app.hypergames.hypersdk 1.0.2 → 1.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.github/workflows/check-sync.yml +0 -2
- package/CHANGELOG.md +9 -0
- package/dev-hypersdk/Assets/Editor/HyperSDKSyncTool.cs +0 -1
- package/package.json +1 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/DOTweenSettings.asset +0 -54
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Fonts/LiberationSans - OFL.txt +0 -46
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Fonts/LiberationSans.ttf +0 -0
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat +0 -106
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +0 -348
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat +0 -104
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset +0 -7821
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/LineBreaking Following Characters.txt +0 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/LineBreaking Leading Characters.txt +0 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset +0 -659
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset +0 -81
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/TMP Settings.asset +0 -52
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/SDFFunctions.hlsl +0 -178
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +0 -145
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +0 -155
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap.shader +0 -145
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +0 -326
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF SSD.shader +0 -321
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph +0 -12074
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph +0 -11759
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +0 -258
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +0 -252
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +0 -106
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader +0 -389
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +0 -250
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +0 -139
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +0 -159
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph +0 -11932
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph +0 -11629
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF.shader +0 -326
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Sprite.shader +0 -131
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro.cginc +0 -84
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Mobile.cginc +0 -165
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Properties.cginc +0 -80
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Surface.cginc +0 -99
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne Attribution.txt +0 -3
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne.json +0 -156
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne.png +0 -0
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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Shader "TextMeshPro/Mobile/Distance Field - Masking" {
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Properties {
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = .5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5
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_ScaleX ("Scale X", float) = 1
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_ScaleY ("Scale Y", float) = 1
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_MaskTex ("Mask Texture", 2D) = "white" {}
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_MaskInverse ("Inverse", float) = 0
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_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
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_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
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_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ OUTLINE_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "TMPro_Properties.cginc"
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struct vertex_t
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float4 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t
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{
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float4 vertex : SV_POSITION;
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fixed4 faceColor : COLOR;
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fixed4 outlineColor : COLOR1;
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float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
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half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
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half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
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half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
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#endif
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};
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float _MaskWipeControl;
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float _MaskEdgeSoftness;
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fixed4 _MaskEdgeColor;
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bool _MaskInverse;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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int _UIVertexColorAlwaysGammaSpace;
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pixel_t VertShader(vertex_t input)
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{
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float bold = step(input.texcoord0.w, 0);
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float4 vert = input.vertex;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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float4 vPosition = UnityObjectToClipPos(vert);
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
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if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
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float layerScale = scale;
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scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
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float bias = (0.5 - weight) * scale - 0.5;
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float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
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if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
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{
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input.color.rgb = UIGammaToLinear(input.color.rgb);
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}
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float opacity = input.color.a;
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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opacity = 1.0;
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#endif
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fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
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faceColor.rgb *= faceColor.a;
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fixed4 outlineColor = _OutlineColor;
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outlineColor.a *= opacity;
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outlineColor.rgb *= outlineColor.a;
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outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
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float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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float2 layerOffset = float2(x, y);
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#endif
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// Generate UV for the Masking Texture
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
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// Structure for pixel shader
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pixel_t output = {
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vPosition,
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faceColor,
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outlineColor,
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float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
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half4(scale, bias - outline, bias + outline, bias),
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half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)),
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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float4(input.texcoord0 + layerOffset, input.color.a, 0),
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half2(layerScale, layerBias),
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#endif
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};
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return output;
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}
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// PIXEL SHADER
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fixed4 PixShader(pixel_t input) : SV_Target
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{
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half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
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half4 c = input.faceColor * saturate(d - input.param.w);
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#ifdef OUTLINE_ON
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c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
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c *= saturate(d - input.param.y);
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#endif
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#if UNDERLAY_ON
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d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
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c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
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#endif
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#if UNDERLAY_INNER
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half sd = saturate(d - input.param.z);
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d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
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c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
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#endif
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// Alternative implementation to UnityGet2DClipping with support for softness.
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//#if UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
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c *= m.x * m.y;
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//#endif
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float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
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float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
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a = saturate(t / _MaskEdgeSoftness);
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c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
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c *= a;
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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c *= input.texcoord1.z;
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#endif
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#if UNITY_UI_ALPHACLIP
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clip(c.a - 0.001);
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#endif
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return c;
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}
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ENDCG
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}
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}
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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@@ -1,252 +0,0 @@
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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Shader "TextMeshPro/Mobile/Distance Field Overlay" {
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Properties {
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = .5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5
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_ScaleX ("Scale X", float) = 1
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_ScaleY ("Scale Y", float) = 1
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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{
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"Queue"="Overlay"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest Always
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ OUTLINE_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "TMPro_Properties.cginc"
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96
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struct vertex_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float4 texcoord0 : TEXCOORD0;
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|
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float2 texcoord1 : TEXCOORD1;
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};
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|
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|
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struct pixel_t
|
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|
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
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|
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UNITY_VERTEX_OUTPUT_STEREO
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float4 vertex : SV_POSITION;
|
|
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|
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fixed4 faceColor : COLOR;
|
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112
|
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fixed4 outlineColor : COLOR1;
|
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113
|
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float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
|
114
|
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half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
|
115
|
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half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
|
116
|
-
|
|
117
|
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#if (UNDERLAY_ON | UNDERLAY_INNER)
|
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118
|
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float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
|
119
|
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half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
|
120
|
-
#endif
|
|
121
|
-
};
|
|
122
|
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|
|
123
|
-
float _UIMaskSoftnessX;
|
|
124
|
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float _UIMaskSoftnessY;
|
|
125
|
-
int _UIVertexColorAlwaysGammaSpace;
|
|
126
|
-
|
|
127
|
-
|
|
128
|
-
pixel_t VertShader(vertex_t input)
|
|
129
|
-
{
|
|
130
|
-
pixel_t output;
|
|
131
|
-
|
|
132
|
-
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
|
133
|
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UNITY_SETUP_INSTANCE_ID(input);
|
|
134
|
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UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
135
|
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
136
|
-
|
|
137
|
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float bold = step(input.texcoord0.w, 0);
|
|
138
|
-
|
|
139
|
-
float4 vert = input.vertex;
|
|
140
|
-
vert.x += _VertexOffsetX;
|
|
141
|
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vert.y += _VertexOffsetY;
|
|
142
|
-
float4 vPosition = UnityObjectToClipPos(vert);
|
|
143
|
-
|
|
144
|
-
float2 pixelSize = vPosition.w;
|
|
145
|
-
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
|
146
|
-
|
|
147
|
-
float scale = rsqrt(dot(pixelSize, pixelSize));
|
|
148
|
-
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
|
149
|
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if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
|
150
|
-
|
|
151
|
-
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
|
152
|
-
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
|
153
|
-
|
|
154
|
-
float layerScale = scale;
|
|
155
|
-
|
|
156
|
-
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
|
157
|
-
float bias = (0.5 - weight) * scale - 0.5;
|
|
158
|
-
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
|
159
|
-
|
|
160
|
-
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
161
|
-
{
|
|
162
|
-
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
163
|
-
}
|
|
164
|
-
float opacity = input.color.a;
|
|
165
|
-
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
166
|
-
opacity = 1.0;
|
|
167
|
-
#endif
|
|
168
|
-
|
|
169
|
-
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
|
170
|
-
faceColor.rgb *= faceColor.a;
|
|
171
|
-
|
|
172
|
-
fixed4 outlineColor = _OutlineColor;
|
|
173
|
-
outlineColor.a *= opacity;
|
|
174
|
-
outlineColor.rgb *= outlineColor.a;
|
|
175
|
-
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
|
176
|
-
|
|
177
|
-
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
178
|
-
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
|
179
|
-
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
|
180
|
-
|
|
181
|
-
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
|
182
|
-
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
|
183
|
-
float2 layerOffset = float2(x, y);
|
|
184
|
-
#endif
|
|
185
|
-
|
|
186
|
-
// Generate UV for the Masking Texture
|
|
187
|
-
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
188
|
-
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
|
189
|
-
|
|
190
|
-
// Populate structure for pixel shader
|
|
191
|
-
output.vertex = vPosition;
|
|
192
|
-
output.faceColor = faceColor;
|
|
193
|
-
output.outlineColor = outlineColor;
|
|
194
|
-
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
|
195
|
-
output.param = half4(scale, bias - outline, bias + outline, bias);
|
|
196
|
-
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
197
|
-
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
|
198
|
-
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
199
|
-
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
|
200
|
-
output.underlayParam = half2(layerScale, layerBias);
|
|
201
|
-
#endif
|
|
202
|
-
|
|
203
|
-
return output;
|
|
204
|
-
}
|
|
205
|
-
|
|
206
|
-
|
|
207
|
-
// PIXEL SHADER
|
|
208
|
-
fixed4 PixShader(pixel_t input) : SV_Target
|
|
209
|
-
{
|
|
210
|
-
UNITY_SETUP_INSTANCE_ID(input);
|
|
211
|
-
|
|
212
|
-
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
|
213
|
-
half4 c = input.faceColor * saturate(d - input.param.w);
|
|
214
|
-
|
|
215
|
-
#ifdef OUTLINE_ON
|
|
216
|
-
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
|
217
|
-
c *= saturate(d - input.param.y);
|
|
218
|
-
#endif
|
|
219
|
-
|
|
220
|
-
#if UNDERLAY_ON
|
|
221
|
-
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
|
222
|
-
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
|
223
|
-
#endif
|
|
224
|
-
|
|
225
|
-
#if UNDERLAY_INNER
|
|
226
|
-
half sd = saturate(d - input.param.z);
|
|
227
|
-
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
|
228
|
-
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
|
229
|
-
#endif
|
|
230
|
-
|
|
231
|
-
// Alternative implementation to UnityGet2DClipping with support for softness.
|
|
232
|
-
#if UNITY_UI_CLIP_RECT
|
|
233
|
-
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
|
234
|
-
c *= m.x * m.y;
|
|
235
|
-
#endif
|
|
236
|
-
|
|
237
|
-
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
238
|
-
c *= input.texcoord1.z;
|
|
239
|
-
#endif
|
|
240
|
-
|
|
241
|
-
#if UNITY_UI_ALPHACLIP
|
|
242
|
-
clip(c.a - 0.001);
|
|
243
|
-
#endif
|
|
244
|
-
|
|
245
|
-
return c;
|
|
246
|
-
}
|
|
247
|
-
ENDCG
|
|
248
|
-
}
|
|
249
|
-
}
|
|
250
|
-
|
|
251
|
-
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
252
|
-
}
|
|
@@ -1,106 +0,0 @@
|
|
|
1
|
-
// Simplified SDF shader:
|
|
2
|
-
// - No Shading Option (bevel / bump / env map)
|
|
3
|
-
// - No Glow Option
|
|
4
|
-
// - Softness is applied on both side of the outline
|
|
5
|
-
|
|
6
|
-
Shader "TextMeshPro/Mobile/Distance Field SSD" {
|
|
7
|
-
|
|
8
|
-
Properties {
|
|
9
|
-
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
10
|
-
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
11
|
-
|
|
12
|
-
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
|
13
|
-
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
|
14
|
-
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
|
15
|
-
|
|
16
|
-
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
|
17
|
-
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
|
18
|
-
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
|
19
|
-
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
|
20
|
-
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
|
21
|
-
|
|
22
|
-
_WeightNormal ("Weight Normal", float) = 0
|
|
23
|
-
_WeightBold ("Weight Bold", float) = .5
|
|
24
|
-
|
|
25
|
-
_ShaderFlags ("Flags", float) = 0
|
|
26
|
-
_ScaleRatioA ("Scale RatioA", float) = 1
|
|
27
|
-
_ScaleRatioB ("Scale RatioB", float) = 1
|
|
28
|
-
_ScaleRatioC ("Scale RatioC", float) = 1
|
|
29
|
-
|
|
30
|
-
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
31
|
-
_TextureWidth ("Texture Width", float) = 512
|
|
32
|
-
_TextureHeight ("Texture Height", float) = 512
|
|
33
|
-
_GradientScale ("Gradient Scale", float) = 5
|
|
34
|
-
_ScaleX ("Scale X", float) = 1
|
|
35
|
-
_ScaleY ("Scale Y", float) = 1
|
|
36
|
-
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
|
37
|
-
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
|
38
|
-
|
|
39
|
-
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
40
|
-
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
41
|
-
|
|
42
|
-
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
43
|
-
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
44
|
-
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
45
|
-
_MaskTex ("Mask Texture", 2D) = "white" {}
|
|
46
|
-
_MaskInverse ("Inverse", float) = 0
|
|
47
|
-
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
|
48
|
-
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
|
49
|
-
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
|
50
|
-
|
|
51
|
-
_StencilComp ("Stencil Comparison", Float) = 8
|
|
52
|
-
_Stencil ("Stencil ID", Float) = 0
|
|
53
|
-
_StencilOp ("Stencil Operation", Float) = 0
|
|
54
|
-
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
55
|
-
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
56
|
-
|
|
57
|
-
_CullMode ("Cull Mode", Float) = 0
|
|
58
|
-
_ColorMask ("Color Mask", Float) = 15
|
|
59
|
-
}
|
|
60
|
-
|
|
61
|
-
SubShader {
|
|
62
|
-
Tags {
|
|
63
|
-
"Queue"="Transparent"
|
|
64
|
-
"IgnoreProjector"="True"
|
|
65
|
-
"RenderType"="Transparent"
|
|
66
|
-
}
|
|
67
|
-
|
|
68
|
-
Stencil
|
|
69
|
-
{
|
|
70
|
-
Ref [_Stencil]
|
|
71
|
-
Comp [_StencilComp]
|
|
72
|
-
Pass [_StencilOp]
|
|
73
|
-
ReadMask [_StencilReadMask]
|
|
74
|
-
WriteMask [_StencilWriteMask]
|
|
75
|
-
}
|
|
76
|
-
|
|
77
|
-
Cull [_CullMode]
|
|
78
|
-
ZWrite Off
|
|
79
|
-
Lighting Off
|
|
80
|
-
Fog { Mode Off }
|
|
81
|
-
ZTest [unity_GUIZTestMode]
|
|
82
|
-
Blend One OneMinusSrcAlpha
|
|
83
|
-
ColorMask [_ColorMask]
|
|
84
|
-
|
|
85
|
-
Pass {
|
|
86
|
-
CGPROGRAM
|
|
87
|
-
#pragma vertex VertShader
|
|
88
|
-
#pragma fragment PixShader
|
|
89
|
-
#pragma shader_feature __ OUTLINE_ON
|
|
90
|
-
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
|
91
|
-
|
|
92
|
-
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
93
|
-
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
94
|
-
|
|
95
|
-
#include "UnityCG.cginc"
|
|
96
|
-
#include "UnityUI.cginc"
|
|
97
|
-
#include "TMPro_Properties.cginc"
|
|
98
|
-
|
|
99
|
-
#include "TMPro_Mobile.cginc"
|
|
100
|
-
|
|
101
|
-
ENDCG
|
|
102
|
-
}
|
|
103
|
-
}
|
|
104
|
-
|
|
105
|
-
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
106
|
-
}
|