|
|
Shader "TextMeshPro/Bitmap" {
Properties { _MainTex ("Font Atlas", 2D) = "white" {} _FaceTex ("Font Texture", 2D) = "white" {} _FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Lighting Off Cull [_CullMode] ZTest [unity_GUIZTestMode] ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask]
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; };
struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float4 mask : TEXCOORD2; };
uniform sampler2D _MainTex; uniform sampler2D _FaceTex; uniform float4 _FaceTex_ST; uniform fixed4 _FaceColor;
uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY;
float2 UnpackUV(float uv) { float2 output; output.x = floor(uv / 4096); output.y = uv - 4096 * output.x;
return output * 0.001953125; }
v2f vert (appdata_t v) { float4 vert = v.vertex; vert.x += _VertexOffsetX; vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = v.color; faceColor *= _FaceColor;
v2f OUT; OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); float2 pixelSize = vPosition.w; pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit. float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); return OUT; }
fixed4 frag (v2f IN) : SV_Target { fixed4 color = tex2D(_MainTex, IN.texcoord0); color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
// Alternative implementation to UnityGet2DClipping with support for softness. #if UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color *= m.x * m.y; #endif
#if UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif
return color; } ENDCG }}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"}
|