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- Shader "TextMeshPro/Distance Field Overlay" {
- 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
- _ColorMask ("Color Mask", Float) = 15
- }
- SubShader {
- Tags
- {
- "Queue"="Overlay"
- "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 Always
- 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;
- float2 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;
- 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);
- 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 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 = UnpackUV(input.texcoord1.x);
- float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
- float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
-
- output.position = vPosition;
- output.color = input.color;
- output.atlas = input.texcoord0;
- output.param = float4(alphaClip, scale, bias, weight);
- output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + 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"
- }
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