Assignment for RMIT Mixed Reality in 2020
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  1. Shader "TextMeshPro/Distance Field Overlay" {
  2. Properties {
  3. _FaceTex ("Face Texture", 2D) = "white" {}
  4. _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
  5. _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
  6. _FaceColor ("Face Color", Color) = (1,1,1,1)
  7. _FaceDilate ("Face Dilate", Range(-1,1)) = 0
  8. _OutlineColor ("Outline Color", Color) = (0,0,0,1)
  9. _OutlineTex ("Outline Texture", 2D) = "white" {}
  10. _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
  11. _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
  12. _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
  13. _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
  14. _Bevel ("Bevel", Range(0,1)) = 0.5
  15. _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
  16. _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
  17. _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
  18. _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
  19. _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
  20. _SpecularColor ("Specular", Color) = (1,1,1,1)
  21. _SpecularPower ("Specular", Range(0,4)) = 2.0
  22. _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
  23. _Diffuse ("Diffuse", Range(0,1)) = 0.5
  24. _Ambient ("Ambient", Range(1,0)) = 0.5
  25. _BumpMap ("Normal map", 2D) = "bump" {}
  26. _BumpOutline ("Bump Outline", Range(0,1)) = 0
  27. _BumpFace ("Bump Face", Range(0,1)) = 0
  28. _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
  29. _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
  30. _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
  31. _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
  32. _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
  33. _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
  34. _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
  35. _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
  36. _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
  37. _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
  38. _GlowOffset ("Offset", Range(-1,1)) = 0
  39. _GlowInner ("Inner", Range(0,1)) = 0.05
  40. _GlowOuter ("Outer", Range(0,1)) = 0.05
  41. _GlowPower ("Falloff", Range(1, 0)) = 0.75
  42. _WeightNormal ("Weight Normal", float) = 0
  43. _WeightBold ("Weight Bold", float) = 0.5
  44. _ShaderFlags ("Flags", float) = 0
  45. _ScaleRatioA ("Scale RatioA", float) = 1
  46. _ScaleRatioB ("Scale RatioB", float) = 1
  47. _ScaleRatioC ("Scale RatioC", float) = 1
  48. _MainTex ("Font Atlas", 2D) = "white" {}
  49. _TextureWidth ("Texture Width", float) = 512
  50. _TextureHeight ("Texture Height", float) = 512
  51. _GradientScale ("Gradient Scale", float) = 5.0
  52. _ScaleX ("Scale X", float) = 1.0
  53. _ScaleY ("Scale Y", float) = 1.0
  54. _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
  55. _Sharpness ("Sharpness", Range(-1,1)) = 0
  56. _VertexOffsetX ("Vertex OffsetX", float) = 0
  57. _VertexOffsetY ("Vertex OffsetY", float) = 0
  58. _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
  59. _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
  60. _MaskSoftnessX ("Mask SoftnessX", float) = 0
  61. _MaskSoftnessY ("Mask SoftnessY", float) = 0
  62. _StencilComp ("Stencil Comparison", Float) = 8
  63. _Stencil ("Stencil ID", Float) = 0
  64. _StencilOp ("Stencil Operation", Float) = 0
  65. _StencilWriteMask ("Stencil Write Mask", Float) = 255
  66. _StencilReadMask ("Stencil Read Mask", Float) = 255
  67. _ColorMask ("Color Mask", Float) = 15
  68. }
  69. SubShader {
  70. Tags
  71. {
  72. "Queue"="Overlay"
  73. "IgnoreProjector"="True"
  74. "RenderType"="Transparent"
  75. }
  76. Stencil
  77. {
  78. Ref [_Stencil]
  79. Comp [_StencilComp]
  80. Pass [_StencilOp]
  81. ReadMask [_StencilReadMask]
  82. WriteMask [_StencilWriteMask]
  83. }
  84. Cull [_CullMode]
  85. ZWrite Off
  86. Lighting Off
  87. Fog { Mode Off }
  88. ZTest Always
  89. Blend One OneMinusSrcAlpha
  90. ColorMask [_ColorMask]
  91. Pass {
  92. CGPROGRAM
  93. #pragma target 3.0
  94. #pragma vertex VertShader
  95. #pragma fragment PixShader
  96. #pragma shader_feature __ BEVEL_ON
  97. #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
  98. #pragma shader_feature __ GLOW_ON
  99. #pragma multi_compile __ UNITY_UI_CLIP_RECT
  100. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  101. #include "UnityCG.cginc"
  102. #include "UnityUI.cginc"
  103. #include "TMPro_Properties.cginc"
  104. #include "TMPro.cginc"
  105. struct vertex_t {
  106. UNITY_VERTEX_INPUT_INSTANCE_ID
  107. float4 position : POSITION;
  108. float3 normal : NORMAL;
  109. fixed4 color : COLOR;
  110. float2 texcoord0 : TEXCOORD0;
  111. float2 texcoord1 : TEXCOORD1;
  112. };
  113. struct pixel_t {
  114. UNITY_VERTEX_INPUT_INSTANCE_ID
  115. UNITY_VERTEX_OUTPUT_STEREO
  116. float4 position : SV_POSITION;
  117. fixed4 color : COLOR;
  118. float2 atlas : TEXCOORD0; // Atlas
  119. float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
  120. float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
  121. float3 viewDir : TEXCOORD3;
  122. #if (UNDERLAY_ON || UNDERLAY_INNER)
  123. float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
  124. fixed4 underlayColor : COLOR1;
  125. #endif
  126. float4 textures : TEXCOORD5;
  127. };
  128. // Used by Unity internally to handle Texture Tiling and Offset.
  129. float4 _FaceTex_ST;
  130. float4 _OutlineTex_ST;
  131. pixel_t VertShader(vertex_t input)
  132. {
  133. pixel_t output;
  134. UNITY_INITIALIZE_OUTPUT(pixel_t, output);
  135. UNITY_SETUP_INSTANCE_ID(input);
  136. UNITY_TRANSFER_INSTANCE_ID(input,output);
  137. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  138. float bold = step(input.texcoord1.y, 0);
  139. float4 vert = input.position;
  140. vert.x += _VertexOffsetX;
  141. vert.y += _VertexOffsetY;
  142. float4 vPosition = UnityObjectToClipPos(vert);
  143. float2 pixelSize = vPosition.w;
  144. pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
  145. float scale = rsqrt(dot(pixelSize, pixelSize));
  146. scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
  147. if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
  148. float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
  149. weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
  150. float bias =(.5 - weight) + (.5 / scale);
  151. float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
  152. #if GLOW_ON
  153. alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
  154. #endif
  155. alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
  156. #if (UNDERLAY_ON || UNDERLAY_INNER)
  157. float4 underlayColor = _UnderlayColor;
  158. underlayColor.rgb *= underlayColor.a;
  159. float bScale = scale;
  160. bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
  161. float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
  162. float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
  163. float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
  164. float2 bOffset = float2(x, y);
  165. #endif
  166. // Generate UV for the Masking Texture
  167. float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
  168. float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
  169. // Support for texture tiling and offset
  170. float2 textureUV = UnpackUV(input.texcoord1.x);
  171. float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
  172. float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
  173. output.position = vPosition;
  174. output.color = input.color;
  175. output.atlas = input.texcoord0;
  176. output.param = float4(alphaClip, scale, bias, weight);
  177. output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
  178. output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
  179. #if (UNDERLAY_ON || UNDERLAY_INNER)
  180. output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
  181. output.underlayColor = underlayColor;
  182. #endif
  183. output.textures = float4(faceUV, outlineUV);
  184. return output;
  185. }
  186. fixed4 PixShader(pixel_t input) : SV_Target
  187. {
  188. UNITY_SETUP_INSTANCE_ID(input);
  189. float c = tex2D(_MainTex, input.atlas).a;
  190. #ifndef UNDERLAY_ON
  191. clip(c - input.param.x);
  192. #endif
  193. float scale = input.param.y;
  194. float bias = input.param.z;
  195. float weight = input.param.w;
  196. float sd = (bias - c) * scale;
  197. float outline = (_OutlineWidth * _ScaleRatioA) * scale;
  198. float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
  199. half4 faceColor = _FaceColor;
  200. half4 outlineColor = _OutlineColor;
  201. faceColor.rgb *= input.color.rgb;
  202. faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
  203. outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
  204. faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
  205. #if BEVEL_ON
  206. float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
  207. float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
  208. float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
  209. bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
  210. n = normalize(n- bump);
  211. float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
  212. float3 col = GetSpecular(n, light);
  213. faceColor.rgb += col*faceColor.a;
  214. faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
  215. faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
  216. fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
  217. faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
  218. #endif
  219. #if UNDERLAY_ON
  220. float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
  221. faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
  222. #endif
  223. #if UNDERLAY_INNER
  224. float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
  225. faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
  226. #endif
  227. #if GLOW_ON
  228. float4 glowColor = GetGlowColor(sd, scale);
  229. faceColor.rgb += glowColor.rgb * glowColor.a;
  230. #endif
  231. // Alternative implementation to UnityGet2DClipping with support for softness.
  232. #if UNITY_UI_CLIP_RECT
  233. half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
  234. faceColor *= m.x * m.y;
  235. #endif
  236. #if UNITY_UI_ALPHACLIP
  237. clip(faceColor.a - 0.001);
  238. #endif
  239. return faceColor * input.color.a;
  240. }
  241. ENDCG
  242. }
  243. }
  244. Fallback "TextMeshPro/Mobile/Distance Field"
  245. CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
  246. }