// Simplified SDF shader: // - No Shading Option (bevel / bump / env map) // - No Glow Option // - Softness is applied on both side of the outline Shader "TextMeshPro Fixed/Mobile/Distance Field" { Properties { _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _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 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 _WeightNormal ("Weight Normal", float) = 0 _WeightBold ("Weight Bold", float) = .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 _ScaleX ("Scale X", float) = 1 _ScaleY ("Scale Y", float) = 1 _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 _VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0 _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 _ColorMask ("Color Mask", Float) = 15 } SubShader { Name "Outline" 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 vertex VertShader #pragma fragment PixShader #pragma shader_feature __ OUTLINE_ON #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityCG.cginc" #include "UnityUI.cginc" #include "TMPro_Properties.cginc" struct vertex_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct pixel_t { float4 vertex : SV_POSITION; fixed4 faceColor : COLOR; fixed4 outlineColor : COLOR1; float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) #if (UNDERLAY_ON | UNDERLAY_INNER) float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) #endif }; pixel_t VertShader(vertex_t input) { float bold = step(input.texcoord1.y, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; vert.y += _VertexOffsetY; float4 vPosition = UnityObjectToClipPos(vert); 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 * 1.5; if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; float layerScale = scale; scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); float bias = (0.5 - weight) * scale - 0.5; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; float opacity = input.color.a; #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; #endif fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; faceColor.rgb *= faceColor.a; fixed4 outlineColor = _OutlineColor; outlineColor.a *= opacity; outlineColor.rgb *= outlineColor.a; outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); #if (UNDERLAY_ON | UNDERLAY_INNER) layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float2 layerOffset = float2(x, y); #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Structure for pixel shader pixel_t output = { vPosition, faceColor, outlineColor, float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), half4(scale, bias - outline, bias + outline, bias), half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), #if (UNDERLAY_ON | UNDERLAY_INNER) float4(input.texcoord0 + layerOffset, input.color.a, 0), half2(layerScale, layerBias), #endif }; return output; } // PIXEL SHADER fixed4 PixShader(pixel_t input) : SV_Target { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); #ifdef OUTLINE_ON c = input.outlineColor; c *= saturate(d - input.param.y); #endif #if UNDERLAY_ON d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); #endif #if UNDERLAY_INNER half sd = saturate(d - input.param.z); d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); #endif // // Alternative implementation to UnityGet2DClipping with support for softness. #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 #if (UNDERLAY_ON | UNDERLAY_INNER) c *= input.texcoord1.z; #endif #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); #endif return c; } ENDCG } Name "Base" 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 vertex VertShader #pragma fragment PixShader // #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityCG.cginc" #include "UnityUI.cginc" #include "TMPro_Properties.cginc" struct vertex_t { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct pixel_t { float4 vertex : SV_POSITION; fixed4 faceColor : COLOR; float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) // #if (UNDERLAY_ON | UNDERLAY_INNER) // float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved // half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) // #endif }; pixel_t VertShader(vertex_t input) { float bold = step(input.texcoord1.y, 0); float4 vert = input.vertex; vert.x += _VertexOffsetX; vert.y += _VertexOffsetY; float4 vPosition = UnityObjectToClipPos(vert); 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 * 1.5; if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; float layerScale = scale; float bias = (0.5 - weight) * scale - 0.5; float opacity = input.color.a; // #if (UNDERLAY_ON | UNDERLAY_INNER) // opacity = 1.0; // #endif fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; faceColor.rgb *= faceColor.a; // #if (UNDERLAY_ON | UNDERLAY_INNER) // layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); // float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); // float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; // float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; // float2 layerOffset = float2(x, y); // #endif // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Structure for pixel shader pixel_t output = { vPosition, faceColor, float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), half4(scale, bias, bias, bias), half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), // #if (UNDERLAY_ON | UNDERLAY_INNER) // float4(input.texcoord0 + layerOffset, input.color.a, 0), // half2(layerScale, layerBias), // #endif }; return output; } // PIXEL SHADER fixed4 PixShader(pixel_t input) : SV_Target { half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half4 c = input.faceColor * saturate(d - input.param.w); // #if UNDERLAY_ON // d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; // c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); // #endif // #if UNDERLAY_INNER // half sd = saturate(d - input.param.z); // d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; // c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); // #endif // Alternative implementation to UnityGet2DClipping with support for softness. #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 // #if (UNDERLAY_ON | UNDERLAY_INNER) // c *= input.texcoord1.z; // #endif #if UNITY_UI_ALPHACLIP clip(c.a - 0.001); #endif return c; } ENDCG } } CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" }