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-rw-r--r--Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc101
1 files changed, 101 insertions, 0 deletions
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
new file mode 100644
index 0000000..622ae87
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
@@ -0,0 +1,101 @@
+void VertShader(inout appdata_full v, out Input data)
+{
+ v.vertex.x += _VertexOffsetX;
+ v.vertex.y += _VertexOffsetY;
+
+ UNITY_INITIALIZE_OUTPUT(Input, data);
+
+ float bold = step(v.texcoord1.y, 0);
+
+ // Generate normal for backface
+ float3 view = ObjSpaceViewDir(v.vertex);
+ v.normal *= sign(dot(v.normal, view));
+
+#if USE_DERIVATIVE
+ data.param.y = 1;
+#else
+ float4 vert = v.vertex;
+ float4 vPosition = UnityObjectToClipPos(vert);
+ float2 pixelSize = vPosition.w;
+
+ pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
+ float scale = rsqrt(dot(pixelSize, pixelSize));
+ scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
+ scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
+ data.param.y = scale;
+#endif
+
+ data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
+
+ v.texcoord1.xy = UnpackUV(v.texcoord1.x);
+ data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
+}
+
+void PixShader(Input input, inout SurfaceOutput o)
+{
+
+#if USE_DERIVATIVE
+ float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
+ pixelSize *= _TextureWidth * .75;
+ float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
+#else
+ float scale = input.param.y;
+#endif
+
+ // Signed distance
+ float c = tex2D(_MainTex, input.uv_MainTex).a;
+ float sd = (.5 - c - input.param.x) * scale + .5;
+ float outline = _OutlineWidth*_ScaleRatioA * scale;
+ float softness = _OutlineSoftness*_ScaleRatioA * scale;
+
+ // Color & Alpha
+ float4 faceColor = _FaceColor;
+ float4 outlineColor = _OutlineColor;
+ faceColor *= input.color;
+ outlineColor.a *= input.color.a;
+ faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
+ outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
+ faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
+ faceColor.rgb /= max(faceColor.a, 0.0001);
+
+#if BEVEL_ON
+ float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
+
+ float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
+ tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
+ tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
+ tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
+
+ // Face Normal
+ float3 n = GetSurfaceNormal(smp4x, input.param.x);
+
+ // Bumpmap
+ float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
+ bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
+ bump = lerp(float3(0, 0, 1), bump, faceColor.a);
+ n = normalize(n - bump);
+
+ // Cubemap reflection
+ fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
+ float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
+#else
+ float3 n = float3(0, 0, -1);
+ float3 emission = float3(0, 0, 0);
+#endif
+
+#if GLOW_ON
+ float4 glowColor = GetGlowColor(sd, scale);
+ glowColor.a *= input.color.a;
+ emission += glowColor.rgb*glowColor.a;
+ faceColor = BlendARGB(glowColor, faceColor);
+ faceColor.rgb /= max(faceColor.a, 0.0001);
+#endif
+
+ // Set Standard output structure
+ o.Albedo = faceColor.rgb;
+ o.Normal = -n;
+ o.Emission = emission;
+ o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
+ o.Gloss = 1;
+ o.Alpha = faceColor.a;
+}