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-rw-r--r--Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader317
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diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
new file mode 100644
index 0000000..c50c593
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
@@ -0,0 +1,317 @@
+Shader "TextMeshPro/Distance Field Overlay" {
+
+Properties {
+ _FaceTex ("Face Texture", 2D) = "white" {}
+ _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
+ _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
+ [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineTex ("Outline Texture", 2D) = "white" {}
+ _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
+ _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
+ _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ _Bevel ("Bevel", Range(0,1)) = 0.5
+ _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
+ _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
+ _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
+ _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
+
+ _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
+ [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
+ _SpecularPower ("Specular", Range(0,4)) = 2.0
+ _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
+ _Diffuse ("Diffuse", Range(0,1)) = 0.5
+ _Ambient ("Ambient", Range(1,0)) = 0.5
+
+ _BumpMap ("Normal map", 2D) = "bump" {}
+ _BumpOutline ("Bump Outline", Range(0,1)) = 0
+ _BumpFace ("Bump Face", Range(0,1)) = 0
+
+ _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
+ _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
+ _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
+ _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
+
+
+ [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 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
+
+ [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
+ _GlowOffset ("Offset", Range(-1,1)) = 0
+ _GlowInner ("Inner", Range(0,1)) = 0.05
+ _GlowOuter ("Outer", Range(0,1)) = 0.05
+ _GlowPower ("Falloff", Range(1, 0)) = 0.75
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = 0.5
+
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5.0
+ _ScaleX ("Scale X", float) = 1.0
+ _ScaleY ("Scale Y", float) = 1.0
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
+ _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 {
+
+ Tags
+ {
+ "Queue"="Overlay"
+ "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 Always
+ Blend One OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertShader
+ #pragma fragment PixShader
+ #pragma shader_feature __ BEVEL_ON
+ #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
+ #pragma shader_feature __ GLOW_ON
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+ #include "TMPro_Properties.cginc"
+ #include "TMPro.cginc"
+
+ struct vertex_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ float4 position : POSITION;
+ float3 normal : NORMAL;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+
+ struct pixel_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ float4 position : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 atlas : TEXCOORD0; // Atlas
+ float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
+ float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
+ float3 viewDir : TEXCOORD3;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
+ fixed4 underlayColor : COLOR1;
+ #endif
+ float4 textures : TEXCOORD5;
+ };
+
+ // Used by Unity internally to handle Texture Tiling and Offset.
+ float4 _FaceTex_ST;
+ float4 _OutlineTex_ST;
+
+ 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);
+
+ float bold = step(input.texcoord1.y, 0);
+
+ float4 vert = input.position;
+ 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 * (_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 bias =(.5 - weight) + (.5 / scale);
+
+ float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
+
+ #if GLOW_ON
+ alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
+ #endif
+
+ alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 underlayColor = _UnderlayColor;
+ underlayColor.rgb *= underlayColor.a;
+
+ float bScale = scale;
+ bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
+ float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+ float2 bOffset = 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);
+
+ // Support for texture tiling and offset
+ float2 textureUV = UnpackUV(input.texcoord1.x);
+ float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
+ float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
+
+
+ output.position = vPosition;
+ output.color = input.color;
+ output.atlas = input.texcoord0;
+ 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));
+ output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
+ output.underlayColor = underlayColor;
+ #endif
+ output.textures = float4(faceUV, outlineUV);
+
+ return output;
+ }
+
+
+ fixed4 PixShader(pixel_t input) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+
+ float c = tex2D(_MainTex, input.atlas).a;
+
+ #ifndef UNDERLAY_ON
+ clip(c - input.param.x);
+ #endif
+
+ float scale = input.param.y;
+ float bias = input.param.z;
+ float weight = input.param.w;
+ float sd = (bias - c) * scale;
+
+ float outline = (_OutlineWidth * _ScaleRatioA) * scale;
+ float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
+
+ half4 faceColor = _FaceColor;
+ half4 outlineColor = _OutlineColor;
+
+ faceColor.rgb *= input.color.rgb;
+
+ faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
+ outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
+
+ faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
+
+ #if BEVEL_ON
+ float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
+ float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
+
+ float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
+ bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
+ n = normalize(n- bump);
+
+ float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
+
+ float3 col = GetSpecular(n, light);
+ faceColor.rgb += col*faceColor.a;
+ faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
+ faceColor.rgb *= 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;
+ #endif
+
+ #if UNDERLAY_ON
+ float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
+ faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ 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);
+ #endif
+
+ #if GLOW_ON
+ float4 glowColor = GetGlowColor(sd, scale);
+ faceColor.rgb += glowColor.rgb * glowColor.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);
+ faceColor *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(faceColor.a - 0.001);
+ #endif
+
+ return faceColor * input.color.a;
+ }
+
+ ENDCG
+ }
+}
+
+Fallback "TextMeshPro/Mobile/Distance Field"
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}