upgrade to 2023.2.0a14
parent
7c461d13b1
commit
ab7cd082b9
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float2 UnpackUV(float uv)
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{
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float2 output;
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output.x = floor(uv / 4096.0);
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output.y = uv - 4096.0 * output.x;
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return output * 0.001953125;
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}
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float4 BlendARGB(float4 overlying, float4 underlying)
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{
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overlying.rgb *= overlying.a;
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underlying.rgb *= underlying.a;
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float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
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float alpha = underlying.a + (1 - underlying.a) * overlying.a;
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return float4(blended / alpha, alpha);
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}
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float3 GetSpecular(float3 n, float3 l)
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{
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float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
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return _SpecularColor.rgb * spec * _SpecularPower;
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}
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void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
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{
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float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
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// Read "height field"
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float4 h = float4(
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
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SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
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bool raisedBevel = _BevelType;
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h += _BevelOffset;
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float bevelWidth = max(.01, _BevelWidth);
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// Track outline
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h -= .5;
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h /= bevelWidth;
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h = saturate(h + .5);
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if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
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h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
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h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
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h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
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float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
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float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
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float3 f = float3(1, 1, 1);
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if (isFront) f = float3(1, 1, -1);
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nornmal = cross(va, vb) * f;
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}
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void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
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{
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n.z = abs(n.z);
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
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float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
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//faceColor.rgb += col * faceColor.a;
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col *= 1 - (dot(n, light) * _Diffuse);
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col *= lerp(_Ambient, 1, n.z * n.z);
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//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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color = float4(col, faceColor.a);
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}
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// Add custom function to handle time in HDRP
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//
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void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
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{
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outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
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}
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void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
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{
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uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
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}
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void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
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{
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float2 pixelSize = position.w;
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pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
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SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
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}
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// UV : Texture coordinate of the source distance field texture
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// TextureSize : Size of the source distance field texture
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// Filter : Enable perspective filter (soften)
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void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
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{
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if(Filter)
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{
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float2 a = float2(ddx(UV.x), ddy(UV.x));
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float2 b = float2(ddx(UV.y), ddy(UV.y));
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float s = lerp(dot(a,a), dot(b,b), 0.5);
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SSR = rsqrt(s) / TextureSize;
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}
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else
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{
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float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
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SSR = s / TextureSize;
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}
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}
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// SSR : Screen Space Ratio
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// SD : Signed Distance (encoded : Distance / SDR + .5)
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// SDR : Signed Distance Ratio
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//
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// IsoPerimeter : Dilate / Contract the shape
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void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
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{
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softness *= SSR * SDR;
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float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
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outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
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}
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void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
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{
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softness *= SSR * SDR;
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float d = (SD - 0.5f) * SDR;
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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}
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void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
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{
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softness *= SSR * SDR;
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float d = (SD - 0.5f) * SDR;
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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}
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void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
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{
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softness *= SSR * SDR;
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float4 d = (SD - 0.5f) * SDR;
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if(outline) d.w = max(max(d.x, d.y), d.z);
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outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
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}
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void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
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{
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outColor = BlendARGB(overlying, underlying);
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}
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// Face only
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void Layer1_float(float alpha, float4 color0, out float4 outColor)
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{
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color0.a *= alpha;
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outColor = color0;
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}
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// Face + 1 Outline
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void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
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{
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color1.a *= alpha.y;
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color0.rgb *= color0.a; color1.rgb *= color1.a;
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outColor = lerp(color1, color0, alpha.x);
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outColor.rgb /= outColor.a;
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}
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// Face + 3 Outline
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void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
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{
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color3.a *= alpha.w;
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color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
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outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
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outColor.rgb /= outColor.a;
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}
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fileFormatVersion: 2
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guid: 96de908384869cd409c75efa351d5edf
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: ca2ed216f98028c4dae6c5224a952b3c
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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fileFormatVersion: 2
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guid: f63d574838ccfb44f84acc05fed0af48
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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@ -0,0 +1,384 @@
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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 - 2 Pass" {
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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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// Draw Outline and Underlay
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Name "Outline"
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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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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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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t {
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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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 _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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pixel_t VertShader(vertex_t input)
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{
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pixel_t output;
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UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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const 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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const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
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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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// Populate structure for pixel shader
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output.vertex = vPosition;
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output.faceColor = faceColor;
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output.outlineColor = outlineColor;
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output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
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output.param = half4(scale, bias - outline, bias + outline, bias);
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const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
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output.mask = 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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output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
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output.underlayParam = half2(layerScale, layerBias);
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#endif
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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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UNITY_SETUP_INSTANCE_ID(input);
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half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
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half4 c = half4(0, 0, 0, 0);
|
||||
|
||||
#if OUTLINE_ON
|
||||
c = input.outlineColor * saturate(d - input.param.y);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
half sd = saturate(d - input.param.z);
|
||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.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);
|
||||
c *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
c *= input.texcoord1.z;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(c.a - 0.001);
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
|
||||
// Draw face
|
||||
Name "Face"
|
||||
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||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
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"RenderType"="Transparent"
|
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}
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Stencil
|
||||
{
|
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Ref [_Stencil]
|
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Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
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ReadMask [_StencilReadMask]
|
||||
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 multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
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|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
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||||
struct vertex_t {
|
||||
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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float2 texcoord1 : TEXCOORD1;
|
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};
|
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|
||||
struct pixel_t {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 faceColor : COLOR;
|
||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||
half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||
};
|
||||
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
|
||||
|
||||
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);
|
||||
|
||||
const float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
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.texcoord0.w) * _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;
|
||||
|
||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
|
||||
float opacity = input.color.a;
|
||||
|
||||
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||
faceColor.rgb *= faceColor.a;
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Populate structure for pixel shader
|
||||
output.vertex = vPosition;
|
||||
output.faceColor = faceColor;
|
||||
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||
output.param = half2(scale, bias);
|
||||
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
// PIXEL SHADER
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||
half4 c = input.faceColor * saturate(d - input.param.y);
|
||||
|
||||
// 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);
|
||||
c *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(c.a - 0.001);
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
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Reference in New Issue