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							| @@ -0,0 +1,310 @@ | ||||
| Shader "TextMeshPro/Distance Field SSD" { | ||||
|  | ||||
| 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 shader_feature __ FORCE_LINEAR | ||||
|  | ||||
|         #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; | ||||
|             float4	color           : COLOR; | ||||
|             float2	texcoord0       : TEXCOORD0; | ||||
|             float2	texcoord1       : TEXCOORD1; | ||||
|         }; | ||||
|  | ||||
|  | ||||
|         struct pixel_t { | ||||
|             UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
|             UNITY_VERTEX_OUTPUT_STEREO | ||||
|             float4	position        : SV_POSITION; | ||||
|             float4	color           : COLOR; | ||||
|             float2	atlas           : TEXCOORD0; | ||||
|             float	weight          : TEXCOORD1; | ||||
|             float2	mask            : TEXCOORD2;		// Position in object space(xy) | ||||
|             float3	viewDir         : TEXCOORD3; | ||||
|  | ||||
|         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|             float2	texcoord2       : TEXCOORD4; | ||||
|             float4	underlayColor   : COLOR1; | ||||
|         #endif | ||||
|             float4 textures         : TEXCOORD5; | ||||
|         }; | ||||
|  | ||||
|         // Used by Unity internally to handle Texture Tiling and Offset. | ||||
|         float4 _FaceTex_ST; | ||||
|         float4 _OutlineTex_ST; | ||||
|  | ||||
|         float4 SRGBToLinear(float4 rgba) { | ||||
|             return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); | ||||
|         } | ||||
|  | ||||
|         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); | ||||
|  | ||||
|             float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; | ||||
|             weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; | ||||
|  | ||||
|         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|             float4 underlayColor = _UnderlayColor; | ||||
|             underlayColor.rgb *= underlayColor.a; | ||||
|  | ||||
|             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); | ||||
|  | ||||
|             // Support for texture tiling and offset | ||||
|             float2 textureUV = UnpackUV(input.texcoord1.x); | ||||
|             float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | ||||
|             float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | ||||
|  | ||||
|             float4 color = input.color; | ||||
|         #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) | ||||
|             color = SRGBToLinear(input.color); | ||||
|         #endif | ||||
|  | ||||
|             output.position = vPosition; | ||||
|             output.color = color; | ||||
|             output.atlas = input.texcoord0; | ||||
|             output.weight = weight; | ||||
|             output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); | ||||
|             output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); | ||||
|         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|             output.texcoord2 = input.texcoord0 + bOffset; | ||||
|             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; | ||||
|  | ||||
|             float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); | ||||
|             pixelSize *= _TextureWidth * .75; | ||||
|             float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); | ||||
|  | ||||
|             float weight = input.weight; | ||||
|             float bias = (.5 - weight) + (.5 / scale); | ||||
|             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 || UNDERLAY_INNER) | ||||
|             float bScale = scale; | ||||
|             bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); | ||||
|             float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | ||||
|         #endif | ||||
|  | ||||
|         #if UNDERLAY_ON | ||||
|             float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; | ||||
|             faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); | ||||
|         #endif | ||||
|  | ||||
|         #if UNDERLAY_INNER | ||||
|             float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; | ||||
|             faceColor += input.underlayColor * (1 - saturate(d - bBias)) * 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 | ||||
|             float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); | ||||
|             half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); | ||||
|             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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