259 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			259 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | // 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 { | ||
|  | 	_FaceColor		    ("Face Color", Color) = (1,1,1,1) | ||
|  | 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||
|  | 
 | ||
|  | 	_OutlineColor	    ("Outline Color", Color) = (0,0,0,1) | ||
|  | 	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0 | ||
|  | 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0 | ||
|  | 
 | ||
|  | 	_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; | ||
|  | 			float4	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; | ||
|  | 		float _UIMaskSoftnessX; | ||
|  |         float _UIMaskSoftnessY; | ||
|  |         int _UIVertexColorAlwaysGammaSpace; | ||
|  | 
 | ||
|  | 		pixel_t VertShader(vertex_t input) | ||
|  | 		{ | ||
|  | 			float bold = step(input.texcoord0.w, 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.texcoord0.w) * _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; | ||
|  | 
 | ||
|  |             if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) | ||
|  |             { | ||
|  |                 input.color.rgb = UIGammaToLinear(input.color.rgb); | ||
|  |             } | ||
|  | 			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); | ||
|  | 			const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); | ||
|  | 
 | ||
|  | 			// 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 * maskSoftness + 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" | ||
|  | } |