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	Added TMP
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								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
									
									
									
									
									
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								Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
									
									
									
									
									
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							| @@ -0,0 +1,240 @@ | ||||
| // Simplified SDF shader: | ||||
| // - No Shading Option (bevel / bump / env map) | ||||
| // - No Glow Option | ||||
| // - Softness is applied on both side of the outline | ||||
|  | ||||
| Shader "TextMeshPro/Mobile/Distance Field" { | ||||
|  | ||||
| Properties { | ||||
| 	[HDR]_FaceColor     ("Face Color", Color) = (1,1,1,1) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
|  | ||||
| 	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1) | ||||
| 	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0 | ||||
| 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0 | ||||
|  | ||||
| 	[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0,.5) | ||||
| 	_UnderlayOffsetX 	("Border OffsetX", Range(-1,1)) = 0 | ||||
| 	_UnderlayOffsetY 	("Border OffsetY", Range(-1,1)) = 0 | ||||
| 	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0 | ||||
| 	_UnderlaySoftness 	("Border Softness", Range(0,1)) = 0 | ||||
|  | ||||
| 	_WeightNormal		("Weight Normal", float) = 0 | ||||
| 	_WeightBold			("Weight Bold", float) = .5 | ||||
|  | ||||
| 	_ShaderFlags		("Flags", float) = 0 | ||||
| 	_ScaleRatioA		("Scale RatioA", float) = 1 | ||||
| 	_ScaleRatioB		("Scale RatioB", float) = 1 | ||||
| 	_ScaleRatioC		("Scale RatioC", float) = 1 | ||||
|  | ||||
| 	_MainTex			("Font Atlas", 2D) = "white" {} | ||||
| 	_TextureWidth		("Texture Width", float) = 512 | ||||
| 	_TextureHeight		("Texture Height", float) = 512 | ||||
| 	_GradientScale		("Gradient Scale", float) = 5 | ||||
| 	_ScaleX				("Scale X", float) = 1 | ||||
| 	_ScaleY				("Scale Y", float) = 1 | ||||
| 	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875 | ||||
| 	_Sharpness			("Sharpness", Range(-1,1)) = 0 | ||||
|  | ||||
| 	_VertexOffsetX		("Vertex OffsetX", float) = 0 | ||||
| 	_VertexOffsetY		("Vertex OffsetY", float) = 0 | ||||
|  | ||||
| 	_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767) | ||||
| 	_MaskSoftnessX		("Mask SoftnessX", float) = 0 | ||||
| 	_MaskSoftnessY		("Mask SoftnessY", float) = 0 | ||||
|  | ||||
| 	_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 | ||||
|  | ||||
| 	_CullMode			("Cull Mode", Float) = 0 | ||||
| 	_ColorMask			("Color Mask", Float) = 15 | ||||
| } | ||||
|  | ||||
| SubShader { | ||||
| 	Tags | ||||
| 	{ | ||||
| 		"Queue"="Transparent" | ||||
| 		"IgnoreProjector"="True" | ||||
| 		"RenderType"="Transparent" | ||||
| 	} | ||||
|  | ||||
|  | ||||
| 	Stencil | ||||
| 	{ | ||||
| 		Ref [_Stencil] | ||||
| 		Comp [_StencilComp] | ||||
| 		Pass [_StencilOp] | ||||
| 		ReadMask [_StencilReadMask] | ||||
| 		WriteMask [_StencilWriteMask] | ||||
| 	} | ||||
|  | ||||
| 	Cull [_CullMode] | ||||
| 	ZWrite Off | ||||
| 	Lighting Off | ||||
| 	Fog { Mode Off } | ||||
| 	ZTest [unity_GUIZTestMode] | ||||
| 	Blend One OneMinusSrcAlpha | ||||
| 	ColorMask [_ColorMask] | ||||
|  | ||||
| 	Pass { | ||||
| 		CGPROGRAM | ||||
| 		#pragma vertex VertShader | ||||
| 		#pragma fragment PixShader | ||||
| 		#pragma shader_feature __ OUTLINE_ON | ||||
| 		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER | ||||
|  | ||||
| 		#pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
| 		#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
|  | ||||
| 		#include "UnityCG.cginc" | ||||
| 		#include "UnityUI.cginc" | ||||
| 		#include "TMPro_Properties.cginc" | ||||
|  | ||||
| 		struct vertex_t { | ||||
| 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			float4	vertex			: POSITION; | ||||
| 			float3	normal			: NORMAL; | ||||
| 			fixed4	color			: COLOR; | ||||
| 			float2	texcoord0		: TEXCOORD0; | ||||
| 			float2	texcoord1		: TEXCOORD1; | ||||
| 		}; | ||||
|  | ||||
| 		struct pixel_t { | ||||
| 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			float4	vertex			: SV_POSITION; | ||||
| 			fixed4	faceColor		: COLOR; | ||||
| 			fixed4	outlineColor	: COLOR1; | ||||
| 			float4	texcoord0		: TEXCOORD0;			// Texture UV, Mask UV | ||||
| 			half4	param			: TEXCOORD1;			// Scale(x), BiasIn(y), BiasOut(z), Bias(w) | ||||
| 			half4	mask			: TEXCOORD2;			// Position in clip space(xy), Softness(zw) | ||||
| 			#if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
| 			float4	texcoord1		: TEXCOORD3;			// Texture UV, alpha, reserved | ||||
| 			half2	underlayParam	: TEXCOORD4;			// Scale(x), Bias(y) | ||||
| 			#endif | ||||
| 		}; | ||||
|  | ||||
|  | ||||
| 		pixel_t VertShader(vertex_t input) | ||||
| 		{ | ||||
| 			pixel_t output; | ||||
|  | ||||
| 			UNITY_INITIALIZE_OUTPUT(pixel_t, output); | ||||
| 			UNITY_SETUP_INSTANCE_ID(input); | ||||
| 			UNITY_TRANSFER_INSTANCE_ID(input, output); | ||||
| 			UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); | ||||
|  | ||||
| 			float bold = step(input.texcoord1.y, 0); | ||||
|  | ||||
| 			float4 vert = input.vertex; | ||||
| 			vert.x += _VertexOffsetX; | ||||
| 			vert.y += _VertexOffsetY; | ||||
| 			float4 vPosition = UnityObjectToClipPos(vert); | ||||
|  | ||||
| 			float2 pixelSize = vPosition.w; | ||||
| 			pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); | ||||
|  | ||||
| 			float scale = rsqrt(dot(pixelSize, pixelSize)); | ||||
| 			scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); | ||||
| 			if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); | ||||
|  | ||||
| 			float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; | ||||
| 			weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; | ||||
|  | ||||
| 			float layerScale = scale; | ||||
|  | ||||
| 			scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); | ||||
| 			float bias = (0.5 - weight) * scale - 0.5; | ||||
| 			float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; | ||||
|  | ||||
| 			float opacity = input.color.a; | ||||
| 			#if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
| 			opacity = 1.0; | ||||
| 			#endif | ||||
|  | ||||
| 			fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; | ||||
| 			faceColor.rgb *= faceColor.a; | ||||
|  | ||||
| 			fixed4 outlineColor = _OutlineColor; | ||||
| 			outlineColor.a *= opacity; | ||||
| 			outlineColor.rgb *= outlineColor.a; | ||||
| 			outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); | ||||
|  | ||||
| 			#if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
| 			layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); | ||||
| 			float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); | ||||
|  | ||||
| 			float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | ||||
| 			float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | ||||
| 			float2 layerOffset = float2(x, y); | ||||
| 			#endif | ||||
|  | ||||
| 			// Generate UV for the Masking Texture | ||||
| 			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | ||||
| 			float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); | ||||
|  | ||||
| 			// Populate structure for pixel shader | ||||
| 			output.vertex = vPosition; | ||||
| 			output.faceColor = faceColor; | ||||
| 			output.outlineColor = outlineColor; | ||||
| 			output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); | ||||
| 			output.param = half4(scale, bias - outline, bias + outline, bias); | ||||
| 			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); | ||||
| 			#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); | ||||
| 			output.underlayParam = half2(layerScale, layerBias); | ||||
| 			#endif | ||||
|  | ||||
| 			return output; | ||||
| 		} | ||||
|  | ||||
|  | ||||
| 		// PIXEL SHADER | ||||
| 		fixed4 PixShader(pixel_t input) : SV_Target | ||||
| 		{ | ||||
| 			UNITY_SETUP_INSTANCE_ID(input); | ||||
|  | ||||
| 			half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; | ||||
| 			half4 c = input.faceColor * saturate(d - input.param.w); | ||||
|  | ||||
| 			#ifdef OUTLINE_ON | ||||
| 			c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); | ||||
| 			c *= saturate(d - input.param.y); | ||||
| 			#endif | ||||
|  | ||||
| 			#if UNDERLAY_ON | ||||
| 			d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; | ||||
| 			c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); | ||||
| 			#endif | ||||
|  | ||||
| 			#if UNDERLAY_INNER | ||||
| 			half sd = saturate(d - input.param.z); | ||||
| 			d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; | ||||
| 			c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); | ||||
| 			#endif | ||||
|  | ||||
| 			// Alternative implementation to UnityGet2DClipping with support for softness. | ||||
| 			#if UNITY_UI_CLIP_RECT | ||||
| 			half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); | ||||
| 			c *= m.x * m.y; | ||||
| 			#endif | ||||
|  | ||||
| 			#if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
| 			c *= input.texcoord1.z; | ||||
| 			#endif | ||||
|  | ||||
| 			#if UNITY_UI_ALPHACLIP | ||||
| 			clip(c.a - 0.001); | ||||
| 			#endif | ||||
|  | ||||
| 			return c; | ||||
| 		} | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
|  | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
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