Shader "TextMeshPro/Bitmap Custom Atlas" {
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Properties {
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_MainTex ("Font Atlas", 2D) = "white" {}
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_FaceTex ("Font Texture", 2D) = "white" {}
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_FaceColor ("Text Color", Color) = (1,1,1,1)
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_Padding ("Padding", float) = 0
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_ColorMask("Color Mask", Float) = 15
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}
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SubShader{
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Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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}
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Lighting Off
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Cull [_CullMode]
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ZTest [unity_GUIZTestMode]
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ZWrite Off
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Fog { Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask[_ColorMask]
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Pass {
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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 __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float4 mask : TEXCOORD2;
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _FaceTex;
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uniform float4 _FaceTex_ST;
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uniform fixed4 _FaceColor;
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uniform float _VertexOffsetX;
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uniform float _VertexOffsetY;
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uniform float4 _ClipRect;
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uniform float _MaskSoftnessX;
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uniform float _MaskSoftnessY;
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float2 UnpackUV(float uv)
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{
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float2 output;
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output.x = floor(uv / 4096);
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output.y = uv - 4096 * output.x;
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return output * 0.001953125;
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}
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v2f vert (appdata_t v)
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{
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float4 vert = v.vertex;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
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float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
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fixed4 faceColor = v.color;
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faceColor *= _FaceColor;
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v2f OUT;
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OUT.vertex = vPosition;
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OUT.color = faceColor;
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OUT.texcoord0 = v.texcoord0;
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OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
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float2 pixelSize = vPosition.w;
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pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
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// Clamp _ClipRect to 16bit.
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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return OUT;
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}
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fixed4 frag (v2f IN) : SV_Target
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{
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fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
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// Alternative implementation to UnityGet2DClipping with support for softness.
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#if UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color *= m.x * m.y;
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#endif
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#if UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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#endif
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return color;
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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_BitmapShaderGUI"
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}
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