slimecing

a fighting game featuring slimes and swords
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TMP_Bitmap-Custom-Atlas.shader (3464B)


      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 }