diff options
Diffstat (limited to 'JamTools/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc')
-rw-r--r-- | JamTools/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc | 157 |
1 files changed, 0 insertions, 157 deletions
diff --git a/JamTools/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/JamTools/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc deleted file mode 100644 index 5969fec..0000000 --- a/JamTools/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc +++ /dev/null @@ -1,157 +0,0 @@ -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 faceColor : COLOR; - float4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; - float4 param : TEXCOORD1; // weight, scaleRatio - float2 mask : TEXCOORD2; - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 texcoord2 : TEXCOORD3; - float4 underlayColor : COLOR2; - #endif -}; - -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; - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - float4 color = input.color; - #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) - color = SRGBToLinear(input.color); - #endif - - float opacity = color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - float4 faceColor = float4(color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - float4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - - output.position = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); - output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); - - float2 mask = float2(0, 0); - #if UNITY_UI_CLIP_RECT - mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; - #endif - output.mask = mask; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 underlayColor = _UnderlayColor; - underlayColor.rgb *= underlayColor.a; - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - - output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); - output.underlayColor = underlayColor; - #endif - - return output; -} - -float4 PixShader(pixel_t input) : SV_Target -{ - UNITY_SETUP_INSTANCE_ID(input); - - float d = tex2D(_MainTex, input.texcoord0.xy).a; - - float2 UV = input.texcoord0.xy; - float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; - - #if (UNDERLAY_ON | UNDERLAY_INNER) - float layerScale = scale; - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - #endif - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - - float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); - - #ifdef OUTLINE_ON - float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); - faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); - faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; - faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); - #endif - - #if UNDERLAY_INNER - float bias = input.param.x * scale - 0.5; - float sd = saturate(d * scale - bias - input.param.z); - d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; - faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); - #endif - - #ifdef MASKING - float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); - float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; - a = saturate(t / _MaskEdgeSoftness); - faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); - faceColor *= 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)); - float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); - faceColor *= m.x * m.y; - #endif - - #if (UNDERLAY_ON | UNDERLAY_INNER) - faceColor *= input.texcoord2.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(faceColor.a - 0.001); - #endif - - return faceColor; -} |