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- Shader "TextMeshPro/Mobile/Bitmap" {
- Properties {
- _MainTex ("Font Atlas", 2D) = "white" {}
- _Color ("Text Color", Color) = (1,1,1,1)
- _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
- _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)
- _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
- _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 Off
- ZTest [unity_GUIZTestMode]
- ZWrite Off
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask[_ColorMask]
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- #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 : POSITION;
- fixed4 color : COLOR;
- float2 texcoord0 : TEXCOORD0;
- float4 mask : TEXCOORD2;
- };
- sampler2D _MainTex;
- fixed4 _Color;
- float _DiffusePower;
- uniform float _VertexOffsetX;
- uniform float _VertexOffsetY;
- uniform float4 _ClipRect;
- uniform float _MaskSoftnessX;
- uniform float _MaskSoftnessY;
- v2f vert (appdata_t v)
- {
- v2f OUT;
- float4 vert = v.vertex;
- vert.x += _VertexOffsetX;
- vert.y += _VertexOffsetY;
- vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
- OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
- OUT.color = v.color;
- OUT.color *= _Color;
- OUT.color.rgb *= _DiffusePower;
- OUT.texcoord0 = v.texcoord0;
- float2 pixelSize = OUT.vertex.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) : COLOR
- {
- fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
- // 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
- }
- }
- SubShader {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
- BindChannels {
- Bind "Color", color
- Bind "Vertex", vertex
- Bind "TexCoord", texcoord0
- }
- Pass {
- SetTexture [_MainTex] {
- constantColor [_Color] combine constant * primary, constant * texture
- }
- }
- }
- CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
- }
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