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- Shader "TextMeshPro/Bitmap Custom Atlas" {
- Properties {
- _MainTex ("Font Atlas", 2D) = "white" {}
- _FaceTex ("Font Texture", 2D) = "white" {}
- [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
- _VertexOffsetX ("Vertex OffsetX", float) = 0
- _VertexOffsetY ("Vertex OffsetY", float) = 0
- _MaskSoftnessX ("Mask SoftnessX", float) = 0
- _MaskSoftnessY ("Mask SoftnessY", float) = 0
- _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
- _Padding ("Padding", 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" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
- Stencil
- {
- Ref[_Stencil]
- Comp[_StencilComp]
- Pass[_StencilOp]
- ReadMask[_StencilReadMask]
- WriteMask[_StencilWriteMask]
- }
- Lighting Off
- Cull [_CullMode]
- ZTest [unity_GUIZTestMode]
- ZWrite Off
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask[_ColorMask]
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile __ UNITY_UI_CLIP_RECT
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
- #include "UnityCG.cginc"
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float4 mask : TEXCOORD2;
- };
- uniform sampler2D _MainTex;
- uniform sampler2D _FaceTex;
- uniform float4 _FaceTex_ST;
- uniform fixed4 _FaceColor;
- uniform float _VertexOffsetX;
- uniform float _VertexOffsetY;
- uniform float4 _ClipRect;
- uniform float _MaskSoftnessX;
- uniform float _MaskSoftnessY;
- float2 UnpackUV(float uv)
- {
- float2 output;
- output.x = floor(uv / 4096);
- output.y = uv - 4096 * output.x;
- return output * 0.001953125;
- }
- v2f vert (appdata_t v)
- {
- float4 vert = v.vertex;
- vert.x += _VertexOffsetX;
- vert.y += _VertexOffsetY;
- vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
- float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
- fixed4 faceColor = v.color;
- faceColor *= _FaceColor;
- v2f OUT;
- OUT.vertex = vPosition;
- OUT.color = faceColor;
- OUT.texcoord0 = v.texcoord0;
- OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
- float2 pixelSize = vPosition.w;
- pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
- // Clamp _ClipRect to 16bit.
- float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
- OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
- return OUT;
- }
- fixed4 frag (v2f IN) : SV_Target
- {
- fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
- // Alternative implementation to UnityGet2DClipping with support for softness.
- #if UNITY_UI_CLIP_RECT
- half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
- color *= m.x * m.y;
- #endif
- #if UNITY_UI_ALPHACLIP
- clip(color.a - 0.001);
- #endif
- return color;
- }
- ENDCG
- }
- }
- CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
- }
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