| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310 | Shader "TextMeshPro/Distance Field SSD" {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" = "Transparent"        "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[unity_GUIZTestMode]    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 shader_feature __ FORCE_LINEAR        #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;            float4	color           : COLOR;            float2	texcoord0       : TEXCOORD0;            float2	texcoord1       : TEXCOORD1;        };        struct pixel_t {            UNITY_VERTEX_INPUT_INSTANCE_ID            UNITY_VERTEX_OUTPUT_STEREO            float4	position        : SV_POSITION;            float4	color           : COLOR;            float2	atlas           : TEXCOORD0;            float	weight          : TEXCOORD1;            float2	mask            : TEXCOORD2;		// Position in object space(xy)            float3	viewDir         : TEXCOORD3;        #if (UNDERLAY_ON || UNDERLAY_INNER)            float2	texcoord2       : TEXCOORD4;            float4	underlayColor   : COLOR1;        #endif            float4 textures         : TEXCOORD5;        };        // Used by Unity internally to handle Texture Tiling and Offset.        float4 _FaceTex_ST;        float4 _OutlineTex_ST;        float4 SRGBToLinear(float4 rgba) {            return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);        }        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);            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;        #if (UNDERLAY_ON || UNDERLAY_INNER)            float4 underlayColor = _UnderlayColor;            underlayColor.rgb *= underlayColor.a;            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);            // Support for texture tiling and offset            float2 textureUV = UnpackUV(input.texcoord1.x);            float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);            float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);            float4 color = input.color;        #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)            color = SRGBToLinear(input.color);        #endif            output.position = vPosition;            output.color = color;            output.atlas = input.texcoord0;            output.weight = weight;            output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);            output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);        #if (UNDERLAY_ON || UNDERLAY_INNER)            output.texcoord2 = input.texcoord0 + bOffset;            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;            float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));            pixelSize *= _TextureWidth * .75;            float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);            float weight = input.weight;            float bias = (.5 - weight) + (.5 / scale);            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 || UNDERLAY_INNER)            float bScale = scale;            bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);            float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);        #endif        #if UNDERLAY_ON            float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;            faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);        #endif        #if UNDERLAY_INNER            float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;            faceColor += input.underlayColor * (1 - saturate(d - bBias)) * 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            float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);            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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