This commit is contained in:
Ino 2025-08-28 16:07:47 +09:00
parent a728ba36c2
commit 495de459f0
34 changed files with 48524 additions and 383 deletions

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@ -2,24 +2,20 @@
%TAG !u! tag:unity3d.com,2011: %TAG !u! tag:unity3d.com,2011:
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float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096.0);
output.y = uv - 4096.0 * output.x;
return output * 0.001953125;
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
return float4(blended / alpha, alpha);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
{
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
// Read "height field"
float4 h = float4(
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
bool raisedBevel = _BevelType;
h += _BevelOffset;
float bevelWidth = max(.01, _BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h + .5);
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
float3 f = float3(1, 1, 1);
if (isFront) f = float3(1, 1, -1);
nornmal = cross(va, vb) * f;
}
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
{
n.z = abs(n.z);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
//faceColor.rgb += col * faceColor.a;
col *= 1 - (dot(n, light) * _Diffuse);
col *= lerp(_Ambient, 1, n.z * n.z);
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
color = float4(col, faceColor.a);
}
// Add custom function to handle time in HDRP
//
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
{
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
}
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
{
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
}
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
{
float2 pixelSize = position.w;
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
}
// UV : Texture coordinate of the source distance field texture
// TextureSize : Size of the source distance field texture
// Filter : Enable perspective filter (soften)
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
{
if(Filter)
{
float2 a = float2(ddx(UV.x), ddy(UV.x));
float2 b = float2(ddx(UV.y), ddy(UV.y));
float s = lerp(dot(a,a), dot(b,b), 0.5);
SSR = rsqrt(s) / TextureSize;
}
else
{
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
SSR = s / TextureSize;
}
}
// SSR : Screen Space Ratio
// SD : Signed Distance (encoded : Distance / SDR + .5)
// SDR : Signed Distance Ratio
//
// IsoPerimeter : Dilate / Contract the shape
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
}
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
{
softness *= SSR * SDR;
float4 d = (SD - 0.5f) * SDR;
if(outline) d.w = max(max(d.x, d.y), d.z);
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
{
outColor = BlendARGB(overlying, underlying);
}
// Face only
void Layer1_float(float alpha, float4 color0, out float4 outColor)
{
color0.a *= alpha;
outColor = color0;
}
// Face + 1 Outline
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
{
color1.a *= alpha.y;
color0.rgb *= color0.a; color1.rgb *= color1.a;
outColor = lerp(color1, color0, alpha.x);
outColor.rgb /= outColor.a;
}
// Face + 3 Outline
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
{
color3.a *= alpha.w;
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
outColor.rgb /= outColor.a;
}

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Shader "TextMeshPro/Bitmap Custom Atlas" { Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties { Properties {
_MainTex ("Font Atlas", 2D) = "white" {} _MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {} _FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) _FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_Padding ("Padding", float) = 0 _Padding ("Padding", float) = 0
_StencilComp("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0 _CullMode ("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
} }
SubShader{ SubShader{
@ -55,15 +55,18 @@ SubShader{
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t { struct appdata_t
{
float4 vertex : POSITION; float4 vertex : POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct v2f { struct v2f
{
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float2 texcoord0 : TEXCOORD0;
@ -81,15 +84,9 @@ SubShader{
uniform float4 _ClipRect; uniform float4 _ClipRect;
uniform float _MaskSoftnessX; uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY; uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
float2 UnpackUV(float uv) uniform float _UIMaskSoftnessY;
{ uniform int _UIVertexColorAlwaysGammaSpace;
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
@ -101,6 +98,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color; fixed4 faceColor = v.color;
faceColor *= _FaceColor; faceColor *= _FaceColor;
@ -108,13 +109,14 @@ SubShader{
OUT.vertex = vPosition; OUT.vertex = vPosition;
OUT.color = faceColor; OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0; OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit. // Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 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; return OUT;
} }

View File

@ -1,25 +1,25 @@
Shader "TextMeshPro/Mobile/Bitmap" { Shader "TextMeshPro/Mobile/Bitmap" {
Properties { Properties {
_MainTex ("Font Atlas", 2D) = "white" {} _MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1) _Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_VertexOffsetX("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX("Mask SoftnessX", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY("Mask SoftnessY", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_StencilComp("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0 _CullMode ("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
} }
SubShader { SubShader {
@ -55,15 +55,18 @@ SubShader {
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t { struct appdata_t
{
float4 vertex : POSITION; float4 vertex : POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct v2f { struct v2f
{
float4 vertex : POSITION; float4 vertex : POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float2 texcoord0 : TEXCOORD0;
@ -79,6 +82,9 @@ SubShader {
uniform float4 _ClipRect; uniform float4 _ClipRect;
uniform float _MaskSoftnessX; uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY; uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
@ -88,8 +94,11 @@ SubShader {
vert.y += _VertexOffsetY; vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy; vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); {
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
OUT.color = v.color; OUT.color = v.color;
OUT.color *= _Color; OUT.color *= _Color;
OUT.color.rgb *= _DiffusePower; OUT.color.rgb *= _DiffusePower;
@ -99,8 +108,9 @@ SubShader {
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit. // Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 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; return OUT;
} }

View File

@ -1,25 +1,25 @@
Shader "TextMeshPro/Bitmap" { Shader "TextMeshPro/Bitmap" {
Properties { Properties {
_MainTex ("Font Atlas", 2D) = "white" {} _MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {} _FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) _FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_StencilComp("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0 _CullMode ("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
} }
SubShader{ SubShader{
@ -54,15 +54,18 @@ SubShader{
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t { struct appdata_t
{
float4 vertex : POSITION; float4 vertex : POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct v2f { struct v2f
{
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float2 texcoord0 : TEXCOORD0;
@ -80,15 +83,9 @@ SubShader{
uniform float4 _ClipRect; uniform float4 _ClipRect;
uniform float _MaskSoftnessX; uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY; uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
float2 UnpackUV(float uv) uniform float _UIMaskSoftnessY;
{ uniform int _UIVertexColorAlwaysGammaSpace;
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
@ -100,6 +97,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color; fixed4 faceColor = v.color;
faceColor *= _FaceColor; faceColor *= _FaceColor;
@ -107,13 +108,14 @@ SubShader{
OUT.vertex = vPosition; OUT.vertex = vPosition;
OUT.color = faceColor; OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0; OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit. // Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 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; return OUT;
} }

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {} _FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0 _SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5 _Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
#include "TMPro.cginc" #include "TMPro.cginc"
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t
struct pixel_t { {
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION; float4 position : SV_POSITION;
@ -147,16 +148,20 @@ SubShader {
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3; float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1; fixed4 underlayColor : COLOR1;
#endif #endif
float4 textures : TEXCOORD5; float4 textures : TEXCOORD5;
}; };
// Used by Unity internally to handle Texture Tiling and Offset. // Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST; uniform float4 _FaceTex_ST;
float4 _OutlineTex_ST; uniform float4 _OutlineTex_ST;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.position; float4 vert = input.position;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 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))))); 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; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -188,13 +193,13 @@ SubShader {
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON #if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif #endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor; float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a; underlayColor.rgb *= underlayColor.a;
@ -205,23 +210,28 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y); float2 bOffset = float2(x, y);
#endif #endif
// Generate UV for the Masking Texture // Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset // Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x); float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition; output.position = vPosition;
output.color = input.color; output.color = input.color;
output.atlas = input.texcoord0; output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight); output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 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));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -239,9 +249,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a; float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON #ifndef UNDERLAY_ON
clip(c - input.param.x); clip(c - input.param.x);
#endif #endif
float scale = input.param.y; float scale = input.param.y;
float bias = input.param.z; float bias = input.param.z;
@ -261,7 +271,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON #if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy); float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@ -278,36 +288,35 @@ SubShader {
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif #endif
#if GLOW_ON #if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale); float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a; faceColor.rgb += glowColor.rgb * glowColor.a;
#endif #endif
// Alternative implementation to UnityGet2DClipping with support for softness. // Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y; faceColor *= m.x * m.y;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001); clip(faceColor.a - 0.001);
#endif #endif
return faceColor * input.color.a; return faceColor * input.color.a;
} }
ENDCG ENDCG
} }
} }

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {} _FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0 _SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5 _Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -109,7 +109,8 @@ SubShader {
Blend One OneMinusSrcAlpha Blend One OneMinusSrcAlpha
ColorMask[_ColorMask] ColorMask[_ColorMask]
Pass { Pass
{
CGPROGRAM CGPROGRAM
#pragma target 3.0 #pragma target 3.0
#pragma vertex VertShader #pragma vertex VertShader
@ -127,17 +128,18 @@ SubShader {
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
#include "TMPro.cginc" #include "TMPro.cginc"
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
float4 color : COLOR; float4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t
struct pixel_t { {
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION; float4 position : SV_POSITION;
@ -147,18 +149,23 @@ SubShader {
float2 mask : TEXCOORD2; // Position in object space(xy) float2 mask : TEXCOORD2; // Position in object space(xy)
float3 viewDir : TEXCOORD3; float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float2 texcoord2 : TEXCOORD4; float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1; float4 underlayColor : COLOR1;
#endif #endif
float4 textures : TEXCOORD5; float4 textures : TEXCOORD5;
}; };
// Used by Unity internally to handle Texture Tiling and Offset. // Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST; float4 _FaceTex_ST;
float4 _OutlineTex_ST; float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 SRGBToLinear(float4 rgba) { 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); return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
} }
@ -171,7 +178,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.position; float4 vert = input.position;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -182,27 +189,31 @@ SubShader {
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor; float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a; underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y); float2 bOffset = float2(x, y);
#endif #endif
// Generate UV for the Masking Texture // Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset // Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x); float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float4 color = input.color; float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color); color = SRGBToLinear(input.color);
#endif #endif
output.position = vPosition; output.position = vPosition;
output.color = color; output.color = color;
@ -210,10 +221,10 @@ SubShader {
output.weight = weight; output.weight = weight;
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = input.texcoord0 + bOffset; output.texcoord2 = input.texcoord0 + bOffset;
output.underlayColor = underlayColor; output.underlayColor = underlayColor;
#endif #endif
output.textures = float4(faceUV, outlineUV); output.textures = float4(faceUV, outlineUV);
return output; return output;
@ -226,9 +237,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a; float c = tex2D(_MainTex, input.atlas).a;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75; pixelSize *= _TextureHeight * 0.75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
float weight = input.weight; float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale); float bias = (.5 - weight) + (.5 / scale);
@ -247,7 +258,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON #if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy); float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@ -264,45 +275,45 @@ SubShader {
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif #endif
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float bScale = scale; float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
#endif #endif
#if GLOW_ON #if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale); float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a; faceColor.rgb += glowColor.rgb * glowColor.a;
#endif #endif
// Alternative implementation to UnityGet2DClipping with support for softness. // Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y; faceColor *= m.x * m.y;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001); clip(faceColor.a - 0.001);
#endif #endif
return faceColor * input.color.a; return faceColor * input.color.a;
}
ENDCG
} }
ENDCG
}
} }
Fallback "TextMeshPro/Mobile/Distance Field" Fallback "TextMeshPro/Mobile/Distance Field"

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: ca2ed216f98028c4dae6c5224a952b3c
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: f63d574838ccfb44f84acc05fed0af48
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field - Masking" { Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties { Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -99,35 +99,41 @@ SubShader {
#include "UnityUI.cginc" #include "UnityUI.cginc"
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
struct vertex_t { struct vertex_t
{
float4 vertex : POSITION; float4 vertex : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t { struct pixel_t
{
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR; fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1; fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif #endif
}; };
float _MaskWipeControl; float _MaskWipeControl;
float _MaskEdgeSoftness; float _MaskEdgeSoftness;
fixed4 _MaskEdgeColor; fixed4 _MaskEdgeColor;
bool _MaskInverse; bool _MaskInverse;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -138,7 +144,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 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))))); 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; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +156,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5; float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a; float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0; opacity = 1.0;
@ -163,7 +173,7 @@ SubShader {
outlineColor.rgb *= outlineColor.a; outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
@ -171,11 +181,12 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y); float2 layerOffset = float2(x, y);
#endif #endif
// Generate UV for the Masking Texture // Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
// Structure for pixel shader // Structure for pixel shader
pixel_t output = { pixel_t output = {
@ -184,11 +195,11 @@ SubShader {
outlineColor, outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias), half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0), float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias), half2(layerScale, layerBias),
#endif #endif
}; };
return output; return output;
@ -201,41 +212,41 @@ SubShader {
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w); half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON #ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y); c *= saturate(d - input.param.y);
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 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); c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
half sd = saturate(d - input.param.z); half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 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); c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif #endif
// Alternative implementation to UnityGet2DClipping with support for softness. // Alternative implementation to UnityGet2DClipping with support for softness.
//#if UNITY_UI_CLIP_RECT //#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y; c *= m.x * m.y;
//#endif //#endif
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness); a = saturate(t / _MaskEdgeSoftness);
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
c *= a; c *= a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z; c *= input.texcoord1.z;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(c.a - 0.001); clip(c.a - 0.001);
#endif #endif
return c; return c;
} }

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field Overlay" { Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties { Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -93,16 +93,18 @@ SubShader {
#include "UnityUI.cginc" #include "UnityUI.cginc"
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION; float4 vertex : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t { struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
@ -111,12 +113,17 @@ SubShader {
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif #endif
}; };
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
@ -127,7 +134,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -138,7 +145,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 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))))); 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; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,10 +157,14 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5; float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a; float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0; opacity = 1.0;
#endif #endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a; faceColor.rgb *= faceColor.a;
@ -163,14 +174,14 @@ SubShader {
outlineColor.rgb *= outlineColor.a; outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y); float2 layerOffset = float2(x, y);
#endif #endif
// Generate UV for the Masking Texture // Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
@ -182,7 +193,8 @@ SubShader {
output.outlineColor = outlineColor; output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias); 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)); 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) #if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias); output.underlayParam = half2(layerScale, layerBias);
@ -200,35 +212,35 @@ SubShader {
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w); half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON #ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y); c *= saturate(d - input.param.y);
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 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); c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
half sd = saturate(d - input.param.z); half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 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); c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif #endif
// Alternative implementation to UnityGet2DClipping with support for softness. // Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y; c *= m.x * m.y;
#endif #endif
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z; c *= input.texcoord1.z;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(c.a - 0.001); clip(c.a - 0.001);
#endif #endif
return c; return c;
} }

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field SSD" { Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties { Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0

View File

@ -0,0 +1,389 @@
// 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 - 2 Pass" {
Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_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 {
// Draw Outline and Underlay
Name "Outline"
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;
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; // 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
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
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);
const float bold = step(input.texcoord0.w, 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.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)))));
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;
const 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);
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
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 = half4(0, 0, 0, 0);
#if OUTLINE_ON
c = input.outlineColor * 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
}
// Draw face
Name "Face"
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 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;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
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);
const float bold = step(input.texcoord0.w, 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.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)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
// 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.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half2(scale, 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));
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.y);
// 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 UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0178fcb869bafef4690d177d31d17db8
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field" { Shader "TextMeshPro/Mobile/Distance Field" {
Properties { Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -81,6 +81,7 @@ SubShader {
Pass { Pass {
CGPROGRAM CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex VertShader #pragma vertex VertShader
#pragma fragment PixShader #pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON #pragma shader_feature __ OUTLINE_ON
@ -98,7 +99,7 @@ SubShader {
float4 vertex : POSITION; float4 vertex : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
@ -117,6 +118,9 @@ SubShader {
#endif #endif
}; };
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
@ -127,7 +131,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -138,7 +142,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 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))))); 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; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,7 +154,11 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5; float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a; if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0; opacity = 1.0;
#endif #endif
@ -182,7 +190,9 @@ SubShader {
output.outlineColor = outlineColor; output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias); 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));
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) #if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias); output.underlayParam = half2(layerScale, layerBias);

View File

@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties { Properties {
_FaceTex ("Fill Texture", 2D) = "white" {} _FaceTex ("Fill Texture", 2D) = "white" {}
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -99,7 +99,8 @@ SubShader {
#pragma multi_compile_shadowcaster #pragma multi_compile_shadowcaster
#include "UnityCG.cginc" #include "UnityCG.cginc"
struct v2f { struct v2f
{
V2F_SHADOW_CASTER; V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1; float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3; float2 uv2 : TEXCOORD3;

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Fill Texture", 2D) = "white" {} _FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -28,12 +28,12 @@ Properties {
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) _SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0 _FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0 _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -118,7 +118,8 @@ SubShader {
#pragma multi_compile_shadowcaster #pragma multi_compile_shadowcaster
#include "UnityCG.cginc" #include "UnityCG.cginc"
struct v2f { struct v2f
{
V2F_SHADOW_CASTER; V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1; float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3; float2 uv2 : TEXCOORD3;

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: a3d800b099a06e0478fb790c5e79057a
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 124c112a6e8f1a54e8b0870e881b56d8
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

View File

@ -4,15 +4,15 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {} _FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5 _Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0 _SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5 _Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -35,15 +35,15 @@ Properties {
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -64,10 +64,11 @@ Properties {
_ScaleX ("Scale X", float) = 1.0 _ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0 _ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0
@ -79,6 +80,7 @@ Properties {
_StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
} }
@ -95,7 +97,7 @@ SubShader {
{ {
Ref [_Stencil] Ref [_Stencil]
Comp [_StencilComp] Comp [_StencilComp]
Pass [_StencilOp] Pass [_StencilOp]
ReadMask [_StencilReadMask] ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask] WriteMask [_StencilWriteMask]
} }
@ -120,43 +122,57 @@ SubShader {
#pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "UnityUI.cginc" #include "UnityUI.cginc"
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
#include "TMPro.cginc" #include "TMPro.cginc"
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t
struct pixel_t { {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION; float4 position : SV_POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 atlas : TEXCOORD0; // Atlas float2 atlas : TEXCOORD0; // Atlas
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3; float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1; fixed4 underlayColor : COLOR1;
#endif #endif
float4 textures : TEXCOORD5;
float4 textures : TEXCOORD5;
}; };
// Used by Unity internally to handle Texture Tiling and Offset. // Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST; float4 _FaceTex_ST;
float4 _OutlineTex_ST; float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
float bold = step(input.texcoord1.y, 0); 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.texcoord0.w, 0);
float4 vert = input.position; float4 vert = input.position;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -167,7 +183,7 @@ SubShader {
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5; 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))))); 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; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -175,15 +191,15 @@ SubShader {
float bias =(.5 - weight) + (.5 / scale); float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
#if GLOW_ON #if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif #endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor; float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a; underlayColor.rgb *= underlayColor.a;
@ -194,30 +210,34 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y); float2 bOffset = float2(x, y);
#endif #endif
// Generate UV for the Masking Texture // Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset // Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x); float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
pixel_t output = {
vPosition, if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
input.color, {
input.texcoord0, input.color.rgb = UIGammaToLinear(input.color.rgb);
float4(alphaClip, scale, bias, weight), }
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), output.position = vPosition;
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
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));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4(input.texcoord0 + bOffset, bScale, bBias), output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
underlayColor, output.underlayColor = underlayColor;
#endif #endif
float4(faceUV, outlineUV), output.textures = float4(faceUV, outlineUV);
};
return output; return output;
} }
@ -225,11 +245,13 @@ SubShader {
fixed4 PixShader(pixel_t input) : SV_Target fixed4 PixShader(pixel_t input) : SV_Target
{ {
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a; float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON #ifndef UNDERLAY_ON
clip(c - input.param.x); clip(c - input.param.x);
#endif #endif
float scale = input.param.y; float scale = input.param.y;
float bias = input.param.z; float bias = input.param.z;
@ -243,13 +265,13 @@ SubShader {
half4 outlineColor = _OutlineColor; half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb; faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON #if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy); float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@ -266,36 +288,35 @@ SubShader {
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif #endif
#if GLOW_ON #if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale); float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a; faceColor.rgb += glowColor.rgb * glowColor.a;
#endif #endif
// Alternative implementation to UnityGet2DClipping with support for softness. // Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y; faceColor *= m.x * m.y;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001); clip(faceColor.a - 0.001);
#endif #endif
return faceColor * input.color.a; return faceColor * input.color.a;
} }
ENDCG ENDCG
} }
} }

View File

@ -1,7 +1,9 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 68e6db2ebdc24f95958faec2be5558d6 guid: 68e6db2ebdc24f95958faec2be5558d6
ShaderImporter: ShaderImporter:
externalObjects: {}
defaultTextures: [] defaultTextures: []
nonModifiableTextures: []
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:

View File

@ -2,18 +2,18 @@ Shader "TextMeshPro/Sprite"
{ {
Properties Properties
{ {
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1) _Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0 _CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
} }
@ -21,19 +21,19 @@ Shader "TextMeshPro/Sprite"
SubShader SubShader
{ {
Tags Tags
{ {
"Queue"="Transparent" "Queue"="Transparent"
"IgnoreProjector"="True" "IgnoreProjector"="True"
"RenderType"="Transparent" "RenderType"="Transparent"
"PreviewType"="Plane" "PreviewType"="Plane"
"CanUseSpriteAtlas"="True" "CanUseSpriteAtlas"="True"
} }
Stencil Stencil
{ {
Ref [_Stencil] Ref [_Stencil]
Comp [_StencilComp] Comp [_StencilComp]
Pass [_StencilOp] Pass [_StencilOp]
ReadMask [_StencilReadMask] ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask] WriteMask [_StencilWriteMask]
} }
@ -58,7 +58,7 @@ Shader "TextMeshPro/Sprite"
#pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t struct appdata_t
{ {
float4 vertex : POSITION; float4 vertex : POSITION;
@ -69,29 +69,43 @@ Shader "TextMeshPro/Sprite"
struct v2f struct v2f
{ {
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord : TEXCOORD0; float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1; float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
}; };
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _Color; fixed4 _Color;
fixed4 _TextureSampleAdd; fixed4 _TextureSampleAdd;
float4 _ClipRect; float4 _ClipRect;
float4 _MainTex_ST; float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
v2f vert(appdata_t v) v2f vert(appdata_t v)
{ {
v2f OUT; v2f OUT;
UNITY_SETUP_INSTANCE_ID(v); UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex; float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.color = v.color * _Color; OUT.color = v.color * _Color;
return OUT; return OUT;
} }
@ -99,9 +113,10 @@ Shader "TextMeshPro/Sprite"
fixed4 frag(v2f IN) : SV_Target fixed4 frag(v2f IN) : SV_Target
{ {
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif #endif
#ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_ALPHACLIP
@ -110,7 +125,7 @@ Shader "TextMeshPro/Sprite"
return color; return color;
} }
ENDCG ENDCG
} }
} }
} }

View File

@ -1,7 +1,9 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 407bc68d299748449bbf7f48ee690f8d guid: 407bc68d299748449bbf7f48ee690f8d
ShaderImporter: ShaderImporter:
externalObjects: {}
defaultTextures: [] defaultTextures: []
userData: nonModifiableTextures: []
userData: Version 2.0
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:

View File

@ -1,20 +1,22 @@
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
float4 color : COLOR; float4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t { struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION; float4 position : SV_POSITION;
float4 faceColor : COLOR; float4 faceColor : COLOR;
float4 outlineColor : COLOR1; float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio float4 param : TEXCOORD1; // x = weight, y = no longer used
float2 mask : TEXCOORD2; float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3; float4 texcoord2 : TEXCOORD3;
@ -22,10 +24,14 @@ struct pixel_t {
#endif #endif
}; };
float4 SRGBToLinear(float4 rgba) { 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); return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
} }
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
pixel_t output; pixel_t output;
@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input)
UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.position; float4 vert = input.position;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input)
output.faceColor = faceColor; output.faceColor = faceColor;
output.outlineColor = outlineColor; output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); 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); output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0); float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target
float d = tex2D(_MainTex, input.texcoord0.xy).a; float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy; float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale; float layerScale = scale;
@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON #if OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); 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 = 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); faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif #endif
#ifdef MASKING #if MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness); a = saturate(t / _MaskEdgeSoftness);
@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target
// Alternative implementation to UnityGet2DClipping with support for softness // Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y; faceColor *= m.x * m.y;
#endif #endif

View File

@ -66,11 +66,6 @@ uniform float _MaskID;
uniform sampler2D _MaskTex; uniform sampler2D _MaskTex;
uniform float4 _MaskCoord; uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX; uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY; uniform float _MaskSoftnessY;
@ -82,3 +77,4 @@ uniform float _GradientScale;
uniform float _ScaleX; uniform float _ScaleX;
uniform float _ScaleY; uniform float _ScaleY;
uniform float _PerspectiveFilter; uniform float _PerspectiveFilter;
uniform float _Sharpness;

View File

@ -1,7 +1,9 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 3997e2241185407d80309a82f9148466 guid: 3997e2241185407d80309a82f9148466
ShaderImporter: ShaderImporter:
externalObjects: {}
defaultTextures: [] defaultTextures: []
nonModifiableTextures: []
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:

View File

@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
UNITY_INITIALIZE_OUTPUT(Input, data); UNITY_INITIALIZE_OUTPUT(Input, data);
float bold = step(v.texcoord1.y, 0); float bold = step(v.texcoord.w, 0);
// Generate normal for backface // Generate normal for backface
float3 view = ObjSpaceViewDir(v.vertex); float3 view = ObjSpaceViewDir(v.vertex);
@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data)
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
data.param.y = scale; data.param.y = scale;
#endif #endif
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
} }
@ -82,7 +80,7 @@ void PixShader(Input input, inout SurfaceOutput o)
float3 n = float3(0, 0, -1); float3 n = float3(0, 0, -1);
float3 emission = float3(0, 0, 0); float3 emission = float3(0, 0, 0);
#endif #endif
#if GLOW_ON #if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale); float4 glowColor = GetGlowColor(sd, scale);
glowColor.a *= input.color.a; glowColor.a *= input.color.a;