// 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 SSD" { Properties { [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 [HDR]_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" #include "TMPro_Mobile.cginc" ENDCG } } CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" }