// Simplified version of the SDF Surface shader :
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// - No support for Bevel, Bump or envmap
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// - Diffuse only lighting
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// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
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Properties {
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_FaceTex ("Fill Texture", 2D) = "white" {}
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[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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// Should not be directly exposed to the user
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_CullMode ("Cull Mode", Float) = 0
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//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
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//_MaskSoftness ("Mask Softness", float) = 0
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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LOD 300
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Cull [_CullMode]
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CGPROGRAM
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#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
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#pragma target 3.0
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#pragma shader_feature __ GLOW_ON
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#include "TMPro_Properties.cginc"
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#include "TMPro.cginc"
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half _FaceShininess;
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half _OutlineShininess;
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struct Input
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{
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fixed4 color : COLOR;
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float2 uv_MainTex;
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float2 uv2_FaceTex;
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float2 uv2_OutlineTex;
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float2 param; // Weight, Scale
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float3 viewDirEnv;
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};
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#include "TMPro_Surface.cginc"
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ENDCG
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// Pass to render object as a shadow caster
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Pass
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{
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Name "Caster"
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Tags { "LightMode" = "ShadowCaster" }
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Offset 1, 1
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Fog {Mode Off}
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ZWrite On ZTest LEqual Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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float2 uv2 : TEXCOORD3;
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float alphaClip : TEXCOORD2;
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};
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uniform float4 _MainTex_ST;
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uniform float4 _OutlineTex_ST;
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float _OutlineWidth;
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float _FaceDilate;
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float _ScaleRatioA;
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v2f vert( appdata_base v )
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{
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
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o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
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return o;
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}
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uniform sampler2D _MainTex;
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float4 frag(v2f i) : COLOR
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{
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fixed4 texcol = tex2D(_MainTex, i.uv).a;
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clip(texcol.a - i.alphaClip);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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