forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			140 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// Simplified version of the SDF Surface shader :
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// - No support for Bevel, Bump or envmap
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// - Diffuse only lighting
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// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
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Properties {
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	_FaceTex			("Fill Texture", 2D) = "white" {}
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	_FaceColor		    ("Fill Color", Color) = (1,1,1,1)
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	_FaceDilate			("Face Dilate", Range(-1,1)) = 0
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	_OutlineColor	    ("Outline Color", Color) = (0,0,0,1)
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	_OutlineTex			("Outline Texture", 2D) = "white" {}
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	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0
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	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
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	_GlowColor		    ("Color", Color) = (0, 1, 0, 0.5)
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	_GlowOffset			("Offset", Range(-1,1)) = 0
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	_GlowInner			("Inner", Range(0,1)) = 0.05
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	_GlowOuter			("Outer", Range(0,1)) = 0.05
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	_GlowPower			("Falloff", Range(1, 0)) = 0.75
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	_WeightNormal		("Weight Normal", float) = 0
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	_WeightBold			("Weight Bold", float) = 0.5
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	// Should not be directly exposed to the user
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	_ShaderFlags		("Flags", float) = 0
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	_ScaleRatioA		("Scale RatioA", float) = 1
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	_ScaleRatioB		("Scale RatioB", float) = 1
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	_ScaleRatioC		("Scale RatioC", float) = 1
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	_MainTex			("Font Atlas", 2D) = "white" {}
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	_TextureWidth		("Texture Width", float) = 512
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	_TextureHeight		("Texture Height", float) = 512
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	_GradientScale		("Gradient Scale", float) = 5.0
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	_ScaleX				("Scale X", float) = 1.0
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	_ScaleY				("Scale Y", float) = 1.0
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	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875
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	_Sharpness			("Sharpness", Range(-1,1)) = 0
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	_VertexOffsetX		("Vertex OffsetX", float) = 0
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	_VertexOffsetY		("Vertex OffsetY", float) = 0
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	_CullMode			("Cull Mode", Float) = 0
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	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0)
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	//_MaskSoftness		("Mask Softness", float) = 0
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}
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SubShader {
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	Tags {
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		"Queue"="Transparent"
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		"IgnoreProjector"="True"
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		"RenderType"="Transparent"
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	}
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	LOD 300
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	Cull [_CullMode]
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	CGPROGRAM
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	#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
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	#pragma target 3.0
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	#pragma shader_feature __ GLOW_ON
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	#include "TMPro_Properties.cginc"
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	#include "TMPro.cginc"
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	half _FaceShininess;
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	half _OutlineShininess;
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	struct Input
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	{
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		fixed4	color		: COLOR;
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		float2	uv_MainTex;
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		float2	uv2_FaceTex;
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		float2  uv2_OutlineTex;
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		float2	param;					// Weight, Scale
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		float3	viewDirEnv;
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	};
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	#include "TMPro_Surface.cginc"
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	ENDCG
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	// Pass to render object as a shadow caster
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	Pass
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	{
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		Name "Caster"
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		Tags { "LightMode" = "ShadowCaster" }
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		Offset 1, 1
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		Fog {Mode Off}
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		ZWrite On ZTest LEqual Cull Off
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		CGPROGRAM
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		#pragma vertex vert
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		#pragma fragment frag
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		#pragma multi_compile_shadowcaster
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		#include "UnityCG.cginc"
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		struct v2f
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		{
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			V2F_SHADOW_CASTER;
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			float2	uv			: TEXCOORD1;
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			float2	uv2			: TEXCOORD3;
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			float	alphaClip	: TEXCOORD2;
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		};
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		uniform float4 _MainTex_ST;
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		uniform float4 _OutlineTex_ST;
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		float _OutlineWidth;
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		float _FaceDilate;
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		float _ScaleRatioA;
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		v2f vert( appdata_base v )
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		{
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			v2f o;
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			TRANSFER_SHADOW_CASTER(o)
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			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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			o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
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			o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
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			return o;
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		}
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		uniform sampler2D _MainTex;
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		float4 frag(v2f i) : COLOR
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		{
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			fixed4 texcol = tex2D(_MainTex, i.uv).a;
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			clip(texcol.a - i.alphaClip);
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			SHADOW_CASTER_FRAGMENT(i)
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		}
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		ENDCG
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	}
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}
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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