| Shader "TextMeshPro/Distance Field (Surface)" { |
|
|
| Properties { |
| _FaceTex ("Fill Texture", 2D) = "white" {} |
| _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 |
| _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 |
| _FaceColor ("Fill Color", Color) = (1,1,1,1) |
| _FaceDilate ("Face Dilate", Range(-1,1)) = 0 |
|
|
| _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 |
|
|
| _BumpMap ("Normalmap", 2D) = "bump" {} |
| _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 |
| _BumpFace ("Bump Face", Range(0,1)) = 0.5 |
|
|
| _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) |
| _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) |
| _Cube ("Reflection Cubemap", Cube) = "black" { } |
| _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) |
| _SpecColor ("Specular Color", Color) = (0,0,0,1) |
|
|
| _FaceShininess ("Face Shininess", Range(0,1)) = 0 |
| _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 |
|
|
| _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 |
|
|
| _CullMode ("Cull Mode", Float) = 0 |
| |
| |
| } |
|
|
| SubShader { |
|
|
| Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } |
|
|
| LOD 300 |
| Cull [_CullMode] |
|
|
| CGPROGRAM |
| #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap |
| #pragma target 3.0 |
| #pragma shader_feature __ GLOW_ON |
| #pragma glsl |
|
|
| #include "TMPro_Properties.cginc" |
| #include "TMPro.cginc" |
|
|
| half _FaceShininess; |
| half _OutlineShininess; |
|
|
| struct Input |
| { |
| fixed4 color : COLOR; |
| float2 uv_MainTex; |
| float2 uv2_FaceTex; |
| float2 uv2_OutlineTex; |
| float2 param; |
| float3 viewDirEnv; |
| }; |
|
|
|
|
| #define BEVEL_ON 1 |
| #include "TMPro_Surface.cginc" |
|
|
| ENDCG |
|
|
| |
| Pass |
| { |
| Name "Caster" |
| Tags { "LightMode" = "ShadowCaster" } |
| Offset 1, 1 |
|
|
| Fog {Mode Off} |
| ZWrite On |
| ZTest LEqual |
| Cull Off |
|
|
| CGPROGRAM |
| #pragma vertex vert |
| #pragma fragment frag |
| #pragma multi_compile_shadowcaster |
| #include "UnityCG.cginc" |
|
|
| struct v2f |
| { |
| V2F_SHADOW_CASTER; |
| float2 uv : TEXCOORD1; |
| float2 uv2 : TEXCOORD3; |
| float alphaClip : TEXCOORD2; |
| }; |
|
|
| uniform float4 _MainTex_ST; |
| uniform float4 _OutlineTex_ST; |
| float _OutlineWidth; |
| float _FaceDilate; |
| float _ScaleRatioA; |
|
|
| v2f vert( appdata_base v ) |
| { |
| v2f o; |
| TRANSFER_SHADOW_CASTER(o) |
| o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
| o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); |
| o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; |
| return o; |
| } |
|
|
| uniform sampler2D _MainTex; |
|
|
| float4 frag(v2f i) : COLOR |
| { |
| fixed4 texcol = tex2D(_MainTex, i.uv).a; |
| clip(texcol.a - i.alphaClip); |
| SHADOW_CASTER_FRAGMENT(i) |
| } |
| ENDCG |
| } |
| } |
|
|
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" |
| } |
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