TMPro.cginc (2277B)
1 float2 UnpackUV(float uv) 2 { 3 float2 output; 4 output.x = floor(uv / 4096); 5 output.y = uv - 4096 * output.x; 6 7 return output * 0.001953125; 8 } 9 10 fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 { 12 half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 15 faceColor.rgb *= faceColor.a; 16 outlineColor.rgb *= outlineColor.a; 17 18 faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 20 faceColor *= faceAlpha; 21 22 return faceColor; 23 } 24 25 float3 GetSurfaceNormal(float4 h, float bias) 26 { 27 bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 29 h += bias+_BevelOffset; 30 31 float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 33 // Track outline 34 h -= .5; 35 h /= bevelWidth; 36 h = saturate(h+.5); 37 38 if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 h = min(h, 1.0-_BevelClamp); 41 h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 43 float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 46 return cross(va, vb); 47 } 48 49 float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 { 51 // Read "height field" 52 float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 tex2D(_MainTex, uv + delta.xz).a, 54 tex2D(_MainTex, uv - delta.zy).a, 55 tex2D(_MainTex, uv + delta.zy).a}; 56 57 return GetSurfaceNormal(h, bias); 58 } 59 60 float3 GetSpecular(float3 n, float3 l) 61 { 62 float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 return _SpecularColor.rgb * spec * _SpecularPower; 64 } 65 66 float4 GetGlowColor(float d, float scale) 67 { 68 float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 glow = saturate(abs(glow/(1.0 + t))); 71 glow = 1.0-pow(glow, _GlowPower); 72 glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 } 75 76 float4 BlendARGB(float4 overlying, float4 underlying) 77 { 78 overlying.rgb *= overlying.a; 79 underlying.rgb *= underlying.a; 80 float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 return float4(blended, alpha); 83 } 84