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Diffstat (limited to 'Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader')
-rw-r--r--Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader143
1 files changed, 143 insertions, 0 deletions
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
new file mode 100644
index 0000000..bab2b2c
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
@@ -0,0 +1,143 @@
+Shader "TextMeshPro/Bitmap Custom Atlas" {
+
+Properties {
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _FaceTex ("Font Texture", 2D) = "white" {}
+ [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _Padding ("Padding", 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{
+
+ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
+
+ Stencil
+ {
+ Ref[_Stencil]
+ Comp[_StencilComp]
+ Pass[_StencilOp]
+ ReadMask[_StencilReadMask]
+ WriteMask[_StencilWriteMask]
+ }
+
+
+ Lighting Off
+ Cull [_CullMode]
+ ZTest [unity_GUIZTestMode]
+ ZWrite Off
+ Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask[_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+ #include "UnityCG.cginc"
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct v2f {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ float4 mask : TEXCOORD2;
+ };
+
+ uniform sampler2D _MainTex;
+ uniform sampler2D _FaceTex;
+ uniform float4 _FaceTex_ST;
+ uniform fixed4 _FaceColor;
+
+ uniform float _VertexOffsetX;
+ uniform float _VertexOffsetY;
+ uniform float4 _ClipRect;
+ uniform float _MaskSoftnessX;
+ uniform float _MaskSoftnessY;
+
+ float2 UnpackUV(float uv)
+ {
+ float2 output;
+ output.x = floor(uv / 4096);
+ output.y = uv - 4096 * output.x;
+
+ return output * 0.001953125;
+ }
+
+ v2f vert (appdata_t v)
+ {
+ float4 vert = v.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
+
+ fixed4 faceColor = v.color;
+ faceColor *= _FaceColor;
+
+ v2f OUT;
+ OUT.vertex = vPosition;
+ OUT.color = faceColor;
+ OUT.texcoord0 = v.texcoord0;
+ OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
+ float2 pixelSize = vPosition.w;
+ pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+ // Clamp _ClipRect to 16bit.
+ 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));
+
+ return OUT;
+ }
+
+ fixed4 frag (v2f IN) : SV_Target
+ {
+ fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+ color *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(color.a - 0.001);
+ #endif
+
+ return color;
+ }
+ ENDCG
+ }
+}
+
+ CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}