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Shader "TextMeshPro/Pixel" { | |
Properties { | |
_MainTex ("Font Atlas", 2D) = "white" {} | |
_FaceTex ("Font Texture", 2D) = "white" {} | |
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) | |
[HDR]_OutlineColor("Outline Color", Color) = (0,0,0,0) | |
[HDR]_DropShadowColor("Drop Shadow Color", Color) = (0,0,0,0) | |
[Header(Debug)] | |
_ScreenResolution ("Screen Resolution", Vector) = (320,180,0,0) | |
_VertexOffsetX ("Vertex OffsetX", float) = 0 | |
_VertexOffsetY ("Vertex OffsetY", float) = 0 | |
_MaskSoftnessX ("Mask SoftnessX", float) = 0 | |
_MaskSoftnessY ("Mask SoftnessY", float) = 0 | |
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) | |
_StencilComp("Stencil Comparison", Float) = 8 | |
_Stencil("Stencil ID", Float) = 0 | |
_StencilOp("Stencil Operation", Float) = 0 | |
_StencilWriteMask("Stencil Write Mask", Float) = 255 | |
_StencilReadMask("Stencil Read Mask", Float) = 255 | |
_CullMode("Cull Mode", Float) = 0 | |
_ColorMask("Color Mask", Float) = 15 | |
} | |
SubShader{ | |
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } | |
Stencil | |
{ | |
Ref[_Stencil] | |
Comp[_StencilComp] | |
Pass[_StencilOp] | |
ReadMask[_StencilReadMask] | |
WriteMask[_StencilWriteMask] | |
} | |
Lighting Off | |
Cull [_CullMode] | |
ZTest [unity_GUIZTestMode] | |
ZWrite Off | |
Fog { Mode Off } | |
Blend SrcAlpha OneMinusSrcAlpha | |
ColorMask[_ColorMask] | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile __ UNITY_UI_CLIP_RECT | |
#pragma multi_compile __ UNITY_UI_ALPHACLIP | |
#include "UnityCG.cginc" | |
struct appdata_t { | |
float4 vertex : POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord0 : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
}; | |
struct v2f { | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float3 texcoord0 : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
float4 mask : TEXCOORD2; | |
}; | |
uniform sampler2D _MainTex; | |
uniform sampler2D _FaceTex; | |
uniform float4 _FaceTex_ST; | |
uniform fixed4 _FaceColor; | |
uniform float _VertexOffsetX; | |
uniform float _VertexOffsetY; | |
uniform float4 _ClipRect; | |
uniform float _MaskSoftnessX; | |
uniform float _MaskSoftnessY; | |
uniform fixed4 _OutlineColor; | |
uniform fixed4 _DropShadowColor; | |
uniform half4 _ScreenResolution; | |
float2 UnpackUV(float uv) | |
{ | |
float2 output; | |
output.x = floor(uv / 4096); | |
output.y = uv - 4096 * output.x; | |
return output * 0.001953125; | |
} | |
v2f vert (appdata_t v) | |
{ | |
float4 vert = v.vertex; | |
vert.x += _VertexOffsetX; | |
vert.y += _VertexOffsetY; | |
vert.xy += (vert.w * 0.5) / _ScreenParams.xy; | |
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); | |
fixed4 faceColor = v.color; | |
faceColor *= _FaceColor; | |
v2f OUT; | |
OUT.vertex = vPosition; | |
OUT.color = faceColor; | |
OUT.texcoord0.xy = v.texcoord0; | |
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); | |
float2 pixelSize = vPosition.w; | |
pixelSize /= abs(float2(_ScreenResolution.x * UNITY_MATRIX_P[0][0], _ScreenResolution.y * UNITY_MATRIX_P[1][1])); | |
OUT.texcoord0.z = pixelSize; | |
// Clamp _ClipRect to 16bit. | |
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | |
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); | |
return OUT; | |
} | |
fixed4 frag (v2f IN) : SV_Target | |
{ | |
fixed4 fontTx = tex2D(_MainTex, IN.texcoord0.xy); | |
fixed faceMask = step(0.9, fontTx.r); | |
fixed outlineMask = step(0.9, fontTx.g) * step(0.1,_OutlineColor.a); | |
fixed dropShadowMask = step(0.9, fontTx.b) * step(0.1,_DropShadowColor.a); | |
fixed3 faceTexture = tex2D(_FaceTex, IN.texcoord1).rgb; | |
fixed4 color = fixed4(IN.color.rgb * faceTexture.rgb, faceMask); | |
color.rgb = lerp(color.rgb, _OutlineColor.rgb, outlineMask); | |
color.rgb = lerp(color.rgb, _DropShadowColor.rgb, dropShadowMask); | |
color.a = saturate(color.a + outlineMask + dropShadowMask) * IN.color.a; | |
// Alternative implementation to UnityGet2DClipping with support for softness. | |
#if UNITY_UI_CLIP_RECT | |
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); | |
color *= m.x * m.y; | |
#endif | |
#if UNITY_UI_ALPHACLIP | |
clip(color.a - 0.001); | |
#endif | |
return color; | |
} | |
ENDCG | |
} | |
} | |
//CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" | |
} |
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