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-rw-r--r--Assets/TextMesh Pro/Shaders/TMPro.cginc84
1 files changed, 84 insertions, 0 deletions
diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc
new file mode 100644
index 0000000..5898130
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc
@@ -0,0 +1,84 @@
+float2 UnpackUV(float uv)
+{
+ float2 output;
+ output.x = floor(uv / 4096);
+ output.y = uv - 4096 * output.x;
+
+ return output * 0.001953125;
+}
+
+fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
+{
+ half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
+ half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
+
+ faceColor.rgb *= faceColor.a;
+ outlineColor.rgb *= outlineColor.a;
+
+ faceColor = lerp(faceColor, outlineColor, outlineAlpha);
+
+ faceColor *= faceAlpha;
+
+ return faceColor;
+}
+
+float3 GetSurfaceNormal(float4 h, float bias)
+{
+ bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
+
+ h += bias+_BevelOffset;
+
+ float bevelWidth = max(.01, _OutlineWidth+_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), _BevelRoundness);
+ h = min(h, 1.0-_BevelClamp);
+ h *= _Bevel * 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));
+
+ return cross(va, vb);
+}
+
+float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
+{
+ // Read "height field"
+ float4 h = {tex2D(_MainTex, uv - delta.xz).a,
+ tex2D(_MainTex, uv + delta.xz).a,
+ tex2D(_MainTex, uv - delta.zy).a,
+ tex2D(_MainTex, uv + delta.zy).a};
+
+ return GetSurfaceNormal(h, bias);
+}
+
+float3 GetSpecular(float3 n, float3 l)
+{
+ float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
+ return _SpecularColor.rgb * spec * _SpecularPower;
+}
+
+float4 GetGlowColor(float d, float scale)
+{
+ float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
+ float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
+ glow = saturate(abs(glow/(1.0 + t)));
+ glow = 1.0-pow(glow, _GlowPower);
+ glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
+ return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
+}
+
+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);
+}
+