TMP_SDF Overlay.shader (10039B)
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 68 _VertexOffsetX ("Vertex OffsetX", float) = 0 69 _VertexOffsetY ("Vertex OffsetY", float) = 0 70 71 _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) 72 _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 73 _MaskSoftnessX ("Mask SoftnessX", float) = 0 74 _MaskSoftnessY ("Mask SoftnessY", float) = 0 75 76 _StencilComp ("Stencil Comparison", Float) = 8 77 _Stencil ("Stencil ID", Float) = 0 78 _StencilOp ("Stencil Operation", Float) = 0 79 _StencilWriteMask ("Stencil Write Mask", Float) = 255 80 _StencilReadMask ("Stencil Read Mask", Float) = 255 81 82 _ColorMask ("Color Mask", Float) = 15 83 } 84 85 SubShader { 86 87 Tags 88 { 89 "Queue"="Overlay" 90 "IgnoreProjector"="True" 91 "RenderType"="Transparent" 92 } 93 94 Stencil 95 { 96 Ref [_Stencil] 97 Comp [_StencilComp] 98 Pass [_StencilOp] 99 ReadMask [_StencilReadMask] 100 WriteMask [_StencilWriteMask] 101 } 102 103 Cull [_CullMode] 104 ZWrite Off 105 Lighting Off 106 Fog { Mode Off } 107 ZTest Always 108 Blend One OneMinusSrcAlpha 109 ColorMask [_ColorMask] 110 111 Pass { 112 CGPROGRAM 113 #pragma target 3.0 114 #pragma vertex VertShader 115 #pragma fragment PixShader 116 #pragma shader_feature __ BEVEL_ON 117 #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 118 #pragma shader_feature __ GLOW_ON 119 120 #pragma multi_compile __ UNITY_UI_CLIP_RECT 121 #pragma multi_compile __ UNITY_UI_ALPHACLIP 122 123 124 #include "UnityCG.cginc" 125 #include "UnityUI.cginc" 126 #include "TMPro_Properties.cginc" 127 #include "TMPro.cginc" 128 129 struct vertex_t { 130 float4 position : POSITION; 131 float3 normal : NORMAL; 132 fixed4 color : COLOR; 133 float2 texcoord0 : TEXCOORD0; 134 float2 texcoord1 : TEXCOORD1; 135 }; 136 137 138 struct pixel_t { 139 float4 position : SV_POSITION; 140 fixed4 color : COLOR; 141 float2 atlas : TEXCOORD0; // Atlas 142 float4 param : TEXCOORD1; // alphaClip, scale, bias, weight 143 float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) 144 float3 viewDir : TEXCOORD3; 145 146 #if (UNDERLAY_ON || UNDERLAY_INNER) 147 float4 texcoord2 : TEXCOORD4; // u,v, scale, bias 148 fixed4 underlayColor : COLOR1; 149 #endif 150 float4 textures : TEXCOORD5; 151 }; 152 153 // Used by Unity internally to handle Texture Tiling and Offset. 154 float4 _FaceTex_ST; 155 float4 _OutlineTex_ST; 156 157 pixel_t VertShader(vertex_t input) 158 { 159 float bold = step(input.texcoord1.y, 0); 160 161 float4 vert = input.position; 162 vert.x += _VertexOffsetX; 163 vert.y += _VertexOffsetY; 164 float4 vPosition = UnityObjectToClipPos(vert); 165 166 float2 pixelSize = vPosition.w; 167 pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 168 float scale = rsqrt(dot(pixelSize, pixelSize)); 169 scale *= abs(input.texcoord1.y) * _GradientScale * 1.5; 170 if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 171 172 float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 173 weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 174 175 float bias =(.5 - weight) + (.5 / scale); 176 177 float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); 178 179 #if GLOW_ON 180 alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); 181 #endif 182 183 alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; 184 185 #if (UNDERLAY_ON || UNDERLAY_INNER) 186 float4 underlayColor = _UnderlayColor; 187 underlayColor.rgb *= underlayColor.a; 188 189 float bScale = scale; 190 bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); 191 float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); 192 193 float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 194 float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 195 float2 bOffset = float2(x, y); 196 #endif 197 198 // Generate UV for the Masking Texture 199 float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 200 float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 201 202 // Support for texture tiling and offset 203 float2 textureUV = UnpackUV(input.texcoord1.x); 204 float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); 205 float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); 206 207 pixel_t output = { 208 vPosition, 209 input.color, 210 input.texcoord0, 211 float4(alphaClip, scale, bias, weight), 212 half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 213 mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), 214 #if (UNDERLAY_ON || UNDERLAY_INNER) 215 float4(input.texcoord0 + bOffset, bScale, bBias), 216 underlayColor, 217 #endif 218 float4(faceUV, outlineUV), 219 }; 220 221 return output; 222 } 223 224 225 fixed4 PixShader(pixel_t input) : SV_Target 226 { 227 float c = tex2D(_MainTex, input.atlas).a; 228 229 #ifndef UNDERLAY_ON 230 clip(c - input.param.x); 231 #endif 232 233 float scale = input.param.y; 234 float bias = input.param.z; 235 float weight = input.param.w; 236 float sd = (bias - c) * scale; 237 238 float outline = (_OutlineWidth * _ScaleRatioA) * scale; 239 float softness = (_OutlineSoftness * _ScaleRatioA) * scale; 240 241 half4 faceColor = _FaceColor; 242 half4 outlineColor = _OutlineColor; 243 244 faceColor.rgb *= input.color.rgb; 245 246 faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); 247 outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); 248 249 faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 250 251 #if BEVEL_ON 252 float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); 253 float3 n = GetSurfaceNormal(input.atlas, weight, dxy); 254 255 float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; 256 bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 257 n = normalize(n- bump); 258 259 float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); 260 261 float3 col = GetSpecular(n, light); 262 faceColor.rgb += col*faceColor.a; 263 faceColor.rgb *= 1-(dot(n, light)*_Diffuse); 264 faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); 265 266 fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); 267 faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 268 #endif 269 270 #if UNDERLAY_ON 271 float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 272 faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); 273 #endif 274 275 #if UNDERLAY_INNER 276 float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 277 faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); 278 #endif 279 280 #if GLOW_ON 281 float4 glowColor = GetGlowColor(sd, scale); 282 faceColor.rgb += glowColor.rgb * glowColor.a; 283 #endif 284 285 // Alternative implementation to UnityGet2DClipping with support for softness. 286 #if UNITY_UI_CLIP_RECT 287 half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 288 faceColor *= m.x * m.y; 289 #endif 290 291 #if UNITY_UI_ALPHACLIP 292 clip(faceColor.a - 0.001); 293 #endif 294 295 return faceColor * input.color.a; 296 } 297 298 ENDCG 299 } 300 } 301 302 Fallback "TextMeshPro/Mobile/Distance Field" 303 CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 304 }