| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317 | Shader "TextMeshPro/Distance Field" {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 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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