升级到 unity6.0国际版
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m_ActiveFontFeatures: 00000000
|
||||
m_enableExtraPadding: 0
|
||||
m_enableTintAllSprites: 0
|
||||
m_enableParseEscapeCharacters: 1
|
||||
m_EnableRaycastTarget: 1
|
||||
m_GetFontFeaturesAtRuntime: 1
|
||||
m_missingGlyphCharacter: 0
|
||||
m_ClearDynamicDataOnBuild: 1
|
||||
m_warningsDisabled: 0
|
||||
m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
||||
m_defaultFontAssetPath: Fonts & Materials/
|
||||
@@ -29,13 +32,16 @@ MonoBehaviour:
|
||||
m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
|
||||
m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
|
||||
m_autoSizeTextContainer: 0
|
||||
m_IsTextObjectScaleStatic: 0
|
||||
m_fallbackFontAssets: []
|
||||
m_matchMaterialPreset: 1
|
||||
m_HideSubTextObjects: 1
|
||||
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
|
||||
type: 2}
|
||||
m_defaultSpriteAssetPath: Sprite Assets/
|
||||
m_enableEmojiSupport: 1
|
||||
m_MissingCharacterSpriteUnicode: 0
|
||||
m_EmojiFallbackTextAssets: []
|
||||
m_defaultColorGradientPresetsPath: Color Gradient Presets/
|
||||
m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e,
|
||||
type: 2}
|
||||
|
||||
@@ -0,0 +1,178 @@
|
||||
float2 UnpackUV(float uv)
|
||||
{
|
||||
float2 output;
|
||||
output.x = floor(uv / 4096.0);
|
||||
output.y = uv - 4096.0 * output.x;
|
||||
|
||||
return output * 0.001953125;
|
||||
}
|
||||
|
||||
float4 BlendARGB(float4 overlying, float4 underlying)
|
||||
{
|
||||
overlying.rgb *= overlying.a;
|
||||
underlying.rgb *= underlying.a;
|
||||
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
|
||||
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
|
||||
return float4(blended / alpha, alpha);
|
||||
}
|
||||
|
||||
float3 GetSpecular(float3 n, float3 l)
|
||||
{
|
||||
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
|
||||
return _SpecularColor.rgb * spec * _SpecularPower;
|
||||
}
|
||||
|
||||
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
|
||||
{
|
||||
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
|
||||
|
||||
// Read "height field"
|
||||
float4 h = float4(
|
||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
|
||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
|
||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
|
||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
|
||||
|
||||
bool raisedBevel = _BevelType;
|
||||
|
||||
h += _BevelOffset;
|
||||
|
||||
float bevelWidth = max(.01, _BevelWidth);
|
||||
|
||||
// Track outline
|
||||
h -= .5;
|
||||
h /= bevelWidth;
|
||||
h = saturate(h + .5);
|
||||
|
||||
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
|
||||
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
|
||||
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
|
||||
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
|
||||
|
||||
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
|
||||
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
|
||||
|
||||
float3 f = float3(1, 1, 1);
|
||||
if (isFront) f = float3(1, 1, -1);
|
||||
nornmal = cross(va, vb) * f;
|
||||
}
|
||||
|
||||
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
|
||||
{
|
||||
n.z = abs(n.z);
|
||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
|
||||
|
||||
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
|
||||
//faceColor.rgb += col * faceColor.a;
|
||||
col *= 1 - (dot(n, light) * _Diffuse);
|
||||
col *= lerp(_Ambient, 1, n.z * n.z);
|
||||
|
||||
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
|
||||
color = float4(col, faceColor.a);
|
||||
}
|
||||
|
||||
// Add custom function to handle time in HDRP
|
||||
|
||||
|
||||
//
|
||||
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
|
||||
{
|
||||
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
|
||||
}
|
||||
|
||||
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
||||
{
|
||||
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
||||
}
|
||||
|
||||
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
||||
{
|
||||
float2 pixelSize = position.w;
|
||||
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
||||
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
||||
}
|
||||
|
||||
// UV : Texture coordinate of the source distance field texture
|
||||
// TextureSize : Size of the source distance field texture
|
||||
// Filter : Enable perspective filter (soften)
|
||||
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
||||
{
|
||||
if(Filter)
|
||||
{
|
||||
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
||||
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
||||
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
||||
SSR = rsqrt(s) / TextureSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
||||
SSR = s / TextureSize;
|
||||
}
|
||||
}
|
||||
|
||||
// SSR : Screen Space Ratio
|
||||
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
||||
// SDR : Signed Distance Ratio
|
||||
//
|
||||
// IsoPerimeter : Dilate / Contract the shape
|
||||
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
||||
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
||||
}
|
||||
|
||||
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5f) * SDR;
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5f) * SDR;
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float4 d = (SD - 0.5f) * SDR;
|
||||
if(outline) d.w = max(max(d.x, d.y), d.z);
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
||||
{
|
||||
outColor = BlendARGB(overlying, underlying);
|
||||
}
|
||||
|
||||
// Face only
|
||||
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
||||
{
|
||||
color0.a *= alpha;
|
||||
outColor = color0;
|
||||
}
|
||||
|
||||
// Face + 1 Outline
|
||||
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
||||
{
|
||||
color1.a *= alpha.y;
|
||||
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
||||
outColor = lerp(color1, color0, alpha.x);
|
||||
outColor.rgb /= outColor.a;
|
||||
}
|
||||
|
||||
// Face + 3 Outline
|
||||
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
||||
{
|
||||
color3.a *= alpha.w;
|
||||
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
||||
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
||||
outColor.rgb /= outColor.a;
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 96de908384869cd409c75efa351d5edf
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,26 +1,26 @@
|
||||
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
||||
|
||||
Properties {
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||
_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_Padding ("Padding", float) = 0
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_Padding ("Padding", float) = 0
|
||||
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode("Cull Mode", Float) = 0
|
||||
_ColorMask("Color Mask", Float) = 15
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader{
|
||||
@@ -55,15 +55,18 @@ SubShader{
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
@@ -81,15 +84,9 @@ SubShader{
|
||||
uniform float4 _ClipRect;
|
||||
uniform float _MaskSoftnessX;
|
||||
uniform float _MaskSoftnessY;
|
||||
|
||||
float2 UnpackUV(float uv)
|
||||
{
|
||||
float2 output;
|
||||
output.x = floor(uv / 4096);
|
||||
output.y = uv - 4096 * output.x;
|
||||
|
||||
return output * 0.001953125;
|
||||
}
|
||||
uniform float _UIMaskSoftnessX;
|
||||
uniform float _UIMaskSoftnessY;
|
||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
@@ -101,6 +98,10 @@ SubShader{
|
||||
|
||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||
}
|
||||
fixed4 faceColor = v.color;
|
||||
faceColor *= _FaceColor;
|
||||
|
||||
@@ -108,13 +109,14 @@ SubShader{
|
||||
OUT.vertex = vPosition;
|
||||
OUT.color = faceColor;
|
||||
OUT.texcoord0 = v.texcoord0;
|
||||
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
||||
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||
|
||||
// Clamp _ClipRect to 16bit.
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
@@ -1,25 +1,25 @@
|
||||
Shader "TextMeshPro/Mobile/Bitmap" {
|
||||
|
||||
Properties {
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
|
||||
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_Color ("Text Color", Color) = (1,1,1,1)
|
||||
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
||||
|
||||
_VertexOffsetX("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY("Mask SoftnessY", float) = 0
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode("Cull Mode", Float) = 0
|
||||
_ColorMask("Color Mask", Float) = 15
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
@@ -55,15 +55,18 @@ SubShader {
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
@@ -79,6 +82,9 @@ SubShader {
|
||||
uniform float4 _ClipRect;
|
||||
uniform float _MaskSoftnessX;
|
||||
uniform float _MaskSoftnessY;
|
||||
uniform float _UIMaskSoftnessX;
|
||||
uniform float _UIMaskSoftnessY;
|
||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
@@ -88,8 +94,11 @@ SubShader {
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||
|
||||
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||
}
|
||||
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||
OUT.color = v.color;
|
||||
OUT.color *= _Color;
|
||||
OUT.color.rgb *= _DiffusePower;
|
||||
@@ -99,8 +108,9 @@ SubShader {
|
||||
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||
|
||||
// Clamp _ClipRect to 16bit.
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
@@ -1,25 +1,25 @@
|
||||
Shader "TextMeshPro/Bitmap" {
|
||||
|
||||
Properties {
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||
_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
_StencilComp("Stencil Comparison", Float) = 8
|
||||
_Stencil("Stencil ID", Float) = 0
|
||||
_StencilOp("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode("Cull Mode", Float) = 0
|
||||
_ColorMask("Color Mask", Float) = 15
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader{
|
||||
@@ -54,15 +54,18 @@ SubShader{
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
@@ -80,15 +83,9 @@ SubShader{
|
||||
uniform float4 _ClipRect;
|
||||
uniform float _MaskSoftnessX;
|
||||
uniform float _MaskSoftnessY;
|
||||
|
||||
float2 UnpackUV(float uv)
|
||||
{
|
||||
float2 output;
|
||||
output.x = floor(uv / 4096);
|
||||
output.y = uv - 4096 * output.x;
|
||||
|
||||
return output * 0.001953125;
|
||||
}
|
||||
uniform float _UIMaskSoftnessX;
|
||||
uniform float _UIMaskSoftnessY;
|
||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
@@ -100,6 +97,10 @@ SubShader{
|
||||
|
||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||
}
|
||||
fixed4 faceColor = v.color;
|
||||
faceColor *= _FaceColor;
|
||||
|
||||
@@ -107,13 +108,14 @@ SubShader{
|
||||
OUT.vertex = vPosition;
|
||||
OUT.color = faceColor;
|
||||
OUT.texcoord0 = v.texcoord0;
|
||||
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
||||
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||
|
||||
// Clamp _ClipRect to 16bit.
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
@@ -4,10 +4,10 @@ Properties {
|
||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||
@@ -21,7 +21,7 @@ Properties {
|
||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||
|
||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||
@@ -37,13 +37,13 @@ Properties {
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||
@@ -127,17 +127,18 @@ SubShader {
|
||||
#include "TMPro_Properties.cginc"
|
||||
#include "TMPro.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
struct vertex_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
struct pixel_t {
|
||||
struct pixel_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 position : SV_POSITION;
|
||||
@@ -147,16 +148,20 @@ SubShader {
|
||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||
fixed4 underlayColor : COLOR1;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float4 textures : TEXCOORD5;
|
||||
};
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
float4 _FaceTex_ST;
|
||||
float4 _OutlineTex_ST;
|
||||
uniform float4 _FaceTex_ST;
|
||||
uniform float4 _OutlineTex_ST;
|
||||
uniform float _UIMaskSoftnessX;
|
||||
uniform float _UIMaskSoftnessY;
|
||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
@@ -167,7 +172,7 @@ SubShader {
|
||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
@@ -178,7 +183,7 @@ SubShader {
|
||||
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.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
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;
|
||||
@@ -188,13 +193,13 @@ SubShader {
|
||||
|
||||
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
|
||||
|
||||
#if GLOW_ON
|
||||
#if GLOW_ON
|
||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 underlayColor = _UnderlayColor;
|
||||
underlayColor.rgb *= underlayColor.a;
|
||||
|
||||
@@ -205,23 +210,28 @@ SubShader {
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 bOffset = float2(x, y);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Support for texture tiling and offset
|
||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||
float2 textureUV = input.texcoord1;
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
output.position = vPosition;
|
||||
output.color = input.color;
|
||||
output.atlas = input.texcoord0;
|
||||
output.param = float4(alphaClip, scale, bias, weight);
|
||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
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));
|
||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||
@@ -239,9 +249,9 @@ SubShader {
|
||||
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
#ifndef UNDERLAY_ON
|
||||
#ifndef UNDERLAY_ON
|
||||
clip(c - input.param.x);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float scale = input.param.y;
|
||||
float bias = input.param.z;
|
||||
@@ -261,7 +271,7 @@ SubShader {
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
@@ -278,36 +288,35 @@ SubShader {
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
// 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);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(faceColor.a - 0.001);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return faceColor * input.color.a;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,10 +4,10 @@ Properties {
|
||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||
@@ -21,7 +21,7 @@ Properties {
|
||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||
|
||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||
@@ -37,13 +37,13 @@ Properties {
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||
@@ -109,7 +109,8 @@ SubShader {
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass {
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex VertShader
|
||||
@@ -127,17 +128,18 @@ SubShader {
|
||||
#include "TMPro_Properties.cginc"
|
||||
#include "TMPro.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
struct vertex_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
struct pixel_t {
|
||||
struct pixel_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 position : SV_POSITION;
|
||||
@@ -147,18 +149,23 @@ SubShader {
|
||||
float2 mask : TEXCOORD2; // Position in object space(xy)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float2 texcoord2 : TEXCOORD4;
|
||||
float4 underlayColor : COLOR1;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float4 textures : TEXCOORD5;
|
||||
};
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
float4 _FaceTex_ST;
|
||||
float4 _OutlineTex_ST;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
float4 SRGBToLinear(float4 rgba) {
|
||||
float4 SRGBToLinear(float4 rgba)
|
||||
{
|
||||
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
|
||||
}
|
||||
|
||||
@@ -171,7 +178,7 @@ SubShader {
|
||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
@@ -182,27 +189,31 @@ SubShader {
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 underlayColor = _UnderlayColor;
|
||||
underlayColor.rgb *= underlayColor.a;
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 bOffset = float2(x, y);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
|
||||
// Support for texture tiling and offset
|
||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||
float2 textureUV = input.texcoord1;
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
float4 color = input.color;
|
||||
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
||||
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
||||
color = SRGBToLinear(input.color);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
output.position = vPosition;
|
||||
output.color = color;
|
||||
@@ -210,10 +221,10 @@ SubShader {
|
||||
output.weight = weight;
|
||||
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
|
||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord2 = input.texcoord0 + bOffset;
|
||||
output.underlayColor = underlayColor;
|
||||
#endif
|
||||
#endif
|
||||
output.textures = float4(faceUV, outlineUV);
|
||||
|
||||
return output;
|
||||
@@ -226,9 +237,9 @@ SubShader {
|
||||
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
|
||||
pixelSize *= _TextureWidth * .75;
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
|
||||
float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
|
||||
pixelSize *= _TextureHeight * 0.75;
|
||||
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
|
||||
|
||||
float weight = input.weight;
|
||||
float bias = (.5 - weight) + (.5 / scale);
|
||||
@@ -247,7 +258,7 @@ SubShader {
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
@@ -264,45 +275,45 @@ SubShader {
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float bScale = scale;
|
||||
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
|
||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(faceColor.a - 0.001);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return faceColor * input.color.a;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca2ed216f98028c4dae6c5224a952b3c
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f63d574838ccfb44f84acc05fed0af48
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
@@ -6,14 +6,14 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
|
||||
|
||||
Properties {
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
@@ -99,35 +99,41 @@ SubShader {
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
struct vertex_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t {
|
||||
struct pixel_t
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 faceColor : COLOR;
|
||||
fixed4 outlineColor : COLOR1;
|
||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
||||
float _MaskWipeControl;
|
||||
float _MaskEdgeSoftness;
|
||||
fixed4 _MaskEdgeColor;
|
||||
bool _MaskInverse;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
@@ -138,7 +144,7 @@ SubShader {
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
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;
|
||||
@@ -150,6 +156,10 @@ SubShader {
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
float opacity = input.color.a;
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
opacity = 1.0;
|
||||
@@ -163,7 +173,7 @@ SubShader {
|
||||
outlineColor.rgb *= outlineColor.a;
|
||||
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
|
||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||
@@ -171,11 +181,12 @@ SubShader {
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 layerOffset = float2(x, y);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
|
||||
// Structure for pixel shader
|
||||
pixel_t output = {
|
||||
@@ -184,11 +195,11 @@ SubShader {
|
||||
outlineColor,
|
||||
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
|
||||
half4(scale, bias - outline, bias + outline, bias),
|
||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)),
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
||||
half2(layerScale, layerBias),
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
||||
return output;
|
||||
@@ -201,41 +212,41 @@ SubShader {
|
||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||
|
||||
#ifdef OUTLINE_ON
|
||||
#ifdef OUTLINE_ON
|
||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||
c *= saturate(d - input.param.y);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
#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
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
#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
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
//#if UNITY_UI_CLIP_RECT
|
||||
// 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
|
||||
//#endif
|
||||
|
||||
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
||||
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
||||
a = saturate(t / _MaskEdgeSoftness);
|
||||
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
|
||||
c *= a;
|
||||
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
||||
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
||||
a = saturate(t / _MaskEdgeSoftness);
|
||||
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
|
||||
c *= a;
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
c *= input.texcoord1.z;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(c.a - 0.001);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
@@ -6,14 +6,14 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
|
||||
|
||||
Properties {
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
@@ -93,16 +93,18 @@ SubShader {
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
struct vertex_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t {
|
||||
struct pixel_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 vertex : SV_POSITION;
|
||||
@@ -111,12 +113,17 @@ SubShader {
|
||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
@@ -127,7 +134,7 @@ SubShader {
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
@@ -138,7 +145,7 @@ SubShader {
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
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;
|
||||
@@ -150,10 +157,14 @@ SubShader {
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
float opacity = input.color.a;
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
opacity = 1.0;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||
faceColor.rgb *= faceColor.a;
|
||||
@@ -163,14 +174,14 @@ SubShader {
|
||||
outlineColor.rgb *= outlineColor.a;
|
||||
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 layerOffset = float2(x, y);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
@@ -182,7 +193,8 @@ SubShader {
|
||||
output.outlineColor = outlineColor;
|
||||
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
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));
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||
output.underlayParam = half2(layerScale, layerBias);
|
||||
@@ -200,35 +212,35 @@ SubShader {
|
||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||
|
||||
#ifdef OUTLINE_ON
|
||||
#ifdef OUTLINE_ON
|
||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||
c *= saturate(d - input.param.y);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
#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
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
#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
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
// 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
|
||||
#endif
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
c *= input.texcoord1.z;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(c.a - 0.001);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
@@ -6,14 +6,14 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field SSD" {
|
||||
|
||||
Properties {
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
|
||||
@@ -0,0 +1,389 @@
|
||||
// Simplified SDF shader:
|
||||
// - No Shading Option (bevel / bump / env map)
|
||||
// - No Glow Option
|
||||
// - Softness is applied on both side of the outline
|
||||
|
||||
Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" {
|
||||
|
||||
Properties {
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
_WeightNormal ("Weight Normal", float) = 0
|
||||
_WeightBold ("Weight Bold", float) = .5
|
||||
|
||||
_ShaderFlags ("Flags", float) = 0
|
||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||
|
||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||
_TextureWidth ("Texture Width", float) = 512
|
||||
_TextureHeight ("Texture Height", float) = 512
|
||||
_GradientScale ("Gradient Scale", float) = 5
|
||||
_ScaleX ("Scale X", float) = 1
|
||||
_ScaleY ("Scale Y", float) = 1
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
// Draw Outline and Underlay
|
||||
Name "Outline"
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 faceColor : COLOR;
|
||||
fixed4 outlineColor : COLOR1;
|
||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||
#endif
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
float layerScale = scale;
|
||||
|
||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||
|
||||
float opacity = input.color.a;
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
opacity = 1.0;
|
||||
#endif
|
||||
|
||||
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||
faceColor.rgb *= faceColor.a;
|
||||
|
||||
fixed4 outlineColor = _OutlineColor;
|
||||
outlineColor.a *= opacity;
|
||||
outlineColor.rgb *= outlineColor.a;
|
||||
//outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2)));
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 layerOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// 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.outlineColor = outlineColor;
|
||||
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||
output.param = half4(scale, bias - outline, bias + outline, 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));
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||
output.underlayParam = half2(layerScale, layerBias);
|
||||
#endif
|
||||
|
||||
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 = 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"
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "TMPro_Properties.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
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;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
|
||||
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;
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
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"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0178fcb869bafef4690d177d31d17db8
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -6,14 +6,14 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field" {
|
||||
|
||||
Properties {
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
@@ -81,6 +81,7 @@ SubShader {
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma enable_d3d11_debug_symbols
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
@@ -98,7 +99,7 @@ SubShader {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
@@ -117,6 +118,9 @@ SubShader {
|
||||
#endif
|
||||
};
|
||||
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
@@ -127,7 +131,7 @@ SubShader {
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
@@ -138,7 +142,7 @@ SubShader {
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
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;
|
||||
@@ -150,7 +154,11 @@ SubShader {
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||
|
||||
float opacity = input.color.a;
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
float opacity = input.color.a;
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
opacity = 1.0;
|
||||
#endif
|
||||
@@ -182,7 +190,9 @@ SubShader {
|
||||
output.outlineColor = outlineColor;
|
||||
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
|
||||
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));
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||
output.underlayParam = half2(layerScale, layerBias);
|
||||
|
||||
@@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
|
||||
|
||||
Properties {
|
||||
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||
@@ -99,7 +99,8 @@ SubShader {
|
||||
#pragma multi_compile_shadowcaster
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f {
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 uv : TEXCOORD1;
|
||||
float2 uv2 : TEXCOORD3;
|
||||
|
||||
@@ -4,10 +4,10 @@ Properties {
|
||||
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||
@@ -28,12 +28,12 @@ Properties {
|
||||
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
|
||||
_SpecColor ("Specular Color", Color) = (0,0,0,1)
|
||||
|
||||
_FaceShininess ("Face Shininess", Range(0,1)) = 0
|
||||
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
|
||||
|
||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||
@@ -118,7 +118,8 @@ SubShader {
|
||||
#pragma multi_compile_shadowcaster
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f {
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 uv : TEXCOORD1;
|
||||
float2 uv2 : TEXCOORD3;
|
||||
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3d800b099a06e0478fb790c5e79057a
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 124c112a6e8f1a54e8b0870e881b56d8
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
@@ -4,10 +4,10 @@ Properties {
|
||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||
@@ -21,7 +21,7 @@ Properties {
|
||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||
|
||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||
@@ -37,13 +37,13 @@ Properties {
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
|
||||
|
||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||
@@ -127,17 +127,18 @@ SubShader {
|
||||
#include "TMPro_Properties.cginc"
|
||||
#include "TMPro.cginc"
|
||||
|
||||
struct vertex_t {
|
||||
struct vertex_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
struct pixel_t {
|
||||
struct pixel_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 position : SV_POSITION;
|
||||
@@ -147,16 +148,20 @@ SubShader {
|
||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||
fixed4 underlayColor : COLOR1;
|
||||
#endif
|
||||
float4 textures : TEXCOORD5;
|
||||
#endif
|
||||
|
||||
float4 textures : TEXCOORD5;
|
||||
};
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
float4 _FaceTex_ST;
|
||||
float4 _OutlineTex_ST;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
@@ -167,7 +172,7 @@ SubShader {
|
||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
@@ -178,7 +183,7 @@ SubShader {
|
||||
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.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
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;
|
||||
@@ -188,13 +193,13 @@ SubShader {
|
||||
|
||||
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
|
||||
|
||||
#if GLOW_ON
|
||||
#if GLOW_ON
|
||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 underlayColor = _UnderlayColor;
|
||||
underlayColor.rgb *= underlayColor.a;
|
||||
|
||||
@@ -205,23 +210,28 @@ SubShader {
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 bOffset = float2(x, y);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Support for texture tiling and offset
|
||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||
float2 textureUV = input.texcoord1;
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||
}
|
||||
output.position = vPosition;
|
||||
output.color = input.color;
|
||||
output.atlas = input.texcoord0;
|
||||
output.param = float4(alphaClip, scale, bias, weight);
|
||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||
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));
|
||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||
@@ -239,9 +249,9 @@ SubShader {
|
||||
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
#ifndef UNDERLAY_ON
|
||||
#ifndef UNDERLAY_ON
|
||||
clip(c - input.param.x);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float scale = input.param.y;
|
||||
float bias = input.param.z;
|
||||
@@ -261,7 +271,7 @@ SubShader {
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
@@ -278,36 +288,35 @@ SubShader {
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(faceColor.a - 0.001);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return faceColor * input.color.a;
|
||||
return faceColor * input.color.a;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,18 +2,18 @@ Shader "TextMeshPro/Sprite"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
@@ -21,19 +21,19 @@ Shader "TextMeshPro/Sprite"
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
@@ -58,7 +58,7 @@ Shader "TextMeshPro/Sprite"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
@@ -69,29 +69,43 @@ Shader "TextMeshPro/Sprite"
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
float4 mask : TEXCOORD2;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
float4 _MainTex_ST;
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
int _UIVertexColorAlwaysGammaSpace;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
OUT.worldPosition = v.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
float4 vPosition = UnityObjectToClipPos(v.vertex);
|
||||
OUT.worldPosition = v.vertex;
|
||||
OUT.vertex = vPosition;
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
|
||||
OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
|
||||
|
||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||
{
|
||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||
}
|
||||
OUT.color = v.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
@@ -99,9 +113,10 @@ Shader "TextMeshPro/Sprite"
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||
color *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
@@ -110,7 +125,7 @@ Shader "TextMeshPro/Sprite"
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,6 @@ ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
userData: Version 2.0
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,20 +1,22 @@
|
||||
struct vertex_t {
|
||||
struct vertex_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t {
|
||||
struct pixel_t
|
||||
{
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
float4 position : SV_POSITION;
|
||||
float4 faceColor : COLOR;
|
||||
float4 outlineColor : COLOR1;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float4 param : TEXCOORD1; // weight, scaleRatio
|
||||
float4 param : TEXCOORD1; // x = weight, y = no longer used
|
||||
float2 mask : TEXCOORD2;
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 texcoord2 : TEXCOORD3;
|
||||
@@ -22,10 +24,14 @@ struct pixel_t {
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 SRGBToLinear(float4 rgba) {
|
||||
float4 SRGBToLinear(float4 rgba)
|
||||
{
|
||||
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
|
||||
}
|
||||
|
||||
float _UIMaskSoftnessX;
|
||||
float _UIMaskSoftnessY;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
pixel_t output;
|
||||
@@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input)
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
float bold = step(input.texcoord0.w, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
@@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input)
|
||||
output.faceColor = faceColor;
|
||||
output.outlineColor = outlineColor;
|
||||
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
|
||||
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
|
||||
output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
|
||||
|
||||
float2 mask = float2(0, 0);
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
@@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target
|
||||
|
||||
float d = tex2D(_MainTex, input.texcoord0.xy).a;
|
||||
|
||||
float2 UV = input.texcoord0.xy;
|
||||
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
|
||||
float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
|
||||
pixelSize *= _TextureHeight * 0.75;
|
||||
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float layerScale = scale;
|
||||
@@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target
|
||||
|
||||
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
|
||||
|
||||
#ifdef OUTLINE_ON
|
||||
#if OUTLINE_ON
|
||||
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
|
||||
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
|
||||
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
|
||||
@@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target
|
||||
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#ifdef MASKING
|
||||
#if MASKING
|
||||
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
||||
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
||||
a = saturate(t / _MaskEdgeSoftness);
|
||||
@@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
|
||||
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
|
||||
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
@@ -66,11 +66,6 @@ uniform float _MaskID;
|
||||
uniform sampler2D _MaskTex;
|
||||
uniform float4 _MaskCoord;
|
||||
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
|
||||
//uniform float _MaskWipeControl;
|
||||
//uniform float _MaskEdgeSoftness;
|
||||
//uniform fixed4 _MaskEdgeColor;
|
||||
//uniform bool _MaskInverse;
|
||||
|
||||
uniform float _MaskSoftnessX;
|
||||
uniform float _MaskSoftnessY;
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
|
||||
|
||||
UNITY_INITIALIZE_OUTPUT(Input, data);
|
||||
|
||||
float bold = step(v.texcoord1.y, 0);
|
||||
float bold = step(v.texcoord.w, 0);
|
||||
|
||||
// Generate normal for backface
|
||||
float3 view = ObjSpaceViewDir(v.vertex);
|
||||
@@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data)
|
||||
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
||||
scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
|
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}
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@@ -82,7 +80,7 @@ void PixShader(Input input, inout SurfaceOutput o)
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float3 n = float3(0, 0, -1);
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float3 emission = float3(0, 0, 0);
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actionOnDotNetUnhandledException: 1
|
||||
editorGfxJobOverride: 1
|
||||
enableInternalProfiler: 0
|
||||
logObjCUncaughtExceptions: 1
|
||||
enableCrashReportAPI: 0
|
||||
@@ -559,7 +581,7 @@ PlayerSettings:
|
||||
locationUsageDescription:
|
||||
microphoneUsageDescription:
|
||||
bluetoothUsageDescription:
|
||||
macOSTargetOSVersion: 10.13.0
|
||||
macOSTargetOSVersion: 12.0
|
||||
switchNMETAOverride:
|
||||
switchNetLibKey:
|
||||
switchSocketMemoryPoolSize: 6144
|
||||
@@ -697,12 +719,14 @@ PlayerSettings:
|
||||
switchSocketBufferEfficiency: 4
|
||||
switchSocketInitializeEnabled: 1
|
||||
switchNetworkInterfaceManagerInitializeEnabled: 1
|
||||
switchDisableHTCSPlayerConnection: 0
|
||||
switchUseNewStyleFilepaths: 0
|
||||
switchUseLegacyFmodPriorities: 0
|
||||
switchUseMicroSleepForYield: 1
|
||||
switchEnableRamDiskSupport: 0
|
||||
switchMicroSleepForYieldTime: 25
|
||||
switchRamDiskSpaceSize: 12
|
||||
switchUpgradedPlayerSettingsToNMETA: 0
|
||||
ps4NPAgeRating: 12
|
||||
ps4NPTitleSecret:
|
||||
ps4NPTrophyPackPath:
|
||||
@@ -806,12 +830,18 @@ PlayerSettings:
|
||||
webGLMemoryGeometricGrowthStep: 0.2
|
||||
webGLMemoryGeometricGrowthCap: 96
|
||||
webGLPowerPreference: 2
|
||||
webGLWebAssemblyTable: 0
|
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webGLWebAssemblyBigInt: 0
|
||||
webGLCloseOnQuit: 0
|
||||
webWasm2023: 0
|
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webEnableSubmoduleStrippingCompatibility: 0
|
||||
scriptingDefineSymbols: {}
|
||||
additionalCompilerArguments: {}
|
||||
platformArchitecture: {}
|
||||
scriptingBackend: {}
|
||||
il2cppCompilerConfiguration: {}
|
||||
il2cppCodeGeneration: {}
|
||||
il2cppStacktraceInformation: {}
|
||||
managedStrippingLevel:
|
||||
EmbeddedLinux: 1
|
||||
GameCoreScarlett: 1
|
||||
@@ -836,6 +866,7 @@ PlayerSettings:
|
||||
gcIncremental: 1
|
||||
gcWBarrierValidation: 0
|
||||
apiCompatibilityLevelPerPlatform: {}
|
||||
editorAssembliesCompatibilityLevel: 1
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||||
m_RenderingPath: 1
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||||
m_MobileRenderingPath: 1
|
||||
metroPackageName: Vision
|
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@@ -910,9 +941,11 @@ PlayerSettings:
|
||||
hmiPlayerDataPath:
|
||||
hmiForceSRGBBlit: 1
|
||||
embeddedLinuxEnableGamepadInput: 1
|
||||
hmiLogStartupTiming: 0
|
||||
hmiCpuConfiguration:
|
||||
hmiLogStartupTiming: 0
|
||||
qnxGraphicConfPath:
|
||||
apiCompatibilityLevel: 6
|
||||
captureStartupLogs: {}
|
||||
activeInputHandler: 0
|
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windowsGamepadBackendHint: 0
|
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cloudProjectId: f8040c55-99fa-4e9a-87ef-e77404315157
|
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@@ -926,3 +959,8 @@ PlayerSettings:
|
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platformRequiresReadableAssets: 0
|
||||
virtualTexturingSupportEnabled: 0
|
||||
insecureHttpOption: 0
|
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androidVulkanDenyFilterList: []
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||||
androidVulkanAllowFilterList: []
|
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androidVulkanDeviceFilterListAsset: {fileID: 0}
|
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d3d12DeviceFilterListAsset: {fileID: 0}
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allowedHttpConnections: 3
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@@ -1,2 +1,2 @@
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m_EditorVersion: 2022.3.38f1c1
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m_EditorVersionWithRevision: 2022.3.38f1c1 (b17906c7b2b6)
|
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m_EditorVersion: 6000.3.26f1
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m_EditorVersionWithRevision: 6000.3.26f1 (de8167e7440c)
|
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@@ -13,5 +13,7 @@ MonoBehaviour:
|
||||
m_Name:
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m_EditorClassIdentifier:
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shaderVariantLimit: 128
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overrideShaderVariantLimit: 0
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customInterpolatorErrorThreshold: 32
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customInterpolatorWarningThreshold: 16
|
||||
customHeatmapValues: {fileID: 0}
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@@ -2,7 +2,7 @@
|
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%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!78 &1
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||||
TagManager:
|
||||
serializedVersion: 2
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||||
serializedVersion: 3
|
||||
tags: []
|
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layers:
|
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- Default
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@@ -41,3 +41,12 @@ TagManager:
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||||
- name: Default
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uniqueID: 0
|
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locked: 0
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m_RenderingLayers:
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- Default
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- Light Layer 1
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- Light Layer 2
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- Light Layer 3
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- Light Layer 4
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- Light Layer 5
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- Light Layer 6
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- Light Layer 7
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@@ -12,4 +12,5 @@ MonoBehaviour:
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||||
m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_LastMaterialVersion: 7
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m_LastMaterialVersion: 10
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m_ProjectSettingFolderPath: URPDefaultResources
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@@ -5,6 +5,7 @@ VFXManager:
|
||||
m_ObjectHideFlags: 0
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m_IndirectShader: {fileID: 7200000, guid: 84a17cfa13e40ae4082ef42714f0a81c, type: 3}
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m_CopyBufferShader: {fileID: 7200000, guid: 23c51f21a3503f6428b527b01f8a2f4e, type: 3}
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m_PrefixSumShader: {fileID: 7200000, guid: 783e0fdc1a277f54bb851fd2ceab1e7f, type: 3}
|
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m_SortShader: {fileID: 7200000, guid: ea257ca3cfb12a642a5025e612af6b2a, type: 3}
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m_StripUpdateShader: {fileID: 7200000, guid: 8fa6c4009fe2a4d4486c62736fc30ad8, type: 3}
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m_EmptyShader: {fileID: 4800000, guid: 33a2079f6a2db4c4eb2e44b33f4ddf6b, type: 3}
|
||||
@@ -12,7 +13,8 @@ VFXManager:
|
||||
m_FixedTimeStep: 0.016666668
|
||||
m_MaxDeltaTime: 0.05
|
||||
m_MaxScrubTime: 30
|
||||
m_MaxCapacity: 100000000
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m_CompiledVersion: 7
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m_RuntimeVersion: 35
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m_RuntimeVersion: 39
|
||||
m_RuntimeResources: {fileID: 11400000, guid: bc10b42afe3813544bffd38ae2cd893d, type: 2}
|
||||
m_BatchEmptyLifetime: 300
|
||||
Reference in new issue
Block a user