327 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			327 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | Shader "TextMeshPro/Distance Field" { | ||
|  | 
 | ||
|  | 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 | ||
|  | 	_FaceColor		    ("Face Color", Color) = (1,1,1,1) | ||
|  | 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||
|  | 
 | ||
|  | 	_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 | ||
|  | 	_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) | ||
|  | 
 | ||
|  | 
 | ||
|  | 	_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 | ||
|  | 
 | ||
|  | 	_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 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; | ||
|  | 			fixed4	color			: COLOR; | ||
|  | 			float4	texcoord0		: TEXCOORD0; | ||
|  | 			float2	texcoord1		: TEXCOORD1; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		struct pixel_t | ||
|  | 		{ | ||
|  | 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | 			UNITY_VERTEX_OUTPUT_STEREO | ||
|  | 			float4	position		: SV_POSITION; | ||
|  | 			fixed4	color			: COLOR; | ||
|  | 			float2	atlas			: TEXCOORD0;		// Atlas | ||
|  | 			float4	param			: TEXCOORD1;		// alphaClip, scale, bias, weight | ||
|  | 			float4	mask			: TEXCOORD2;		// Position in object space(xy), pixel Size(zw) | ||
|  | 			float3	viewDir			: TEXCOORD3; | ||
|  | 
 | ||
|  | 		    #if (UNDERLAY_ON || UNDERLAY_INNER) | ||
|  | 			float4	texcoord2		: TEXCOORD4;		// u,v, scale, bias | ||
|  | 			fixed4	underlayColor	: COLOR1; | ||
|  | 		    #endif | ||
|  | 
 | ||
|  | 		    float4 textures			: TEXCOORD5; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		// Used by Unity internally to handle Texture Tiling and Offset. | ||
|  | 		float4 _FaceTex_ST; | ||
|  | 		float4 _OutlineTex_ST; | ||
|  | 		float _UIMaskSoftnessX; | ||
|  |         float _UIMaskSoftnessY; | ||
|  |         int _UIVertexColorAlwaysGammaSpace; | ||
|  | 
 | ||
|  | 		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.texcoord0.w, 0); | ||
|  | 
 | ||
|  | 			float4 vert = input.position; | ||
|  | 			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 bias =(.5 - weight) + (.5 / scale); | ||
|  | 
 | ||
|  | 			float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); | ||
|  | 
 | ||
|  | 		    #if GLOW_ON | ||
|  | 			alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); | ||
|  | 		    #endif | ||
|  | 
 | ||
|  | 			alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; | ||
|  | 
 | ||
|  | 		    #if (UNDERLAY_ON || UNDERLAY_INNER) | ||
|  | 			float4 underlayColor = _UnderlayColor; | ||
|  | 			underlayColor.rgb *= underlayColor.a; | ||
|  | 
 | ||
|  | 			float bScale = scale; | ||
|  | 			bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); | ||
|  | 			float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | ||
|  | 
 | ||
|  | 			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); | ||
|  | 			float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); | ||
|  | 
 | ||
|  | 			// Support for texture tiling and offset | ||
|  | 			float2 textureUV = input.texcoord1; | ||
|  | 			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | ||
|  | 			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | ||
|  | 
 | ||
|  | 
 | ||
|  |             if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) | ||
|  |             { | ||
|  |                 input.color.rgb = UIGammaToLinear(input.color.rgb); | ||
|  |             } | ||
|  | 			output.position = vPosition; | ||
|  | 			output.color = input.color; | ||
|  | 			output.atlas =	input.texcoord0; | ||
|  | 			output.param =	float4(alphaClip, scale, bias, weight); | ||
|  | 			const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); | ||
|  | 			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); | ||
|  | 			output.viewDir =	mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); | ||
|  | 			#if (UNDERLAY_ON || UNDERLAY_INNER) | ||
|  | 			output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); | ||
|  | 			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; | ||
|  | 
 | ||
|  | 		    #ifndef UNDERLAY_ON | ||
|  | 			clip(c - input.param.x); | ||
|  | 		    #endif | ||
|  | 
 | ||
|  | 			float	scale	= input.param.y; | ||
|  | 			float	bias	= input.param.z; | ||
|  | 			float	weight	= input.param.w; | ||
|  | 			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 | ||
|  | 			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | ||
|  | 			faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); | ||
|  | 		    #endif | ||
|  | 
 | ||
|  | 		    #if UNDERLAY_INNER | ||
|  | 			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | ||
|  | 			faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * 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 | ||
|  | 			half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); | ||
|  | 			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" | ||
|  | } |