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- // Simplified SDF shader:
- // - No Shading Option (bevel / bump / env map)
- // - No Glow Option
- // - Softness is applied on both side of the outline
- Shader "TextMeshPro/Mobile/Distance Field SSD" {
- Properties {
- [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)
- _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
- _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
- [HDR]_UnderlayColor ("Border Color", Color) = (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
- _WeightNormal ("Weight Normal", float) = 0
- _WeightBold ("Weight Bold", float) = .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
- _ScaleX ("Scale X", float) = 1
- _ScaleY ("Scale Y", float) = 1
- _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
- _Sharpness ("Sharpness", Range(-1,1)) = 0
- _VertexOffsetX ("Vertex OffsetX", float) = 0
- _VertexOffsetY ("Vertex OffsetY", float) = 0
- _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
- _MaskSoftnessX ("Mask SoftnessX", float) = 0
- _MaskSoftnessY ("Mask SoftnessY", float) = 0
- _MaskTex ("Mask Texture", 2D) = "white" {}
- _MaskInverse ("Inverse", float) = 0
- _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
- _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
- _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
- _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]
- }
- Cull [_CullMode]
- ZWrite Off
- Lighting Off
- Fog { Mode Off }
- ZTest [unity_GUIZTestMode]
- Blend One OneMinusSrcAlpha
- ColorMask [_ColorMask]
- Pass {
- CGPROGRAM
- #pragma vertex VertShader
- #pragma fragment PixShader
- #pragma shader_feature __ OUTLINE_ON
- #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
- #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_Mobile.cginc"
- ENDCG
- }
- }
- CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
- }
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