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							- // Simplified version of the SDF Surface shader :
 
- // - No support for Bevel, Bump or envmap
 
- // - Diffuse only lighting
 
- // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
 
- Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
 
- Properties {
 
- 	_FaceTex			("Fill Texture", 2D) = "white" {}
 
- 	[HDR]_FaceColor		("Fill 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" {}
 
- 	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0
 
- 	_OutlineSoftness	("Outline 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
 
- 	// Should not be directly exposed to the user
 
- 	_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
 
- 	_CullMode			("Cull Mode", Float) = 0
 
- 	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0)
 
- 	//_MaskSoftness		("Mask Softness", float) = 0
 
- }
 
- SubShader {
 
- 	Tags {
 
- 		"Queue"="Transparent"
 
- 		"IgnoreProjector"="True"
 
- 		"RenderType"="Transparent"
 
- 	}
 
- 	LOD 300
 
- 	Cull [_CullMode]
 
- 	CGPROGRAM
 
- 	#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
 
- 	#pragma target 3.0
 
- 	#pragma shader_feature __ GLOW_ON
 
- 	#include "TMPro_Properties.cginc"
 
- 	#include "TMPro.cginc"
 
- 	half _FaceShininess;
 
- 	half _OutlineShininess;
 
- 	struct Input
 
- 	{
 
- 		fixed4	color		: COLOR;
 
- 		float2	uv_MainTex;
 
- 		float2	uv2_FaceTex;
 
- 		float2  uv2_OutlineTex;
 
- 		float2	param;					// Weight, Scale
 
- 		float3	viewDirEnv;
 
- 	};
 
- 	#include "TMPro_Surface.cginc"
 
- 	ENDCG
 
- 	// Pass to render object as a shadow caster
 
- 	Pass
 
- 	{
 
- 		Name "Caster"
 
- 		Tags { "LightMode" = "ShadowCaster" }
 
- 		Offset 1, 1
 
- 		Fog {Mode Off}
 
- 		ZWrite On ZTest LEqual Cull Off
 
- 		CGPROGRAM
 
- 		#pragma vertex vert
 
- 		#pragma fragment frag
 
- 		#pragma multi_compile_shadowcaster
 
- 		#include "UnityCG.cginc"
 
- 		struct v2f {
 
- 			V2F_SHADOW_CASTER;
 
- 			float2	uv			: TEXCOORD1;
 
- 			float2	uv2			: TEXCOORD3;
 
- 			float	alphaClip	: TEXCOORD2;
 
- 		};
 
- 		uniform float4 _MainTex_ST;
 
- 		uniform float4 _OutlineTex_ST;
 
- 		float _OutlineWidth;
 
- 		float _FaceDilate;
 
- 		float _ScaleRatioA;
 
- 		v2f vert( appdata_base v )
 
- 		{
 
- 			v2f o;
 
- 			TRANSFER_SHADOW_CASTER(o)
 
- 			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
 
- 			o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
 
- 			o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
 
- 			return o;
 
- 		}
 
- 		uniform sampler2D _MainTex;
 
- 		float4 frag(v2f i) : COLOR
 
- 		{
 
- 			fixed4 texcol = tex2D(_MainTex, i.uv).a;
 
- 			clip(texcol.a - i.alphaClip);
 
- 			SHADOW_CASTER_FRAGMENT(i)
 
- 		}
 
- 		ENDCG
 
- 	}
 
- }
 
- CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
 
- }
 
 
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