311 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			311 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | Shader "TextMeshPro/Distance Field SSD" { | ||
|  | 
 | ||
|  | Properties { | ||
|  |     _FaceTex            ("Face Texture", 2D) = "white" {} | ||
|  |     _FaceUVSpeedX       ("Face UV Speed X", Range(-5, 5)) = 0.0 | ||
|  |     _FaceUVSpeedY       ("Face UV Speed Y", Range(-5, 5)) = 0.0 | ||
|  |     [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) | ||
|  |     _OutlineTex         ("Outline Texture", 2D) = "white" {} | ||
|  |     _OutlineUVSpeedX    ("Outline UV Speed X", Range(-5, 5)) = 0.0 | ||
|  |     _OutlineUVSpeedY    ("Outline UV Speed Y", Range(-5, 5)) = 0.0 | ||
|  |     _OutlineWidth       ("Outline Thickness", Range(0, 1)) = 0 | ||
|  |     _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0 | ||
|  | 
 | ||
|  |     _Bevel              ("Bevel", Range(0,1)) = 0.5 | ||
|  |     _BevelOffset        ("Bevel Offset", Range(-0.5,0.5)) = 0 | ||
|  |     _BevelWidth         ("Bevel Width", Range(-.5,0.5)) = 0 | ||
|  |     _BevelClamp         ("Bevel Clamp", Range(0,1)) = 0 | ||
|  |     _BevelRoundness     ("Bevel Roundness", Range(0,1)) = 0 | ||
|  | 
 | ||
|  |     _LightAngle         ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 | ||
|  |     [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) | ||
|  |     _SpecularPower      ("Specular", Range(0,4)) = 2.0 | ||
|  |     _Reflectivity       ("Reflectivity", Range(5.0,15.0)) = 10 | ||
|  |     _Diffuse            ("Diffuse", Range(0,1)) = 0.5 | ||
|  |     _Ambient            ("Ambient", Range(1,0)) = 0.5 | ||
|  | 
 | ||
|  |     _BumpMap            ("Normal map", 2D) = "bump" {} | ||
|  |     _BumpOutline        ("Bump Outline", Range(0,1)) = 0 | ||
|  |     _BumpFace           ("Bump Face", Range(0,1)) = 0 | ||
|  | 
 | ||
|  |     _ReflectFaceColor   ("Reflection Color", Color) = (0,0,0,1) | ||
|  |     _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) | ||
|  |     _Cube               ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } | ||
|  |     _EnvMatrixRotation  ("Texture Rotation", vector) = (0, 0, 0, 0) | ||
|  | 
 | ||
|  | 
 | ||
|  |     [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 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 | ||
|  | 
 | ||
|  |     [HDR]_GlowColor     ("Color", Color) = (0, 1, 0, 0.5) | ||
|  |     _GlowOffset         ("Offset", Range(-1,1)) = 0 | ||
|  |     _GlowInner          ("Inner", Range(0,1)) = 0.05 | ||
|  |     _GlowOuter          ("Outer", Range(0,1)) = 0.05 | ||
|  |     _GlowPower          ("Falloff", Range(1, 0)) = 0.75 | ||
|  | 
 | ||
|  |     _WeightNormal       ("Weight Normal", float) = 0 | ||
|  |     _WeightBold         ("Weight Bold", float) = 0.5 | ||
|  | 
 | ||
|  |     _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) = 5.0 | ||
|  |     _ScaleX             ("Scale X", float) = 1.0 | ||
|  |     _ScaleY             ("Scale Y", float) = 1.0 | ||
|  |     _PerspectiveFilter  ("Perspective Correction", Range(0, 1)) = 0.875 | ||
|  |     _Sharpness          ("Sharpness", Range(-1,1)) = 0 | ||
|  | 
 | ||
|  |     _VertexOffsetX      ("Vertex OffsetX", float) = 0 | ||
|  |     _VertexOffsetY      ("Vertex OffsetY", float) = 0 | ||
|  | 
 | ||
|  |     _MaskCoord          ("Mask Coordinates", vector) = (0, 0, 32767, 32767) | ||
|  |     _ClipRect           ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) | ||
|  |     _MaskSoftnessX      ("Mask SoftnessX", float) = 0 | ||
|  |     _MaskSoftnessY      ("Mask SoftnessY", 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] | ||
|  |     } | ||
|  | 
 | ||
|  |     Cull[_CullMode] | ||
|  |     ZWrite Off | ||
|  |     Lighting Off | ||
|  |     Fog { Mode Off } | ||
|  |     ZTest[unity_GUIZTestMode] | ||
|  |     Blend One OneMinusSrcAlpha | ||
|  |     ColorMask[_ColorMask] | ||
|  | 
 | ||
|  |     Pass { | ||
|  |         CGPROGRAM | ||
|  |         #pragma target 3.0 | ||
|  |         #pragma vertex VertShader | ||
|  |         #pragma fragment PixShader | ||
|  |         #pragma shader_feature __ BEVEL_ON | ||
|  |         #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER | ||
|  |         #pragma shader_feature __ GLOW_ON | ||
|  |         #pragma shader_feature __ FORCE_LINEAR | ||
|  | 
 | ||
|  |         #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.cginc" | ||
|  | 
 | ||
|  |         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	color           : COLOR; | ||
|  |             float2	atlas           : TEXCOORD0; | ||
|  |             float	weight          : TEXCOORD1; | ||
|  |             float2	mask            : TEXCOORD2;		// Position in object space(xy) | ||
|  |             float3	viewDir         : TEXCOORD3; | ||
|  | 
 | ||
|  |         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||
|  |             float2	texcoord2       : TEXCOORD4; | ||
|  |             float4	underlayColor   : COLOR1; | ||
|  |         #endif | ||
|  |             float4 textures         : TEXCOORD5; | ||
|  |         }; | ||
|  | 
 | ||
|  |         // Used by Unity internally to handle Texture Tiling and Offset. | ||
|  |         float4 _FaceTex_ST; | ||
|  |         float4 _OutlineTex_ST; | ||
|  | 
 | ||
|  |         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; | ||
|  | 
 | ||
|  |         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||
|  |             float4 underlayColor = _UnderlayColor; | ||
|  |             underlayColor.rgb *= underlayColor.a; | ||
|  | 
 | ||
|  |             float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | ||
|  |             float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | ||
|  |             float2 bOffset = float2(x, y); | ||
|  |         #endif | ||
|  | 
 | ||
|  |             // Generate UV for the Masking Texture | ||
|  |             float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | ||
|  | 
 | ||
|  |             // Support for texture tiling and offset | ||
|  |             float2 textureUV = UnpackUV(input.texcoord1.x); | ||
|  |             float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | ||
|  |             float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | ||
|  | 
 | ||
|  |             float4 color = input.color; | ||
|  |         #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) | ||
|  |             color = SRGBToLinear(input.color); | ||
|  |         #endif | ||
|  | 
 | ||
|  |             output.position = vPosition; | ||
|  |             output.color = color; | ||
|  |             output.atlas = input.texcoord0; | ||
|  |             output.weight = weight; | ||
|  |             output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); | ||
|  |             output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); | ||
|  |         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||
|  |             output.texcoord2 = input.texcoord0 + bOffset; | ||
|  |             output.underlayColor = underlayColor; | ||
|  |         #endif | ||
|  |             output.textures = float4(faceUV, outlineUV); | ||
|  | 
 | ||
|  |             return output; | ||
|  |         } | ||
|  | 
 | ||
|  | 
 | ||
|  |         fixed4 PixShader(pixel_t input) : SV_Target | ||
|  |         { | ||
|  |             UNITY_SETUP_INSTANCE_ID(input); | ||
|  | 
 | ||
|  |             float c = tex2D(_MainTex, input.atlas).a; | ||
|  | 
 | ||
|  |             float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); | ||
|  |             pixelSize *= _TextureWidth * .75; | ||
|  |             float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); | ||
|  | 
 | ||
|  |             float weight = input.weight; | ||
|  |             float bias = (.5 - weight) + (.5 / scale); | ||
|  |             float sd = (bias - c) * scale; | ||
|  | 
 | ||
|  |             float outline = (_OutlineWidth * _ScaleRatioA) * scale; | ||
|  |             float softness = (_OutlineSoftness * _ScaleRatioA) * scale; | ||
|  | 
 | ||
|  |             half4 faceColor = _FaceColor; | ||
|  |             half4 outlineColor = _OutlineColor; | ||
|  | 
 | ||
|  |             faceColor.rgb *= input.color.rgb; | ||
|  | 
 | ||
|  |             faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); | ||
|  |             outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); | ||
|  | 
 | ||
|  |             faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); | ||
|  | 
 | ||
|  |         #if BEVEL_ON | ||
|  |             float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); | ||
|  |             float3 n = GetSurfaceNormal(input.atlas, weight, dxy); | ||
|  | 
 | ||
|  |             float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; | ||
|  |             bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); | ||
|  |             n = normalize(n - bump); | ||
|  | 
 | ||
|  |             float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); | ||
|  | 
 | ||
|  |             float3 col = GetSpecular(n, light); | ||
|  |             faceColor.rgb += col * faceColor.a; | ||
|  |             faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); | ||
|  |             faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); | ||
|  | 
 | ||
|  |             fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); | ||
|  |             faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; | ||
|  |         #endif | ||
|  | 
 | ||
|  |         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||
|  |             float bScale = scale; | ||
|  |             bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); | ||
|  |             float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | ||
|  |         #endif | ||
|  | 
 | ||
|  |         #if UNDERLAY_ON | ||
|  |             float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; | ||
|  |             faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); | ||
|  |         #endif | ||
|  | 
 | ||
|  |         #if UNDERLAY_INNER | ||
|  |             float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; | ||
|  |             faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); | ||
|  |         #endif | ||
|  | 
 | ||
|  |         #if GLOW_ON | ||
|  |             float4 glowColor = GetGlowColor(sd, scale); | ||
|  |             faceColor.rgb += glowColor.rgb * glowColor.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)); | ||
|  |             half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); | ||
|  |             faceColor *= m.x * m.y; | ||
|  |         #endif | ||
|  | 
 | ||
|  |         #if UNITY_UI_ALPHACLIP | ||
|  |             clip(faceColor.a - 0.001); | ||
|  |         #endif | ||
|  | 
 | ||
|  |             return faceColor * input.color.a; | ||
|  |             } | ||
|  | 
 | ||
|  |             ENDCG | ||
|  |         } | ||
|  | } | ||
|  | 
 | ||
|  | Fallback "TextMeshPro/Mobile/Distance Field" | ||
|  | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||
|  | } |