Shader "TextMeshPro Fixed/Distance Field" { 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 _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 _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(-1,1)) = 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 _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) _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 _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 _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 _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 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 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 { float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct pixel_t { float4 position : SV_POSITION; fixed4 color : COLOR; float2 atlas : TEXCOORD0; // Atlas float4 param : TEXCOORD1; // alphaClip, scale, bias, weight float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD4; // u,v, scale, bias fixed4 underlayColor : COLOR1; #endif float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; pixel_t VertShader(vertex_t input) { float bold = step(input.texcoord1.y, 0); float4 vert = input.position; 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 bias =(.5 - weight) + (.5 / scale); float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; float bScale = scale; bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); 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); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Support for texture tiling and offset float2 textureUV = UnpackUV(input.texcoord1.x); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); pixel_t output = { vPosition, input.color, input.texcoord0, float4(alphaClip, scale, bias, weight), half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), #if (UNDERLAY_ON || UNDERLAY_INNER) float4(input.texcoord0 + bOffset, bScale, bBias), underlayColor, #endif float4(faceUV, outlineUV), }; return output; } fixed4 PixShader(pixel_t input) : SV_Target { float c = tex2D(_MainTex, input.atlas).a; #ifndef UNDERLAY_ON clip(c - input.param.x); #endif float scale = input.param.y; float bias = input.param.z; float weight = input.param.w; 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 = GetColorOutline(sd, 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 float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); #endif #if UNDERLAY_INNER float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * 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 half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); faceColor *= m.x * m.y; #endif #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); #endif return faceColor * input.color.a; } 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 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 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 { float4 position : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct pixel_t { float4 position : SV_POSITION; fixed4 color : COLOR; float2 atlas : TEXCOORD0; // Atlas float4 param : TEXCOORD1; // alphaClip, scale, bias, weight float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float3 viewDir : TEXCOORD3; // #if (UNDERLAY_ON || UNDERLAY_INNER) // float4 texcoord2 : TEXCOORD4; // u,v, scale, bias // fixed4 underlayColor : COLOR1; // #endif float4 textures : TEXCOORD5; }; // Used by Unity internally to handle Texture Tiling and Offset. float4 _FaceTex_ST; float4 _OutlineTex_ST; pixel_t VertShader(vertex_t input) { float bold = step(input.texcoord1.y, 0); float4 vert = input.position; 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 bias =(.5 - weight) + (.5 / scale); float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); #if GLOW_ON alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); #endif alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; // #if (UNDERLAY_ON || UNDERLAY_INNER) // float4 underlayColor = _UnderlayColor; // underlayColor.rgb *= underlayColor.a; // float bScale = scale; // bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); // float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); // 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); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); // Support for texture tiling and offset float2 textureUV = UnpackUV(input.texcoord1.x); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); pixel_t output = { vPosition, input.color, input.texcoord0, float4(alphaClip, scale, bias, weight), half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), // #if (UNDERLAY_ON || UNDERLAY_INNER) // float4(input.texcoord0 + bOffset, bScale, bBias), // underlayColor, // #endif float4(faceUV, outlineUV), }; return output; } fixed4 PixShader(pixel_t input) : SV_Target { float c = tex2D(_MainTex, input.atlas).a; // #ifndef UNDERLAY_ON // clip(c - input.param.x); // #endif float scale = input.param.y; float bias = input.param.z; float weight = input.param.w; 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 = GetColorBase(sd, faceColor, 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 // float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; // faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); // #endif // #if UNDERLAY_INNER // float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; // faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * 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 // half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); // 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" }