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							| @@ -0,0 +1,157 @@ | ||||
| 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	faceColor		: COLOR; | ||||
|     float4	outlineColor	: COLOR1; | ||||
|     float4	texcoord0		: TEXCOORD0; | ||||
|     float4	param			: TEXCOORD1;		// weight, scaleRatio | ||||
|     float2	mask			: TEXCOORD2; | ||||
|     #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|     float4	texcoord2		: TEXCOORD3; | ||||
|     float4	underlayColor	: COLOR2; | ||||
|     #endif | ||||
| }; | ||||
|  | ||||
| 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; | ||||
|  | ||||
|     // Generate UV for the Masking Texture | ||||
|     float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | ||||
|     float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); | ||||
|  | ||||
|     float4 color = input.color; | ||||
|     #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) | ||||
|     color = SRGBToLinear(input.color); | ||||
|     #endif | ||||
|  | ||||
|     float opacity = color.a; | ||||
|     #if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
|     opacity = 1.0; | ||||
|     #endif | ||||
|  | ||||
|     float4 faceColor = float4(color.rgb, opacity) * _FaceColor; | ||||
|     faceColor.rgb *= faceColor.a; | ||||
|  | ||||
|     float4 outlineColor = _OutlineColor; | ||||
|     outlineColor.a *= opacity; | ||||
|     outlineColor.rgb *= outlineColor.a; | ||||
|  | ||||
|     output.position = vPosition; | ||||
|     output.faceColor = faceColor; | ||||
|     output.outlineColor = outlineColor; | ||||
|     output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); | ||||
|     output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); | ||||
|  | ||||
|     float2 mask = float2(0, 0); | ||||
|     #if UNITY_UI_CLIP_RECT | ||||
|     mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; | ||||
|     #endif | ||||
|     output.mask = mask; | ||||
|  | ||||
|     #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|     float4 underlayColor = _UnderlayColor; | ||||
|     underlayColor.rgb *= underlayColor.a; | ||||
|  | ||||
|     float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | ||||
|     float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | ||||
|  | ||||
|     output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); | ||||
|     output.underlayColor = underlayColor; | ||||
|     #endif | ||||
|  | ||||
|     return output; | ||||
| } | ||||
|  | ||||
| float4 PixShader(pixel_t input) : SV_Target | ||||
| { | ||||
|     UNITY_SETUP_INSTANCE_ID(input); | ||||
|  | ||||
|     float d = tex2D(_MainTex, input.texcoord0.xy).a; | ||||
|  | ||||
|     float2 UV = input.texcoord0.xy; | ||||
|     float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; | ||||
|  | ||||
|     #if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
|     float layerScale = scale; | ||||
|     layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); | ||||
|     float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); | ||||
|     #endif | ||||
|  | ||||
|     scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); | ||||
|  | ||||
|     float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); | ||||
|  | ||||
|     #ifdef OUTLINE_ON | ||||
|     float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); | ||||
|     faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); | ||||
|     faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); | ||||
|     #endif | ||||
|  | ||||
|     #if UNDERLAY_ON | ||||
|     d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; | ||||
|     faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); | ||||
|     #endif | ||||
|  | ||||
|     #if UNDERLAY_INNER | ||||
|     float bias = input.param.x * scale - 0.5; | ||||
|     float sd = saturate(d * scale - bias - input.param.z); | ||||
|     d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; | ||||
|     faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); | ||||
|     #endif | ||||
|  | ||||
|     #ifdef MASKING | ||||
|     float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); | ||||
|     float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; | ||||
|     a = saturate(t / _MaskEdgeSoftness); | ||||
|     faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); | ||||
|     faceColor *= 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)); | ||||
|     float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); | ||||
|     faceColor *= m.x * m.y; | ||||
|     #endif | ||||
|  | ||||
|     #if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
|     faceColor *= input.texcoord2.z; | ||||
|     #endif | ||||
|  | ||||
|     #if UNITY_UI_ALPHACLIP | ||||
|     clip(faceColor.a - 0.001); | ||||
|     #endif | ||||
|  | ||||
|     return faceColor; | ||||
| } | ||||
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