479 lines
16 KiB
Plaintext
479 lines
16 KiB
Plaintext
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Shader "FairyGUI/TextMeshPro/Distance Field" {
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Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_Bevel ("Bevel", Range(0,1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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_Ambient ("Ambient", Range(1,0)) = 0.5
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_BumpMap ("Normal map", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0,1)) = 0
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_BumpFace ("Bump Face", Range(0,1)) = 0
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_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_BlendSrcFactor ("Blend SrcFactor", Float) = 5
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_BlendDstFactor ("Blend DstFactor", Float) = 10
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}
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SubShader {
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend [_BlendSrcFactor] [_BlendDstFactor]
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment PixShader
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//#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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//#pragma shader_feature __ GLOW_ON
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//#pragma multi_compile __ UNITY_UI_CLIP_RECT
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//#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#pragma multi_compile _ GRAYED
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#pragma multi_compile _ CLIPPED SOFT_CLIPPED
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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//begin copy
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//#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
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//#include "Assets/TextMesh Pro/Shaders/TMPro.cginc"
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// UI Editable properties
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uniform sampler2D _FaceTex; // Alpha : Signed Distance
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uniform float _FaceUVSpeedX;
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uniform float _FaceUVSpeedY;
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uniform fixed4 _FaceColor; // RGBA : Color + Opacity
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uniform float _FaceDilate; // v[ 0, 1]
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uniform float _OutlineSoftness; // v[ 0, 1]
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uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
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uniform float _OutlineUVSpeedX;
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uniform float _OutlineUVSpeedY;
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uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
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uniform float _OutlineWidth; // v[ 0, 1]
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uniform float _Bevel; // v[ 0, 1]
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uniform float _BevelOffset; // v[-1, 1]
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uniform float _BevelWidth; // v[-1, 1]
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uniform float _BevelClamp; // v[ 0, 1]
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uniform float _BevelRoundness; // v[ 0, 1]
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uniform sampler2D _BumpMap; // Normal map
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uniform float _BumpOutline; // v[ 0, 1]
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uniform float _BumpFace; // v[ 0, 1]
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uniform samplerCUBE _Cube; // Cube / sphere map
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uniform fixed4 _ReflectFaceColor; // RGB intensity
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uniform fixed4 _ReflectOutlineColor;
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//uniform float _EnvTiltX; // v[-1, 1]
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//uniform float _EnvTiltY; // v[-1, 1]
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uniform float3 _EnvMatrixRotation;
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uniform float4x4 _EnvMatrix;
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uniform fixed4 _SpecularColor; // RGB intensity
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uniform float _LightAngle; // v[ 0,Tau]
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uniform float _SpecularPower; // v[ 0, 1]
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uniform float _Reflectivity; // v[ 5, 15]
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uniform float _Diffuse; // v[ 0, 1]
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uniform float _Ambient; // v[ 0, 1]
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uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
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uniform float _UnderlayOffsetX; // v[-1, 1]
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uniform float _UnderlayOffsetY; // v[-1, 1]
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uniform float _UnderlayDilate; // v[-1, 1]
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uniform float _UnderlaySoftness; // v[ 0, 1]
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uniform fixed4 _GlowColor; // RGBA : Color + Intesity
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uniform float _GlowOffset; // v[-1, 1]
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uniform float _GlowOuter; // v[ 0, 1]
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uniform float _GlowInner; // v[ 0, 1]
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uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
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// API Editable properties
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uniform float _ShaderFlags;
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uniform float _WeightNormal;
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uniform float _WeightBold;
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uniform float _ScaleRatioA;
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uniform float _ScaleRatioB;
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uniform float _ScaleRatioC;
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uniform float _VertexOffsetX;
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uniform float _VertexOffsetY;
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//uniform float _UseClipRect;
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uniform float _MaskID;
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uniform sampler2D _MaskTex;
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uniform float4 _MaskCoord;
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uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
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//uniform float _MaskWipeControl;
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//uniform float _MaskEdgeSoftness;
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//uniform fixed4 _MaskEdgeColor;
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//uniform bool _MaskInverse;
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uniform float _MaskSoftnessX;
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uniform float _MaskSoftnessY;
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// Font Atlas properties
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uniform sampler2D _MainTex;
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uniform float _TextureWidth;
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uniform float _TextureHeight;
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uniform float _GradientScale;
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uniform float _ScaleX;
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uniform float _ScaleY;
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uniform float _PerspectiveFilter;
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uniform float _Sharpness;
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float2 UnpackUV(float uv)
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{
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float2 output;
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output.x = floor(uv / 4096);
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output.y = uv - 4096 * output.x;
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return output * 0.001953125;
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}
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fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
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{
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half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
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half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
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faceColor.rgb *= faceColor.a;
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outlineColor.rgb *= outlineColor.a;
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faceColor = lerp(faceColor, outlineColor, outlineAlpha);
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faceColor *= faceAlpha;
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return faceColor;
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}
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//end copy
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struct vertex_t {
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 position : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t {
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 position : SV_POSITION;
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fixed4 color : COLOR;
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float2 atlas : TEXCOORD0; // Atlas
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float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
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float2 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
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float3 viewDir : TEXCOORD3;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
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fixed4 underlayColor : COLOR1;
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#endif
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float4 textures : TEXCOORD5;
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};
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// Used by Unity internally to handle Texture Tiling and Offset.
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float4 _FaceTex_ST;
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float4 _OutlineTex_ST;
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CBUFFER_START(UnityPerMaterial)
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#ifdef CLIPPED
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float4 _ClipBox = float4(-2, -2, 0, 0);
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#endif
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#ifdef SOFT_CLIPPED
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float4 _ClipBox = float4(-2, -2, 0, 0);
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float4 _ClipSoftness = float4(0, 0, 0, 0);
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#endif
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CBUFFER_END
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pixel_t VertShader(vertex_t input)
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{
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pixel_t output;
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UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input,output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float bold = step(input.texcoord1.y, 0);
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float4 vert = input.position;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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float4 vPosition = UnityObjectToClipPos(vert);
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
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float bias =(.5 - weight) + (.5 / scale);
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float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
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// #if GLOW_ON
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// alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
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// #endif
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alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 underlayColor = _UnderlayColor;
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underlayColor.rgb *= underlayColor.a;
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float bScale = scale;
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bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
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float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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float2 bOffset = float2(x, y);
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#endif
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// Generate UV for the Masking Texture
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// float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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// float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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// Support for texture tiling and offset
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float2 textureUV = UnpackUV(input.texcoord1.x);
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//float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
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//float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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output.position = vPosition;
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#if !defined(UNITY_COLORSPACE_GAMMA) && (UNITY_VERSION >= 550)
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output.color.rgb = GammaToLinearSpace(input.color.rgb);
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output.color.a = input.color.a;
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#else
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output.color = input.color;
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#endif
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output.atlas = input.texcoord0;
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output.param = float4(alphaClip, scale, bias, weight);
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//output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
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output.underlayColor = underlayColor;
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#endif
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//output.textures = float4(faceUV, outlineUV);
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#ifdef CLIPPED
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output.mask = mul(unity_ObjectToWorld, input.position).xy * _ClipBox.zw + _ClipBox.xy;
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#endif
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#ifdef SOFT_CLIPPED
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output.mask = mul(unity_ObjectToWorld, input.position).xy * _ClipBox.zw + _ClipBox.xy;
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#endif
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return output;
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}
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fixed4 PixShader(pixel_t input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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float c = tex2D(_MainTex, input.atlas).a;
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#ifndef UNDERLAY_ON
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clip(c - input.param.x);
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#endif
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float scale = input.param.y;
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float bias = input.param.z;
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float weight = input.param.w;
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float sd = (bias - c) * scale;
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float outline = (_OutlineWidth * _ScaleRatioA) * scale;
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float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||
|
|
||
|
half4 faceColor = _FaceColor;
|
||
|
half4 outlineColor = _OutlineColor;
|
||
|
|
||
|
faceColor.rgb *= input.color.rgb;
|
||
|
|
||
|
//faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||
|
//outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||
|
|
||
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||
|
|
||
|
// #if BEVEL_ON
|
||
|
// float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||
|
// float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||
|
|
||
|
// float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||
|
// bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||
|
// n = normalize(n- bump);
|
||
|
|
||
|
// float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||
|
|
||
|
// float3 col = GetSpecular(n, light);
|
||
|
// faceColor.rgb += col*faceColor.a;
|
||
|
// faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
||
|
// faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
|
||
|
|
||
|
// fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||
|
// faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||
|
// #endif
|
||
|
|
||
|
#if UNDERLAY_ON
|
||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||
|
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||
|
#endif
|
||
|
|
||
|
#if UNDERLAY_INNER
|
||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||
|
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||
|
#endif
|
||
|
|
||
|
// #if GLOW_ON
|
||
|
// float4 glowColor = GetGlowColor(sd, scale);
|
||
|
// faceColor.rgb += glowColor.rgb * glowColor.a;
|
||
|
// #endif
|
||
|
|
||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||
|
// #if UNITY_UI_CLIP_RECT
|
||
|
// half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||
|
// faceColor *= m.x * m.y;
|
||
|
// #endif
|
||
|
|
||
|
// #if UNITY_UI_ALPHACLIP
|
||
|
// clip(faceColor.a - 0.001);
|
||
|
// #endif
|
||
|
|
||
|
#ifdef GRAYED
|
||
|
fixed grey = dot(faceColor.rgb, fixed3(0.299, 0.587, 0.114));
|
||
|
faceColor.rgb = fixed3(grey, grey, grey);
|
||
|
#endif
|
||
|
|
||
|
#ifdef CLIPPED
|
||
|
float2 factor = abs(input.mask);
|
||
|
clip(1-max(factor.x, factor.y));
|
||
|
#endif
|
||
|
|
||
|
#ifdef SOFT_CLIPPED
|
||
|
float2 factor;
|
||
|
float2 condition = step(input.mask.xy, 0);
|
||
|
float4 clip_softness = _ClipSoftness * float4(condition, 1 - condition);
|
||
|
factor.xy = (1.0 - abs(input.mask.xy)) * (clip_softness.xw + clip_softness.zy);
|
||
|
faceColor.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
|
||
|
clip(faceColor.a - 0.001);
|
||
|
#endif
|
||
|
return half4(faceColor.rgb, input.color.a * faceColor.a);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Fallback "TextMeshPro/Mobile/Distance Field"
|
||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||
|
}
|