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Diffstat (limited to 'Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader')
-rw-r--r--Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader145
1 files changed, 145 insertions, 0 deletions
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
new file mode 100644
index 0000000..006a271
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
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+Shader "TextMeshPro/Mobile/Bitmap" {
+
+Properties {
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ [HDR]_Color ("Text Color", Color) = (1,1,1,1)
+ _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
+
+ _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)
+
+ _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 fragmentoption ARB_precision_hint_fastest
+
+ #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 : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float4 mask : TEXCOORD2;
+ };
+
+ sampler2D _MainTex;
+ fixed4 _Color;
+ float _DiffusePower;
+
+ uniform float _VertexOffsetX;
+ uniform float _VertexOffsetY;
+ uniform float4 _ClipRect;
+ uniform float _MaskSoftnessX;
+ uniform float _MaskSoftnessY;
+
+ v2f vert (appdata_t v)
+ {
+ v2f OUT;
+ float4 vert = v.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+ OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
+ OUT.color = v.color;
+ OUT.color *= _Color;
+ OUT.color.rgb *= _DiffusePower;
+ OUT.texcoord0 = v.texcoord0;
+
+ float2 pixelSize = OUT.vertex.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) : COLOR
+ {
+ fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
+
+ // 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
+ }
+}
+
+SubShader {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ BindChannels {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord0
+ }
+ Pass {
+ SetTexture [_MainTex] {
+ constantColor [_Color] combine constant * primary, constant * texture
+ }
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}