mirror of
https://github.com/DerTyp7/grow-ai-unity.git
synced 2025-10-30 21:07:09 +01:00
started work on place obj
This commit is contained in:
@@ -3,7 +3,7 @@ Shader "TextMeshPro/Bitmap Custom Atlas" {
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Properties {
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_MainTex ("Font Atlas", 2D) = "white" {}
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_FaceTex ("Font Texture", 2D) = "white" {}
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[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
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_FaceColor ("Text Color", Color) = (1,1,1,1)
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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@@ -19,14 +19,13 @@ Properties {
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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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@@ -35,8 +34,8 @@ SubShader{
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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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@@ -115,7 +114,7 @@ SubShader{
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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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@@ -1,9 +1,7 @@
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fileFormatVersion: 2
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guid: 48bb5f55d8670e349b6e614913f9d910
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -2,7 +2,7 @@ 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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_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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@@ -18,7 +18,6 @@ Properties {
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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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@@ -37,7 +36,7 @@ SubShader {
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Lighting Off
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Cull [_CullMode]
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Cull Off
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ZTest [unity_GUIZTestMode]
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ZWrite Off
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Fog { Mode Off }
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@@ -114,11 +113,11 @@ SubShader {
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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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@@ -1,9 +1,7 @@
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fileFormatVersion: 2
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guid: 1e3b057af24249748ff873be7fafee47
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -3,7 +3,7 @@ Shader "TextMeshPro/Bitmap" {
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Properties {
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_MainTex ("Font Atlas", 2D) = "white" {}
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_FaceTex ("Font Texture", 2D) = "white" {}
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[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
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_FaceColor ("Text Color", Color) = (1,1,1,1)
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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@@ -18,14 +18,13 @@ Properties {
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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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@@ -34,8 +33,8 @@ SubShader{
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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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@@ -114,7 +113,7 @@ SubShader{
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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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@@ -1,9 +1,7 @@
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fileFormatVersion: 2
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guid: 128e987d567d4e2c824d754223b3f3b0
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -4,10 +4,10 @@ Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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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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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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@@ -21,7 +21,7 @@ Properties {
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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@@ -35,15 +35,15 @@ Properties {
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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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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@@ -68,7 +68,7 @@ Properties {
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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@@ -80,7 +80,6 @@ Properties {
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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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@@ -97,7 +96,7 @@ SubShader {
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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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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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@@ -146,7 +145,7 @@ SubShader {
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float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
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float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
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float3 viewDir : TEXCOORD3;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
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fixed4 underlayColor : COLOR1;
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@@ -187,7 +186,7 @@ SubShader {
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float bias =(.5 - weight) + (.5 / scale);
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float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
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#if GLOW_ON
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alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
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#endif
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@@ -216,7 +215,7 @@ SubShader {
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float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
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float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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output.position = vPosition;
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output.color = input.color;
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output.atlas = input.texcoord0;
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@@ -238,7 +237,7 @@ SubShader {
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UNITY_SETUP_INSTANCE_ID(input);
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float c = tex2D(_MainTex, input.atlas).a;
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#ifndef UNDERLAY_ON
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clip(c - input.param.x);
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#endif
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@@ -255,7 +254,7 @@ SubShader {
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half4 outlineColor = _OutlineColor;
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faceColor.rgb *= input.color.rgb;
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faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
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outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
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@@ -304,7 +303,7 @@ SubShader {
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#if UNITY_UI_ALPHACLIP
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clip(faceColor.a - 0.001);
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#endif
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return faceColor * input.color.a;
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}
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@@ -1,9 +1,7 @@
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fileFormatVersion: 2
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guid: dd89cf5b9246416f84610a006f916af7
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,4 +1,4 @@
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// Simplified SDF shader:
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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@@ -6,14 +6,14 @@
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Shader "TextMeshPro/Mobile/Distance Field - Masking" {
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Properties {
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[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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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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[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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@@ -47,19 +47,18 @@ Properties {
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_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
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_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
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_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
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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
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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@@ -71,7 +70,7 @@ SubShader {
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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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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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@@ -136,7 +135,7 @@ SubShader {
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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@@ -218,10 +217,10 @@ SubShader {
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#endif
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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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#if UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
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c *= m.x * m.y;
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//#endif
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#endif
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||||
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float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
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float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc1ede39bf3643ee8e493720e4259791
|
||||
timeCreated: 1463704911
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -6,14 +6,14 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
|
||||
|
||||
Properties {
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_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)
|
||||
_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
|
||||
@@ -42,14 +42,13 @@ Properties {
|
||||
_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
|
||||
}
|
||||
|
||||
@@ -66,7 +65,7 @@ SubShader {
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
@@ -126,7 +125,7 @@ SubShader {
|
||||
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;
|
||||
@@ -136,7 +135,7 @@ SubShader {
|
||||
|
||||
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)))));
|
||||
@@ -196,7 +195,7 @@ SubShader {
|
||||
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);
|
||||
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a02a7d8c237544f1962732b55a9aebf1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Simplified SDF shader:
|
||||
// Simplified SDF shader:
|
||||
// - No Shading Option (bevel / bump / env map)
|
||||
// - No Glow Option
|
||||
// - Softness is applied on both side of the outline
|
||||
@@ -6,14 +6,14 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field" {
|
||||
|
||||
Properties {
|
||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_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)
|
||||
_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
|
||||
@@ -42,19 +42,18 @@ Properties {
|
||||
_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
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
@@ -66,7 +65,7 @@ SubShader {
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
@@ -126,7 +125,7 @@ SubShader {
|
||||
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;
|
||||
@@ -136,7 +135,7 @@ SubShader {
|
||||
|
||||
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)))));
|
||||
@@ -196,7 +195,7 @@ SubShader {
|
||||
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);
|
||||
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe393ace9b354375a9cb14cdbbc28be4
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
|
||||
|
||||
Properties {
|
||||
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_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
|
||||
@@ -41,8 +41,7 @@ Properties {
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
|
||||
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
|
||||
//_MaskSoftness ("Mask Softness", float) = 0
|
||||
}
|
||||
@@ -76,7 +75,7 @@ SubShader {
|
||||
float2 uv2_FaceTex;
|
||||
float2 uv2_OutlineTex;
|
||||
float2 param; // Weight, Scale
|
||||
float3 viewDirEnv;
|
||||
float3 viewDirEnv;
|
||||
};
|
||||
|
||||
#include "TMPro_Surface.cginc"
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 85187c2149c549c5b33f0cdb02836b17
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -4,10 +4,10 @@ Properties {
|
||||
_FaceTex ("Fill 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 ("Fill Color", Color) = (1,1,1,1)
|
||||
_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_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
|
||||
@@ -24,16 +24,16 @@ Properties {
|
||||
_BumpOutline ("Bump Outline", Range(0,1)) = 0.5
|
||||
_BumpFace ("Bump Face", Range(0,1)) = 0.5
|
||||
|
||||
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
|
||||
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
|
||||
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
_SpecColor ("Specular Color", Color) = (0,0,0,1)
|
||||
|
||||
_FaceShininess ("Face Shininess", Range(0,1)) = 0
|
||||
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
|
||||
|
||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||
_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
|
||||
@@ -59,15 +59,13 @@ Properties {
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
|
||||
//_MaskSoftness ("Mask Softness", float) = 0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
|
||||
LOD 300
|
||||
Cull [_CullMode]
|
||||
@@ -91,10 +89,10 @@ SubShader {
|
||||
float2 uv2_FaceTex;
|
||||
float2 uv2_OutlineTex;
|
||||
float2 param; // Weight, Scale
|
||||
float3 viewDirEnv;
|
||||
float3 viewDirEnv;
|
||||
};
|
||||
|
||||
|
||||
|
||||
#define BEVEL_ON 1
|
||||
#include "TMPro_Surface.cginc"
|
||||
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f7ada0af4f174f0694ca6a487b8f543d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -4,10 +4,10 @@ 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)
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_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
|
||||
@@ -21,7 +21,7 @@ Properties {
|
||||
_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)
|
||||
_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
|
||||
@@ -35,15 +35,15 @@ Properties {
|
||||
_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)
|
||||
_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)
|
||||
_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
|
||||
@@ -68,7 +68,7 @@ Properties {
|
||||
|
||||
_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
|
||||
@@ -80,7 +80,6 @@ Properties {
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
@@ -97,7 +96,7 @@ SubShader {
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
@@ -146,7 +145,7 @@ SubShader {
|
||||
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;
|
||||
@@ -187,7 +186,7 @@ SubShader {
|
||||
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
|
||||
@@ -216,7 +215,7 @@ SubShader {
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
|
||||
|
||||
output.position = vPosition;
|
||||
output.color = input.color;
|
||||
output.atlas = input.texcoord0;
|
||||
@@ -228,7 +227,7 @@ SubShader {
|
||||
output.underlayColor = underlayColor;
|
||||
#endif
|
||||
output.textures = float4(faceUV, outlineUV);
|
||||
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
@@ -238,7 +237,7 @@ SubShader {
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
|
||||
#ifndef UNDERLAY_ON
|
||||
clip(c - input.param.x);
|
||||
#endif
|
||||
@@ -255,7 +254,7 @@ SubShader {
|
||||
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);
|
||||
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 68e6db2ebdc24f95958faec2be5558d6
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -2,7 +2,7 @@ Shader "TextMeshPro/Sprite"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
@@ -10,8 +10,7 @@ Shader "TextMeshPro/Sprite"
|
||||
_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
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
@@ -38,7 +37,7 @@ Shader "TextMeshPro/Sprite"
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
@@ -47,60 +46,58 @@ Shader "TextMeshPro/Sprite"
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
OUT.worldPosition = v.vertex;
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
|
||||
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
OUT.color = v.color * _Color;
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
#endif
|
||||
|
||||
OUT.color = IN.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf81c85f95fe47e1a27f6ae460cf182c
|
||||
timeCreated: 1450517184
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 407bc68d299748449bbf7f48ee690f8d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3997e2241185407d80309a82f9148466
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -25,6 +25,8 @@ void VertShader(inout appdata_full v, out Input data)
|
||||
data.param.y = scale;
|
||||
#endif
|
||||
|
||||
//float opacity = v.color.a;
|
||||
|
||||
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
|
||||
|
||||
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
|
||||
@@ -34,10 +36,26 @@ void VertShader(inout appdata_full v, out Input data)
|
||||
void PixShader(Input input, inout SurfaceOutput o)
|
||||
{
|
||||
|
||||
#if USE_DERIVATIVE | BEVEL_ON
|
||||
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
|
||||
|
||||
float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
|
||||
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
|
||||
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
|
||||
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
|
||||
#endif
|
||||
|
||||
#if USE_DERIVATIVE
|
||||
float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
|
||||
pixelSize *= _TextureWidth * .75;
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
|
||||
// Screen space scaling reciprocal with anisotropic correction
|
||||
float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
|
||||
float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
|
||||
float2 tdx = ddx(input.uv_MainTex)*res;
|
||||
float2 tdy = ddy(input.uv_MainTex)*res;
|
||||
float lx = length(tdx);
|
||||
float ly = length(tdy);
|
||||
float s = sqrt(min(lx, ly) / max(lx, ly));
|
||||
s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
|
||||
float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
|
||||
#else
|
||||
float scale = input.param.y;
|
||||
#endif
|
||||
@@ -58,14 +76,8 @@ void PixShader(Input input, inout SurfaceOutput o)
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
faceColor.rgb /= max(faceColor.a, 0.0001);
|
||||
|
||||
|
||||
#if BEVEL_ON
|
||||
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
|
||||
|
||||
float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
|
||||
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
|
||||
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
|
||||
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
|
||||
|
||||
// Face Normal
|
||||
float3 n = GetSurfaceNormal(smp4x, input.param.x);
|
||||
|
||||
@@ -82,7 +94,9 @@ void PixShader(Input input, inout SurfaceOutput o)
|
||||
float3 n = float3(0, 0, -1);
|
||||
float3 emission = float3(0, 0, 0);
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
glowColor.a *= input.color.a;
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d930090c0cd643c7b55f19a38538c162
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
Reference in New Issue
Block a user