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| Shader "TextMeshPro/Mobile/Distance Field Overlay" { |
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| Properties { |
| _FaceColor ("Face Color", Color) = (1,1,1,1) |
| _FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
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|
| _OutlineColor ("Outline Color", Color) = (0,0,0,1) |
| _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 |
| _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 |
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|
| _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 |
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|
| _WeightNormal ("Weight Normal", float) = 0 |
| _WeightBold ("Weight Bold", float) = .5 |
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|
| _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 |
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|
| _VertexOffsetX ("Vertex OffsetX", float) = 0 |
| _VertexOffsetY ("Vertex OffsetY", float) = 0 |
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| _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) |
| _MaskSoftnessX ("Mask SoftnessX", float) = 0 |
| _MaskSoftnessY ("Mask SoftnessY", float) = 0 |
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| _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 |
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|
| _CullMode ("Cull Mode", Float) = 0 |
| _ColorMask ("Color Mask", Float) = 15 |
| } |
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|
| SubShader { |
| Tags |
| { |
| "Queue"="Overlay" |
| "IgnoreProjector"="True" |
| "RenderType"="Transparent" |
| } |
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|
| Stencil |
| { |
| Ref [_Stencil] |
| Comp [_StencilComp] |
| Pass [_StencilOp] |
| ReadMask [_StencilReadMask] |
| WriteMask [_StencilWriteMask] |
| } |
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| Cull [_CullMode] |
| ZWrite Off |
| Lighting Off |
| Fog { Mode Off } |
| ZTest Always |
| Blend One OneMinusSrcAlpha |
| ColorMask [_ColorMask] |
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|
| Pass { |
| CGPROGRAM |
| #pragma vertex VertShader |
| #pragma fragment PixShader |
| #pragma shader_feature __ OUTLINE_ON |
| #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER |
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|
| #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; |
| float4 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; |
| half4 param : TEXCOORD1; |
| half4 mask : TEXCOORD2; |
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|
| #if (UNDERLAY_ON | UNDERLAY_INNER) |
| float4 texcoord1 : TEXCOORD3; |
| half2 underlayParam : TEXCOORD4; |
| #endif |
| }; |
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| float _UIMaskSoftnessX; |
| float _UIMaskSoftnessY; |
| int _UIVertexColorAlwaysGammaSpace; |
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| pixel_t VertShader(vertex_t input) |
| { |
| pixel_t output; |
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| UNITY_INITIALIZE_OUTPUT(pixel_t, output); |
| UNITY_SETUP_INSTANCE_ID(input); |
| UNITY_TRANSFER_INSTANCE_ID(input, output); |
| UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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|
| float bold = step(input.texcoord0.w, 0); |
|
|
| float4 vert = input.vertex; |
| vert.x += _VertexOffsetX; |
| vert.y += _VertexOffsetY; |
| float4 vPosition = UnityObjectToClipPos(vert); |
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| float2 pixelSize = vPosition.w; |
| pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); |
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| float scale = rsqrt(dot(pixelSize, pixelSize)); |
| scale *= abs(input.texcoord0.w) * _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))))); |
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| float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; |
| weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; |
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| float layerScale = scale; |
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| scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); |
| float bias = (0.5 - weight) * scale - 0.5; |
| float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; |
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| if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) |
| { |
| input.color.rgb = UIGammaToLinear(input.color.rgb); |
| } |
| 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); |
|
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| float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; |
| float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; |
| float2 layerOffset = float2(x, y); |
| #endif |
|
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| |
| float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); |
| float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); |
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| |
| 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); |
| const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); |
| output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); |
| #if (UNDERLAY_ON || UNDERLAY_INNER) |
| output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); |
| output.underlayParam = half2(layerScale, layerBias); |
| #endif |
|
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| return output; |
| } |
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| |
| fixed4 PixShader(pixel_t input) : SV_Target |
| { |
| UNITY_SETUP_INSTANCE_ID(input); |
|
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| half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; |
| half4 c = input.faceColor * saturate(d - input.param.w); |
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| #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 |
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| |
| #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 |
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| #if (UNDERLAY_ON | UNDERLAY_INNER) |
| c *= input.texcoord1.z; |
| #endif |
|
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| #if UNITY_UI_ALPHACLIP |
| clip(c.a - 0.001); |
| #endif |
|
|
| return c; |
| } |
| ENDCG |
| } |
| } |
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| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" |
| } |
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