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	Added TMP
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								Assets/TextMesh Pro/Shaders/TMP_SDF.shader
									
									
									
									
									
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								Assets/TextMesh Pro/Shaders/TMP_SDF.shader
									
									
									
									
									
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							| @@ -0,0 +1,317 @@ | ||||
| Shader "TextMeshPro/Distance Field" { | ||||
|  | ||||
| Properties { | ||||
| 	_FaceTex			("Face Texture", 2D) = "white" {} | ||||
| 	_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0 | ||||
| 	_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0 | ||||
| 	[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) | ||||
| 	_OutlineTex			("Outline Texture", 2D) = "white" {} | ||||
| 	_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0 | ||||
| 	_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0 | ||||
| 	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0 | ||||
| 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0 | ||||
|  | ||||
| 	_Bevel				("Bevel", Range(0,1)) = 0.5 | ||||
| 	_BevelOffset		("Bevel Offset", Range(-0.5,0.5)) = 0 | ||||
| 	_BevelWidth			("Bevel Width", Range(-.5,0.5)) = 0 | ||||
| 	_BevelClamp			("Bevel Clamp", Range(0,1)) = 0 | ||||
| 	_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0 | ||||
|  | ||||
| 	_LightAngle			("Light Angle", Range(0.0, 6.2831853)) = 3.1416 | ||||
| 	[HDR]_SpecularColor	("Specular", Color) = (1,1,1,1) | ||||
| 	_SpecularPower		("Specular", Range(0,4)) = 2.0 | ||||
| 	_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10 | ||||
| 	_Diffuse			("Diffuse", Range(0,1)) = 0.5 | ||||
| 	_Ambient			("Ambient", Range(1,0)) = 0.5 | ||||
|  | ||||
| 	_BumpMap 			("Normal map", 2D) = "bump" {} | ||||
| 	_BumpOutline		("Bump Outline", Range(0,1)) = 0 | ||||
| 	_BumpFace			("Bump Face", Range(0,1)) = 0 | ||||
|  | ||||
| 	_ReflectFaceColor	("Reflection Color", Color) = (0,0,0,1) | ||||
| 	_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) | ||||
| 	_Cube 				("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } | ||||
| 	_EnvMatrixRotation	("Texture Rotation", vector) = (0, 0, 0, 0) | ||||
|  | ||||
|  | ||||
| 	[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0, 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 | ||||
|  | ||||
| 	[HDR]_GlowColor			("Color", Color) = (0, 1, 0, 0.5) | ||||
| 	_GlowOffset			("Offset", Range(-1,1)) = 0 | ||||
| 	_GlowInner			("Inner", Range(0,1)) = 0.05 | ||||
| 	_GlowOuter			("Outer", Range(0,1)) = 0.05 | ||||
| 	_GlowPower			("Falloff", Range(1, 0)) = 0.75 | ||||
|  | ||||
| 	_WeightNormal		("Weight Normal", float) = 0 | ||||
| 	_WeightBold			("Weight Bold", float) = 0.5 | ||||
|  | ||||
| 	_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) = 5.0 | ||||
| 	_ScaleX				("Scale X", float) = 1.0 | ||||
| 	_ScaleY				("Scale Y", float) = 1.0 | ||||
| 	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875 | ||||
| 	_Sharpness			("Sharpness", Range(-1,1)) = 0 | ||||
|  | ||||
| 	_VertexOffsetX		("Vertex OffsetX", float) = 0 | ||||
| 	_VertexOffsetY		("Vertex OffsetY", float) = 0 | ||||
|  | ||||
| 	_MaskCoord			("Mask Coordinates", vector) = (0, 0, 32767, 32767) | ||||
| 	_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 target 3.0 | ||||
| 		#pragma vertex VertShader | ||||
| 		#pragma fragment PixShader | ||||
| 		#pragma shader_feature __ BEVEL_ON | ||||
| 		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER | ||||
| 		#pragma shader_feature __ GLOW_ON | ||||
|  | ||||
| 		#pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
| 		#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
|  | ||||
| 		#include "UnityCG.cginc" | ||||
| 		#include "UnityUI.cginc" | ||||
| 		#include "TMPro_Properties.cginc" | ||||
| 		#include "TMPro.cginc" | ||||
|  | ||||
| 		struct vertex_t { | ||||
| 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			float4	position		: 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	position		: SV_POSITION; | ||||
| 			fixed4	color			: COLOR; | ||||
| 			float2	atlas			: TEXCOORD0;		// Atlas | ||||
| 			float4	param			: TEXCOORD1;		// alphaClip, scale, bias, weight | ||||
| 			float4	mask			: TEXCOORD2;		// Position in object space(xy), pixel Size(zw) | ||||
| 			float3	viewDir			: TEXCOORD3; | ||||
|  | ||||
| 		#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			float4	texcoord2		: TEXCOORD4;		// u,v, scale, bias | ||||
| 			fixed4	underlayColor	: COLOR1; | ||||
| 		#endif | ||||
| 			float4 textures			: TEXCOORD5; | ||||
| 		}; | ||||
|  | ||||
| 		// Used by Unity internally to handle Texture Tiling and Offset. | ||||
| 		float4 _FaceTex_ST; | ||||
| 		float4 _OutlineTex_ST; | ||||
|  | ||||
| 		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.position; | ||||
| 			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 bias =(.5 - weight) + (.5 / scale); | ||||
|  | ||||
| 			float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); | ||||
|  | ||||
| 		#if GLOW_ON | ||||
| 			alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); | ||||
| 		#endif | ||||
|  | ||||
| 			alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; | ||||
|  | ||||
| 		#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			float4 underlayColor = _UnderlayColor; | ||||
| 			underlayColor.rgb *= underlayColor.a; | ||||
|  | ||||
| 			float bScale = scale; | ||||
| 			bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); | ||||
| 			float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | ||||
|  | ||||
| 			float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | ||||
| 			float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | ||||
| 			float2 bOffset = 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); | ||||
|  | ||||
| 			// Support for texture tiling and offset | ||||
| 			float2 textureUV = UnpackUV(input.texcoord1.x); | ||||
| 			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | ||||
| 			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | ||||
|  | ||||
|  | ||||
| 			output.position = vPosition; | ||||
| 			output.color = input.color; | ||||
| 			output.atlas =	input.texcoord0; | ||||
| 			output.param =	float4(alphaClip, scale, bias, weight); | ||||
| 			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); | ||||
| 			output.viewDir =	mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); | ||||
| 			#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); | ||||
| 			output.underlayColor =	underlayColor; | ||||
| 			#endif | ||||
| 			output.textures = float4(faceUV, outlineUV); | ||||
|  | ||||
| 			return output; | ||||
| 		} | ||||
|  | ||||
|  | ||||
| 		fixed4 PixShader(pixel_t input) : SV_Target | ||||
| 		{ | ||||
| 			UNITY_SETUP_INSTANCE_ID(input); | ||||
|  | ||||
| 			float c = tex2D(_MainTex, input.atlas).a; | ||||
|  | ||||
| 		#ifndef UNDERLAY_ON | ||||
| 			clip(c - input.param.x); | ||||
| 		#endif | ||||
|  | ||||
| 			float	scale	= input.param.y; | ||||
| 			float	bias	= input.param.z; | ||||
| 			float	weight	= input.param.w; | ||||
| 			float	sd = (bias - c) * scale; | ||||
|  | ||||
| 			float outline = (_OutlineWidth * _ScaleRatioA) * scale; | ||||
| 			float softness = (_OutlineSoftness * _ScaleRatioA) * scale; | ||||
|  | ||||
| 			half4 faceColor = _FaceColor; | ||||
| 			half4 outlineColor = _OutlineColor; | ||||
|  | ||||
| 			faceColor.rgb *= input.color.rgb; | ||||
|  | ||||
| 			faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); | ||||
| 			outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); | ||||
|  | ||||
| 			faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); | ||||
|  | ||||
| 		#if BEVEL_ON | ||||
| 			float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); | ||||
| 			float3 n = GetSurfaceNormal(input.atlas, weight, dxy); | ||||
|  | ||||
| 			float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; | ||||
| 			bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); | ||||
| 			n = normalize(n- bump); | ||||
|  | ||||
| 			float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); | ||||
|  | ||||
| 			float3 col = GetSpecular(n, light); | ||||
| 			faceColor.rgb += col*faceColor.a; | ||||
| 			faceColor.rgb *= 1-(dot(n, light)*_Diffuse); | ||||
| 			faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); | ||||
|  | ||||
| 			fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); | ||||
| 			faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; | ||||
| 		#endif | ||||
|  | ||||
| 		#if UNDERLAY_ON | ||||
| 			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | ||||
| 			faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); | ||||
| 		#endif | ||||
|  | ||||
| 		#if UNDERLAY_INNER | ||||
| 			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | ||||
| 			faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); | ||||
| 		#endif | ||||
|  | ||||
| 		#if GLOW_ON | ||||
| 			float4 glowColor = GetGlowColor(sd, scale); | ||||
| 			faceColor.rgb += glowColor.rgb * glowColor.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); | ||||
| 			faceColor *= m.x * m.y; | ||||
| 		#endif | ||||
|  | ||||
| 		#if UNITY_UI_ALPHACLIP | ||||
| 			clip(faceColor.a - 0.001); | ||||
| 		#endif | ||||
|  | ||||
|   		return faceColor * input.color.a; | ||||
| 		} | ||||
|  | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
|  | ||||
| Fallback "TextMeshPro/Mobile/Distance Field" | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
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