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DMD2542-Project02-AdamSkawinski/RPG/Assets/Materials/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader
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Shader "TextMeshPro/Mobile/Bitmap" { | |
Properties { | |
_MainTex ("Font Atlas", 2D) = "white" {} | |
_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 | |
_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 Off | |
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" | |
} |