├── .gitignore
├── Assets
├── Demo.meta
├── Demo
│ ├── Presets.meta
│ ├── Presets
│ │ ├── Body.asset
│ │ ├── Body.asset.meta
│ │ ├── Caption.asset
│ │ ├── Caption.asset.meta
│ │ ├── Title.asset
│ │ └── Title.asset.meta
│ ├── Scenes.meta
│ └── Scenes
│ │ ├── SampleScene.unity
│ │ └── SampleScene.unity.meta
├── TextMesh Pro.meta
└── TextMesh Pro
│ ├── Documentation.meta
│ ├── Documentation
│ ├── TextMesh Pro User Guide 2016.pdf
│ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Fonts
│ ├── LiberationSans - OFL.txt
│ ├── LiberationSans - OFL.txt.meta
│ ├── LiberationSans.ttf
│ └── LiberationSans.ttf.meta
│ ├── Resources.meta
│ ├── Resources
│ ├── Fonts & Materials.meta
│ ├── Fonts & Materials
│ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ ├── LiberationSans SDF - Fallback.asset
│ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ ├── LiberationSans SDF - Outline.mat
│ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ ├── LiberationSans SDF.asset
│ │ └── LiberationSans SDF.asset.meta
│ ├── LineBreaking Following Characters.txt
│ ├── LineBreaking Following Characters.txt.meta
│ ├── LineBreaking Leading Characters.txt
│ ├── LineBreaking Leading Characters.txt.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── TMP_Bitmap-Custom-Atlas.shader
│ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ │ ├── TMP_Bitmap-Mobile.shader
│ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ ├── TMP_Bitmap.shader
│ │ ├── TMP_Bitmap.shader.meta
│ │ ├── TMP_SDF Overlay.shader
│ │ ├── TMP_SDF Overlay.shader.meta
│ │ ├── TMP_SDF-Mobile Masking.shader
│ │ ├── TMP_SDF-Mobile Masking.shader.meta
│ │ ├── TMP_SDF-Mobile Overlay.shader
│ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ ├── TMP_SDF-Mobile.shader
│ │ ├── TMP_SDF-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface-Mobile.shader
│ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface.shader
│ │ ├── TMP_SDF-Surface.shader.meta
│ │ ├── TMP_SDF.shader
│ │ ├── TMP_SDF.shader.meta
│ │ ├── TMP_Sprite.shader
│ │ ├── TMP_Sprite.shader.meta
│ │ ├── TMPro.cginc
│ │ ├── TMPro.cginc.meta
│ │ ├── TMPro_Properties.cginc
│ │ ├── TMPro_Properties.cginc.meta
│ │ ├── TMPro_Surface.cginc
│ │ └── TMPro_Surface.cginc.meta
│ ├── Sprite Assets.meta
│ ├── Sprite Assets
│ │ ├── EmojiOne.asset
│ │ └── EmojiOne.asset.meta
│ ├── Style Sheets.meta
│ ├── Style Sheets
│ │ ├── Default Style Sheet.asset
│ │ └── Default Style Sheet.asset.meta
│ ├── TMP Settings.asset
│ └── TMP Settings.asset.meta
│ ├── Sprites.meta
│ └── Sprites
│ ├── EmojiOne Attribution.txt
│ ├── EmojiOne Attribution.txt.meta
│ ├── EmojiOne.json
│ ├── EmojiOne.json.meta
│ ├── EmojiOne.png
│ └── EmojiOne.png.meta
├── LICENSE
├── Packages
├── com.dss.font-presets
│ ├── CHANGELOG.md
│ ├── CHANGELOG.md.meta
│ ├── LICENSE.md
│ ├── LICENSE.md.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── Runtime.meta
│ ├── Runtime
│ │ ├── DSS.FontPresets.Runtime.asmdef
│ │ ├── DSS.FontPresets.Runtime.asmdef.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── ApplyFontPreset.cs
│ │ │ ├── ApplyFontPreset.cs.meta
│ │ │ ├── FontPreset.cs
│ │ │ └── FontPreset.cs.meta
│ ├── package.json
│ └── package.json.meta
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
└── VFXManager.asset
└── readme.md
/.gitignore:
--------------------------------------------------------------------------------
1 | *.DS_Store
2 |
3 | # This .gitignore file should be placed at the root of your Unity project directory
4 | #
5 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
6 | #
7 | /[Ll]ibrary/
8 | /[Tt]emp/
9 | /[Oo]bj/
10 | /[Bb]uild/
11 | /[Bb]uilds/
12 | /[Ll]ogs/
13 | /[Mm]emoryCaptures/
14 |
15 | # Asset meta data should only be ignored when the corresponding asset is also ignored
16 | !/[Aa]ssets/**/*.meta
17 |
18 | # Uncomment this line if you wish to ignore the asset store tools plugin
19 | # /[Aa]ssets/AssetStoreTools*
20 |
21 | # Autogenerated Jetbrains Rider plugin
22 | [Aa]ssets/Plugins/Editor/JetBrains*
23 |
24 | # Visual Studio cache directory
25 | .vs/
26 |
27 | # Gradle cache directory
28 | .gradle/
29 |
30 | # Autogenerated VS/MD/Consulo solution and project files
31 | ExportedObj/
32 | .consulo/
33 | *.csproj
34 | *.unityproj
35 | *.sln
36 | *.suo
37 | *.tmp
38 | *.user
39 | *.userprefs
40 | *.pidb
41 | *.booproj
42 | *.svd
43 | *.pdb
44 | *.mdb
45 | *.opendb
46 | *.VC.db
47 |
48 | # Unity3D generated meta files
49 | *.pidb.meta
50 | *.pdb.meta
51 | *.mdb.meta
52 |
53 | # Unity3D generated file on crash reports
54 | sysinfo.txt
55 |
56 | # Builds
57 | *.apk
58 | *.unitypackage
59 |
60 | # Crashlytics generated file
61 | crashlytics-build.properties
62 |
63 | .DS_Store
64 |
--------------------------------------------------------------------------------
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/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt:
--------------------------------------------------------------------------------
1 | Digitized data copyright (c) 2010 Google Corporation
2 | with Reserved Font Arimo, Tinos and Cousine.
3 | Copyright (c) 2012 Red Hat, Inc.
4 | with Reserved Font Name Liberation.
5 |
6 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
8 |
9 | -----------------------------------------------------------
10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
11 | -----------------------------------------------------------
12 |
13 | PREAMBLE
14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
15 |
16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
17 |
18 | DEFINITIONS
19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
20 |
21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s).
22 |
23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
24 |
25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
26 |
27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
28 |
29 | PERMISSION & CONDITIONS
30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
31 |
32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
33 |
34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
35 |
36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
37 |
38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
39 |
40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
41 |
42 | TERMINATION
43 | This license becomes null and void if any of the above conditions are not met.
44 |
45 | DISCLAIMER
46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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1 | Shader "TextMeshPro/Bitmap Custom Atlas" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | _FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 | _Padding ("Padding", float) = 0
15 |
16 | _StencilComp("Stencil Comparison", Float) = 8
17 | _Stencil("Stencil ID", Float) = 0
18 | _StencilOp("Stencil Operation", Float) = 0
19 | _StencilWriteMask("Stencil Write Mask", Float) = 255
20 | _StencilReadMask("Stencil Read Mask", Float) = 255
21 |
22 | _ColorMask("Color Mask", Float) = 15
23 | }
24 |
25 | SubShader{
26 |
27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
28 |
29 | Stencil
30 | {
31 | Ref[_Stencil]
32 | Comp[_StencilComp]
33 | Pass[_StencilOp]
34 | ReadMask[_StencilReadMask]
35 | WriteMask[_StencilWriteMask]
36 | }
37 |
38 |
39 | Lighting Off
40 | Cull [_CullMode]
41 | ZTest [unity_GUIZTestMode]
42 | ZWrite Off
43 | Fog { Mode Off }
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask[_ColorMask]
46 |
47 | Pass {
48 | CGPROGRAM
49 | #pragma vertex vert
50 | #pragma fragment frag
51 |
52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
54 |
55 |
56 | #include "UnityCG.cginc"
57 |
58 | struct appdata_t {
59 | float4 vertex : POSITION;
60 | fixed4 color : COLOR;
61 | float2 texcoord0 : TEXCOORD0;
62 | float2 texcoord1 : TEXCOORD1;
63 | };
64 |
65 | struct v2f {
66 | float4 vertex : SV_POSITION;
67 | fixed4 color : COLOR;
68 | float2 texcoord0 : TEXCOORD0;
69 | float2 texcoord1 : TEXCOORD1;
70 | float4 mask : TEXCOORD2;
71 | };
72 |
73 | uniform sampler2D _MainTex;
74 | uniform sampler2D _FaceTex;
75 | uniform float4 _FaceTex_ST;
76 | uniform fixed4 _FaceColor;
77 |
78 | uniform float _VertexOffsetX;
79 | uniform float _VertexOffsetY;
80 | uniform float4 _ClipRect;
81 | uniform float _MaskSoftnessX;
82 | uniform float _MaskSoftnessY;
83 |
84 | float2 UnpackUV(float uv)
85 | {
86 | float2 output;
87 | output.x = floor(uv / 4096);
88 | output.y = uv - 4096 * output.x;
89 |
90 | return output * 0.001953125;
91 | }
92 |
93 | v2f vert (appdata_t v)
94 | {
95 | float4 vert = v.vertex;
96 | vert.x += _VertexOffsetX;
97 | vert.y += _VertexOffsetY;
98 |
99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
100 |
101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
102 |
103 | fixed4 faceColor = v.color;
104 | faceColor *= _FaceColor;
105 |
106 | v2f OUT;
107 | OUT.vertex = vPosition;
108 | OUT.color = faceColor;
109 | OUT.texcoord0 = v.texcoord0;
110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
111 | float2 pixelSize = vPosition.w;
112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
113 |
114 | // Clamp _ClipRect to 16bit.
115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
117 |
118 | return OUT;
119 | }
120 |
121 | fixed4 frag (v2f IN) : SV_Target
122 | {
123 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
124 |
125 | // Alternative implementation to UnityGet2DClipping with support for softness.
126 | #if UNITY_UI_CLIP_RECT
127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
128 | color *= m.x * m.y;
129 | #endif
130 |
131 | #if UNITY_UI_ALPHACLIP
132 | clip(color.a - 0.001);
133 | #endif
134 |
135 | return color;
136 | }
137 | ENDCG
138 | }
139 | }
140 |
141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
142 | }
143 |
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/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 48bb5f55d8670e349b6e614913f9d910
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Mobile/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _Color ("Text Color", Color) = (1,1,1,1)
6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
7 |
8 | _VertexOffsetX("Vertex OffsetX", float) = 0
9 | _VertexOffsetY("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _ColorMask("Color Mask", Float) = 15
22 | }
23 |
24 | SubShader {
25 |
26 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
27 |
28 | Stencil
29 | {
30 | Ref[_Stencil]
31 | Comp[_StencilComp]
32 | Pass[_StencilOp]
33 | ReadMask[_StencilReadMask]
34 | WriteMask[_StencilWriteMask]
35 | }
36 |
37 |
38 | Lighting Off
39 | Cull Off
40 | ZTest [unity_GUIZTestMode]
41 | ZWrite Off
42 | Fog { Mode Off }
43 | Blend SrcAlpha OneMinusSrcAlpha
44 | ColorMask[_ColorMask]
45 |
46 | Pass {
47 | CGPROGRAM
48 | #pragma vertex vert
49 | #pragma fragment frag
50 | #pragma fragmentoption ARB_precision_hint_fastest
51 |
52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
54 |
55 |
56 | #include "UnityCG.cginc"
57 |
58 | struct appdata_t {
59 | float4 vertex : POSITION;
60 | fixed4 color : COLOR;
61 | float2 texcoord0 : TEXCOORD0;
62 | float2 texcoord1 : TEXCOORD1;
63 | };
64 |
65 | struct v2f {
66 | float4 vertex : POSITION;
67 | fixed4 color : COLOR;
68 | float2 texcoord0 : TEXCOORD0;
69 | float4 mask : TEXCOORD2;
70 | };
71 |
72 | sampler2D _MainTex;
73 | fixed4 _Color;
74 | float _DiffusePower;
75 |
76 | uniform float _VertexOffsetX;
77 | uniform float _VertexOffsetY;
78 | uniform float4 _ClipRect;
79 | uniform float _MaskSoftnessX;
80 | uniform float _MaskSoftnessY;
81 |
82 | v2f vert (appdata_t v)
83 | {
84 | v2f OUT;
85 | float4 vert = v.vertex;
86 | vert.x += _VertexOffsetX;
87 | vert.y += _VertexOffsetY;
88 |
89 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
90 |
91 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
92 | OUT.color = v.color;
93 | OUT.color *= _Color;
94 | OUT.color.rgb *= _DiffusePower;
95 | OUT.texcoord0 = v.texcoord0;
96 |
97 | float2 pixelSize = OUT.vertex.w;
98 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
99 |
100 | // Clamp _ClipRect to 16bit.
101 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
102 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
103 |
104 | return OUT;
105 | }
106 |
107 | fixed4 frag (v2f IN) : COLOR
108 | {
109 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
110 |
111 | // Alternative implementation to UnityGet2DClipping with support for softness.
112 | #if UNITY_UI_CLIP_RECT
113 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
114 | color *= m.x * m.y;
115 | #endif
116 |
117 | #if UNITY_UI_ALPHACLIP
118 | clip(color.a - 0.001);
119 | #endif
120 |
121 | return color;
122 | }
123 | ENDCG
124 | }
125 | }
126 |
127 | SubShader {
128 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
129 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
130 | Blend SrcAlpha OneMinusSrcAlpha
131 | BindChannels {
132 | Bind "Color", color
133 | Bind "Vertex", vertex
134 | Bind "TexCoord", texcoord0
135 | }
136 | Pass {
137 | SetTexture [_MainTex] {
138 | constantColor [_Color] combine constant * primary, constant * texture
139 | }
140 | }
141 | }
142 |
143 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
144 | }
145 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta:
--------------------------------------------------------------------------------
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2 | guid: 1e3b057af24249748ff873be7fafee47
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | _FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _ColorMask("Color Mask", Float) = 15
22 | }
23 |
24 | SubShader{
25 |
26 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
27 |
28 | Stencil
29 | {
30 | Ref[_Stencil]
31 | Comp[_StencilComp]
32 | Pass[_StencilOp]
33 | ReadMask[_StencilReadMask]
34 | WriteMask[_StencilWriteMask]
35 | }
36 |
37 |
38 | Lighting Off
39 | Cull [_CullMode]
40 | ZTest [unity_GUIZTestMode]
41 | ZWrite Off
42 | Fog { Mode Off }
43 | Blend SrcAlpha OneMinusSrcAlpha
44 | ColorMask[_ColorMask]
45 |
46 | Pass {
47 | CGPROGRAM
48 | #pragma vertex vert
49 | #pragma fragment frag
50 |
51 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
52 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
53 |
54 |
55 | #include "UnityCG.cginc"
56 |
57 | struct appdata_t {
58 | float4 vertex : POSITION;
59 | fixed4 color : COLOR;
60 | float2 texcoord0 : TEXCOORD0;
61 | float2 texcoord1 : TEXCOORD1;
62 | };
63 |
64 | struct v2f {
65 | float4 vertex : SV_POSITION;
66 | fixed4 color : COLOR;
67 | float2 texcoord0 : TEXCOORD0;
68 | float2 texcoord1 : TEXCOORD1;
69 | float4 mask : TEXCOORD2;
70 | };
71 |
72 | uniform sampler2D _MainTex;
73 | uniform sampler2D _FaceTex;
74 | uniform float4 _FaceTex_ST;
75 | uniform fixed4 _FaceColor;
76 |
77 | uniform float _VertexOffsetX;
78 | uniform float _VertexOffsetY;
79 | uniform float4 _ClipRect;
80 | uniform float _MaskSoftnessX;
81 | uniform float _MaskSoftnessY;
82 |
83 | float2 UnpackUV(float uv)
84 | {
85 | float2 output;
86 | output.x = floor(uv / 4096);
87 | output.y = uv - 4096 * output.x;
88 |
89 | return output * 0.001953125;
90 | }
91 |
92 | v2f vert (appdata_t v)
93 | {
94 | float4 vert = v.vertex;
95 | vert.x += _VertexOffsetX;
96 | vert.y += _VertexOffsetY;
97 |
98 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
99 |
100 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
101 |
102 | fixed4 faceColor = v.color;
103 | faceColor *= _FaceColor;
104 |
105 | v2f OUT;
106 | OUT.vertex = vPosition;
107 | OUT.color = faceColor;
108 | OUT.texcoord0 = v.texcoord0;
109 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
110 | float2 pixelSize = vPosition.w;
111 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
112 |
113 | // Clamp _ClipRect to 16bit.
114 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
115 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
116 |
117 | return OUT;
118 | }
119 |
120 | fixed4 frag (v2f IN) : SV_Target
121 | {
122 | fixed4 color = tex2D(_MainTex, IN.texcoord0);
123 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
124 |
125 | // Alternative implementation to UnityGet2DClipping with support for softness.
126 | #if UNITY_UI_CLIP_RECT
127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
128 | color *= m.x * m.y;
129 | #endif
130 |
131 | #if UNITY_UI_ALPHACLIP
132 | clip(color.a - 0.001);
133 | #endif
134 |
135 | return color;
136 | }
137 | ENDCG
138 | }
139 | }
140 |
141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
142 | }
143 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta:
--------------------------------------------------------------------------------
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2 | guid: 128e987d567d4e2c824d754223b3f3b0
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field Overlay" {
2 |
3 | Properties {
4 | _FaceTex ("Face Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | _FaceColor ("Face Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
24 | _SpecularColor ("Specular", Color) = (1,1,1,1)
25 | _SpecularPower ("Specular", Range(0,4)) = 2.0
26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5
28 | _Ambient ("Ambient", Range(1,0)) = 0.5
29 |
30 | _BumpMap ("Normal map", 2D) = "bump" {}
31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0
32 | _BumpFace ("Bump Face", Range(0,1)) = 0
33 |
34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
38 |
39 |
40 | _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
45 |
46 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
47 | _GlowOffset ("Offset", Range(-1,1)) = 0
48 | _GlowInner ("Inner", Range(0,1)) = 0.05
49 | _GlowOuter ("Outer", Range(0,1)) = 0.05
50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
51 |
52 | _WeightNormal ("Weight Normal", float) = 0
53 | _WeightBold ("Weight Bold", float) = 0.5
54 |
55 | _ShaderFlags ("Flags", float) = 0
56 | _ScaleRatioA ("Scale RatioA", float) = 1
57 | _ScaleRatioB ("Scale RatioB", float) = 1
58 | _ScaleRatioC ("Scale RatioC", float) = 1
59 |
60 | _MainTex ("Font Atlas", 2D) = "white" {}
61 | _TextureWidth ("Texture Width", float) = 512
62 | _TextureHeight ("Texture Height", float) = 512
63 | _GradientScale ("Gradient Scale", float) = 5.0
64 | _ScaleX ("Scale X", float) = 1.0
65 | _ScaleY ("Scale Y", float) = 1.0
66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
67 | _Sharpness ("Sharpness", Range(-1,1)) = 0
68 |
69 | _VertexOffsetX ("Vertex OffsetX", float) = 0
70 | _VertexOffsetY ("Vertex OffsetY", float) = 0
71 |
72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
76 |
77 | _StencilComp ("Stencil Comparison", Float) = 8
78 | _Stencil ("Stencil ID", Float) = 0
79 | _StencilOp ("Stencil Operation", Float) = 0
80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
81 | _StencilReadMask ("Stencil Read Mask", Float) = 255
82 |
83 | _ColorMask ("Color Mask", Float) = 15
84 | }
85 |
86 | SubShader {
87 |
88 | Tags
89 | {
90 | "Queue"="Overlay"
91 | "IgnoreProjector"="True"
92 | "RenderType"="Transparent"
93 | }
94 |
95 | Stencil
96 | {
97 | Ref [_Stencil]
98 | Comp [_StencilComp]
99 | Pass [_StencilOp]
100 | ReadMask [_StencilReadMask]
101 | WriteMask [_StencilWriteMask]
102 | }
103 |
104 | Cull [_CullMode]
105 | ZWrite Off
106 | Lighting Off
107 | Fog { Mode Off }
108 | ZTest Always
109 | Blend One OneMinusSrcAlpha
110 | ColorMask [_ColorMask]
111 |
112 | Pass {
113 | CGPROGRAM
114 | #pragma target 3.0
115 | #pragma vertex VertShader
116 | #pragma fragment PixShader
117 | #pragma shader_feature __ BEVEL_ON
118 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
119 | #pragma shader_feature __ GLOW_ON
120 |
121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
123 |
124 | #include "UnityCG.cginc"
125 | #include "UnityUI.cginc"
126 | #include "TMPro_Properties.cginc"
127 | #include "TMPro.cginc"
128 |
129 | struct vertex_t {
130 | UNITY_VERTEX_INPUT_INSTANCE_ID
131 | float4 position : POSITION;
132 | float3 normal : NORMAL;
133 | fixed4 color : COLOR;
134 | float2 texcoord0 : TEXCOORD0;
135 | float2 texcoord1 : TEXCOORD1;
136 | };
137 |
138 |
139 | struct pixel_t {
140 | UNITY_VERTEX_INPUT_INSTANCE_ID
141 | UNITY_VERTEX_OUTPUT_STEREO
142 | float4 position : SV_POSITION;
143 | fixed4 color : COLOR;
144 | float2 atlas : TEXCOORD0; // Atlas
145 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
146 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
147 | float3 viewDir : TEXCOORD3;
148 |
149 | #if (UNDERLAY_ON || UNDERLAY_INNER)
150 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
151 | fixed4 underlayColor : COLOR1;
152 | #endif
153 | float4 textures : TEXCOORD5;
154 | };
155 |
156 | // Used by Unity internally to handle Texture Tiling and Offset.
157 | float4 _FaceTex_ST;
158 | float4 _OutlineTex_ST;
159 |
160 | pixel_t VertShader(vertex_t input)
161 | {
162 | pixel_t output;
163 |
164 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
165 | UNITY_SETUP_INSTANCE_ID(input);
166 | UNITY_TRANSFER_INSTANCE_ID(input,output);
167 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
168 |
169 | float bold = step(input.texcoord1.y, 0);
170 |
171 | float4 vert = input.position;
172 | vert.x += _VertexOffsetX;
173 | vert.y += _VertexOffsetY;
174 |
175 | float4 vPosition = UnityObjectToClipPos(vert);
176 |
177 | float2 pixelSize = vPosition.w;
178 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
179 | float scale = rsqrt(dot(pixelSize, pixelSize));
180 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
181 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
182 |
183 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
184 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
185 |
186 | float bias =(.5 - weight) + (.5 / scale);
187 |
188 | float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
189 |
190 | #if GLOW_ON
191 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
192 | #endif
193 |
194 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
195 |
196 | #if (UNDERLAY_ON || UNDERLAY_INNER)
197 | float4 underlayColor = _UnderlayColor;
198 | underlayColor.rgb *= underlayColor.a;
199 |
200 | float bScale = scale;
201 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
202 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
203 |
204 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
205 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
206 | float2 bOffset = float2(x, y);
207 | #endif
208 |
209 | // Generate UV for the Masking Texture
210 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
211 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
212 |
213 | // Support for texture tiling and offset
214 | float2 textureUV = UnpackUV(input.texcoord1.x);
215 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
216 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
217 |
218 |
219 | output.position = vPosition;
220 | output.color = input.color;
221 | output.atlas = input.texcoord0;
222 | output.param = float4(alphaClip, scale, bias, weight);
223 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
224 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
225 | #if (UNDERLAY_ON || UNDERLAY_INNER)
226 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
227 | output.underlayColor = underlayColor;
228 | #endif
229 | output.textures = float4(faceUV, outlineUV);
230 |
231 | return output;
232 | }
233 |
234 |
235 | fixed4 PixShader(pixel_t input) : SV_Target
236 | {
237 | UNITY_SETUP_INSTANCE_ID(input);
238 |
239 | float c = tex2D(_MainTex, input.atlas).a;
240 |
241 | #ifndef UNDERLAY_ON
242 | clip(c - input.param.x);
243 | #endif
244 |
245 | float scale = input.param.y;
246 | float bias = input.param.z;
247 | float weight = input.param.w;
248 | float sd = (bias - c) * scale;
249 |
250 | float outline = (_OutlineWidth * _ScaleRatioA) * scale;
251 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
252 |
253 | half4 faceColor = _FaceColor;
254 | half4 outlineColor = _OutlineColor;
255 |
256 | faceColor.rgb *= input.color.rgb;
257 |
258 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
259 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
260 |
261 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
262 |
263 | #if BEVEL_ON
264 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
265 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
266 |
267 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
268 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
269 | n = normalize(n- bump);
270 |
271 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
272 |
273 | float3 col = GetSpecular(n, light);
274 | faceColor.rgb += col*faceColor.a;
275 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
276 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
277 |
278 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
279 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
280 | #endif
281 |
282 | #if UNDERLAY_ON
283 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
284 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
285 | #endif
286 |
287 | #if UNDERLAY_INNER
288 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
289 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
290 | #endif
291 |
292 | #if GLOW_ON
293 | float4 glowColor = GetGlowColor(sd, scale);
294 | faceColor.rgb += glowColor.rgb * glowColor.a;
295 | #endif
296 |
297 | // Alternative implementation to UnityGet2DClipping with support for softness.
298 | #if UNITY_UI_CLIP_RECT
299 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
300 | faceColor *= m.x * m.y;
301 | #endif
302 |
303 | #if UNITY_UI_ALPHACLIP
304 | clip(faceColor.a - 0.001);
305 | #endif
306 |
307 | return faceColor * input.color.a;
308 | }
309 |
310 | ENDCG
311 | }
312 | }
313 |
314 | Fallback "TextMeshPro/Mobile/Distance Field"
315 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
316 | }
317 |
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/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta:
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2 | guid: dd89cf5b9246416f84610a006f916af7
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader:
--------------------------------------------------------------------------------
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 |
6 | Shader "TextMeshPro/Mobile/Distance Field - Masking" {
7 |
8 | Properties {
9 | _FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 | _MaskTex ("Mask Texture", 2D) = "white" {}
46 | _MaskInverse ("Inverse", float) = 0
47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
50 |
51 | _StencilComp ("Stencil Comparison", Float) = 8
52 | _Stencil ("Stencil ID", Float) = 0
53 | _StencilOp ("Stencil Operation", Float) = 0
54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
55 | _StencilReadMask ("Stencil Read Mask", Float) = 255
56 |
57 | _ColorMask ("Color Mask", Float) = 15
58 | }
59 |
60 | SubShader {
61 | Tags
62 | {
63 | "Queue"="Transparent"
64 | "IgnoreProjector"="True"
65 | "RenderType"="Transparent"
66 | }
67 |
68 |
69 | Stencil
70 | {
71 | Ref [_Stencil]
72 | Comp [_StencilComp]
73 | Pass [_StencilOp]
74 | ReadMask [_StencilReadMask]
75 | WriteMask [_StencilWriteMask]
76 | }
77 |
78 | Cull [_CullMode]
79 | ZWrite Off
80 | Lighting Off
81 | Fog { Mode Off }
82 | ZTest [unity_GUIZTestMode]
83 | Blend One OneMinusSrcAlpha
84 | ColorMask [_ColorMask]
85 |
86 | Pass {
87 | CGPROGRAM
88 | #pragma vertex VertShader
89 | #pragma fragment PixShader
90 | #pragma shader_feature __ OUTLINE_ON
91 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
92 |
93 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
94 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
95 |
96 |
97 | #include "UnityCG.cginc"
98 | #include "UnityUI.cginc"
99 | #include "TMPro_Properties.cginc"
100 |
101 | struct vertex_t {
102 | float4 vertex : POSITION;
103 | float3 normal : NORMAL;
104 | fixed4 color : COLOR;
105 | float2 texcoord0 : TEXCOORD0;
106 | float2 texcoord1 : TEXCOORD1;
107 | };
108 |
109 | struct pixel_t {
110 | float4 vertex : SV_POSITION;
111 | fixed4 faceColor : COLOR;
112 | fixed4 outlineColor : COLOR1;
113 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
114 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
115 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
116 | #if (UNDERLAY_ON | UNDERLAY_INNER)
117 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
118 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
119 | #endif
120 | };
121 |
122 | float _MaskWipeControl;
123 | float _MaskEdgeSoftness;
124 | fixed4 _MaskEdgeColor;
125 | bool _MaskInverse;
126 |
127 | pixel_t VertShader(vertex_t input)
128 | {
129 | float bold = step(input.texcoord1.y, 0);
130 |
131 | float4 vert = input.vertex;
132 | vert.x += _VertexOffsetX;
133 | vert.y += _VertexOffsetY;
134 | float4 vPosition = UnityObjectToClipPos(vert);
135 |
136 | float2 pixelSize = vPosition.w;
137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
138 |
139 | float scale = rsqrt(dot(pixelSize, pixelSize));
140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
142 |
143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
145 |
146 | float layerScale = scale;
147 |
148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
149 | float bias = (0.5 - weight) * scale - 0.5;
150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
151 |
152 | float opacity = input.color.a;
153 | #if (UNDERLAY_ON | UNDERLAY_INNER)
154 | opacity = 1.0;
155 | #endif
156 |
157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
158 | faceColor.rgb *= faceColor.a;
159 |
160 | fixed4 outlineColor = _OutlineColor;
161 | outlineColor.a *= opacity;
162 | outlineColor.rgb *= outlineColor.a;
163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
164 |
165 | #if (UNDERLAY_ON | UNDERLAY_INNER)
166 |
167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
169 |
170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
172 | float2 layerOffset = float2(x, y);
173 | #endif
174 |
175 | // Generate UV for the Masking Texture
176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
178 |
179 | // Structure for pixel shader
180 | pixel_t output = {
181 | vPosition,
182 | faceColor,
183 | outlineColor,
184 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
185 | half4(scale, bias - outline, bias + outline, bias),
186 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
187 | #if (UNDERLAY_ON | UNDERLAY_INNER)
188 | float4(input.texcoord0 + layerOffset, input.color.a, 0),
189 | half2(layerScale, layerBias),
190 | #endif
191 | };
192 |
193 | return output;
194 | }
195 |
196 |
197 | // PIXEL SHADER
198 | fixed4 PixShader(pixel_t input) : SV_Target
199 | {
200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
201 | half4 c = input.faceColor * saturate(d - input.param.w);
202 |
203 | #ifdef OUTLINE_ON
204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
205 | c *= saturate(d - input.param.y);
206 | #endif
207 |
208 | #if UNDERLAY_ON
209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
211 | #endif
212 |
213 | #if UNDERLAY_INNER
214 | half sd = saturate(d - input.param.z);
215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
217 | #endif
218 |
219 | // Alternative implementation to UnityGet2DClipping with support for softness.
220 | #if UNITY_UI_CLIP_RECT
221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
222 | c *= m.x * m.y;
223 | #endif
224 |
225 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
226 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
227 | a = saturate(t / _MaskEdgeSoftness);
228 | c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
229 | c *= a;
230 |
231 | #if (UNDERLAY_ON | UNDERLAY_INNER)
232 | c *= input.texcoord1.z;
233 | #endif
234 |
235 | #if UNITY_UI_ALPHACLIP
236 | clip(c.a - 0.001);
237 | #endif
238 |
239 | return c;
240 | }
241 | ENDCG
242 | }
243 | }
244 |
245 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
246 | }
247 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta:
--------------------------------------------------------------------------------
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2 | guid: bc1ede39bf3643ee8e493720e4259791
3 | timeCreated: 1463704911
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6 | defaultTextures: []
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader:
--------------------------------------------------------------------------------
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 |
6 | Shader "TextMeshPro/Mobile/Distance Field Overlay" {
7 |
8 | Properties {
9 | _FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 |
46 | _StencilComp ("Stencil Comparison", Float) = 8
47 | _Stencil ("Stencil ID", Float) = 0
48 | _StencilOp ("Stencil Operation", Float) = 0
49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
50 | _StencilReadMask ("Stencil Read Mask", Float) = 255
51 |
52 | _ColorMask ("Color Mask", Float) = 15
53 | }
54 |
55 | SubShader {
56 | Tags
57 | {
58 | "Queue"="Overlay"
59 | "IgnoreProjector"="True"
60 | "RenderType"="Transparent"
61 | }
62 |
63 |
64 | Stencil
65 | {
66 | Ref [_Stencil]
67 | Comp [_StencilComp]
68 | Pass [_StencilOp]
69 | ReadMask [_StencilReadMask]
70 | WriteMask [_StencilWriteMask]
71 | }
72 |
73 | Cull [_CullMode]
74 | ZWrite Off
75 | Lighting Off
76 | Fog { Mode Off }
77 | ZTest Always
78 | Blend One OneMinusSrcAlpha
79 | ColorMask [_ColorMask]
80 |
81 | Pass {
82 | CGPROGRAM
83 | #pragma vertex VertShader
84 | #pragma fragment PixShader
85 | #pragma shader_feature __ OUTLINE_ON
86 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
87 |
88 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
89 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
90 |
91 | #include "UnityCG.cginc"
92 | #include "UnityUI.cginc"
93 | #include "TMPro_Properties.cginc"
94 |
95 | struct vertex_t {
96 | UNITY_VERTEX_INPUT_INSTANCE_ID
97 | float4 vertex : POSITION;
98 | float3 normal : NORMAL;
99 | fixed4 color : COLOR;
100 | float2 texcoord0 : TEXCOORD0;
101 | float2 texcoord1 : TEXCOORD1;
102 | };
103 |
104 | struct pixel_t {
105 | UNITY_VERTEX_INPUT_INSTANCE_ID
106 | UNITY_VERTEX_OUTPUT_STEREO
107 | float4 vertex : SV_POSITION;
108 | fixed4 faceColor : COLOR;
109 | fixed4 outlineColor : COLOR1;
110 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
111 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
112 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
113 | #if (UNDERLAY_ON | UNDERLAY_INNER)
114 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
115 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
116 | #endif
117 | };
118 |
119 |
120 | pixel_t VertShader(vertex_t input)
121 | {
122 | pixel_t output;
123 |
124 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
125 | UNITY_SETUP_INSTANCE_ID(input);
126 | UNITY_TRANSFER_INSTANCE_ID(input, output);
127 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
128 |
129 | float bold = step(input.texcoord1.y, 0);
130 |
131 | float4 vert = input.vertex;
132 | vert.x += _VertexOffsetX;
133 | vert.y += _VertexOffsetY;
134 | float4 vPosition = UnityObjectToClipPos(vert);
135 |
136 | float2 pixelSize = vPosition.w;
137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
138 |
139 | float scale = rsqrt(dot(pixelSize, pixelSize));
140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
142 |
143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
145 |
146 | float layerScale = scale;
147 |
148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
149 | float bias = (0.5 - weight) * scale - 0.5;
150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
151 |
152 | float opacity = input.color.a;
153 | #if (UNDERLAY_ON | UNDERLAY_INNER)
154 | opacity = 1.0;
155 | #endif
156 |
157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
158 | faceColor.rgb *= faceColor.a;
159 |
160 | fixed4 outlineColor = _OutlineColor;
161 | outlineColor.a *= opacity;
162 | outlineColor.rgb *= outlineColor.a;
163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
164 |
165 | #if (UNDERLAY_ON | UNDERLAY_INNER)
166 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
167 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
168 |
169 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
170 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
171 | float2 layerOffset = float2(x, y);
172 | #endif
173 |
174 | // Generate UV for the Masking Texture
175 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
176 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
177 |
178 | // Populate structure for pixel shader
179 | output.vertex = vPosition;
180 | output.faceColor = faceColor;
181 | output.outlineColor = outlineColor;
182 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
183 | output.param = half4(scale, bias - outline, bias + outline, bias);
184 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
185 | #if (UNDERLAY_ON || UNDERLAY_INNER)
186 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
187 | output.underlayParam = half2(layerScale, layerBias);
188 | #endif
189 |
190 | return output;
191 | }
192 |
193 |
194 | // PIXEL SHADER
195 | fixed4 PixShader(pixel_t input) : SV_Target
196 | {
197 | UNITY_SETUP_INSTANCE_ID(input);
198 |
199 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
200 | half4 c = input.faceColor * saturate(d - input.param.w);
201 |
202 | #ifdef OUTLINE_ON
203 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
204 | c *= saturate(d - input.param.y);
205 | #endif
206 |
207 | #if UNDERLAY_ON
208 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
209 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
210 | #endif
211 |
212 | #if UNDERLAY_INNER
213 | half sd = saturate(d - input.param.z);
214 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
215 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
216 | #endif
217 |
218 | // Alternative implementation to UnityGet2DClipping with support for softness.
219 | #if UNITY_UI_CLIP_RECT
220 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
221 | c *= m.x * m.y;
222 | #endif
223 |
224 | #if (UNDERLAY_ON | UNDERLAY_INNER)
225 | c *= input.texcoord1.z;
226 | #endif
227 |
228 | #if UNITY_UI_ALPHACLIP
229 | clip(c.a - 0.001);
230 | #endif
231 |
232 | return c;
233 | }
234 | ENDCG
235 | }
236 | }
237 |
238 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
239 | }
240 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta:
--------------------------------------------------------------------------------
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2 | guid: a02a7d8c237544f1962732b55a9aebf1
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
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/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader:
--------------------------------------------------------------------------------
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 |
6 | Shader "TextMeshPro/Mobile/Distance Field" {
7 |
8 | Properties {
9 | _FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 |
46 | _StencilComp ("Stencil Comparison", Float) = 8
47 | _Stencil ("Stencil ID", Float) = 0
48 | _StencilOp ("Stencil Operation", Float) = 0
49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
50 | _StencilReadMask ("Stencil Read Mask", Float) = 255
51 |
52 | _ColorMask ("Color Mask", Float) = 15
53 | }
54 |
55 | SubShader {
56 | Tags
57 | {
58 | "Queue"="Transparent"
59 | "IgnoreProjector"="True"
60 | "RenderType"="Transparent"
61 | }
62 |
63 |
64 | Stencil
65 | {
66 | Ref [_Stencil]
67 | Comp [_StencilComp]
68 | Pass [_StencilOp]
69 | ReadMask [_StencilReadMask]
70 | WriteMask [_StencilWriteMask]
71 | }
72 |
73 | Cull [_CullMode]
74 | ZWrite Off
75 | Lighting Off
76 | Fog { Mode Off }
77 | ZTest [unity_GUIZTestMode]
78 | Blend One OneMinusSrcAlpha
79 | ColorMask [_ColorMask]
80 |
81 | Pass {
82 | CGPROGRAM
83 | #pragma vertex VertShader
84 | #pragma fragment PixShader
85 | #pragma shader_feature __ OUTLINE_ON
86 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
87 |
88 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
89 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
90 |
91 | #include "UnityCG.cginc"
92 | #include "UnityUI.cginc"
93 | #include "TMPro_Properties.cginc"
94 |
95 | struct vertex_t {
96 | UNITY_VERTEX_INPUT_INSTANCE_ID
97 | float4 vertex : POSITION;
98 | float3 normal : NORMAL;
99 | fixed4 color : COLOR;
100 | float2 texcoord0 : TEXCOORD0;
101 | float2 texcoord1 : TEXCOORD1;
102 | };
103 |
104 | struct pixel_t {
105 | UNITY_VERTEX_INPUT_INSTANCE_ID
106 | UNITY_VERTEX_OUTPUT_STEREO
107 | float4 vertex : SV_POSITION;
108 | fixed4 faceColor : COLOR;
109 | fixed4 outlineColor : COLOR1;
110 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
111 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
112 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
113 | #if (UNDERLAY_ON | UNDERLAY_INNER)
114 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
115 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
116 | #endif
117 | };
118 |
119 |
120 | pixel_t VertShader(vertex_t input)
121 | {
122 | pixel_t output;
123 |
124 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
125 | UNITY_SETUP_INSTANCE_ID(input);
126 | UNITY_TRANSFER_INSTANCE_ID(input, output);
127 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
128 |
129 | float bold = step(input.texcoord1.y, 0);
130 |
131 | float4 vert = input.vertex;
132 | vert.x += _VertexOffsetX;
133 | vert.y += _VertexOffsetY;
134 | float4 vPosition = UnityObjectToClipPos(vert);
135 |
136 | float2 pixelSize = vPosition.w;
137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
138 |
139 | float scale = rsqrt(dot(pixelSize, pixelSize));
140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
142 |
143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
145 |
146 | float layerScale = scale;
147 |
148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
149 | float bias = (0.5 - weight) * scale - 0.5;
150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
151 |
152 | float opacity = input.color.a;
153 | #if (UNDERLAY_ON | UNDERLAY_INNER)
154 | opacity = 1.0;
155 | #endif
156 |
157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
158 | faceColor.rgb *= faceColor.a;
159 |
160 | fixed4 outlineColor = _OutlineColor;
161 | outlineColor.a *= opacity;
162 | outlineColor.rgb *= outlineColor.a;
163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
164 |
165 | #if (UNDERLAY_ON | UNDERLAY_INNER)
166 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
167 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
168 |
169 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
170 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
171 | float2 layerOffset = float2(x, y);
172 | #endif
173 |
174 | // Generate UV for the Masking Texture
175 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
176 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
177 |
178 | // Populate structure for pixel shader
179 | output.vertex = vPosition;
180 | output.faceColor = faceColor;
181 | output.outlineColor = outlineColor;
182 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
183 | output.param = half4(scale, bias - outline, bias + outline, bias);
184 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
185 | #if (UNDERLAY_ON || UNDERLAY_INNER)
186 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
187 | output.underlayParam = half2(layerScale, layerBias);
188 | #endif
189 |
190 | return output;
191 | }
192 |
193 |
194 | // PIXEL SHADER
195 | fixed4 PixShader(pixel_t input) : SV_Target
196 | {
197 | UNITY_SETUP_INSTANCE_ID(input);
198 |
199 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
200 | half4 c = input.faceColor * saturate(d - input.param.w);
201 |
202 | #ifdef OUTLINE_ON
203 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
204 | c *= saturate(d - input.param.y);
205 | #endif
206 |
207 | #if UNDERLAY_ON
208 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
209 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
210 | #endif
211 |
212 | #if UNDERLAY_INNER
213 | half sd = saturate(d - input.param.z);
214 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
215 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
216 | #endif
217 |
218 | // Alternative implementation to UnityGet2DClipping with support for softness.
219 | #if UNITY_UI_CLIP_RECT
220 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
221 | c *= m.x * m.y;
222 | #endif
223 |
224 | #if (UNDERLAY_ON | UNDERLAY_INNER)
225 | c *= input.texcoord1.z;
226 | #endif
227 |
228 | #if UNITY_UI_ALPHACLIP
229 | clip(c.a - 0.001);
230 | #endif
231 |
232 | return c;
233 | }
234 | ENDCG
235 | }
236 | }
237 |
238 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
239 | }
240 |
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/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta:
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/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader:
--------------------------------------------------------------------------------
1 | // Simplified version of the SDF Surface shader :
2 | // - No support for Bevel, Bump or envmap
3 | // - Diffuse only lighting
4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
7 |
8 | Properties {
9 | _FaceTex ("Fill Texture", 2D) = "white" {}
10 | _FaceColor ("Fill Color", Color) = (1,1,1,1)
11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
12 |
13 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
14 | _OutlineTex ("Outline Texture", 2D) = "white" {}
15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
17 |
18 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
19 | _GlowOffset ("Offset", Range(-1,1)) = 0
20 | _GlowInner ("Inner", Range(0,1)) = 0.05
21 | _GlowOuter ("Outer", Range(0,1)) = 0.05
22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
23 |
24 | _WeightNormal ("Weight Normal", float) = 0
25 | _WeightBold ("Weight Bold", float) = 0.5
26 |
27 | // Should not be directly exposed to the user
28 | _ShaderFlags ("Flags", float) = 0
29 | _ScaleRatioA ("Scale RatioA", float) = 1
30 | _ScaleRatioB ("Scale RatioB", float) = 1
31 | _ScaleRatioC ("Scale RatioC", float) = 1
32 |
33 | _MainTex ("Font Atlas", 2D) = "white" {}
34 | _TextureWidth ("Texture Width", float) = 512
35 | _TextureHeight ("Texture Height", float) = 512
36 | _GradientScale ("Gradient Scale", float) = 5.0
37 | _ScaleX ("Scale X", float) = 1.0
38 | _ScaleY ("Scale Y", float) = 1.0
39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
40 | _Sharpness ("Sharpness", Range(-1,1)) = 0
41 |
42 | _VertexOffsetX ("Vertex OffsetX", float) = 0
43 | _VertexOffsetY ("Vertex OffsetY", float) = 0
44 |
45 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
46 | //_MaskSoftness ("Mask Softness", float) = 0
47 | }
48 |
49 | SubShader {
50 |
51 | Tags {
52 | "Queue"="Transparent"
53 | "IgnoreProjector"="True"
54 | "RenderType"="Transparent"
55 | }
56 |
57 | LOD 300
58 | Cull [_CullMode]
59 |
60 | CGPROGRAM
61 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
62 | #pragma target 3.0
63 | #pragma shader_feature __ GLOW_ON
64 |
65 | #include "TMPro_Properties.cginc"
66 | #include "TMPro.cginc"
67 |
68 | half _FaceShininess;
69 | half _OutlineShininess;
70 |
71 | struct Input
72 | {
73 | fixed4 color : COLOR;
74 | float2 uv_MainTex;
75 | float2 uv2_FaceTex;
76 | float2 uv2_OutlineTex;
77 | float2 param; // Weight, Scale
78 | float3 viewDirEnv;
79 | };
80 |
81 | #include "TMPro_Surface.cginc"
82 |
83 | ENDCG
84 |
85 | // Pass to render object as a shadow caster
86 | Pass
87 | {
88 | Name "Caster"
89 | Tags { "LightMode" = "ShadowCaster" }
90 | Offset 1, 1
91 |
92 | Fog {Mode Off}
93 | ZWrite On ZTest LEqual Cull Off
94 |
95 | CGPROGRAM
96 | #pragma vertex vert
97 | #pragma fragment frag
98 | #pragma multi_compile_shadowcaster
99 | #include "UnityCG.cginc"
100 |
101 | struct v2f {
102 | V2F_SHADOW_CASTER;
103 | float2 uv : TEXCOORD1;
104 | float2 uv2 : TEXCOORD3;
105 | float alphaClip : TEXCOORD2;
106 | };
107 |
108 | uniform float4 _MainTex_ST;
109 | uniform float4 _OutlineTex_ST;
110 | float _OutlineWidth;
111 | float _FaceDilate;
112 | float _ScaleRatioA;
113 |
114 | v2f vert( appdata_base v )
115 | {
116 | v2f o;
117 | TRANSFER_SHADOW_CASTER(o)
118 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
119 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
120 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
121 | return o;
122 | }
123 |
124 | uniform sampler2D _MainTex;
125 |
126 | float4 frag(v2f i) : COLOR
127 | {
128 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
129 | clip(texcol.a - i.alphaClip);
130 | SHADOW_CASTER_FRAGMENT(i)
131 | }
132 | ENDCG
133 | }
134 | }
135 |
136 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
137 | }
138 |
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/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field (Surface)" {
2 |
3 | Properties {
4 | _FaceTex ("Fill Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | _FaceColor ("Fill Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _BumpMap ("Normalmap", 2D) = "bump" {}
24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5
25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5
26 |
27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
31 | _SpecColor ("Specular Color", Color) = (0,0,0,1)
32 |
33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0
34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
35 |
36 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
37 | _GlowOffset ("Offset", Range(-1,1)) = 0
38 | _GlowInner ("Inner", Range(0,1)) = 0.05
39 | _GlowOuter ("Outer", Range(0,1)) = 0.05
40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
41 |
42 | _WeightNormal ("Weight Normal", float) = 0
43 | _WeightBold ("Weight Bold", float) = 0.5
44 |
45 | // Should not be directly exposed to the user
46 | _ShaderFlags ("Flags", float) = 0
47 | _ScaleRatioA ("Scale RatioA", float) = 1
48 | _ScaleRatioB ("Scale RatioB", float) = 1
49 | _ScaleRatioC ("Scale RatioC", float) = 1
50 |
51 | _MainTex ("Font Atlas", 2D) = "white" {}
52 | _TextureWidth ("Texture Width", float) = 512
53 | _TextureHeight ("Texture Height", float) = 512
54 | _GradientScale ("Gradient Scale", float) = 5.0
55 | _ScaleX ("Scale X", float) = 1.0
56 | _ScaleY ("Scale Y", float) = 1.0
57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
58 | _Sharpness ("Sharpness", Range(-1,1)) = 0
59 |
60 | _VertexOffsetX ("Vertex OffsetX", float) = 0
61 | _VertexOffsetY ("Vertex OffsetY", float) = 0
62 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
63 | //_MaskSoftness ("Mask Softness", float) = 0
64 | }
65 |
66 | SubShader {
67 |
68 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
69 |
70 | LOD 300
71 | Cull [_CullMode]
72 |
73 | CGPROGRAM
74 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
75 | #pragma target 3.0
76 | #pragma shader_feature __ GLOW_ON
77 | #pragma glsl
78 |
79 | #include "TMPro_Properties.cginc"
80 | #include "TMPro.cginc"
81 |
82 | half _FaceShininess;
83 | half _OutlineShininess;
84 |
85 | struct Input
86 | {
87 | fixed4 color : COLOR;
88 | float2 uv_MainTex;
89 | float2 uv2_FaceTex;
90 | float2 uv2_OutlineTex;
91 | float2 param; // Weight, Scale
92 | float3 viewDirEnv;
93 | };
94 |
95 |
96 | #define BEVEL_ON 1
97 | #include "TMPro_Surface.cginc"
98 |
99 | ENDCG
100 |
101 | // Pass to render object as a shadow caster
102 | Pass
103 | {
104 | Name "Caster"
105 | Tags { "LightMode" = "ShadowCaster" }
106 | Offset 1, 1
107 |
108 | Fog {Mode Off}
109 | ZWrite On
110 | ZTest LEqual
111 | Cull Off
112 |
113 | CGPROGRAM
114 | #pragma vertex vert
115 | #pragma fragment frag
116 | #pragma multi_compile_shadowcaster
117 | #include "UnityCG.cginc"
118 |
119 | struct v2f {
120 | V2F_SHADOW_CASTER;
121 | float2 uv : TEXCOORD1;
122 | float2 uv2 : TEXCOORD3;
123 | float alphaClip : TEXCOORD2;
124 | };
125 |
126 | uniform float4 _MainTex_ST;
127 | uniform float4 _OutlineTex_ST;
128 | float _OutlineWidth;
129 | float _FaceDilate;
130 | float _ScaleRatioA;
131 |
132 | v2f vert( appdata_base v )
133 | {
134 | v2f o;
135 | TRANSFER_SHADOW_CASTER(o)
136 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
137 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
138 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
139 | return o;
140 | }
141 |
142 | uniform sampler2D _MainTex;
143 |
144 | float4 frag(v2f i) : COLOR
145 | {
146 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
147 | clip(texcol.a - i.alphaClip);
148 | SHADOW_CASTER_FRAGMENT(i)
149 | }
150 | ENDCG
151 | }
152 | }
153 |
154 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
155 | }
156 |
157 |
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/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field" {
2 |
3 | Properties {
4 | _FaceTex ("Face Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | _FaceColor ("Face Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
24 | _SpecularColor ("Specular", Color) = (1,1,1,1)
25 | _SpecularPower ("Specular", Range(0,4)) = 2.0
26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5
28 | _Ambient ("Ambient", Range(1,0)) = 0.5
29 |
30 | _BumpMap ("Normal map", 2D) = "bump" {}
31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0
32 | _BumpFace ("Bump Face", Range(0,1)) = 0
33 |
34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
38 |
39 |
40 | _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
45 |
46 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
47 | _GlowOffset ("Offset", Range(-1,1)) = 0
48 | _GlowInner ("Inner", Range(0,1)) = 0.05
49 | _GlowOuter ("Outer", Range(0,1)) = 0.05
50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
51 |
52 | _WeightNormal ("Weight Normal", float) = 0
53 | _WeightBold ("Weight Bold", float) = 0.5
54 |
55 | _ShaderFlags ("Flags", float) = 0
56 | _ScaleRatioA ("Scale RatioA", float) = 1
57 | _ScaleRatioB ("Scale RatioB", float) = 1
58 | _ScaleRatioC ("Scale RatioC", float) = 1
59 |
60 | _MainTex ("Font Atlas", 2D) = "white" {}
61 | _TextureWidth ("Texture Width", float) = 512
62 | _TextureHeight ("Texture Height", float) = 512
63 | _GradientScale ("Gradient Scale", float) = 5.0
64 | _ScaleX ("Scale X", float) = 1.0
65 | _ScaleY ("Scale Y", float) = 1.0
66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
67 | _Sharpness ("Sharpness", Range(-1,1)) = 0
68 |
69 | _VertexOffsetX ("Vertex OffsetX", float) = 0
70 | _VertexOffsetY ("Vertex OffsetY", float) = 0
71 |
72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
76 |
77 | _StencilComp ("Stencil Comparison", Float) = 8
78 | _Stencil ("Stencil ID", Float) = 0
79 | _StencilOp ("Stencil Operation", Float) = 0
80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
81 | _StencilReadMask ("Stencil Read Mask", Float) = 255
82 |
83 | _ColorMask ("Color Mask", Float) = 15
84 | }
85 |
86 | SubShader {
87 |
88 | Tags
89 | {
90 | "Queue"="Transparent"
91 | "IgnoreProjector"="True"
92 | "RenderType"="Transparent"
93 | }
94 |
95 | Stencil
96 | {
97 | Ref [_Stencil]
98 | Comp [_StencilComp]
99 | Pass [_StencilOp]
100 | ReadMask [_StencilReadMask]
101 | WriteMask [_StencilWriteMask]
102 | }
103 |
104 | Cull [_CullMode]
105 | ZWrite Off
106 | Lighting Off
107 | Fog { Mode Off }
108 | ZTest [unity_GUIZTestMode]
109 | Blend One OneMinusSrcAlpha
110 | ColorMask [_ColorMask]
111 |
112 | Pass {
113 | CGPROGRAM
114 | #pragma target 3.0
115 | #pragma vertex VertShader
116 | #pragma fragment PixShader
117 | #pragma shader_feature __ BEVEL_ON
118 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
119 | #pragma shader_feature __ GLOW_ON
120 |
121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
123 |
124 | #include "UnityCG.cginc"
125 | #include "UnityUI.cginc"
126 | #include "TMPro_Properties.cginc"
127 | #include "TMPro.cginc"
128 |
129 | struct vertex_t {
130 | UNITY_VERTEX_INPUT_INSTANCE_ID
131 | float4 position : POSITION;
132 | float3 normal : NORMAL;
133 | fixed4 color : COLOR;
134 | float2 texcoord0 : TEXCOORD0;
135 | float2 texcoord1 : TEXCOORD1;
136 | };
137 |
138 |
139 | struct pixel_t {
140 | UNITY_VERTEX_INPUT_INSTANCE_ID
141 | UNITY_VERTEX_OUTPUT_STEREO
142 | float4 position : SV_POSITION;
143 | fixed4 color : COLOR;
144 | float2 atlas : TEXCOORD0; // Atlas
145 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
146 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
147 | float3 viewDir : TEXCOORD3;
148 |
149 | #if (UNDERLAY_ON || UNDERLAY_INNER)
150 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
151 | fixed4 underlayColor : COLOR1;
152 | #endif
153 | float4 textures : TEXCOORD5;
154 | };
155 |
156 | // Used by Unity internally to handle Texture Tiling and Offset.
157 | float4 _FaceTex_ST;
158 | float4 _OutlineTex_ST;
159 |
160 | pixel_t VertShader(vertex_t input)
161 | {
162 | pixel_t output;
163 |
164 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
165 | UNITY_SETUP_INSTANCE_ID(input);
166 | UNITY_TRANSFER_INSTANCE_ID(input,output);
167 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
168 |
169 | float bold = step(input.texcoord1.y, 0);
170 |
171 | float4 vert = input.position;
172 | vert.x += _VertexOffsetX;
173 | vert.y += _VertexOffsetY;
174 |
175 | float4 vPosition = UnityObjectToClipPos(vert);
176 |
177 | float2 pixelSize = vPosition.w;
178 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
179 | float scale = rsqrt(dot(pixelSize, pixelSize));
180 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
181 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
182 |
183 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
184 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
185 |
186 | float bias =(.5 - weight) + (.5 / scale);
187 |
188 | float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
189 |
190 | #if GLOW_ON
191 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
192 | #endif
193 |
194 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
195 |
196 | #if (UNDERLAY_ON || UNDERLAY_INNER)
197 | float4 underlayColor = _UnderlayColor;
198 | underlayColor.rgb *= underlayColor.a;
199 |
200 | float bScale = scale;
201 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
202 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
203 |
204 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
205 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
206 | float2 bOffset = float2(x, y);
207 | #endif
208 |
209 | // Generate UV for the Masking Texture
210 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
211 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
212 |
213 | // Support for texture tiling and offset
214 | float2 textureUV = UnpackUV(input.texcoord1.x);
215 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
216 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
217 |
218 |
219 | output.position = vPosition;
220 | output.color = input.color;
221 | output.atlas = input.texcoord0;
222 | output.param = float4(alphaClip, scale, bias, weight);
223 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
224 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
225 | #if (UNDERLAY_ON || UNDERLAY_INNER)
226 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
227 | output.underlayColor = underlayColor;
228 | #endif
229 | output.textures = float4(faceUV, outlineUV);
230 |
231 | return output;
232 | }
233 |
234 |
235 | fixed4 PixShader(pixel_t input) : SV_Target
236 | {
237 | UNITY_SETUP_INSTANCE_ID(input);
238 |
239 | float c = tex2D(_MainTex, input.atlas).a;
240 |
241 | #ifndef UNDERLAY_ON
242 | clip(c - input.param.x);
243 | #endif
244 |
245 | float scale = input.param.y;
246 | float bias = input.param.z;
247 | float weight = input.param.w;
248 | float sd = (bias - c) * scale;
249 |
250 | float outline = (_OutlineWidth * _ScaleRatioA) * scale;
251 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
252 |
253 | half4 faceColor = _FaceColor;
254 | half4 outlineColor = _OutlineColor;
255 |
256 | faceColor.rgb *= input.color.rgb;
257 |
258 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
259 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
260 |
261 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
262 |
263 | #if BEVEL_ON
264 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
265 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
266 |
267 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
268 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
269 | n = normalize(n- bump);
270 |
271 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
272 |
273 | float3 col = GetSpecular(n, light);
274 | faceColor.rgb += col*faceColor.a;
275 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
276 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
277 |
278 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
279 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
280 | #endif
281 |
282 | #if UNDERLAY_ON
283 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
284 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
285 | #endif
286 |
287 | #if UNDERLAY_INNER
288 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
289 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
290 | #endif
291 |
292 | #if GLOW_ON
293 | float4 glowColor = GetGlowColor(sd, scale);
294 | faceColor.rgb += glowColor.rgb * glowColor.a;
295 | #endif
296 |
297 | // Alternative implementation to UnityGet2DClipping with support for softness.
298 | #if UNITY_UI_CLIP_RECT
299 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
300 | faceColor *= m.x * m.y;
301 | #endif
302 |
303 | #if UNITY_UI_ALPHACLIP
304 | clip(faceColor.a - 0.001);
305 | #endif
306 |
307 | return faceColor * input.color.a;
308 | }
309 |
310 | ENDCG
311 | }
312 | }
313 |
314 | Fallback "TextMeshPro/Mobile/Distance Field"
315 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
316 | }
317 |
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/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta:
--------------------------------------------------------------------------------
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2 | guid: 68e6db2ebdc24f95958faec2be5558d6
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4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
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/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _ColorMask ("Color Mask", Float) = 15
15 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
16 |
17 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
18 | }
19 |
20 | SubShader
21 | {
22 | Tags
23 | {
24 | "Queue"="Transparent"
25 | "IgnoreProjector"="True"
26 | "RenderType"="Transparent"
27 | "PreviewType"="Plane"
28 | "CanUseSpriteAtlas"="True"
29 | }
30 |
31 | Stencil
32 | {
33 | Ref [_Stencil]
34 | Comp [_StencilComp]
35 | Pass [_StencilOp]
36 | ReadMask [_StencilReadMask]
37 | WriteMask [_StencilWriteMask]
38 | }
39 |
40 | Cull Off
41 | Lighting Off
42 | ZWrite Off
43 | ZTest [unity_GUIZTestMode]
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask [_ColorMask]
46 |
47 | Pass
48 | {
49 | CGPROGRAM
50 | #pragma vertex vert
51 | #pragma fragment frag
52 |
53 | #include "UnityCG.cginc"
54 | #include "UnityUI.cginc"
55 |
56 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
57 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
58 |
59 | struct appdata_t
60 | {
61 | float4 vertex : POSITION;
62 | float4 color : COLOR;
63 | float2 texcoord : TEXCOORD0;
64 | };
65 |
66 | struct v2f
67 | {
68 | float4 vertex : SV_POSITION;
69 | fixed4 color : COLOR;
70 | half2 texcoord : TEXCOORD0;
71 | float4 worldPosition : TEXCOORD1;
72 | };
73 |
74 | fixed4 _Color;
75 | fixed4 _TextureSampleAdd;
76 | float4 _ClipRect;
77 |
78 | v2f vert(appdata_t IN)
79 | {
80 | v2f OUT;
81 | OUT.worldPosition = IN.vertex;
82 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
83 |
84 | OUT.texcoord = IN.texcoord;
85 |
86 | #ifdef UNITY_HALF_TEXEL_OFFSET
87 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
88 | #endif
89 |
90 | OUT.color = IN.color * _Color;
91 | return OUT;
92 | }
93 |
94 | sampler2D _MainTex;
95 |
96 | fixed4 frag(v2f IN) : SV_Target
97 | {
98 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
99 |
100 | #if UNITY_UI_CLIP_RECT
101 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
102 | #endif
103 |
104 | #ifdef UNITY_UI_ALPHACLIP
105 | clip (color.a - 0.001);
106 | #endif
107 |
108 | return color;
109 | }
110 | ENDCG
111 | }
112 | }
113 | }
114 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: cf81c85f95fe47e1a27f6ae460cf182c
3 | timeCreated: 1450517184
4 | licenseType: Pro
5 | ShaderImporter:
6 | defaultTextures: []
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc:
--------------------------------------------------------------------------------
1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
--------------------------------------------------------------------------------
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/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc:
--------------------------------------------------------------------------------
1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
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/Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc:
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1 | void VertShader(inout appdata_full v, out Input data)
2 | {
3 | v.vertex.x += _VertexOffsetX;
4 | v.vertex.y += _VertexOffsetY;
5 |
6 | UNITY_INITIALIZE_OUTPUT(Input, data);
7 |
8 | float bold = step(v.texcoord1.y, 0);
9 |
10 | // Generate normal for backface
11 | float3 view = ObjSpaceViewDir(v.vertex);
12 | v.normal *= sign(dot(v.normal, view));
13 |
14 | #if USE_DERIVATIVE
15 | data.param.y = 1;
16 | #else
17 | float4 vert = v.vertex;
18 | float4 vPosition = UnityObjectToClipPos(vert);
19 | float2 pixelSize = vPosition.w;
20 |
21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
22 | float scale = rsqrt(dot(pixelSize, pixelSize));
23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
25 | data.param.y = scale;
26 | #endif
27 |
28 | //float opacity = v.color.a;
29 |
30 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
31 |
32 | v.texcoord1.xy = UnpackUV(v.texcoord1.x);
33 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
34 | }
35 |
36 | void PixShader(Input input, inout SurfaceOutput o)
37 | {
38 |
39 | #if USE_DERIVATIVE | BEVEL_ON
40 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
41 |
42 | float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
43 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
44 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
45 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
46 | #endif
47 |
48 | #if USE_DERIVATIVE
49 | // Screen space scaling reciprocal with anisotropic correction
50 | float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
51 | float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
52 | float2 tdx = ddx(input.uv_MainTex)*res;
53 | float2 tdy = ddy(input.uv_MainTex)*res;
54 | float lx = length(tdx);
55 | float ly = length(tdy);
56 | float s = sqrt(min(lx, ly) / max(lx, ly));
57 | s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
58 | float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
59 | #else
60 | float scale = input.param.y;
61 | #endif
62 |
63 | // Signed distance
64 | float c = tex2D(_MainTex, input.uv_MainTex).a;
65 | float sd = (.5 - c - input.param.x) * scale + .5;
66 | float outline = _OutlineWidth*_ScaleRatioA * scale;
67 | float softness = _OutlineSoftness*_ScaleRatioA * scale;
68 |
69 | // Color & Alpha
70 | float4 faceColor = _FaceColor;
71 | float4 outlineColor = _OutlineColor;
72 | faceColor *= input.color;
73 | outlineColor.a *= input.color.a;
74 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
75 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
76 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
77 | faceColor.rgb /= max(faceColor.a, 0.0001);
78 |
79 |
80 | #if BEVEL_ON
81 | // Face Normal
82 | float3 n = GetSurfaceNormal(smp4x, input.param.x);
83 |
84 | // Bumpmap
85 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
86 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
87 | bump = lerp(float3(0, 0, 1), bump, faceColor.a);
88 | n = normalize(n - bump);
89 |
90 | // Cubemap reflection
91 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
92 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
93 | #else
94 | float3 n = float3(0, 0, -1);
95 | float3 emission = float3(0, 0, 0);
96 | #endif
97 |
98 |
99 |
100 | #if GLOW_ON
101 | float4 glowColor = GetGlowColor(sd, scale);
102 | glowColor.a *= input.color.a;
103 | emission += glowColor.rgb*glowColor.a;
104 | faceColor = BlendARGB(glowColor, faceColor);
105 | faceColor.rgb /= max(faceColor.a, 0.0001);
106 | #endif
107 |
108 | // Set Standard output structure
109 | o.Albedo = faceColor.rgb;
110 | o.Normal = -n;
111 | o.Emission = emission;
112 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
113 | o.Gloss = 1;
114 | o.Alpha = faceColor.a;
115 | }
116 |
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/LICENSE:
--------------------------------------------------------------------------------
1 | BSD 3-Clause License
2 |
3 | Copyright (c) 2020, Daniel Shervheim
4 | All rights reserved.
5 |
6 | Redistribution and use in source and binary forms, with or without
7 | modification, are permitted provided that the following conditions are met:
8 |
9 | 1. Redistributions of source code must retain the above copyright notice, this
10 | list of conditions and the following disclaimer.
11 |
12 | 2. Redistributions in binary form must reproduce the above copyright notice,
13 | this list of conditions and the following disclaimer in the documentation
14 | and/or other materials provided with the distribution.
15 |
16 | 3. Neither the name of the copyright holder nor the names of its
17 | contributors may be used to endorse or promote products derived from
18 | this software without specific prior written permission.
19 |
20 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
21 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
23 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
24 | FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 | DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
26 | SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
27 | CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
28 | OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
29 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 |
--------------------------------------------------------------------------------
/Packages/com.dss.font-presets/CHANGELOG.md:
--------------------------------------------------------------------------------
1 | # Font Presets
2 |
3 | ## 1.0.0
4 |
5 | - Initial release.
6 |
7 | ## 1.0.1
8 |
9 | - Put code in namespace to be consistent with my other utilities.
10 |
11 | ## 1.1.0
12 |
13 | - Removed "allowColorOverride" option and any color settings. This can be handled by my other plugin [unity-color-palettes](https://github.com/danielshervheim/unity-color-palettes).
14 |
15 | - Moved the "create" submenu from `Create > ScriptableObjects > Font Preset` to `Create > DSS > Font Presets > Font Preset`.
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/Packages/com.dss.font-presets/LICENSE.md:
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1 | BSD 3-Clause License
2 |
3 | Copyright (c) 2020, Daniel Shervheim
4 | All rights reserved.
5 |
6 | Redistribution and use in source and binary forms, with or without
7 | modification, are permitted provided that the following conditions are met:
8 |
9 | 1. Redistributions of source code must retain the above copyright notice, this
10 | list of conditions and the following disclaimer.
11 |
12 | 2. Redistributions in binary form must reproduce the above copyright notice,
13 | this list of conditions and the following disclaimer in the documentation
14 | and/or other materials provided with the distribution.
15 |
16 | 3. Neither the name of the copyright holder nor the names of its
17 | contributors may be used to endorse or promote products derived from
18 | this software without specific prior written permission.
19 |
20 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
21 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
23 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
24 | FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 | DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
26 | SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
27 | CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
28 | OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
29 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 |
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/Packages/com.dss.font-presets/README.md:
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1 | # Unity Font Presets
2 |
3 | This is a tool for Unity that allows you to define font presets and apply them to text components. When the preset is changed, any `TextMeshProUGUI` component that uses that preset will reflect the changes immediately. This is useful for keeping consistent text styles throughout a project.
4 |
5 | ## To Use
6 |
7 | Create a new FontPreset object somewhere in your assets folder.
8 | - Right click in the Asset browser.
9 | - Select `Create/DSS/Font Presets/Font Preset`.
10 | - Adjust the settings of the newly created font preset, and name it something descriptive.
11 |
12 | Assign the FontPreset to a text component in the scene.
13 | - Select the GameObject with the TextMeshProUGUI you want to apply the FontPreset to.
14 | - Add an `ApplyFontPreset` component to the GameObject.
15 | - Assign your newly created FontPreset to the ApplyFontPreset component.
16 |
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1 | {
2 | "name": "DSS.FontPresets.Runtime",
3 | "references": [
4 | "Unity.TextMeshPro"
5 | ],
6 | "optionalUnityReferences": [],
7 | "includePlatforms": [],
8 | "excludePlatforms": [],
9 | "allowUnsafeCode": false,
10 | "overrideReferences": false,
11 | "precompiledReferences": [],
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13 | "defineConstraints": []
14 | }
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/Packages/com.dss.font-presets/Runtime/Scripts/ApplyFontPreset.cs:
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1 | using TextMesh = TMPro.TextMeshProUGUI;
2 | using UnityEngine;
3 |
4 | namespace DSS.FontPresets
5 | {
6 | /// @brief Applies a FontPreset to the attached TextMeshPro component.
7 | ///
8 | /// This is useful to keep text consistent throughout the project as a change
9 | /// to the FontPreset will be reflected everywhere it is used.
10 | [ExecuteInEditMode]
11 | [RequireComponent(typeof(TextMesh))]
12 | public class ApplyFontPreset : MonoBehaviour
13 | {
14 | // The TextMeshPro component to apply this FontPreset to.
15 | private TextMesh _text;
16 |
17 | /// @brief The FontPreset to apply.
18 | public FontPreset fontPreset;
19 |
20 | /// @brief Whether or not to destroy this component once the game starts.
21 | /// You should enable this if you don't plan on modifying the FontPreset at runtime.
22 | public bool destroyInGame = true;
23 |
24 | /// @brief Applies the given FontPreset to the given TextMeshProUGUI component.
25 | public static void Apply(FontPreset fontPreset, TextMesh textMesh)
26 | {
27 | if (textMesh.font != fontPreset.font)
28 | {
29 | textMesh.font = fontPreset.font;
30 | }
31 |
32 | if (textMesh.fontSize != fontPreset.size)
33 | {
34 | textMesh.fontSize = fontPreset.size;
35 | }
36 |
37 | if (textMesh.fontStyle != fontPreset.style)
38 | {
39 | textMesh.fontStyle = fontPreset.style;
40 | }
41 |
42 | if (textMesh.characterSpacing != fontPreset.letterSpacing)
43 | {
44 | textMesh.characterSpacing = fontPreset.letterSpacing;
45 | }
46 |
47 | if (textMesh.lineSpacing != fontPreset.lineSpacing)
48 | {
49 | textMesh.lineSpacing = fontPreset.lineSpacing;
50 | }
51 |
52 | if (textMesh.wordSpacing != fontPreset.wordSpacing)
53 | {
54 | textMesh.wordSpacing = fontPreset.wordSpacing;
55 | }
56 |
57 | if (textMesh.paragraphSpacing != fontPreset.paragraphSpacing)
58 | {
59 | textMesh.paragraphSpacing = fontPreset.paragraphSpacing;
60 | }
61 | }
62 |
63 | // Applies the font preset every frame.
64 | private void Update()
65 | {
66 | if (!fontPreset)
67 | {
68 | return;
69 | }
70 |
71 | // Verify that the TextMeshPro component is set.
72 | if (!_text)
73 | {
74 | _text = GetComponent();
75 | }
76 |
77 | Apply(fontPreset, _text);
78 |
79 | // Destroy this component after setting, if enabled.
80 | if (Application.isPlaying && destroyInGame)
81 | {
82 | Destroy(this);
83 | }
84 | }
85 | }
86 | } // DSS.FontPresets
87 |
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/Packages/com.dss.font-presets/Runtime/Scripts/FontPreset.cs:
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1 | using TMPro;
2 | using UnityEngine;
3 |
4 | namespace DSS.FontPresets
5 | {
6 | /// @brief A collection of TextMeshPro options in a single object.
7 | [CreateAssetMenu(fileName = "New Font Preset", menuName = "DSS/Font Presets/Font Preset", order = 1)]
8 | public class FontPreset : ScriptableObject
9 | {
10 | /// @brief The font asset.
11 | public TMP_FontAsset font;
12 |
13 | /// @brief The text style to apply.
14 | public FontStyles style = FontStyles.Normal;
15 |
16 | /// @brief The font size.
17 | public float size = 12f;
18 |
19 | /// @brief The space between letters.
20 | public float letterSpacing = 0f;
21 |
22 | /// @brief The space between words.
23 | public float wordSpacing = 0f;
24 |
25 | /// @brief The space between lines.
26 | public float lineSpacing = 0f;
27 |
28 | /// @brief The space between paragraphs.
29 | public float paragraphSpacing = 0f;
30 | }
31 | } // DSS.FontPresets
32 |
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1 | {
2 | "author": {
3 | "name" : "Daniel Shervheim",
4 | "email" : "danielshervheim@gmail.com",
5 | "url" : "https://www.danielshervheim.com/"
6 | },
7 | "description": "A way to keep font styles consistant throughout a project.",
8 | "dependencies": {
9 | "com.unity.textmeshpro": "1.4.1"
10 | },
11 | "displayName": "Font Presets",
12 | "keywords": [
13 | "unity",
14 | "font",
15 | "theme",
16 | "text",
17 | "style"
18 | ],
19 | "license": "BSD-3-Clause",
20 | "name": "com.dss.font-presets",
21 | "repository": "github:danielshervheim/unity-font-presets",
22 | "unity": "2018.3",
23 | "version": "1.4.1",
24 | "hideInEditor": false
25 | }
26 |
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/ProjectSettings/VFXManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!937362698 &1
4 | VFXManager:
5 | m_ObjectHideFlags: 0
6 | m_IndirectShader: {fileID: 0}
7 | m_CopyBufferShader: {fileID: 0}
8 | m_SortShader: {fileID: 0}
9 | m_RenderPipeSettingsPath:
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12 |
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/readme.md:
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1 | # unity-font-presets
2 |
3 | Please see the [readme](Packages/com.dss.font-presets/README.md) in the package directory for information on all of the included scripts.
4 |
5 | ## How To Install
6 |
7 | The font-presets package uses the [scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) feature to import
8 | dependent packages. Please add the following sections to the package manifest
9 | file (`Packages/manifest.json`).
10 |
11 | To the `scopedRegistries` section:
12 |
13 | ```
14 | {
15 | "name": "DSS",
16 | "url": "https://registry.npmjs.com",
17 | "scopes": [ "com.dss" ]
18 | }
19 | ```
20 |
21 | To the `dependencies` section:
22 |
23 | ```
24 | "com.dss.font-presets": "1.4.1"
25 | ```
26 |
27 | After changes, the manifest file should look like below:
28 |
29 | ```
30 | {
31 | "scopedRegistries": [
32 | {
33 | "name": "DSS",
34 | "url": "https://registry.npmjs.com",
35 | "scopes": [ "com.dss" ]
36 | }
37 | ],
38 | "dependencies": {
39 | "com.dss.font-presets": "1.4.1",
40 | ...
41 | ```
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