144 lines
3.4 KiB
Plaintext
144 lines
3.4 KiB
Plaintext
|
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
||
|
|
||
|
Properties {
|
||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||
|
_FaceTex ("Font Texture", 2D) = "white" {}
|
||
|
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||
|
|
||
|
_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)
|
||
|
_Padding ("Padding", 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]
|
||
|
}
|
||
|
|
||
|
|
||
|
Lighting Off
|
||
|
Cull [_CullMode]
|
||
|
ZTest [unity_GUIZTestMode]
|
||
|
ZWrite Off
|
||
|
Fog { Mode Off }
|
||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||
|
ColorMask[_ColorMask]
|
||
|
|
||
|
Pass {
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#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 : SV_POSITION;
|
||
|
fixed4 color : COLOR;
|
||
|
float2 texcoord0 : TEXCOORD0;
|
||
|
float2 texcoord1 : TEXCOORD1;
|
||
|
float4 mask : TEXCOORD2;
|
||
|
};
|
||
|
|
||
|
uniform sampler2D _MainTex;
|
||
|
uniform sampler2D _FaceTex;
|
||
|
uniform float4 _FaceTex_ST;
|
||
|
uniform fixed4 _FaceColor;
|
||
|
|
||
|
uniform float _VertexOffsetX;
|
||
|
uniform float _VertexOffsetY;
|
||
|
uniform float4 _ClipRect;
|
||
|
uniform float _MaskSoftnessX;
|
||
|
uniform float _MaskSoftnessY;
|
||
|
|
||
|
float2 UnpackUV(float uv)
|
||
|
{
|
||
|
float2 output;
|
||
|
output.x = floor(uv / 4096);
|
||
|
output.y = uv - 4096 * output.x;
|
||
|
|
||
|
return output * 0.001953125;
|
||
|
}
|
||
|
|
||
|
v2f vert (appdata_t v)
|
||
|
{
|
||
|
float4 vert = v.vertex;
|
||
|
vert.x += _VertexOffsetX;
|
||
|
vert.y += _VertexOffsetY;
|
||
|
|
||
|
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||
|
|
||
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||
|
|
||
|
fixed4 faceColor = v.color;
|
||
|
faceColor *= _FaceColor;
|
||
|
|
||
|
v2f OUT;
|
||
|
OUT.vertex = vPosition;
|
||
|
OUT.color = faceColor;
|
||
|
OUT.texcoord0 = v.texcoord0;
|
||
|
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
||
|
float2 pixelSize = vPosition.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) : SV_Target
|
||
|
{
|
||
|
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
|
||
|
|
||
|
// 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
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
||
|
}
|