slimecing

a fighting game featuring slimes and swords
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TMP_SDF-Mobile Masking.shader (7715B)


      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 
     38 	_VertexOffsetX		("Vertex OffsetX", float) = 0
     39 	_VertexOffsetY		("Vertex OffsetY", float) = 0
     40 
     41 	_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
     42 	_MaskSoftnessX		("Mask SoftnessX", float) = 0
     43 	_MaskSoftnessY		("Mask SoftnessY", float) = 0
     44 	_MaskTex			("Mask Texture", 2D) = "white" {}
     45 	_MaskInverse		("Inverse", float) = 0
     46 	_MaskEdgeColor		("Edge Color", Color) = (1,1,1,1)
     47 	_MaskEdgeSoftness	("Edge Softness", Range(0, 1)) = 0.01
     48 	_MaskWipeControl	("Wipe Position", Range(0, 1)) = 0.5
     49 	
     50 	_StencilComp		("Stencil Comparison", Float) = 8
     51 	_Stencil			("Stencil ID", Float) = 0
     52 	_StencilOp			("Stencil Operation", Float) = 0
     53 	_StencilWriteMask	("Stencil Write Mask", Float) = 255
     54 	_StencilReadMask	("Stencil Read Mask", Float) = 255
     55 	
     56 	_ColorMask			("Color Mask", Float) = 15
     57 }
     58 
     59 SubShader {
     60 	Tags 
     61 	{
     62 		"Queue"="Transparent"
     63 		"IgnoreProjector"="True"
     64 		"RenderType"="Transparent"
     65 	}
     66 
     67 
     68 	Stencil
     69 	{
     70 		Ref [_Stencil]
     71 		Comp [_StencilComp]
     72 		Pass [_StencilOp] 
     73 		ReadMask [_StencilReadMask]
     74 		WriteMask [_StencilWriteMask]
     75 	}
     76 
     77 	Cull [_CullMode]
     78 	ZWrite Off
     79 	Lighting Off
     80 	Fog { Mode Off }
     81 	ZTest [unity_GUIZTestMode]
     82 	Blend One OneMinusSrcAlpha
     83 	ColorMask [_ColorMask]
     84 
     85 	Pass {
     86 		CGPROGRAM
     87 		#pragma vertex VertShader
     88 		#pragma fragment PixShader
     89 		#pragma shader_feature __ OUTLINE_ON
     90 		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
     91 
     92 		#pragma multi_compile __ UNITY_UI_CLIP_RECT
     93 		#pragma multi_compile __ UNITY_UI_ALPHACLIP
     94 
     95 
     96 		#include "UnityCG.cginc"
     97 		#include "UnityUI.cginc"
     98 		#include "TMPro_Properties.cginc"
     99 
    100 		struct vertex_t {
    101 			float4	vertex			: POSITION;
    102 			float3	normal			: NORMAL;
    103 			fixed4	color			: COLOR;
    104 			float2	texcoord0		: TEXCOORD0;
    105 			float2	texcoord1		: TEXCOORD1;
    106 		};
    107 
    108 		struct pixel_t {
    109 			float4	vertex			: SV_POSITION;
    110 			fixed4	faceColor		: COLOR;
    111 			fixed4	outlineColor	: COLOR1;
    112 			float4	texcoord0		: TEXCOORD0;			// Texture UV, Mask UV
    113 			half4	param			: TEXCOORD1;			// Scale(x), BiasIn(y), BiasOut(z), Bias(w)
    114 			half4	mask			: TEXCOORD2;			// Position in clip space(xy), Softness(zw)
    115 		#if (UNDERLAY_ON | UNDERLAY_INNER)
    116 			float4	texcoord1		: TEXCOORD3;			// Texture UV, alpha, reserved
    117 			half2	underlayParam	: TEXCOORD4;			// Scale(x), Bias(y)
    118 		#endif
    119 		};
    120 
    121 		float _MaskWipeControl;
    122 		float _MaskEdgeSoftness;
    123 		fixed4 _MaskEdgeColor;
    124 		bool _MaskInverse;
    125 
    126 		pixel_t VertShader(vertex_t input)
    127 		{
    128 			float bold = step(input.texcoord1.y, 0);
    129 
    130 			float4 vert = input.vertex;
    131 			vert.x += _VertexOffsetX;
    132 			vert.y += _VertexOffsetY;
    133 			float4 vPosition = UnityObjectToClipPos(vert);
    134 
    135 			float2 pixelSize = vPosition.w;
    136 			pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
    137 			
    138 			float scale = rsqrt(dot(pixelSize, pixelSize));
    139 			scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
    140 			if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
    141 
    142 			float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
    143 			weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
    144 
    145 			float layerScale = scale;
    146 
    147 			scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
    148 			float bias = (0.5 - weight) * scale - 0.5;
    149 			float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
    150 
    151 			float opacity = input.color.a;
    152 					#if (UNDERLAY_ON | UNDERLAY_INNER)
    153 					opacity = 1.0;
    154 					#endif
    155 
    156 			fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
    157 			faceColor.rgb *= faceColor.a;
    158 
    159 			fixed4 outlineColor = _OutlineColor;
    160 			outlineColor.a *= opacity;
    161 			outlineColor.rgb *= outlineColor.a;
    162 			outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
    163 
    164 		#if (UNDERLAY_ON | UNDERLAY_INNER)
    165 
    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 			// Structure for pixel shader
    179 			pixel_t output = {
    180 				vPosition,
    181 				faceColor,
    182 				outlineColor,
    183 				float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
    184 				half4(scale, bias - outline, bias + outline, bias),
    185 				half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
    186 			#if (UNDERLAY_ON | UNDERLAY_INNER)
    187 				float4(input.texcoord0 + layerOffset, input.color.a, 0),
    188 				half2(layerScale, layerBias),
    189 			#endif
    190 			};
    191 
    192 			return output;
    193 		}
    194 
    195 
    196 		// PIXEL SHADER
    197 		fixed4 PixShader(pixel_t input) : SV_Target
    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 		float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
    225 		float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
    226 		a = saturate(t / _MaskEdgeSoftness);
    227 		c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
    228 		c *= a;
    229 
    230 		#if (UNDERLAY_ON | UNDERLAY_INNER)
    231 			c *= input.texcoord1.z;
    232 		#endif
    233 
    234     #if UNITY_UI_ALPHACLIP
    235 			clip(c.a - 0.001);
    236 		#endif
    237 
    238 			return c;
    239 		}
    240 		ENDCG
    241 	}
    242 }
    243 
    244 CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
    245 }