diff options
Diffstat (limited to 'JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader')
-rw-r--r-- | JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader | 240 |
1 files changed, 0 insertions, 240 deletions
diff --git a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader deleted file mode 100644 index d3f5866..0000000 --- a/JamHelper/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +++ /dev/null @@ -1,240 +0,0 @@ -// 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" { - -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 - - _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 { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 vertex : 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 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 - }; - - - 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.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); - - // Populate structure for pixel shader - output.vertex = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); - output.param = half4(scale, bias - outline, bias + outline, bias); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); - output.underlayParam = half2(layerScale, layerBias); - #endif - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - 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 - - #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" -} |