diff options
Diffstat (limited to 'JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader')
-rw-r--r-- | JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader | 310 |
1 files changed, 0 insertions, 310 deletions
diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader deleted file mode 100644 index ed48574..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader +++ /dev/null @@ -1,310 +0,0 @@ -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" -} |