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  1. Shader "TextMeshPro/Distance Field Overlay" {
  2.  
  3. Properties {
  4. _FaceTex ("Face Texture", 2D) = "white" {}
  5. _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
  6. _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
  7. _FaceColor ("Face Color", Color) = (1,1,1,1)
  8. _FaceDilate ("Face Dilate", Range(-1,1)) = 0
  9.  
  10. _OutlineColor ("Outline Color", Color) = (0,0,0,1)
  11. _OutlineTex ("Outline Texture", 2D) = "white" {}
  12. _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
  13. _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
  14. _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
  15. _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
  16.  
  17. _Bevel ("Bevel", Range(0,1)) = 0.5
  18. _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
  19. _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
  20. _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
  21. _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
  22.  
  23. _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
  24. _SpecularColor ("Specular", Color) = (1,1,1,1)
  25. _SpecularPower ("Specular", Range(0,4)) = 2.0
  26. _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
  27. _Diffuse ("Diffuse", Range(0,1)) = 0.5
  28. _Ambient ("Ambient", Range(1,0)) = 0.5
  29.  
  30. _BumpMap ("Normal map", 2D) = "bump" {}
  31. _BumpOutline ("Bump Outline", Range(0,1)) = 0
  32. _BumpFace ("Bump Face", Range(0,1)) = 0
  33.  
  34. _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
  35. _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
  36. _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
  37. _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
  38.  
  39.  
  40. _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
  41. _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
  42. _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
  43. _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
  44. _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
  45.  
  46. _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
  47. _GlowOffset ("Offset", Range(-1,1)) = 0
  48. _GlowInner ("Inner", Range(0,1)) = 0.05
  49. _GlowOuter ("Outer", Range(0,1)) = 0.05
  50. _GlowPower ("Falloff", Range(1, 0)) = 0.75
  51.  
  52. _WeightNormal ("Weight Normal", float) = 0
  53. _WeightBold ("Weight Bold", float) = 0.5
  54.  
  55. _ShaderFlags ("Flags", float) = 0
  56. _ScaleRatioA ("Scale RatioA", float) = 1
  57. _ScaleRatioB ("Scale RatioB", float) = 1
  58. _ScaleRatioC ("Scale RatioC", float) = 1
  59.  
  60. _MainTex ("Font Atlas", 2D) = "white" {}
  61. _TextureWidth ("Texture Width", float) = 512
  62. _TextureHeight ("Texture Height", float) = 512
  63. _GradientScale ("Gradient Scale", float) = 5.0
  64. _ScaleX ("Scale X", float) = 1.0
  65. _ScaleY ("Scale Y", float) = 1.0
  66. _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
  67.  
  68. _VertexOffsetX ("Vertex OffsetX", float) = 0
  69. _VertexOffsetY ("Vertex OffsetY", float) = 0
  70.  
  71. _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
  72. _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
  73. _MaskSoftnessX ("Mask SoftnessX", float) = 0
  74. _MaskSoftnessY ("Mask SoftnessY", float) = 0
  75.  
  76. _StencilComp ("Stencil Comparison", Float) = 8
  77. _Stencil ("Stencil ID", Float) = 0
  78. _StencilOp ("Stencil Operation", Float) = 0
  79. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  80. _StencilReadMask ("Stencil Read Mask", Float) = 255
  81.  
  82. _ColorMask ("Color Mask", Float) = 15
  83. }
  84.  
  85. SubShader {
  86.  
  87. Tags
  88. {
  89. "Queue"="Overlay"
  90. "IgnoreProjector"="True"
  91. "RenderType"="Transparent"
  92. }
  93.  
  94. Stencil
  95. {
  96. Ref [_Stencil]
  97. Comp [_StencilComp]
  98. Pass [_StencilOp]
  99. ReadMask [_StencilReadMask]
  100. WriteMask [_StencilWriteMask]
  101. }
  102.  
  103. Cull [_CullMode]
  104. ZWrite Off
  105. Lighting Off
  106. Fog { Mode Off }
  107. ZTest Always
  108. Blend One OneMinusSrcAlpha
  109. ColorMask [_ColorMask]
  110.  
  111. Pass {
  112. CGPROGRAM
  113. #pragma target 3.0
  114. #pragma vertex VertShader
  115. #pragma fragment PixShader
  116. #pragma shader_feature __ BEVEL_ON
  117. #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
  118. #pragma shader_feature __ GLOW_ON
  119.  
  120. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  121. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  122. #pragma multi_compile_instancing
  123.  
  124. #include "UnityCG.cginc"
  125. #include "UnityUI.cginc"
  126. #include "TMPro_Properties.cginc"
  127. #include "TMPro.cginc"
  128.  
  129. struct vertex_t {
  130. float4 position : POSITION;
  131. float3 normal : NORMAL;
  132. fixed4 color : COLOR;
  133. float2 texcoord0 : TEXCOORD0;
  134. float2 texcoord1 : TEXCOORD1;
  135. UNITY_VERTEX_INPUT_INSTANCE_ID
  136. };
  137.  
  138.  
  139. struct pixel_t {
  140. float4 position : SV_POSITION;
  141. fixed4 color : COLOR;
  142. float2 atlas : TEXCOORD0; // Atlas
  143. float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
  144. float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
  145. float3 viewDir : TEXCOORD3;
  146.  
  147. #if (UNDERLAY_ON || UNDERLAY_INNER)
  148. float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
  149. fixed4 underlayColor : COLOR1;
  150. #endif
  151. float4 textures : TEXCOORD5;
  152. UNITY_VERTEX_OUTPUT_STEREO
  153. };
  154.  
  155. // Used by Unity internally to handle Texture Tiling and Offset.
  156. float4 _FaceTex_ST;
  157. float4 _OutlineTex_ST;
  158.  
  159. pixel_t VertShader(vertex_t input)
  160. {
  161. pixel_t output;
  162.  
  163. UNITY_SETUP_INSTANCE_ID(input);
  164. UNITY_INITIALIZE_OUTPUT(pixel_t, output);
  165. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  166.  
  167. float bold = step(input.texcoord1.y, 0);
  168.  
  169. float4 vert = input.position;
  170. vert.x += _VertexOffsetX;
  171. vert.y += _VertexOffsetY;
  172. float4 vPosition = UnityObjectToClipPos(vert);
  173.  
  174. float2 pixelSize = vPosition.w;
  175. pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
  176. float scale = rsqrt(dot(pixelSize, pixelSize));
  177. scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
  178. if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
  179.  
  180. float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
  181. weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
  182.  
  183. float bias =(.5 - weight) + (.5 / scale);
  184.  
  185. float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
  186.  
  187. #if GLOW_ON
  188. alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
  189. #endif
  190.  
  191. alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
  192.  
  193. #if (UNDERLAY_ON || UNDERLAY_INNER)
  194. float4 underlayColor = _UnderlayColor;
  195. underlayColor.rgb *= underlayColor.a;
  196.  
  197. float bScale = scale;
  198. bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
  199. float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
  200.  
  201. float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
  202. float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
  203. float2 bOffset = float2(x, y);
  204. #endif
  205.  
  206. // Generate UV for the Masking Texture
  207. float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
  208. float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
  209.  
  210. // Support for texture tiling and offset
  211. float2 textureUV = UnpackUV(input.texcoord1.x);
  212. float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
  213. float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
  214.  
  215. output.position = vPosition;
  216. output.color = input.color;
  217. output.atlas = input.texcoord0;
  218. output.param = float4(alphaClip, scale, bias, weight);
  219. output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
  220. output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
  221. #if (UNDERLAY_ON || UNDERLAY_INNER)
  222. output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
  223. output.underlayColor = underlayColor;
  224. #endif
  225. output.textures = float4(faceUV, outlineUV);
  226.  
  227. return output;
  228. }
  229.  
  230.  
  231. fixed4 PixShader(pixel_t input) : SV_Target
  232. {
  233. float c = tex2D(_MainTex, input.atlas).a;
  234.  
  235. #ifndef UNDERLAY_ON
  236. clip(c - input.param.x);
  237. #endif
  238.  
  239. float scale = input.param.y;
  240. float bias = input.param.z;
  241. float weight = input.param.w;
  242. float sd = (bias - c) * scale;
  243.  
  244. float outline = (_OutlineWidth * _ScaleRatioA) * scale;
  245. float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
  246.  
  247. half4 faceColor = _FaceColor;
  248. half4 outlineColor = _OutlineColor;
  249.  
  250. faceColor.rgb *= input.color.rgb;
  251.  
  252. faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
  253. outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
  254.  
  255. faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
  256.  
  257. #if BEVEL_ON
  258. float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
  259. float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
  260.  
  261. float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
  262. bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
  263. n = normalize(n- bump);
  264.  
  265. float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
  266.  
  267. float3 col = GetSpecular(n, light);
  268. faceColor.rgb += col*faceColor.a;
  269. faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
  270. faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
  271.  
  272. fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
  273. faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
  274. #endif
  275.  
  276. #if UNDERLAY_ON
  277. float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
  278. faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
  279. #endif
  280.  
  281. #if UNDERLAY_INNER
  282. float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
  283. faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
  284. #endif
  285.  
  286. #if GLOW_ON
  287. float4 glowColor = GetGlowColor(sd, scale);
  288. faceColor.rgb += glowColor.rgb * glowColor.a;
  289. #endif
  290.  
  291. // Alternative implementation to UnityGet2DClipping with support for softness.
  292. #if UNITY_UI_CLIP_RECT
  293. half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
  294. faceColor *= m.x * m.y;
  295. #endif
  296.  
  297. #if UNITY_UI_ALPHACLIP
  298. clip(faceColor.a - 0.001);
  299. #endif
  300.  
  301. return faceColor * input.color.a;
  302. }
  303.  
  304. ENDCG
  305. }
  306. }
  307.  
  308. Fallback "TextMeshPro/Mobile/Distance Field"
  309. CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
  310. }
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