Global Game Jam 2023
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

240 lines
7.5 KiB

  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 Overlay" {
  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. _StencilComp ("Stencil Comparison", Float) = 8
  37. _Stencil ("Stencil ID", Float) = 0
  38. _StencilOp ("Stencil Operation", Float) = 0
  39. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  40. _StencilReadMask ("Stencil Read Mask", Float) = 255
  41. _CullMode ("Cull Mode", Float) = 0
  42. _ColorMask ("Color Mask", Float) = 15
  43. }
  44. SubShader {
  45. Tags
  46. {
  47. "Queue"="Overlay"
  48. "IgnoreProjector"="True"
  49. "RenderType"="Transparent"
  50. }
  51. Stencil
  52. {
  53. Ref [_Stencil]
  54. Comp [_StencilComp]
  55. Pass [_StencilOp]
  56. ReadMask [_StencilReadMask]
  57. WriteMask [_StencilWriteMask]
  58. }
  59. Cull [_CullMode]
  60. ZWrite Off
  61. Lighting Off
  62. Fog { Mode Off }
  63. ZTest Always
  64. Blend One OneMinusSrcAlpha
  65. ColorMask [_ColorMask]
  66. Pass {
  67. CGPROGRAM
  68. #pragma vertex VertShader
  69. #pragma fragment PixShader
  70. #pragma shader_feature __ OUTLINE_ON
  71. #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
  72. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  73. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  74. #include "UnityCG.cginc"
  75. #include "UnityUI.cginc"
  76. #include "TMPro_Properties.cginc"
  77. struct vertex_t {
  78. UNITY_VERTEX_INPUT_INSTANCE_ID
  79. float4 vertex : POSITION;
  80. float3 normal : NORMAL;
  81. fixed4 color : COLOR;
  82. float2 texcoord0 : TEXCOORD0;
  83. float2 texcoord1 : TEXCOORD1;
  84. };
  85. struct pixel_t {
  86. UNITY_VERTEX_INPUT_INSTANCE_ID
  87. UNITY_VERTEX_OUTPUT_STEREO
  88. float4 vertex : SV_POSITION;
  89. fixed4 faceColor : COLOR;
  90. fixed4 outlineColor : COLOR1;
  91. float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
  92. half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
  93. half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
  94. #if (UNDERLAY_ON | UNDERLAY_INNER)
  95. float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
  96. half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
  97. #endif
  98. };
  99. pixel_t VertShader(vertex_t input)
  100. {
  101. pixel_t output;
  102. UNITY_INITIALIZE_OUTPUT(pixel_t, output);
  103. UNITY_SETUP_INSTANCE_ID(input);
  104. UNITY_TRANSFER_INSTANCE_ID(input, output);
  105. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  106. float bold = step(input.texcoord1.y, 0);
  107. float4 vert = input.vertex;
  108. vert.x += _VertexOffsetX;
  109. vert.y += _VertexOffsetY;
  110. float4 vPosition = UnityObjectToClipPos(vert);
  111. float2 pixelSize = vPosition.w;
  112. pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
  113. float scale = rsqrt(dot(pixelSize, pixelSize));
  114. scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
  115. if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
  116. float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
  117. weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
  118. float layerScale = scale;
  119. scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
  120. float bias = (0.5 - weight) * scale - 0.5;
  121. float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
  122. float opacity = input.color.a;
  123. #if (UNDERLAY_ON | UNDERLAY_INNER)
  124. opacity = 1.0;
  125. #endif
  126. fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
  127. faceColor.rgb *= faceColor.a;
  128. fixed4 outlineColor = _OutlineColor;
  129. outlineColor.a *= opacity;
  130. outlineColor.rgb *= outlineColor.a;
  131. outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
  132. #if (UNDERLAY_ON | UNDERLAY_INNER)
  133. layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
  134. float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
  135. float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
  136. float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
  137. float2 layerOffset = float2(x, y);
  138. #endif
  139. // Generate UV for the Masking Texture
  140. float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
  141. float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
  142. // Populate structure for pixel shader
  143. output.vertex = vPosition;
  144. output.faceColor = faceColor;
  145. output.outlineColor = outlineColor;
  146. output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
  147. output.param = half4(scale, bias - outline, bias + outline, bias);
  148. output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
  149. #if (UNDERLAY_ON || UNDERLAY_INNER)
  150. output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
  151. output.underlayParam = half2(layerScale, layerBias);
  152. #endif
  153. return output;
  154. }
  155. // PIXEL SHADER
  156. fixed4 PixShader(pixel_t input) : SV_Target
  157. {
  158. UNITY_SETUP_INSTANCE_ID(input);
  159. half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
  160. half4 c = input.faceColor * saturate(d - input.param.w);
  161. #ifdef OUTLINE_ON
  162. c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
  163. c *= saturate(d - input.param.y);
  164. #endif
  165. #if UNDERLAY_ON
  166. d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
  167. c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
  168. #endif
  169. #if UNDERLAY_INNER
  170. half sd = saturate(d - input.param.z);
  171. d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
  172. c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
  173. #endif
  174. // Alternative implementation to UnityGet2DClipping with support for softness.
  175. #if UNITY_UI_CLIP_RECT
  176. half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
  177. c *= m.x * m.y;
  178. #endif
  179. #if (UNDERLAY_ON | UNDERLAY_INNER)
  180. c *= input.texcoord1.z;
  181. #endif
  182. #if UNITY_UI_ALPHACLIP
  183. clip(c.a - 0.001);
  184. #endif
  185. return c;
  186. }
  187. ENDCG
  188. }
  189. }
  190. CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
  191. }