position		: SV_POSITION;
 
- 			fixed4	color			: COLOR;
 
- 			float2	atlas			: TEXCOORD0;		// Atlas
 
- 			float4	param			: TEXCOORD1;		// alphaClip, scale, bias, weight
 
- 			float4	mask			: TEXCOORD2;		// Position in object space(xy), pixel Size(zw)
 
- 			float3	viewDir			: TEXCOORD3;
 
- 		#if (UNDERLAY_ON || UNDERLAY_INNER)
 
- 			float4	texcoord2		: TEXCOORD4;		// u,v, scale, bias
 
- 			fixed4	underlayColor	: COLOR1;
 
- 		#endif
 
- 			float4 textures			: TEXCOORD5;
 
- 		};
 
- 		// Used by Unity internally to handle Texture Tiling and Offset.
 
- 		float4 _FaceTex_ST;
 
- 		float4 _OutlineTex_ST;
 
- 		pixel_t VertShader(vertex_t input)
 
- 		{
 
- 			pixel_t output;
 
- 			UNITY_INITIALIZE_OUTPUT(pixel_t, output);
 
- 			UNITY_SETUP_INSTANCE_ID(input);
 
- 			UNITY_TRANSFER_INSTANCE_ID(input,output);
 
- 			UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
- 			float bold = step(input.texcoord1.y, 0);
 
- 			float4 vert = input.position;
 
- 			vert.x += _VertexOffsetX;
 
- 			vert.y += _VertexOffsetY;
 
- 			float4 vPosition = UnityObjectToClipPos(vert);
 
- 			float2 pixelSize = vPosition.w;
 
- 			pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
 
- 			float scale = rsqrt(dot(pixelSize, pixelSize));
 
- 			scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
 
- 			if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
 
- 			float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
 
- 			weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
 
- 			float bias =(.5 - weight) + (.5 / scale);
 
- 			float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
 
- 		#if GLOW_ON
 
- 			alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
 
- 		#endif
 
- 			alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
 
- 		#if (UNDERLAY_ON || UNDERLAY_INNER)
 
- 			float4 underlayColor = _UnderlayColor;
 
- 			underlayColor.rgb *= underlayColor.a;
 
- 			float bScale = scale;
 
- 			bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
 
- 			float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
 
- 			float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
 
- 			float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
 
- 			float2 bOffset = float2(x, y);
 
- 		#endif
 
- 			// Generate UV for the Masking Texture
 
- 			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
 
- 			float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
 
- 			// Support for texture tiling and offset
 
- 			float2 textureUV = UnpackUV(input.texcoord1.x);
 
- 			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
 
- 			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
 
- 			output.position = vPosition;
 
- 			output.color = input.color;
 
- 			output.atlas =	input.texcoord0;
 
- 			output.param =	float4(alphaClip, scale, bias, weight);
 
- 			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
 
- 			output.viewDir =	mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
 
- 			#if (UNDERLAY_ON || UNDERLAY_INNER)
 
- 			output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
 
- 			output.underlayColor =	underlayColor;
 
- 			#endif
 
- 			output.textures = float4(faceUV, outlineUV);
 
- 			return output;
 
- 		}
 
- 		fixed4 PixShader(pixel_t input) : SV_Target
 
- 		{
 
- 			UNITY_SETUP_INSTANCE_ID(input);
 
- 			float c = tex2D(_MainTex, input.atlas).a;
 
- 		#ifndef UNDERLAY_ON
 
- 			clip(c - input.param.x);
 
- 		#endif
 
- 			float	scale	= input.param.y;
 
- 			float	bias	= input.param.z;
 
- 			float	weight	= input.param.w;
 
- 			float	sd = (bias - c) * scale;
 
- 			float outline = (_OutlineWidth * _ScaleRatioA) * scale;
 
- 			float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
 
- 			half4 faceColor = _FaceColor;
 
- 			half4 outlineColor = _OutlineColor;
 
- 			faceColor.rgb *= input.color.rgb;
 
- 			faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
 
- 			outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
 
- 			faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
 
- 		#if BEVEL_ON
 
- 			float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
 
- 			float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
 
- 			float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
 
- 			bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
 
- 			n = normalize(n- bump);
 
- 			float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
 
- 			float3 col = GetSpecular(n, light);
 
- 			faceColor.rgb += col*faceColor.a;
 
- 			faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
 
- 			faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
 
- 			fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
 
- 			faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
 
- 		#endif
 
- 		#if UNDERLAY_ON
 
- 			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
 
- 			faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
 
- 		#endif
 
- 		#if UNDERLAY_INNER
 
- 			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
 
- 			faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
 
- 		#endif
 
- 		#if GLOW_ON
 
- 			float4 glowColor = GetGlowColor(sd, scale);
 
- 			faceColor.rgb += glowColor.rgb * glowColor.a;
 
- 		#endif
 
- 		// Alternative implementation to UnityGet2DClipping with support for softness.
 
- 		#if UNITY_UI_CLIP_RECT
 
- 			half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
 
- 			faceColor *= m.x * m.y;
 
- 		#endif
 
- 		#if UNITY_UI_ALPHACLIP
 
- 			clip(faceColor.a - 0.001);
 
- 		#endif
 
- 			return faceColor * input.color.a;
 
- 		}
 
- 		ENDCG
 
- 	}
 
- }
 
- Fallback "TextMeshPro/Mobile/Distance Field"
 
- CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
 
- }
 
 
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