| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247 | // Simplified SDF shader:// - No Shading Option (bevel / bump / env map)// - No Glow Option// - Softness is applied on both side of the outlineShader "TextMeshPro/Mobile/Distance Field - Masking" {Properties {	[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)	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0	[HDR]_UnderlayColor	("Border Color", Color) = (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	_WeightNormal		("Weight Normal", float) = 0	_WeightBold			("Weight Bold", float) = .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	_ScaleX				("Scale X", float) = 1	_ScaleY				("Scale Y", float) = 1	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875	_Sharpness			("Sharpness", Range(-1,1)) = 0	_VertexOffsetX		("Vertex OffsetX", float) = 0	_VertexOffsetY		("Vertex OffsetY", float) = 0	_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767)	_MaskSoftnessX		("Mask SoftnessX", float) = 0	_MaskSoftnessY		("Mask SoftnessY", float) = 0	_MaskTex			("Mask Texture", 2D) = "white" {}	_MaskInverse		("Inverse", float) = 0	_MaskEdgeColor		("Edge Color", Color) = (1,1,1,1)	_MaskEdgeSoftness	("Edge Softness", Range(0, 1)) = 0.01	_MaskWipeControl	("Wipe Position", Range(0, 1)) = 0.5	_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 vertex VertShader		#pragma fragment PixShader		#pragma shader_feature __ OUTLINE_ON		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER		#pragma multi_compile __ UNITY_UI_CLIP_RECT		#pragma multi_compile __ UNITY_UI_ALPHACLIP		#include "UnityCG.cginc"		#include "UnityUI.cginc"		#include "TMPro_Properties.cginc"		struct vertex_t {			float4	vertex			: POSITION;			float3	normal			: NORMAL;			fixed4	color			: COLOR;			float2	texcoord0		: TEXCOORD0;			float2	texcoord1		: TEXCOORD1;		};		struct pixel_t {			float4	vertex			: SV_POSITION;			fixed4	faceColor		: COLOR;			fixed4	outlineColor	: COLOR1;			float4	texcoord0		: TEXCOORD0;			// Texture UV, Mask UV			half4	param			: TEXCOORD1;			// Scale(x), BiasIn(y), BiasOut(z), Bias(w)			half4	mask			: TEXCOORD2;			// Position in clip space(xy), Softness(zw)		#if (UNDERLAY_ON | UNDERLAY_INNER)			float4	texcoord1		: TEXCOORD3;			// Texture UV, alpha, reserved			half2	underlayParam	: TEXCOORD4;			// Scale(x), Bias(y)		#endif		};		float _MaskWipeControl;		float _MaskEdgeSoftness;		fixed4 _MaskEdgeColor;		bool _MaskInverse;		pixel_t VertShader(vertex_t input)		{			float bold = step(input.texcoord1.y, 0);			float4 vert = input.vertex;			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 layerScale = scale;			scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);			float bias = (0.5 - weight) * scale - 0.5;			float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;			float opacity = input.color.a;					#if (UNDERLAY_ON | UNDERLAY_INNER)					opacity = 1.0;					#endif			fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;			faceColor.rgb *= faceColor.a;			fixed4 outlineColor = _OutlineColor;			outlineColor.a *= opacity;			outlineColor.rgb *= outlineColor.a;			outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));		#if (UNDERLAY_ON | UNDERLAY_INNER)			layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);			float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);			float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;			float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;			float2 layerOffset = 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);			// Structure for pixel shader			pixel_t output = {				vPosition,				faceColor,				outlineColor,				float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),				half4(scale, bias - outline, bias + outline, bias),				half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),			#if (UNDERLAY_ON | UNDERLAY_INNER)				float4(input.texcoord0 + layerOffset, input.color.a, 0),				half2(layerScale, layerBias),			#endif			};			return output;		}		// PIXEL SHADER		fixed4 PixShader(pixel_t input) : SV_Target		{			half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;			half4 c = input.faceColor * saturate(d - input.param.w);		#ifdef OUTLINE_ON			c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));			c *= saturate(d - input.param.y);		#endif		#if UNDERLAY_ON			d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;			c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);		#endif		#if UNDERLAY_INNER			half sd = saturate(d - input.param.z);			d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;			c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.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);			c *= m.x * m.y;		//#endif		float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);		float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;		a = saturate(t / _MaskEdgeSoftness);		c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);		c *= a;		#if (UNDERLAY_ON | UNDERLAY_INNER)			c *= input.texcoord1.z;		#endif    #if UNITY_UI_ALPHACLIP			clip(c.a - 0.001);		#endif			return c;		}		ENDCG	}}CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"}
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