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	started work on place obj
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		| @@ -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 - Masking" { | ||||
|  | ||||
| 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 | ||||
| @@ -47,19 +47,18 @@ Properties { | ||||
| 	_MaskEdgeColor		("Edge Color", Color) = (1,1,1,1) | ||||
| 	_MaskEdgeSoftness	("Edge Softness", Range(0, 1)) = 0.01 | ||||
| 	_MaskWipeControl	("Wipe Position", Range(0, 1)) = 0.5 | ||||
|  | ||||
| 	 | ||||
| 	_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" | ||||
| @@ -71,7 +70,7 @@ SubShader { | ||||
| 	{ | ||||
| 		Ref [_Stencil] | ||||
| 		Comp [_StencilComp] | ||||
| 		Pass [_StencilOp] | ||||
| 		Pass [_StencilOp]  | ||||
| 		ReadMask [_StencilReadMask] | ||||
| 		WriteMask [_StencilWriteMask] | ||||
| 	} | ||||
| @@ -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))))); | ||||
| @@ -218,10 +217,10 @@ SubShader { | ||||
| 		#endif | ||||
|  | ||||
| 		// Alternative implementation to UnityGet2DClipping with support for softness. | ||||
| 		//#if UNITY_UI_CLIP_RECT | ||||
| 		#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 | ||||
| 		#endif | ||||
|  | ||||
| 		float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); | ||||
| 		float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; | ||||
|   | ||||
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