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								Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
									
									
									
									
									
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								Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
									
									
									
									
									
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							| @@ -0,0 +1,145 @@ | ||||
| Shader "TextMeshPro/Mobile/Bitmap" { | ||||
|  | ||||
| Properties { | ||||
| 	_MainTex		("Font Atlas", 2D) = "white" {} | ||||
| 	[HDR]_Color		("Text Color", Color) = (1,1,1,1) | ||||
| 	_DiffusePower	("Diffuse Power", Range(1.0,4.0)) = 1.0 | ||||
|  | ||||
| 	_VertexOffsetX("Vertex OffsetX", float) = 0 | ||||
| 	_VertexOffsetY("Vertex OffsetY", float) = 0 | ||||
| 	_MaskSoftnessX("Mask SoftnessX", float) = 0 | ||||
| 	_MaskSoftnessY("Mask SoftnessY", float) = 0 | ||||
|  | ||||
| 	_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) | ||||
|  | ||||
| 	_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] | ||||
| 	} | ||||
|  | ||||
|  | ||||
| 	Lighting Off | ||||
| 	Cull [_CullMode] | ||||
| 	ZTest [unity_GUIZTestMode] | ||||
| 	ZWrite Off | ||||
| 	Fog { Mode Off } | ||||
| 	Blend SrcAlpha OneMinusSrcAlpha | ||||
| 	ColorMask[_ColorMask] | ||||
|  | ||||
| 	Pass { | ||||
| 		CGPROGRAM | ||||
| 		#pragma vertex vert | ||||
| 		#pragma fragment frag | ||||
| 		#pragma fragmentoption ARB_precision_hint_fastest | ||||
|  | ||||
| 		#pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
| 		#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
|  | ||||
|  | ||||
| 		#include "UnityCG.cginc" | ||||
|  | ||||
| 		struct appdata_t { | ||||
| 			float4 vertex : POSITION; | ||||
| 			fixed4 color : COLOR; | ||||
| 			float2 texcoord0 : TEXCOORD0; | ||||
| 			float2 texcoord1 : TEXCOORD1; | ||||
| 		}; | ||||
|  | ||||
| 		struct v2f { | ||||
| 			float4 vertex		: POSITION; | ||||
| 			fixed4 color		: COLOR; | ||||
| 			float2 texcoord0	: TEXCOORD0; | ||||
| 			float4 mask			: TEXCOORD2; | ||||
| 		}; | ||||
|  | ||||
| 		sampler2D 	_MainTex; | ||||
| 		fixed4		_Color; | ||||
| 		float		_DiffusePower; | ||||
|  | ||||
| 		uniform float		_VertexOffsetX; | ||||
| 		uniform float		_VertexOffsetY; | ||||
| 		uniform float4		_ClipRect; | ||||
| 		uniform float		_MaskSoftnessX; | ||||
| 		uniform float		_MaskSoftnessY; | ||||
|  | ||||
| 		v2f vert (appdata_t v) | ||||
| 		{ | ||||
| 			v2f OUT; | ||||
| 			float4 vert = v.vertex; | ||||
| 			vert.x += _VertexOffsetX; | ||||
| 			vert.y += _VertexOffsetY; | ||||
|  | ||||
| 			vert.xy += (vert.w * 0.5) / _ScreenParams.xy; | ||||
|  | ||||
| 			OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); | ||||
| 			OUT.color = v.color; | ||||
| 			OUT.color *= _Color; | ||||
| 			OUT.color.rgb *= _DiffusePower; | ||||
| 			OUT.texcoord0 = v.texcoord0; | ||||
|  | ||||
| 			float2 pixelSize = OUT.vertex.w; | ||||
| 			//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); | ||||
|  | ||||
| 			// Clamp _ClipRect to 16bit. | ||||
| 			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | ||||
| 			OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); | ||||
|  | ||||
| 			return OUT; | ||||
| 		} | ||||
|  | ||||
| 		fixed4 frag (v2f IN) : COLOR | ||||
| 		{ | ||||
| 			fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); | ||||
|  | ||||
| 			// Alternative implementation to UnityGet2DClipping with support for softness. | ||||
| 			#if UNITY_UI_CLIP_RECT | ||||
| 				half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); | ||||
| 				color *= m.x * m.y; | ||||
| 			#endif | ||||
|  | ||||
| 			#if UNITY_UI_ALPHACLIP | ||||
| 				clip(color.a - 0.001); | ||||
| 			#endif | ||||
|  | ||||
| 			return color; | ||||
| 		} | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
|  | ||||
| SubShader { | ||||
| 	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | ||||
| 	Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } | ||||
| 	Blend SrcAlpha OneMinusSrcAlpha | ||||
| 	BindChannels { | ||||
| 		Bind "Color", color | ||||
| 		Bind "Vertex", vertex | ||||
| 		Bind "TexCoord", texcoord0 | ||||
| 	} | ||||
| 	Pass { | ||||
| 		SetTexture [_MainTex] { | ||||
| 			constantColor [_Color] combine constant * primary, constant * texture | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" | ||||
| } | ||||
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