aboutsummaryrefslogtreecommitdiffstats
path: root/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
diff options
context:
space:
mode:
Diffstat (limited to 'Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc')
-rw-r--r--Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc157
1 files changed, 157 insertions, 0 deletions
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
new file mode 100644
index 0000000..5969fec
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
@@ -0,0 +1,157 @@
+struct vertex_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ float4 position : POSITION;
+ float3 normal : NORMAL;
+ float4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+};
+
+struct pixel_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ float4 position : SV_POSITION;
+ float4 faceColor : COLOR;
+ float4 outlineColor : COLOR1;
+ float4 texcoord0 : TEXCOORD0;
+ float4 param : TEXCOORD1; // weight, scaleRatio
+ float2 mask : TEXCOORD2;
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 texcoord2 : TEXCOORD3;
+ float4 underlayColor : COLOR2;
+ #endif
+};
+
+float4 SRGBToLinear(float4 rgba) {
+ return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
+}
+
+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);
+
+ float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+ weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+ // Generate UV for the Masking Texture
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
+
+ float4 color = input.color;
+ #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
+ color = SRGBToLinear(input.color);
+ #endif
+
+ float opacity = color.a;
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ opacity = 1.0;
+ #endif
+
+ float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
+ faceColor.rgb *= faceColor.a;
+
+ float4 outlineColor = _OutlineColor;
+ outlineColor.a *= opacity;
+ outlineColor.rgb *= outlineColor.a;
+
+ output.position = vPosition;
+ output.faceColor = faceColor;
+ output.outlineColor = outlineColor;
+ output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
+ output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
+
+ float2 mask = float2(0, 0);
+ #if UNITY_UI_CLIP_RECT
+ mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
+ #endif
+ output.mask = mask;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 underlayColor = _UnderlayColor;
+ underlayColor.rgb *= underlayColor.a;
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+
+ output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
+ output.underlayColor = underlayColor;
+ #endif
+
+ return output;
+}
+
+float4 PixShader(pixel_t input) : SV_Target
+{
+ UNITY_SETUP_INSTANCE_ID(input);
+
+ float d = tex2D(_MainTex, input.texcoord0.xy).a;
+
+ float2 UV = input.texcoord0.xy;
+ float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ float layerScale = scale;
+ layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
+ float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
+ #endif
+
+ scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
+
+ float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
+
+ #ifdef OUTLINE_ON
+ float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
+ faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
+ faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
+ #endif
+
+ #if UNDERLAY_ON
+ d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
+ faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ float bias = input.param.x * scale - 0.5;
+ float sd = saturate(d * scale - bias - input.param.z);
+ d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
+ faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
+ #endif
+
+ #ifdef MASKING
+ float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
+ float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
+ a = saturate(t / _MaskEdgeSoftness);
+ faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
+ faceColor *= a;
+ #endif
+
+ // Alternative implementation to UnityGet2DClipping with support for softness
+ #if UNITY_UI_CLIP_RECT
+ float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
+ float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
+ faceColor *= m.x * m.y;
+ #endif
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ faceColor *= input.texcoord2.z;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(faceColor.a - 0.001);
+ #endif
+
+ return faceColor;
+}