新增softMaskForUGUI插件
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Shader "Hidden/TextMeshPro/Distance Field (SoftMaskable)" {
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Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
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_Bevel ("Bevel", Range(0,1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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_Ambient ("Ambient", Range(1,0)) = 0.5
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_BumpMap ("Normal map", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0,1)) = 0
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_BumpFace ("Bump Face", Range(0,1)) = 0
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_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma exclude_renderers d3d9
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma shader_feature __ GLOW_ON
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#if UNITY_VERSION < 201910
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
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#else
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#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
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#include "Assets/TextMesh Pro/Shaders/TMPro.cginc"
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#endif
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#include "Packages/com.coffee.softmask-for-ugui/Shaders/SoftMask.cginc"
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#pragma shader_feature __ SOFTMASK_EDITOR
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struct vertex_t {
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float4 position : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t {
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float4 position : SV_POSITION;
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fixed4 color : COLOR;
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float2 atlas : TEXCOORD0; // Atlas
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float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
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float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
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float3 viewDir : TEXCOORD3;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
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fixed4 underlayColor : COLOR1;
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#endif
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float4 textures : TEXCOORD5;
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SOFTMASK_EDITOR_ONLY(float4 worldPosition : TEXCOORD6;)
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};
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// Used by Unity internally to handle Texture Tiling and Offset.
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float4 _FaceTex_ST;
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float4 _OutlineTex_ST;
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pixel_t VertShader(vertex_t input)
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{
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float bold = step(input.texcoord1.y, 0);
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float4 vert = input.position;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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float4 vPosition = UnityObjectToClipPos(vert);
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
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if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
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float bias =(.5 - weight) + (.5 / scale);
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float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
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#if GLOW_ON
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alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
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#endif
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alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 underlayColor = _UnderlayColor;
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underlayColor.rgb *= underlayColor.a;
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float bScale = scale;
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bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
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float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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float2 bOffset = float2(x, y);
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#endif
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// Generate UV for the Masking Texture
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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// Support for texture tiling and offset
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float2 textureUV = UnpackUV(input.texcoord1.x);
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float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
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float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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pixel_t output = {
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vPosition,
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input.color,
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input.texcoord0,
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float4(alphaClip, scale, bias, weight),
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half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
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mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4(input.texcoord0 + bOffset, bScale, bBias),
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underlayColor,
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#endif
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float4(faceUV, outlineUV),
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SOFTMASK_EDITOR_ONLY(input.position)
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};
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return output;
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}
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fixed4 PixShader(pixel_t input) : SV_Target
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{
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float c = tex2D(_MainTex, input.atlas).a;
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#ifndef UNDERLAY_ON
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clip(c - input.param.x);
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#endif
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float scale = input.param.y;
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float bias = input.param.z;
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float weight = input.param.w;
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float sd = (bias - c) * scale;
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float outline = (_OutlineWidth * _ScaleRatioA) * scale;
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float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
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half4 faceColor = _FaceColor;
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half4 outlineColor = _OutlineColor;
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faceColor.rgb *= input.color.rgb;
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faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
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outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
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faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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#if BEVEL_ON
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float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
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float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
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float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
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bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
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n = normalize(n- bump);
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
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float3 col = GetSpecular(n, light);
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faceColor.rgb += col*faceColor.a;
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faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
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faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
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fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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#endif
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#if UNDERLAY_ON
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
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#endif
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#if UNDERLAY_INNER
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
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#endif
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#if GLOW_ON
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float4 glowColor = GetGlowColor(sd, scale);
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faceColor.rgb += glowColor.rgb * glowColor.a;
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#endif
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// Alternative implementation to UnityGet2DClipping with support for softness.
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#if UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
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faceColor *= m.x * m.y;
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#endif
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faceColor *= SoftMask(input.position, input.worldPosition);
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#if UNITY_UI_ALPHACLIP
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clip(faceColor.a - 0.001);
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#endif
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return faceColor * input.color.a;
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}
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ENDCG
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}
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}
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Fallback "TextMeshPro/Mobile/Distance Field"
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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+9
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fileFormatVersion: 2
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guid: 935b7be1c88464d2eb87204fdfab5a38
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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+244
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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Shader "Hidden/TextMeshPro/Mobile/Distance Field (SoftMaskable)" {
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Properties {
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = .5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5
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_ScaleX ("Scale X", float) = 1
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_ScaleY ("Scale Y", float) = 1
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma exclude_renderers d3d9
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#if !defined(SHADER_API_D3D11_9X)
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#pragma target 3.0
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#endif
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ OUTLINE_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#if UNITY_VERSION < 201910
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
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#else
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#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
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#endif
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|
||||
#include "Packages/com.coffee.softmask-for-ugui/Shaders/SoftMask.cginc"
|
||||
#pragma shader_feature __ SOFTMASK_EDITOR
|
||||
|
||||
struct vertex_t {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t {
|
||||
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
|
||||
SOFTMASK_EDITOR_ONLY(float4 worldPosition : TEXCOORD5;)
|
||||
};
|
||||
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
float bold = step(input.texcoord1.y, 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.texcoord1.y) * _GradientScale * 1.5;
|
||||
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;
|
||||
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);
|
||||
|
||||
// Structure for pixel shader
|
||||
pixel_t output = {
|
||||
vPosition,
|
||||
faceColor,
|
||||
outlineColor,
|
||||
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
|
||||
half4(scale, bias - outline, bias + outline, bias),
|
||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
||||
half2(layerScale, layerBias),
|
||||
#endif
|
||||
SOFTMASK_EDITOR_ONLY(input.vertex)
|
||||
};
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
// PIXEL SHADER
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||
|
||||
#ifdef OUTLINE_ON
|
||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||
c *= saturate(d - input.param.y);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
half sd = saturate(d - input.param.z);
|
||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||
#endif
|
||||
|
||||
// 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
|
||||
|
||||
c *= SoftMask(input.vertex, input.worldPosition);
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(c.a - 0.001);
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e65241fa80a374114b3f55ed746c04d9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+118
@@ -0,0 +1,118 @@
|
||||
Shader "Hidden/TextMeshPro/Sprite (SoftMaskable)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_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
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "Packages/com.coffee.softmask-for-ugui/Shaders/SoftMask.cginc"
|
||||
#pragma shader_feature __ SOFTMASK_EDITOR
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
|
||||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
#endif
|
||||
|
||||
OUT.color = IN.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
color.a *= SoftMask(IN.vertex, IN.worldPosition);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94593ebff37d04a64936ebe46ce7e769
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in new issue
Block a user