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							- // Simplified SDF shader:
 
- // - No Shading Option (bevel / bump / env map)
 
- // - No Glow Option
 
- // - Softness is applied on both side of the outline
 
- Shader "TextMeshPro/Mobile/Distance Field SSD" {
 
- 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"
 
- 		#include "TMPro_Mobile.cginc"
 
- 		ENDCG
 
- 	}
 
- }
 
- CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
 
- }
 
 
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