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			146 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Shader "TextMeshPro/Mobile/Bitmap" {
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Properties {
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	_MainTex		("Font Atlas", 2D) = "white" {}
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	[HDR]_Color		("Text Color", Color) = (1,1,1,1)
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	_DiffusePower	("Diffuse Power", Range(1.0,4.0)) = 1.0
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	_VertexOffsetX("Vertex OffsetX", float) = 0
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	_VertexOffsetY("Vertex OffsetY", float) = 0
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	_MaskSoftnessX("Mask SoftnessX", float) = 0
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	_MaskSoftnessY("Mask SoftnessY", float) = 0
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	_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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	_StencilComp("Stencil Comparison", Float) = 8
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	_Stencil("Stencil ID", Float) = 0
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	_StencilOp("Stencil Operation", Float) = 0
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	_StencilWriteMask("Stencil Write Mask", Float) = 255
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	_StencilReadMask("Stencil Read Mask", Float) = 255
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	_CullMode("Cull Mode", Float) = 0
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	_ColorMask("Color Mask", Float) = 15
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}
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SubShader {
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	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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	Stencil
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	{
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		Ref[_Stencil]
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		Comp[_StencilComp]
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		Pass[_StencilOp]
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		ReadMask[_StencilReadMask]
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		WriteMask[_StencilWriteMask]
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	}
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	Lighting Off
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	Cull [_CullMode]
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	ZTest [unity_GUIZTestMode]
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	ZWrite Off
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	Fog { Mode Off }
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	Blend SrcAlpha OneMinusSrcAlpha
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	ColorMask[_ColorMask]
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	Pass {
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		CGPROGRAM
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		#pragma vertex vert
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		#pragma fragment frag
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		#pragma fragmentoption ARB_precision_hint_fastest
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		#pragma multi_compile __ UNITY_UI_CLIP_RECT
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		#pragma multi_compile __ UNITY_UI_ALPHACLIP
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		#include "UnityCG.cginc"
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		struct appdata_t {
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			float4 vertex : POSITION;
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			fixed4 color : COLOR;
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			float2 texcoord0 : TEXCOORD0;
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			float2 texcoord1 : TEXCOORD1;
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		};
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		struct v2f {
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			float4 vertex		: POSITION;
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			fixed4 color		: COLOR;
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			float2 texcoord0	: TEXCOORD0;
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			float4 mask			: TEXCOORD2;
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		};
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		sampler2D 	_MainTex;
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		fixed4		_Color;
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		float		_DiffusePower;
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		uniform float		_VertexOffsetX;
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		uniform float		_VertexOffsetY;
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		uniform float4		_ClipRect;
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		uniform float		_MaskSoftnessX;
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		uniform float		_MaskSoftnessY;
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		v2f vert (appdata_t v)
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		{
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			v2f OUT;
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			float4 vert = v.vertex;
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			vert.x += _VertexOffsetX;
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			vert.y += _VertexOffsetY;
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			vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
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			OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
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			OUT.color = v.color;
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			OUT.color *= _Color;
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			OUT.color.rgb *= _DiffusePower;
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			OUT.texcoord0 = v.texcoord0;
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			float2 pixelSize = OUT.vertex.w;
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			//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
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			// Clamp _ClipRect to 16bit.
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			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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			OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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			return OUT;
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		}
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		fixed4 frag (v2f IN) : COLOR
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		{
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			fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
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			// Alternative implementation to UnityGet2DClipping with support for softness.
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			#if UNITY_UI_CLIP_RECT
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				half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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				color *= m.x * m.y;
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			#endif
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			#if UNITY_UI_ALPHACLIP
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				clip(color.a - 0.001);
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			#endif
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			return color;
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		}
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		ENDCG
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	}
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}
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SubShader {
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	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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	Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
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	Blend SrcAlpha OneMinusSrcAlpha
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	BindChannels {
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		Bind "Color", color
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		Bind "Vertex", vertex
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		Bind "TexCoord", texcoord0
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	}
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	Pass {
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		SetTexture [_MainTex] {
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			constantColor [_Color] combine constant * primary, constant * texture
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		}
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	}
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}
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CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
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}
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