| Shader "TextMeshPro/Bitmap" { |
|
|
| Properties { |
| _MainTex ("Font Atlas", 2D) = "white" {} |
| _FaceTex ("Font Texture", 2D) = "white" {} |
| _FaceColor ("Text Color", Color) = (1,1,1,1) |
|
|
| _VertexOffsetX ("Vertex OffsetX", float) = 0 |
| _VertexOffsetY ("Vertex OffsetY", float) = 0 |
| _MaskSoftnessX ("Mask SoftnessX", float) = 0 |
| _MaskSoftnessY ("Mask SoftnessY", float) = 0 |
|
|
| _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) |
|
|
| _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] |
| } |
|
|
|
|
| Lighting Off |
| Cull [_CullMode] |
| ZTest [unity_GUIZTestMode] |
| ZWrite Off |
| Fog { Mode Off } |
| Blend SrcAlpha OneMinusSrcAlpha |
| ColorMask[_ColorMask] |
|
|
| Pass { |
| CGPROGRAM |
| #pragma vertex vert |
| #pragma fragment frag |
|
|
| #pragma multi_compile __ UNITY_UI_CLIP_RECT |
| #pragma multi_compile __ UNITY_UI_ALPHACLIP |
|
|
|
|
| #include "UnityCG.cginc" |
| #include "UnityUI.cginc" |
|
|
| struct appdata_t |
| { |
| float4 vertex : POSITION; |
| fixed4 color : COLOR; |
| float4 texcoord0 : TEXCOORD0; |
| float2 texcoord1 : TEXCOORD1; |
| }; |
|
|
| struct v2f |
| { |
| float4 vertex : SV_POSITION; |
| fixed4 color : COLOR; |
| float2 texcoord0 : TEXCOORD0; |
| float2 texcoord1 : TEXCOORD1; |
| float4 mask : TEXCOORD2; |
| }; |
|
|
| uniform sampler2D _MainTex; |
| uniform sampler2D _FaceTex; |
| uniform float4 _FaceTex_ST; |
| uniform fixed4 _FaceColor; |
|
|
| uniform float _VertexOffsetX; |
| uniform float _VertexOffsetY; |
| uniform float4 _ClipRect; |
| uniform float _MaskSoftnessX; |
| uniform float _MaskSoftnessY; |
| uniform float _UIMaskSoftnessX; |
| uniform float _UIMaskSoftnessY; |
| uniform int _UIVertexColorAlwaysGammaSpace; |
|
|
| v2f vert (appdata_t v) |
| { |
| float4 vert = v.vertex; |
| vert.x += _VertexOffsetX; |
| vert.y += _VertexOffsetY; |
|
|
| vert.xy += (vert.w * 0.5) / _ScreenParams.xy; |
|
|
| float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); |
|
|
| if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) |
| { |
| v.color.rgb = UIGammaToLinear(v.color.rgb); |
| } |
| fixed4 faceColor = v.color; |
| faceColor *= _FaceColor; |
|
|
| v2f OUT; |
| OUT.vertex = vPosition; |
| OUT.color = faceColor; |
| OUT.texcoord0 = v.texcoord0; |
| OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); |
| float2 pixelSize = vPosition.w; |
| pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); |
|
|
| |
| const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); |
| const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); |
| OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); |
|
|
| return OUT; |
| } |
|
|
| fixed4 frag (v2f IN) : SV_Target |
| { |
| fixed4 color = tex2D(_MainTex, IN.texcoord0); |
| color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); |
|
|
| |
| #if UNITY_UI_CLIP_RECT |
| half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); |
| color *= m.x * m.y; |
| #endif |
|
|
| #if UNITY_UI_ALPHACLIP |
| clip(color.a - 0.001); |
| #endif |
|
|
| return color; |
| } |
| ENDCG |
| } |
| } |
|
|
| CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" |
| } |
|
|