Global Game Jam 2021
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  1. // Simplified SDF shader:
  2. // - No Shading Option (bevel / bump / env map)
  3. // - No Glow Option
  4. // - Softness is applied on both side of the outline
  5. Shader "TextMeshPro/Mobile/Distance Field - Masking" {
  6. Properties {
  7. [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
  8. _FaceDilate ("Face Dilate", Range(-1,1)) = 0
  9. [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
  10. _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
  11. _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
  12. [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
  13. _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
  14. _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
  15. _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
  16. _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
  17. _WeightNormal ("Weight Normal", float) = 0
  18. _WeightBold ("Weight Bold", float) = .5
  19. _ShaderFlags ("Flags", float) = 0
  20. _ScaleRatioA ("Scale RatioA", float) = 1
  21. _ScaleRatioB ("Scale RatioB", float) = 1
  22. _ScaleRatioC ("Scale RatioC", float) = 1
  23. _MainTex ("Font Atlas", 2D) = "white" {}
  24. _TextureWidth ("Texture Width", float) = 512
  25. _TextureHeight ("Texture Height", float) = 512
  26. _GradientScale ("Gradient Scale", float) = 5
  27. _ScaleX ("Scale X", float) = 1
  28. _ScaleY ("Scale Y", float) = 1
  29. _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
  30. _Sharpness ("Sharpness", Range(-1,1)) = 0
  31. _VertexOffsetX ("Vertex OffsetX", float) = 0
  32. _VertexOffsetY ("Vertex OffsetY", float) = 0
  33. _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
  34. _MaskSoftnessX ("Mask SoftnessX", float) = 0
  35. _MaskSoftnessY ("Mask SoftnessY", float) = 0
  36. _MaskTex ("Mask Texture", 2D) = "white" {}
  37. _MaskInverse ("Inverse", float) = 0
  38. _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
  39. _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
  40. _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
  41. _StencilComp ("Stencil Comparison", Float) = 8
  42. _Stencil ("Stencil ID", Float) = 0
  43. _StencilOp ("Stencil Operation", Float) = 0
  44. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  45. _StencilReadMask ("Stencil Read Mask", Float) = 255
  46. _CullMode ("Cull Mode", Float) = 0
  47. _ColorMask ("Color Mask", Float) = 15
  48. }
  49. SubShader {
  50. Tags
  51. {
  52. "Queue"="Transparent"
  53. "IgnoreProjector"="True"
  54. "RenderType"="Transparent"
  55. }
  56. Stencil
  57. {
  58. Ref [_Stencil]
  59. Comp [_StencilComp]
  60. Pass [_StencilOp]
  61. ReadMask [_StencilReadMask]
  62. WriteMask [_StencilWriteMask]
  63. }
  64. Cull [_CullMode]
  65. ZWrite Off
  66. Lighting Off
  67. Fog { Mode Off }
  68. ZTest [unity_GUIZTestMode]
  69. Blend One OneMinusSrcAlpha
  70. ColorMask [_ColorMask]
  71. Pass {
  72. CGPROGRAM
  73. #pragma vertex VertShader
  74. #pragma fragment PixShader
  75. #pragma shader_feature __ OUTLINE_ON
  76. #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
  77. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  78. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  79. #include "UnityCG.cginc"
  80. #include "UnityUI.cginc"
  81. #include "TMPro_Properties.cginc"
  82. struct vertex_t {
  83. float4 vertex : POSITION;
  84. float3 normal : NORMAL;
  85. fixed4 color : COLOR;
  86. float2 texcoord0 : TEXCOORD0;
  87. float2 texcoord1 : TEXCOORD1;
  88. };
  89. struct pixel_t {
  90. float4 vertex : SV_POSITION;
  91. fixed4 faceColor : COLOR;
  92. fixed4 outlineColor : COLOR1;
  93. float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
  94. half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
  95. half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
  96. #if (UNDERLAY_ON | UNDERLAY_INNER)
  97. float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
  98. half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
  99. #endif
  100. };
  101. float _MaskWipeControl;
  102. float _MaskEdgeSoftness;
  103. fixed4 _MaskEdgeColor;
  104. bool _MaskInverse;
  105. pixel_t VertShader(vertex_t input)
  106. {
  107. float bold = step(input.texcoord1.y, 0);
  108. float4 vert = input.vertex;
  109. vert.x += _VertexOffsetX;
  110. vert.y += _VertexOffsetY;
  111. float4 vPosition = UnityObjectToClipPos(vert);
  112. float2 pixelSize = vPosition.w;
  113. pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
  114. float scale = rsqrt(dot(pixelSize, pixelSize));
  115. scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
  116. if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
  117. float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
  118. weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
  119. float layerScale = scale;
  120. scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
  121. float bias = (0.5 - weight) * scale - 0.5;
  122. float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
  123. float opacity = input.color.a;
  124. #if (UNDERLAY_ON | UNDERLAY_INNER)
  125. opacity = 1.0;
  126. #endif
  127. fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
  128. faceColor.rgb *= faceColor.a;
  129. fixed4 outlineColor = _OutlineColor;
  130. outlineColor.a *= opacity;
  131. outlineColor.rgb *= outlineColor.a;
  132. outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
  133. #if (UNDERLAY_ON | UNDERLAY_INNER)
  134. layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
  135. float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
  136. float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
  137. float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
  138. float2 layerOffset = float2(x, y);
  139. #endif
  140. // Generate UV for the Masking Texture
  141. float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
  142. float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
  143. // Structure for pixel shader
  144. pixel_t output = {
  145. vPosition,
  146. faceColor,
  147. outlineColor,
  148. float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
  149. half4(scale, bias - outline, bias + outline, bias),
  150. half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
  151. #if (UNDERLAY_ON | UNDERLAY_INNER)
  152. float4(input.texcoord0 + layerOffset, input.color.a, 0),
  153. half2(layerScale, layerBias),
  154. #endif
  155. };
  156. return output;
  157. }
  158. // PIXEL SHADER
  159. fixed4 PixShader(pixel_t input) : SV_Target
  160. {
  161. half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
  162. half4 c = input.faceColor * saturate(d - input.param.w);
  163. #ifdef OUTLINE_ON
  164. c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
  165. c *= saturate(d - input.param.y);
  166. #endif
  167. #if UNDERLAY_ON
  168. d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
  169. c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
  170. #endif
  171. #if UNDERLAY_INNER
  172. half sd = saturate(d - input.param.z);
  173. d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
  174. c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
  175. #endif
  176. // Alternative implementation to UnityGet2DClipping with support for softness.
  177. //#if UNITY_UI_CLIP_RECT
  178. half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
  179. c *= m.x * m.y;
  180. //#endif
  181. float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
  182. float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
  183. a = saturate(t / _MaskEdgeSoftness);
  184. c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
  185. c *= a;
  186. #if (UNDERLAY_ON | UNDERLAY_INNER)
  187. c *= input.texcoord1.z;
  188. #endif
  189. #if UNITY_UI_ALPHACLIP
  190. clip(c.a - 0.001);
  191. #endif
  192. return c;
  193. }
  194. ENDCG
  195. }
  196. }
  197. CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
  198. }