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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 - Masking" {
- 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"
- struct vertex_t {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- fixed4 color : COLOR;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
- struct pixel_t {
- float4 vertex : SV_POSITION;
- fixed4 faceColor : COLOR;
- fixed4 outlineColor : COLOR1;
- float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
- half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
- half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
- #if (UNDERLAY_ON | UNDERLAY_INNER)
- float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
- half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
- #endif
- };
- float _MaskWipeControl;
- float _MaskEdgeSoftness;
- fixed4 _MaskEdgeColor;
- bool _MaskInverse;
- pixel_t VertShader(vertex_t input)
- {
- float bold = step(input.texcoord1.y, 0);
- float4 vert = input.vertex;
- vert.x += _VertexOffsetX;
- vert.y += _VertexOffsetY;
- float4 vPosition = UnityObjectToClipPos(vert);
- float2 pixelSize = vPosition.w;
- pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
- float scale = rsqrt(dot(pixelSize, pixelSize));
- scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
- if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
- float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
- weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
- float layerScale = scale;
- scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
- float bias = (0.5 - weight) * scale - 0.5;
- float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
- float opacity = input.color.a;
- #if (UNDERLAY_ON | UNDERLAY_INNER)
- opacity = 1.0;
- #endif
- fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
- faceColor.rgb *= faceColor.a;
- fixed4 outlineColor = _OutlineColor;
- outlineColor.a *= opacity;
- outlineColor.rgb *= outlineColor.a;
- outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
- #if (UNDERLAY_ON | UNDERLAY_INNER)
- layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
- float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
- float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
- float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
- float2 layerOffset = float2(x, y);
- #endif
- // Generate UV for the Masking Texture
- float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
- float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
- // Structure for pixel shader
- pixel_t output = {
- vPosition,
- faceColor,
- outlineColor,
- float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
- half4(scale, bias - outline, bias + outline, bias),
- half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
- #if (UNDERLAY_ON | UNDERLAY_INNER)
- float4(input.texcoord0 + layerOffset, input.color.a, 0),
- half2(layerScale, layerBias),
- #endif
- };
- return output;
- }
- // PIXEL SHADER
- fixed4 PixShader(pixel_t input) : SV_Target
- {
- half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
- half4 c = input.faceColor * saturate(d - input.param.w);
- #ifdef OUTLINE_ON
- c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
- c *= saturate(d - input.param.y);
- #endif
- #if UNDERLAY_ON
- d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
- c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
- #endif
- #if UNDERLAY_INNER
- half sd = saturate(d - input.param.z);
- d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
- c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
- #endif
- // Alternative implementation to UnityGet2DClipping with support for softness.
- //#if UNITY_UI_CLIP_RECT
- half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
- c *= m.x * m.y;
- //#endif
- float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
- float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
- a = saturate(t / _MaskEdgeSoftness);
- c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
- c *= a;
- #if (UNDERLAY_ON | UNDERLAY_INNER)
- c *= input.texcoord1.z;
- #endif
- #if UNITY_UI_ALPHACLIP
- clip(c.a - 0.001);
- #endif
- return c;
- }
- ENDCG
- }
- }
- CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
- }
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