changes
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f98eb96584
commit
2816ca2aff
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@ -1,93 +1,81 @@
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Shader "QO/Effect/Mosaic" {
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Shader "QO/Effect/Mosaic"
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Properties {
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{
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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Properties
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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{
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_X ("x pixels", Float) = 0
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_tex0("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_Y ("y pixels", Float) = 0
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_tex1("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_MX ("min x pixels", Float) = 16
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_X("x pixels", Float) = 0
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_MY ("min y pixels", Float) = 9
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_Y("y pixels", Float) = 0
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_time ("time rate", Range(0,1)) = 0
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_MX("min x pixels", Float) = 16
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}
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_MY("min y pixels", Float) = 9
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SubShader {
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_time("time rate", Range(0,1)) = 0
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}
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SubShader
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{
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LOD 200
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
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Pass {
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Blend SrcAlpha OneMinusSrcAlpha
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Program "vp" {
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Lighting Off
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SubProgram "gles " {
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"!!GLES
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Pass
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{
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ZTest Always ZWrite Off
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Fog { Mode off }
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#ifdef VERTEX
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varying mediump vec4 xlv_TEXCOORD0;
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CGPROGRAM
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varying lowp vec4 xlv_COLOR0;
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#pragma vertex vert_img
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uniform highp mat4 glstate_matrix_mvp;
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#pragma fragment frag
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attribute vec4 _glesMultiTexCoord0;
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#pragma fragmentoption ARB_precision_hint_fastest
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attribute vec4 _glesVertex;
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#include "UnityCG.cginc"
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void main ()
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{
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gl_Position = (glstate_matrix_mvp * _glesVertex);
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xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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xlv_TEXCOORD0 = _glesMultiTexCoord0;
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}
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uniform sampler2D _tex0;
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uniform sampler2D _tex1;
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uniform float _X;
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uniform float _Y;
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uniform float _MX;
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uniform float _MY;
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uniform float _time;
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#endif
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#ifdef FRAGMENT
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varying mediump vec4 xlv_TEXCOORD0;
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fixed4 frag(v2f_img i) :COLOR
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uniform mediump float _time;
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{
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uniform mediump float _MY;
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//Setup for UV
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uniform mediump float _MX;
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float tmpvar_1 = (1.0 - sin(mul(_time,3.14)));
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uniform mediump float _Y;
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float tmpvar_2 = mul(tmpvar_1, _X) + _MX;
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uniform mediump float _X;
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float tmpvar_3 = mul(tmpvar_1, _Y) + _MY;
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uniform sampler2D _tex1;
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float tmpvar_4_x = float(max(0.0, min(1.0, floor(mul(i.uv.x, tmpvar_2)) / tmpvar_2)));
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uniform sampler2D _tex0;
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float tmpvar_4_y = float(max(0.0, min(1.0, floor(mul(i.uv.y, tmpvar_3)) / tmpvar_3)));
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void main ()
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float2 tmpvar_4 = float2(tmpvar_4_x, tmpvar_4_y);
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{
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mediump float tmpvar_1;
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tmpvar_1 = (1.0 - sin((_time * 3.14)));
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mediump float tmpvar_2;
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tmpvar_2 = ((tmpvar_1 * _X) + _MX);
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mediump float tmpvar_3;
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tmpvar_3 = ((tmpvar_1 * _Y) + _MY);
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mediump vec2 tmpvar_4;
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tmpvar_4.x = max (0.0, min (1.0, (floor((xlv_TEXCOORD0.x * tmpvar_2)) / tmpvar_2)));
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tmpvar_4.y = max (0.0, min (1.0, (floor((xlv_TEXCOORD0.y * tmpvar_3)) / tmpvar_3)));
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lowp vec4 tmpvar_5;
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tmpvar_5 = texture2D (_tex0, tmpvar_4);
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mediump float tmpvar_6;
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mediump float t_7;
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t_7 = max (min ((((1.0 - _time) - 0.45) / 0.11), 1.0), 0.0);
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tmpvar_6 = (t_7 * (t_7 * (3.0 - (2.0 * t_7))));
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mediump vec4 tmpvar_8;
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tmpvar_8.xyz = tmpvar_5.xyz;
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tmpvar_8.w = tmpvar_6;
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lowp vec4 tmpvar_9;
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tmpvar_9 = texture2D (_tex1, tmpvar_4);
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mediump vec4 tmpvar_10;
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tmpvar_10.xyz = tmpvar_9.xyz;
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tmpvar_10.w = (1.0 - tmpvar_6);
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mediump vec4 tmpvar_11;
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tmpvar_11.xyz = ((tmpvar_8.xyz * tmpvar_6) + (tmpvar_10.xyz * tmpvar_10.w));
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tmpvar_11.w = (tmpvar_6 + tmpvar_10.w);
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gl_FragData[0] = tmpvar_11;
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}
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//Textures
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float4 tmpvar_5 = tex2D(_tex0, tmpvar_4);
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float4 tmpvar_9 = tex2D(_tex1, tmpvar_4);
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//Setup for 6
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float t_7 = max(min((((1 - _time) - 0.45) / 0.11), 1.0), 0.0);
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float tmpvar_6 = mul(t_7 , mul(t_7 , (3.0 - mul(2.0 , t_7))));
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#endif"
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//Setup for 8
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}
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float4 tmpvar_8 = float4(tmpvar_5.x, tmpvar_5.y, tmpvar_5.z, tmpvar_6);
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}
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Program "fp" {
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//Setup for 10
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SubProgram "gles " {
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float4 tmpvar_10 = float4(tmpvar_9.x, tmpvar_9.y, tmpvar_9.z, (1.0 - tmpvar_6));
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"!!GLES"
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}
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//Final output
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}
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float3 tmpvar_11_xyz = ((float3(tmpvar_8.x, tmpvar_8.y, tmpvar_8.z) * tmpvar_6) + (float3(tmpvar_10.x, tmpvar_10.y, tmpvar_10.z) * tmpvar_10.w));
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float tmpvar_11_w = (tmpvar_6 + tmpvar_10.w);
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float4 tmpvar_11 = float4(tmpvar_11_xyz.x, tmpvar_11_xyz.y, tmpvar_11_xyz.z, tmpvar_11_w);
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//Return output
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return tmpvar_11;
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}
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}
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}
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Fallback "VertexLit"
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ENDCG
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}
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}
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FallBack off
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}
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}
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@ -1,85 +0,0 @@
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Shader "QO/Effect/CrossFade1" {
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Properties {
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_time ("_time : TimeRate", Range(0,1)) = 0
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}
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SubShader {
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Pass {
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Program "vp" {
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SubProgram "gles " {
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"!!GLES
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#ifdef VERTEX
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varying lowp vec2 xlv_TEXCOORD0;
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varying lowp vec4 xlv_COLOR0;
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uniform highp mat4 glstate_matrix_mvp;
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attribute vec4 _glesMultiTexCoord0;
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attribute vec4 _glesVertex;
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void main ()
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{
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lowp vec2 tmpvar_1;
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highp vec2 tmpvar_2;
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tmpvar_2 = _glesMultiTexCoord0.xy;
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tmpvar_1 = tmpvar_2;
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gl_Position = (glstate_matrix_mvp * _glesVertex);
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xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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xlv_TEXCOORD0 = tmpvar_1;
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}
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#endif
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#ifdef FRAGMENT
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varying lowp vec2 xlv_TEXCOORD0;
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uniform lowp float _time;
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uniform sampler2D _tex1;
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uniform sampler2D _tex0;
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void main ()
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{
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mediump vec4 t0_1;
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highp float alpha_2;
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mediump vec4 toImage_3;
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mediump vec4 fromImage_4;
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lowp vec4 tmpvar_5;
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tmpvar_5 = texture2D (_tex0, xlv_TEXCOORD0);
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fromImage_4 = tmpvar_5;
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lowp vec4 tmpvar_6;
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tmpvar_6 = texture2D (_tex1, xlv_TEXCOORD0);
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toImage_3 = tmpvar_6;
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lowp float tmpvar_7;
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tmpvar_7 = min (1.0, max (0.0, _time));
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mediump float tmpvar_8;
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tmpvar_8 = (fromImage_4.w * (1.0 - tmpvar_7));
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alpha_2 = tmpvar_8;
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highp vec4 tmpvar_9;
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tmpvar_9.xyz = (fromImage_4.xyz * alpha_2);
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tmpvar_9.w = alpha_2;
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t0_1 = tmpvar_9;
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mediump vec4 tmpvar_10;
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tmpvar_10.w = 1.0;
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tmpvar_10.xyz = (t0_1.xyz + (toImage_3.xyz * (1.0 - t0_1.w)));
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gl_FragData[0] = tmpvar_10;
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}
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#endif"
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}
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}
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Program "fp" {
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SubProgram "gles " {
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"!!GLES"
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}
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}
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}
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}
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Fallback "VertexLit"
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}
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@ -1,98 +0,0 @@
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Shader "QO/Effect/Transition1" {
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Properties {
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_tex2 ("_tex2 : Pattern (GrayScale)", 2D) = "white" {}
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_time ("_time : TimeRate", Range(0,1)) = 0
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_grad ("_grad : Gradation Level", Float) = 0.1
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}
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SubShader {
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Pass {
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Program "vp" {
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SubProgram "gles " {
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"!!GLES
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#ifdef VERTEX
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varying lowp vec2 xlv_TEXCOORD0;
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varying lowp vec4 xlv_COLOR0;
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uniform highp mat4 glstate_matrix_mvp;
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attribute vec4 _glesMultiTexCoord0;
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attribute vec4 _glesVertex;
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void main ()
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{
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lowp vec2 tmpvar_1;
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highp vec2 tmpvar_2;
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tmpvar_2 = _glesMultiTexCoord0.xy;
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tmpvar_1 = tmpvar_2;
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gl_Position = (glstate_matrix_mvp * _glesVertex);
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xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
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xlv_TEXCOORD0 = tmpvar_1;
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}
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#endif
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#ifdef FRAGMENT
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varying lowp vec2 xlv_TEXCOORD0;
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uniform lowp float _grad;
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uniform lowp float _time;
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uniform sampler2D _tex2;
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uniform sampler2D _tex1;
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uniform sampler2D _tex0;
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void main ()
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{
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mediump float grad_1;
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mediump vec4 toImage_2;
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mediump vec4 fromImage_3;
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mediump vec3 trans_4;
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lowp vec3 tmpvar_5;
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tmpvar_5 = texture2D (_tex2, xlv_TEXCOORD0).xyz;
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trans_4 = tmpvar_5;
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lowp vec4 tmpvar_6;
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tmpvar_6.w = 1.0;
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tmpvar_6.xyz = texture2D (_tex0, xlv_TEXCOORD0).xyz;
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fromImage_3 = tmpvar_6;
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lowp vec4 tmpvar_7;
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tmpvar_7.w = 1.0;
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tmpvar_7.xyz = texture2D (_tex1, xlv_TEXCOORD0).xyz;
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toImage_2 = tmpvar_7;
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lowp float tmpvar_8;
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tmpvar_8 = (_grad * 0.5);
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grad_1 = tmpvar_8;
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mediump float tmpvar_9;
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tmpvar_9 = max (0.0, (trans_4.x - grad_1));
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mediump float t_10;
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t_10 = max (min (((_time - tmpvar_9) / (min (1.0, (trans_4.x + grad_1)) - tmpvar_9)), 1.0), 0.0);
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mediump vec4 tmpvar_11;
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tmpvar_11.xyz = toImage_2.xyz;
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tmpvar_11.w = (toImage_2.w * (t_10 * (t_10 * (3.0 - (2.0 * t_10)))));
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mediump vec4 tmpvar_12;
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tmpvar_12.xyz = fromImage_3.xyz;
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tmpvar_12.w = (1.0 - tmpvar_11.w);
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mediump vec4 tmpvar_13;
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tmpvar_13.xyz = ((toImage_2.xyz * tmpvar_11.w) + (fromImage_3.xyz * tmpvar_12.w));
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tmpvar_13.w = (tmpvar_11.w + tmpvar_12.w);
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gl_FragData[0] = tmpvar_13;
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}
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#endif"
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}
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}
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Program "fp" {
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SubProgram "gles " {
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"!!GLES"
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}
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}
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}
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}
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Fallback "VertexLit"
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}
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@ -1,127 +1,90 @@
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Shader "QO/Effect/Ripple" {
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Shader "QO/Effect/Ripple"
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Properties {
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{
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_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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Properties
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_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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{
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_time ("_time : time rate", Range(0,1)) = 0
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_tex0("_tex0 : Original Image (RGBA)", 2D) = "white" {}
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_pow ("_pow : screen wave power", Float) = 2
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_tex1("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
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_w ("_w : ripple wave width", Float) = 1.5
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_time("time rate", Range(0,1)) = 0
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_h ("_h : ripple wave height", Float) = 5
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_pow("_pow : screen wave power", Float) = 2
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_speed ("_speed : ripple wave speed", Float) = 2
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_w("_w : ripple wave width", Float) = 1.5
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}
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_h("_h : ripple wave height", Float) = 5
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SubShader {
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_speed("_speed : ripple wave speed", Float) = 2
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}
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SubShader
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{
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LOD 200
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LOD 200
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
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Pass {
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Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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Blend SrcAlpha OneMinusSrcAlpha
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Program "vp" {
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Lighting Off
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SubProgram "gles " {
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"!!GLES
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Pass
|
||||||
|
{
|
||||||
|
ZTest Always ZWrite Off
|
||||||
|
Fog { Mode off }
|
||||||
|
|
||||||
#ifdef VERTEX
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
CGPROGRAM
|
||||||
varying lowp vec4 xlv_COLOR0;
|
#pragma vertex vert_img
|
||||||
uniform highp mat4 glstate_matrix_mvp;
|
#pragma fragment frag
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
attribute vec4 _glesVertex;
|
#include "UnityCG.cginc"
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
mediump vec2 tmpvar_1;
|
|
||||||
highp vec2 tmpvar_2;
|
|
||||||
tmpvar_2 = _glesMultiTexCoord0.xy;
|
|
||||||
tmpvar_1 = tmpvar_2;
|
|
||||||
gl_Position = (glstate_matrix_mvp * _glesVertex);
|
|
||||||
xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
uniform sampler2D _tex0;
|
||||||
|
uniform sampler2D _tex1;
|
||||||
|
uniform float _time;
|
||||||
|
uniform float _w;
|
||||||
|
uniform float _h;
|
||||||
|
uniform float _pow;
|
||||||
|
uniform float _speed;
|
||||||
|
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform mediump float _speed;
|
|
||||||
uniform mediump float _w;
|
|
||||||
uniform mediump float _h;
|
|
||||||
uniform mediump float _pow;
|
|
||||||
uniform mediump float _time;
|
|
||||||
uniform sampler2D _tex1;
|
|
||||||
uniform sampler2D _tex0;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
lowp float check2_1;
|
|
||||||
lowp float check1_2;
|
|
||||||
mediump vec2 tmpvar_3;
|
|
||||||
tmpvar_3.x = (xlv_TEXCOORD0.x - 0.5);
|
|
||||||
tmpvar_3.y = ((xlv_TEXCOORD0.y - 0.5) * 0.5625);
|
|
||||||
mediump float tmpvar_4;
|
|
||||||
tmpvar_4 = (_time * _speed);
|
|
||||||
mediump float tmpvar_5;
|
|
||||||
tmpvar_5 = sqrt(dot (tmpvar_3, tmpvar_3));
|
|
||||||
mediump float tmpvar_6;
|
|
||||||
tmpvar_6 = (tmpvar_4 - (_w * 0.01));
|
|
||||||
mediump float tmpvar_7;
|
|
||||||
tmpvar_7 = ((_time - 0.25) * _speed);
|
|
||||||
mediump float tmpvar_8;
|
|
||||||
tmpvar_8 = sqrt(dot (tmpvar_3, tmpvar_3));
|
|
||||||
mediump float tmpvar_9;
|
|
||||||
tmpvar_9 = (tmpvar_7 - (_w * 0.01));
|
|
||||||
mediump float tmpvar_10;
|
|
||||||
tmpvar_10 = ((_time - 0.5) * _speed);
|
|
||||||
mediump float tmpvar_11;
|
|
||||||
tmpvar_11 = sqrt(dot (tmpvar_3, tmpvar_3));
|
|
||||||
mediump float tmpvar_12;
|
|
||||||
tmpvar_12 = (tmpvar_10 - (_w * 0.01));
|
|
||||||
mediump float tmpvar_13;
|
|
||||||
tmpvar_13 = ((_time - 0.75) * _speed);
|
|
||||||
mediump float tmpvar_14;
|
|
||||||
tmpvar_14 = sqrt(dot (tmpvar_3, tmpvar_3));
|
|
||||||
mediump float tmpvar_15;
|
|
||||||
tmpvar_15 = (tmpvar_13 - (_w * 0.01));
|
|
||||||
mediump float tmpvar_16;
|
|
||||||
tmpvar_16 = (1.0 - _time);
|
|
||||||
mediump vec2 tmpvar_17;
|
|
||||||
tmpvar_17 = ((((((tmpvar_3 * ((sin((((tmpvar_4 - tmpvar_5) / (tmpvar_4 - tmpvar_6)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_5 - tmpvar_6) >= 0.0)) + float(((tmpvar_4 - tmpvar_5) >= 0.0))) >= 2.0))) + ((tmpvar_3 * ((sin((((tmpvar_7 - tmpvar_8) / (tmpvar_7 - tmpvar_9)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_8 - tmpvar_9) >= 0.0)) + float(((tmpvar_7 - tmpvar_8) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_10 - tmpvar_11) / (tmpvar_10 - tmpvar_12)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_11 - tmpvar_12) >= 0.0)) + float(((tmpvar_10 - tmpvar_11) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_13 - tmpvar_14) / (tmpvar_13 - tmpvar_15)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_14 - tmpvar_15) >= 0.0)) + float(((tmpvar_13 - tmpvar_14) >= 0.0))) >= 2.0)))) * tmpvar_16);
|
|
||||||
mediump vec2 tmpvar_18;
|
|
||||||
tmpvar_18 = (xlv_TEXCOORD0 + (((tmpvar_3 * (sin((50.2654 * (sqrt(dot (tmpvar_3, tmpvar_3)) * _time))) * (_pow * 0.01))) * tmpvar_16) + tmpvar_17));
|
|
||||||
mediump float tmpvar_19;
|
|
||||||
tmpvar_19 = float((-0.01 >= (xlv_TEXCOORD0.y + tmpvar_17.y)));
|
|
||||||
check1_2 = tmpvar_19;
|
|
||||||
mediump float tmpvar_20;
|
|
||||||
tmpvar_20 = float((-0.01 >= (1.0 - (xlv_TEXCOORD0.y + tmpvar_17.y))));
|
|
||||||
check2_1 = tmpvar_20;
|
|
||||||
lowp float tmpvar_21;
|
|
||||||
tmpvar_21 = float((0.0 >= (check1_2 + check2_1)));
|
|
||||||
lowp vec4 tmpvar_22;
|
|
||||||
tmpvar_22 = texture2D (_tex0, tmpvar_18);
|
|
||||||
mediump vec4 tmpvar_23;
|
|
||||||
tmpvar_23.xyz = tmpvar_22.xyz;
|
|
||||||
tmpvar_23.w = (1.0 - _time);
|
|
||||||
lowp vec4 tmpvar_24;
|
|
||||||
tmpvar_24 = texture2D (_tex1, tmpvar_18);
|
|
||||||
mediump vec4 tmpvar_25;
|
|
||||||
tmpvar_25.xyz = tmpvar_24.xyz;
|
|
||||||
tmpvar_25.w = (1.0 - tmpvar_23.w);
|
|
||||||
mediump vec4 tmpvar_26;
|
|
||||||
tmpvar_26.xyz = (((tmpvar_23.xyz * tmpvar_23.w) + (tmpvar_25.xyz * tmpvar_25.w)) * tmpvar_21);
|
|
||||||
tmpvar_26.w = (tmpvar_23.w + tmpvar_25.w);
|
|
||||||
gl_FragData[0] = tmpvar_26;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
fixed4 frag(v2f_img i) :COLOR
|
||||||
|
{
|
||||||
|
|
||||||
|
float2 tmpvar_3 = float2((i.uv.x - 0.5), ((i.uv.y - 0.5) * 0.5625));
|
||||||
|
|
||||||
#endif"
|
float tmpvar_4 = (_time * _speed);
|
||||||
}
|
float tmpvar_5 = sqrt(dot(tmpvar_3, tmpvar_3));
|
||||||
}
|
float tmpvar_6 = (tmpvar_4 - (_w * 0.01));
|
||||||
Program "fp" {
|
float tmpvar_7 = ((_time - 0.25) * _speed);
|
||||||
SubProgram "gles " {
|
float tmpvar_8 = sqrt(dot(tmpvar_3, tmpvar_3));
|
||||||
"!!GLES"
|
float tmpvar_9 = (tmpvar_7 - (_w * 0.01));
|
||||||
}
|
float tmpvar_10 = ((_time - 0.5) * _speed);
|
||||||
}
|
float tmpvar_11 = sqrt(dot(tmpvar_3, tmpvar_3));
|
||||||
|
float tmpvar_12 = (tmpvar_10 - (_w * 0.01));
|
||||||
|
float tmpvar_13 = ((_time - 0.75) * _speed);
|
||||||
|
float tmpvar_14 = sqrt(dot(tmpvar_3, tmpvar_3));
|
||||||
|
float tmpvar_15 = (tmpvar_13 - (_w * 0.01));
|
||||||
|
float tmpvar_16 = (1.0 - _time);
|
||||||
|
float2 tmpvar_17 = ((((((tmpvar_3 * ((sin((((tmpvar_4 - tmpvar_5) / (tmpvar_4 - tmpvar_6)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_5 - tmpvar_6) >= 0.0)) + float(((tmpvar_4 - tmpvar_5) >= 0.0))) >= 2.0))) + ((tmpvar_3 * ((sin((((tmpvar_7 - tmpvar_8) / (tmpvar_7 - tmpvar_9)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_8 - tmpvar_9) >= 0.0)) + float(((tmpvar_7 - tmpvar_8) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_10 - tmpvar_11) / (tmpvar_10 - tmpvar_12)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_11 - tmpvar_12) >= 0.0)) + float(((tmpvar_10 - tmpvar_11) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_13 - tmpvar_14) / (tmpvar_13 - tmpvar_15)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_14 - tmpvar_15) >= 0.0)) + float(((tmpvar_13 - tmpvar_14) >= 0.0))) >= 2.0)))) * tmpvar_16);
|
||||||
|
float2 tmpvar_18 = (i.uv + (((tmpvar_3 * (sin((50.2654 * (sqrt(dot(tmpvar_3, tmpvar_3)) * _time))) * (_pow * 0.01))) * tmpvar_16) + tmpvar_17));
|
||||||
|
float tmpvar_19 = float((-0.01 >= (i.uv.y + tmpvar_17.y)));
|
||||||
|
float check1_2 = tmpvar_19;
|
||||||
|
float tmpvar_20 = float((-0.01 >= (1.0 - (i.uv.y + tmpvar_17.y))));
|
||||||
|
float check2_1 = tmpvar_20;
|
||||||
|
float tmpvar_21 = float((0.0 >= (check1_2 + check2_1)));
|
||||||
|
float4 tmpvar_22 = tex2D (_tex0, tmpvar_18);
|
||||||
|
|
||||||
|
float4 tmpvar_23 = float4(tmpvar_22.x, tmpvar_22.y, tmpvar_22.z, 1.0 - _time);
|
||||||
|
|
||||||
|
float4 tmpvar_24 = tex2D (_tex1, tmpvar_18);
|
||||||
|
|
||||||
|
float4 tmpvar_25 = float4(tmpvar_24.x, tmpvar_24.y, tmpvar_24.z, 1.0 - tmpvar_23.w);
|
||||||
|
|
||||||
|
float3 tmpvar_26_xyz = (((tmpvar_23.xyz * tmpvar_23.w) + (tmpvar_25.xyz * tmpvar_25.w)) * tmpvar_21);
|
||||||
|
float tmpvar_26_w = (tmpvar_23.w + tmpvar_25.w);
|
||||||
|
float4 tmpvar_26 = float4(tmpvar_26_xyz.x, tmpvar_26_xyz.y, tmpvar_26_xyz.z, tmpvar_26_w);
|
||||||
|
|
||||||
|
return tmpvar_26;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
Fallback "VertexLit"
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack off
|
||||||
}
|
}
|
||||||
@ -1,111 +1,71 @@
|
|||||||
Shader "QO/Effect/Wave" {
|
Shader "QO/Effect/Wave"
|
||||||
Properties {
|
{
|
||||||
_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
|
Properties
|
||||||
_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
|
{
|
||||||
_power ("_power : Wave Power", Float) = 0
|
_tex0("_tex0 : Original Image (RGBA)", 2D) = "white" {}
|
||||||
_count ("_count : Go Return Count", Float) = 0
|
_tex1("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
|
||||||
_time ("_time : Time Rate (0 to 1)", Range(0,1)) = 0
|
_power("_power : Wave Power", Float) = 0
|
||||||
}
|
_count("_count : Go Return Count", Float) = 0
|
||||||
SubShader {
|
_time("_time : Time Rate (0 to 1)", Range(0,1)) = 0
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
LOD 200
|
LOD 200
|
||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
|
Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
|
||||||
Pass {
|
|
||||||
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
Program "vp" {
|
Lighting Off
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
ZTest Always ZWrite Off
|
||||||
|
Fog { Mode off }
|
||||||
|
|
||||||
#ifdef VERTEX
|
|
||||||
|
|
||||||
varying lowp vec2 xlv_TEXCOORD0;
|
CGPROGRAM
|
||||||
varying lowp vec4 xlv_COLOR0;
|
#pragma vertex vert_img
|
||||||
uniform highp mat4 glstate_matrix_mvp;
|
#pragma fragment frag
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
attribute vec4 _glesVertex;
|
#include "UnityCG.cginc"
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
lowp vec2 tmpvar_1;
|
|
||||||
highp vec2 tmpvar_2;
|
|
||||||
tmpvar_2 = _glesMultiTexCoord0.xy;
|
|
||||||
tmpvar_1 = tmpvar_2;
|
|
||||||
gl_Position = (glstate_matrix_mvp * _glesVertex);
|
|
||||||
xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
uniform sampler2D _tex0;
|
||||||
|
uniform sampler2D _tex1;
|
||||||
|
uniform float _count;
|
||||||
|
uniform float _power;
|
||||||
|
uniform float _time;
|
||||||
|
|
||||||
#endif
|
fixed4 frag(v2f_img i) :COLOR
|
||||||
#ifdef FRAGMENT
|
{
|
||||||
|
float sin_omega_6 = sin((_time * 3.14159));
|
||||||
|
float theta_5 = (((sin_omega_6 * 3.14159) * (_count * 2.0)) * (0.5 - i.uv.y));
|
||||||
|
float tmpvar_9 = cos(theta_5);
|
||||||
|
float wave_4 = ((tmpvar_9 * sin_omega_6) * _power);
|
||||||
|
float tmpvar_11 = (i.uv.x + wave_4);
|
||||||
|
float2 tmpvar_12 = float2(tmpvar_11, i.uv.y);
|
||||||
|
float check1_3 = float((-0.01 >= tmpvar_11));
|
||||||
|
float check2_2 = float((-0.01 >= (1.0 - tmpvar_11)));
|
||||||
|
float tmpvar_15 = float((0.0 >= (check1_3 + check2_2)));
|
||||||
|
float4 tmpvar_16 = tex2D (_tex0, tmpvar_12);
|
||||||
|
|
||||||
varying lowp vec2 xlv_TEXCOORD0;
|
float4 tmpvar_17 = float4(tmpvar_16.x, tmpvar_16.y, tmpvar_16.z, (1.0 - _time));
|
||||||
uniform highp float _time;
|
|
||||||
uniform highp float _count;
|
|
||||||
uniform highp float _power;
|
|
||||||
uniform sampler2D _tex1;
|
|
||||||
uniform sampler2D _tex0;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
mediump vec4 t0_1;
|
|
||||||
lowp float check2_2;
|
|
||||||
lowp float check1_3;
|
|
||||||
mediump float wave_4;
|
|
||||||
mediump float theta_5;
|
|
||||||
mediump float sin_omega_6;
|
|
||||||
highp float tmpvar_7;
|
|
||||||
tmpvar_7 = sin((_time * 3.14159));
|
|
||||||
sin_omega_6 = tmpvar_7;
|
|
||||||
highp float tmpvar_8;
|
|
||||||
tmpvar_8 = (((sin_omega_6 * 3.14159) * (_count * 2.0)) * (0.5 - xlv_TEXCOORD0.y));
|
|
||||||
theta_5 = tmpvar_8;
|
|
||||||
mediump float tmpvar_9;
|
|
||||||
tmpvar_9 = cos(theta_5);
|
|
||||||
highp float tmpvar_10;
|
|
||||||
tmpvar_10 = ((tmpvar_9 * sin_omega_6) * _power);
|
|
||||||
wave_4 = tmpvar_10;
|
|
||||||
mediump float tmpvar_11;
|
|
||||||
tmpvar_11 = (xlv_TEXCOORD0.x + wave_4);
|
|
||||||
mediump vec2 tmpvar_12;
|
|
||||||
tmpvar_12.x = tmpvar_11;
|
|
||||||
tmpvar_12.y = xlv_TEXCOORD0.y;
|
|
||||||
mediump float tmpvar_13;
|
|
||||||
tmpvar_13 = float((-0.01 >= tmpvar_11));
|
|
||||||
check1_3 = tmpvar_13;
|
|
||||||
mediump float tmpvar_14;
|
|
||||||
tmpvar_14 = float((-0.01 >= (1.0 - tmpvar_11)));
|
|
||||||
check2_2 = tmpvar_14;
|
|
||||||
lowp float tmpvar_15;
|
|
||||||
tmpvar_15 = float((0.0 >= (check1_3 + check2_2)));
|
|
||||||
lowp vec4 tmpvar_16;
|
|
||||||
tmpvar_16 = texture2D (_tex0, tmpvar_12);
|
|
||||||
highp vec4 tmpvar_17;
|
|
||||||
tmpvar_17.xyz = tmpvar_16.xyz;
|
|
||||||
tmpvar_17.w = (1.0 - _time);
|
|
||||||
t0_1 = tmpvar_17;
|
|
||||||
lowp vec4 tmpvar_18;
|
|
||||||
tmpvar_18 = texture2D (_tex1, tmpvar_12);
|
|
||||||
mediump vec4 tmpvar_19;
|
|
||||||
tmpvar_19.xyz = tmpvar_18.xyz;
|
|
||||||
tmpvar_19.w = (1.0 - t0_1.w);
|
|
||||||
mediump vec4 tmpvar_20;
|
|
||||||
tmpvar_20.xyz = (((t0_1.xyz * t0_1.w) + (tmpvar_19.xyz * tmpvar_19.w)) * tmpvar_15);
|
|
||||||
tmpvar_20.w = (t0_1.w + tmpvar_19.w);
|
|
||||||
gl_FragData[0] = tmpvar_20;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
float4 t0_1 = tmpvar_17;
|
||||||
|
float4 tmpvar_18 = tex2D (_tex1, tmpvar_12);
|
||||||
|
|
||||||
|
float4 tmpvar_19 = float4(tmpvar_18.x, tmpvar_18.y, tmpvar_18.z, (1.0 - t0_1.w));
|
||||||
|
|
||||||
#endif"
|
float3 tmpvar_20_xyz = (((t0_1.xyz * t0_1.w) + (tmpvar_19.xyz * tmpvar_19.w)) * tmpvar_15);
|
||||||
}
|
float tmpvar_20_w = (t0_1.w + tmpvar_19.w);
|
||||||
}
|
float4 tmpvar_20 = float4(tmpvar_20_xyz.x, tmpvar_20_xyz.y, tmpvar_20_xyz.z, tmpvar_20_w);
|
||||||
Program "fp" {
|
|
||||||
SubProgram "gles " {
|
return tmpvar_20;
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
Fallback "VertexLit"
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack off
|
||||||
}
|
}
|
||||||
@ -0,0 +1,38 @@
|
|||||||
|
fixed4 SampleYCbCr ( half2 Yuv, half2 CbCruv)
|
||||||
|
{
|
||||||
|
#ifdef UNITY_COMPILER_CG
|
||||||
|
fixed4 YCrCb = fixed4(tex2D (_YTex, Yuv).a + 0.001, tex2D (_CrTex, CbCruv).a + 0.001, tex2D (_CbTex, CbCruv).a + 0.001, 1.0);
|
||||||
|
#else
|
||||||
|
fixed4 YCrCb = fixed4(tex2D (_YTex, Yuv).a, tex2D (_CrTex, CbCruv).a, tex2D (_CbTex, CbCruv).a, 1.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return YCrCb;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
half4 YCbCrToRGB( half4 YCbCr )
|
||||||
|
{
|
||||||
|
//Spent ages on these
|
||||||
|
//www.theora.org/doc/Theora.pdf
|
||||||
|
//R = ((Y - (16.0/255.0)) * (255.0/219.0)) + (2*(1 - 0.299)*((Cr - (128.0/255.0)) * (255.0/244.0)))
|
||||||
|
//G = ((Y - (16.0/255.0)) * (255.0/219.0)) - (2 * (((1 - 0.114)*0.114)/(1 - 0.114 - 0.299)) * ((Cb - (128.0/255.0)) * (255.0/244.0))) - (2 * (((1 - 0.299)*0.299)/(1 - 0.114 - 0.299)) * ((Cr - (128.0/255.0)) * (255.0/244.0)))
|
||||||
|
//B = ((Y - (16.0/255.0)) * (255.0/219.0)) + (2*(1 - 0.114)*((Cb - (128.0/255.0)) * (255.0/244.0)))
|
||||||
|
|
||||||
|
//half4 YCbCr2R = half4(1.16438, 1.4652, 0, -0.808535);
|
||||||
|
//half4 YCbCr2G = half4(1.16438, -0.714136, -0.359651, 0.46594);
|
||||||
|
//half4 YCbCr2B = half4(1.16438, 0,1.85189, -1.00263);
|
||||||
|
|
||||||
|
//However the original ones are more accurate with a colour bar test video
|
||||||
|
half4 YCbCr2R = half4(1.1643828125, 1.59602734375, 0, -.87078515625);
|
||||||
|
half4 YCbCr2G = half4(1.1643828125, -.81296875, -.39176171875, .52959375);
|
||||||
|
half4 YCbCr2B = half4(1.1643828125, 0, 2.017234375, -1.081390625);
|
||||||
|
|
||||||
|
half4 rgbVec;
|
||||||
|
|
||||||
|
rgbVec.x = dot(YCbCr2R, YCbCr);
|
||||||
|
rgbVec.y = dot(YCbCr2G, YCbCr);
|
||||||
|
rgbVec.z = dot(YCbCr2B, YCbCr);
|
||||||
|
rgbVec.w = 1.0f;
|
||||||
|
|
||||||
|
return rgbVec;
|
||||||
|
}
|
||||||
@ -1,73 +0,0 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB Add" {
|
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
|
||||||
}
|
|
||||||
SubShader {
|
|
||||||
Tags { "QUEUE"="Overlay" "RenderType"="Opaque" }
|
|
||||||
Pass {
|
|
||||||
Tags { "QUEUE"="Overlay" "RenderType"="Opaque" }
|
|
||||||
Fog {
|
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
|
||||||
Blend One One
|
|
||||||
ColorMask RGB
|
|
||||||
Program "vp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
|
|
||||||
|
|
||||||
#ifdef VERTEX
|
|
||||||
|
|
||||||
varying highp vec2 xlv_TEXCOORD0;
|
|
||||||
uniform highp vec4 _YTex_ST;
|
|
||||||
uniform highp mat4 glstate_matrix_mvp;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
gl_Position = (glstate_matrix_mvp * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
||||||
#ifdef FRAGMENT
|
|
||||||
|
|
||||||
varying highp vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
mediump vec4 rgbVec_1;
|
|
||||||
mediump vec4 yuvVec_2;
|
|
||||||
lowp vec4 tmpvar_3;
|
|
||||||
tmpvar_3.w = 1.0;
|
|
||||||
tmpvar_3.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
|
||||||
tmpvar_3.y = texture2D (_CbTex, xlv_TEXCOORD0).y;
|
|
||||||
tmpvar_3.z = texture2D (_CrTex, xlv_TEXCOORD0).z;
|
|
||||||
yuvVec_2 = tmpvar_3;
|
|
||||||
rgbVec_1.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), yuvVec_2);
|
|
||||||
rgbVec_1.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), yuvVec_2);
|
|
||||||
rgbVec_1.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), yuvVec_2);
|
|
||||||
rgbVec_1.w = 0.3;
|
|
||||||
gl_FragData[0] = rgbVec_1;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#endif"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Program "fp" {
|
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Fallback "VertexLit"
|
|
||||||
}
|
|
||||||
@ -1,81 +1,59 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB" {
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
Shader "Color Space/YCbCrtoRGB"
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
{
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
Properties
|
||||||
}
|
{
|
||||||
SubShader {
|
_YTex ("Y (RGB)", 2D) = "black" {}
|
||||||
Tags { "RenderType"="Opaque" }
|
_CrTex ("Cr (RGB)", 2D) = "gray" {}
|
||||||
Pass {
|
_CbTex ("Cb (RGB)", 2D) = "gray" {}
|
||||||
Tags { "RenderType"="Opaque" }
|
|
||||||
Fog {
|
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "RenderType"="Opaque" }
|
||||||
|
Pass
|
||||||
|
{
|
||||||
ColorMask RGB
|
ColorMask RGB
|
||||||
Program "vp" {
|
Lighting Off Fog { Color (0,0,0,0) }
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
#define SHADER_API_GLES 1
|
|
||||||
#define tex2D texture2D
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
#ifdef VERTEX
|
#include "UnityCG.cginc"
|
||||||
#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
|
|
||||||
uniform mat4 glstate_matrix_mvp;
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
sampler2D _YTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
sampler2D _CbTex;
|
||||||
|
sampler2D _CrTex;
|
||||||
|
|
||||||
uniform highp vec4 _YTex_ST;
|
#include "YCbCrtoRGB.cginc"
|
||||||
uniform highp vec4 _CbTex_ST;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
struct v2f
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
mediump vec2 tmpvar_1;
|
float4 pos : SV_POSITION;
|
||||||
mediump vec2 tmpvar_2;
|
half2 uvY : TEXCOORD0;
|
||||||
highp vec2 tmpvar_3;
|
half2 uvCbCr : TEXCOORD1;
|
||||||
tmpvar_3 = ((_glesMultiTexCoord0.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
};
|
||||||
tmpvar_1 = tmpvar_3;
|
|
||||||
highp vec2 tmpvar_4;
|
|
||||||
tmpvar_4 = ((_glesMultiTexCoord0.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
|
|
||||||
tmpvar_2 = tmpvar_4;
|
|
||||||
gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
xlv_TEXCOORD1 = tmpvar_2;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
float4 _YTex_ST;
|
||||||
#ifdef FRAGMENT
|
float4 _CbTex_ST;
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
v2f vert (appdata_base v)
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
lowp vec4 rgbVec;
|
v2f o;
|
||||||
lowp vec4 tmpvar_1;
|
o.pos = UnityObjectToClipPos (v.vertex);
|
||||||
tmpvar_1.w = 1.0;
|
o.uvY = TRANSFORM_TEX (v.texcoord, _YTex);
|
||||||
tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
o.uvCbCr = TRANSFORM_TEX (v.texcoord, _CbTex);
|
||||||
tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD1).y;
|
return o;
|
||||||
tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD1).z;
|
|
||||||
rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
|
|
||||||
rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
|
|
||||||
rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
|
|
||||||
rgbVec.w = 1.0;
|
|
||||||
gl_FragData[0] = rgbVec;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif"
|
fixed4 frag (v2f i) : COLOR
|
||||||
}
|
{
|
||||||
}
|
return YCbCrToRGB(SampleYCbCr( i.uvY, i.uvCbCr));
|
||||||
Program "fp" {
|
}
|
||||||
SubProgram "gles " {
|
ENDCG
|
||||||
"!!GLES"
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
|
|||||||
@ -1,90 +1,92 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB Chroma Key" {
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
Shader "Color Space/YCbCrtoRGB Chroma Key"
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
{
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
Properties
|
||||||
_KeyYCrCb ("Key Color YCrCb", Vector) = (0,0,0,-0.6)
|
{
|
||||||
_KeyScale ("Comparison Scale", Vector) = (0.2,1,1,4.5)
|
_YTex ("Y (RGB)", 2D) = "black" {}
|
||||||
}
|
_CrTex ("Cr (RGB)", 2D) = "gray" {}
|
||||||
SubShader {
|
_CbTex ("Cb (RGB)", 2D) = "gray" {}
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
|
||||||
Pass {
|
[YCbCr] _KeyYCbCr ("Chroma Key Color", Vector) = (0,0,0,-0.6)
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
[YCbCrPriority] _YCbCRDeltaScale ("YCbCr priority", Vector) = (0.1,1,1) //Different CbCr means a more different color than a different Y
|
||||||
ZWrite Off
|
_LowThreshold ("Low threashold", Range(0.0, 1.0)) = 0.2
|
||||||
Fog {
|
_HighThreshold ("High threashold", Range(0.0, 1.0)) = 0.25
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Lighting Off Fog { Color (0,0,0,0) }
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
Program "vp" {
|
ZWrite Off
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES
|
|
||||||
#define SHADER_API_GLES 1
|
|
||||||
#define tex2D texture2D
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
#ifdef VERTEX
|
#include "UnityCG.cginc"
|
||||||
#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
|
|
||||||
uniform mat4 glstate_matrix_mvp;
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
sampler2D _YTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
sampler2D _CbTex;
|
||||||
|
sampler2D _CrTex;
|
||||||
|
|
||||||
uniform highp vec4 _YTex_ST;
|
#include "YCbCrtoRGB.cginc"
|
||||||
uniform highp vec4 _CbTex_ST;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
mediump vec2 tmpvar_1;
|
|
||||||
mediump vec2 tmpvar_2;
|
|
||||||
highp vec2 tmpvar_3;
|
|
||||||
tmpvar_3 = ((_glesMultiTexCoord0.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
|
||||||
tmpvar_1 = tmpvar_3;
|
|
||||||
highp vec2 tmpvar_4;
|
|
||||||
tmpvar_4 = ((_glesMultiTexCoord0.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
|
|
||||||
tmpvar_2 = tmpvar_4;
|
|
||||||
gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
xlv_TEXCOORD1 = tmpvar_2;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
half3 _KeyYCbCr;
|
||||||
|
half4 _YCbCRDeltaScale;
|
||||||
|
half _LowThreshold;
|
||||||
|
half _HighThreshold;
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
half2 uvY : TEXCOORD0;
|
||||||
|
half4 uvCbCr : TEXCOORD1; // u,v,offset,normalise
|
||||||
|
};
|
||||||
|
|
||||||
#endif
|
float4 _YTex_ST;
|
||||||
#ifdef FRAGMENT
|
float4 _CbTex_ST;
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
v2f vert (appdata_base v)
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
uniform mediump vec4 _KeyYCrCb;
|
|
||||||
uniform mediump vec4 _KeyScale;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
lowp vec4 rgbVec;
|
v2f o;
|
||||||
lowp vec4 tmpvar_1;
|
o.pos = UnityObjectToClipPos (v.vertex);
|
||||||
tmpvar_1.w = 1.0;
|
o.uvY = TRANSFORM_TEX (v.texcoord, _YTex);
|
||||||
tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
o.uvCbCr.xy = TRANSFORM_TEX (v.texcoord, _CbTex);
|
||||||
tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD1).y;
|
|
||||||
tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD1).z;
|
//Work out the threasholds in the vertex shader
|
||||||
rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
|
//float scaleLength = length(_YCbCRDeltaScale);
|
||||||
rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
|
float scaleLength = _YCbCRDeltaScale.w;
|
||||||
rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
|
|
||||||
mediump float tmpvar_2;
|
float bottom = _LowThreshold * scaleLength;
|
||||||
tmpvar_2 = ((length (((tmpvar_1.xyz - _KeyYCrCb.xyz) * _KeyScale.xyz)) + _KeyYCrCb.w) * _KeyScale.w);
|
float top = _HighThreshold * scaleLength;
|
||||||
rgbVec.w = tmpvar_2;
|
|
||||||
gl_FragData[0] = rgbVec;
|
float range = top - bottom;
|
||||||
|
float offset = -bottom;
|
||||||
|
|
||||||
|
float normalise = 1.0/range;
|
||||||
|
|
||||||
|
o.uvCbCr.z = offset;
|
||||||
|
o.uvCbCr.w = normalise;
|
||||||
|
|
||||||
|
return o;
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif"
|
fixed4 frag (v2f i) : COLOR
|
||||||
}
|
{
|
||||||
}
|
fixed4 YCbCr = SampleYCbCr( i.uvY, i.uvCbCr);
|
||||||
Program "fp" {
|
fixed4 rgbVec = YCbCrToRGB(YCbCr);
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
half3 deltaVec = (YCbCr.xyz - _KeyYCbCr.xyz) * _YCbCRDeltaScale.xyz;
|
||||||
}
|
|
||||||
}
|
rgbVec.w = (length(deltaVec) + i.uvCbCr.z)* i.uvCbCr.w;
|
||||||
|
|
||||||
|
return rgbVec;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|||||||
@ -1,100 +1,79 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB Split Alpha" {
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
Shader "Color Space/YCrCbtoRGB Split Alpha"
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
{
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
Properties
|
||||||
}
|
{
|
||||||
SubShader {
|
_YTex ("Y (RGB)", 2D) = "black" {}
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
_CrTex ("Cr (RGB)", 2D) = "gray" {}
|
||||||
Pass {
|
_CbTex ("Cb (RGB)", 2D) = "gray" {}
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
|
||||||
ZWrite Off
|
[KeywordEnum(Vertical, Horizontal)] Mode ("Alpha Mode", Float) = 0
|
||||||
Fog {
|
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
Pass
|
||||||
|
{
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
ColorMask RGB
|
ColorMask RGB
|
||||||
Program "vp" {
|
Lighting Off Fog { Color (0,0,0,0) }
|
||||||
SubProgram "gles " {
|
ZWrite Off
|
||||||
"!!GLES
|
|
||||||
#define SHADER_API_GLES 1
|
|
||||||
#define tex2D texture2D
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile MODE_VERTICAL MODE_HORIZONTAL
|
||||||
|
|
||||||
#ifdef VERTEX
|
#include "UnityCG.cginc"
|
||||||
#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
|
|
||||||
uniform mat4 glstate_matrix_mvp;
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD2;
|
sampler2D _YTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
sampler2D _CbTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
sampler2D _CrTex;
|
||||||
|
|
||||||
uniform highp vec4 _YTex_ST;
|
#include "YCbCrtoRGB.cginc"
|
||||||
uniform highp vec4 _CbTex_ST;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
struct v2f
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
highp vec4 texcoordTop;
|
float4 pos : SV_POSITION;
|
||||||
highp vec4 texcoordBottom;
|
half2 uvY : TEXCOORD0;
|
||||||
mediump vec2 tmpvar_1;
|
half2 uvAlpha : TEXCOORD1;
|
||||||
mediump vec2 tmpvar_2;
|
half2 uvCbCr : TEXCOORD2;
|
||||||
mediump vec2 tmpvar_3;
|
};
|
||||||
texcoordBottom = _glesMultiTexCoord0;
|
|
||||||
texcoordBottom.y = (_glesMultiTexCoord0.y / 2.0);
|
|
||||||
texcoordTop = _glesMultiTexCoord0;
|
|
||||||
texcoordTop.y = (texcoordBottom.y + 0.5);
|
|
||||||
highp vec2 tmpvar_4;
|
|
||||||
tmpvar_4 = ((texcoordTop.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
|
||||||
tmpvar_1 = tmpvar_4;
|
|
||||||
highp vec2 tmpvar_5;
|
|
||||||
tmpvar_5 = ((texcoordBottom.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
|
||||||
tmpvar_2 = tmpvar_5;
|
|
||||||
highp vec2 tmpvar_6;
|
|
||||||
tmpvar_6 = ((texcoordTop.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
|
|
||||||
tmpvar_3 = tmpvar_6;
|
|
||||||
gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
xlv_TEXCOORD1 = tmpvar_2;
|
|
||||||
xlv_TEXCOORD2 = tmpvar_3;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
float4 _YTex_ST;
|
||||||
|
float4 _CbTex_ST;
|
||||||
|
|
||||||
|
v2f vert (appdata_base v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
o.pos = UnityObjectToClipPos (v.vertex);
|
||||||
|
|
||||||
#endif
|
float4 texcoordBottom = v.texcoord;
|
||||||
#ifdef FRAGMENT
|
float4 texcoordTop = v.texcoord;
|
||||||
|
#if MODE_VERTICAL
|
||||||
|
texcoordBottom.y = ( v.texcoord.y / 2.0f );
|
||||||
|
texcoordTop.y = texcoordBottom.y + 0.5f;
|
||||||
|
#else
|
||||||
|
texcoordBottom.x = ( v.texcoord.x / 2.0f );
|
||||||
|
texcoordTop.x = texcoordBottom.x + 0.5f;
|
||||||
|
#endif
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD2;
|
o.uvY = TRANSFORM_TEX (texcoordTop, _YTex);
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
o.uvAlpha = TRANSFORM_TEX (texcoordBottom, _YTex);
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
o.uvCbCr = TRANSFORM_TEX (texcoordTop, _CbTex);
|
||||||
uniform sampler2D _YTex;
|
return o;
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
lowp vec4 rgbVec;
|
|
||||||
lowp vec4 tmpvar_1;
|
|
||||||
tmpvar_1.w = 1.0;
|
|
||||||
tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
|
||||||
tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD2).y;
|
|
||||||
tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD2).z;
|
|
||||||
rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
|
|
||||||
rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
|
|
||||||
rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
|
|
||||||
rgbVec.w = ((texture2D (_YTex, xlv_TEXCOORD1).y - 0.0627451) * 1.16438);
|
|
||||||
gl_FragData[0] = rgbVec;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : COLOR
|
||||||
|
{
|
||||||
|
fixed4 rgbVec = YCbCrToRGB(SampleYCbCr( i.uvY, i.uvCbCr));
|
||||||
|
|
||||||
|
rgbVec.w = ((tex2D(_YTex, i.uvAlpha).a - (16.0/255.0)) * (255.0/219.0));
|
||||||
|
|
||||||
#endif"
|
return rgbVec;
|
||||||
}
|
}
|
||||||
}
|
ENDCG
|
||||||
Program "fp" {
|
}
|
||||||
SubProgram "gles " {
|
|
||||||
"!!GLES"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@ -1,90 +1,63 @@
|
|||||||
Shader "Color Space/YCrCbtoRGB Trans" {
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
Properties {
|
|
||||||
_YTex ("Y (RGB)", 2D) = "white" {}
|
Shader "Color Space/YCbCrtoRGB Trans"
|
||||||
_CrTex ("Cr (RGB)", 2D) = "white" {}
|
{
|
||||||
_CbTex ("Cb (RGB)", 2D) = "white" {}
|
Properties
|
||||||
_TintColor ("Color", Color) = (1,1,1,1)
|
{
|
||||||
}
|
_YTex ("Y (RGB)", 2D) = "black" {}
|
||||||
SubShader {
|
_CrTex ("Cr (RGB)", 2D) = "gray" {}
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
_CbTex ("Cb (RGB)", 2D) = "gray" {}
|
||||||
Pass {
|
_TintColor ("Color", COLOR) = (1,1,1,1)
|
||||||
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="True" "RenderType"="Transparent" }
|
|
||||||
ZWrite Off
|
|
||||||
Fog {
|
|
||||||
Color (0,0,0,0)
|
|
||||||
}
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
Pass
|
||||||
|
{
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
ColorMask RGB
|
ColorMask RGB
|
||||||
Program "vp" {
|
Lighting Off Fog { Color (0,0,0,0) }
|
||||||
SubProgram "gles " {
|
ZWrite Off
|
||||||
"!!GLES
|
|
||||||
#define SHADER_API_GLES 1
|
|
||||||
#define tex2D texture2D
|
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
#ifdef VERTEX
|
#include "UnityCG.cginc"
|
||||||
#define gl_ModelViewProjectionMatrix glstate_matrix_mvp
|
|
||||||
uniform mat4 glstate_matrix_mvp;
|
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
sampler2D _YTex;
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
sampler2D _CbTex;
|
||||||
|
sampler2D _CrTex;
|
||||||
|
|
||||||
uniform highp vec4 _YTex_ST;
|
#include "YCbCrtoRGB.cginc"
|
||||||
uniform highp vec4 _CbTex_ST;
|
|
||||||
attribute vec4 _glesMultiTexCoord0;
|
|
||||||
attribute vec4 _glesVertex;
|
|
||||||
void main ()
|
|
||||||
{
|
|
||||||
mediump vec2 tmpvar_1;
|
|
||||||
mediump vec2 tmpvar_2;
|
|
||||||
highp vec2 tmpvar_3;
|
|
||||||
tmpvar_3 = ((_glesMultiTexCoord0.xy * _YTex_ST.xy) + _YTex_ST.zw);
|
|
||||||
tmpvar_1 = tmpvar_3;
|
|
||||||
highp vec2 tmpvar_4;
|
|
||||||
tmpvar_4 = ((_glesMultiTexCoord0.xy * _CbTex_ST.xy) + _CbTex_ST.zw);
|
|
||||||
tmpvar_2 = tmpvar_4;
|
|
||||||
gl_Position = (gl_ModelViewProjectionMatrix * _glesVertex);
|
|
||||||
xlv_TEXCOORD0 = tmpvar_1;
|
|
||||||
xlv_TEXCOORD1 = tmpvar_2;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
fixed4 _TintColor;
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float4 pos : SV_POSITION;
|
||||||
|
half2 uvY : TEXCOORD0;
|
||||||
|
half2 uvCbCr : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
#endif
|
float4 _YTex_ST;
|
||||||
#ifdef FRAGMENT
|
float4 _CbTex_ST;
|
||||||
|
|
||||||
varying mediump vec2 xlv_TEXCOORD1;
|
v2f vert (appdata_base v)
|
||||||
varying mediump vec2 xlv_TEXCOORD0;
|
|
||||||
uniform sampler2D _YTex;
|
|
||||||
uniform lowp vec4 _TintColor;
|
|
||||||
uniform sampler2D _CrTex;
|
|
||||||
uniform sampler2D _CbTex;
|
|
||||||
void main ()
|
|
||||||
{
|
{
|
||||||
lowp vec4 rgbVec;
|
v2f o;
|
||||||
lowp vec4 tmpvar_1;
|
o.pos = UnityObjectToClipPos (v.vertex);
|
||||||
tmpvar_1.w = 1.0;
|
o.uvY = TRANSFORM_TEX (v.texcoord, _YTex);
|
||||||
tmpvar_1.x = texture2D (_YTex, xlv_TEXCOORD0).x;
|
o.uvCbCr = TRANSFORM_TEX (v.texcoord, _CbTex);
|
||||||
tmpvar_1.y = texture2D (_CrTex, xlv_TEXCOORD1).y;
|
return o;
|
||||||
tmpvar_1.z = texture2D (_CbTex, xlv_TEXCOORD1).z;
|
|
||||||
rgbVec.x = dot (vec4(1.16438, 0.0, 1.59603, -0.870785), tmpvar_1);
|
|
||||||
rgbVec.y = dot (vec4(1.16438, -0.391762, -0.812969, 0.529594), tmpvar_1);
|
|
||||||
rgbVec.z = dot (vec4(1.16438, 2.01723, 0.0, -1.08139), tmpvar_1);
|
|
||||||
rgbVec.w = 1.0;
|
|
||||||
lowp vec4 tmpvar_2;
|
|
||||||
tmpvar_2 = (rgbVec * _TintColor);
|
|
||||||
rgbVec = tmpvar_2;
|
|
||||||
gl_FragData[0] = tmpvar_2;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif"
|
fixed4 frag (v2f i) : COLOR
|
||||||
}
|
{
|
||||||
}
|
return YCbCrToRGB(SampleYCbCr( i.uvY, i.uvCbCr))*_TintColor;
|
||||||
Program "fp" {
|
}
|
||||||
SubProgram "gles " {
|
ENDCG
|
||||||
"!!GLES"
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -0,0 +1,46 @@
|
|||||||
|
Digitized data copyright (c) 2010 Google Corporation
|
||||||
|
with Reserved Font Arimo, Tinos and Cousine.
|
||||||
|
Copyright (c) 2012 Red Hat, Inc.
|
||||||
|
with Reserved Font Name Liberation.
|
||||||
|
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
Binary file not shown.
@ -0,0 +1,106 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
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|
||||||
|
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"
|
||||||
|
}
|
||||||
@ -0,0 +1,143 @@
|
|||||||
|
Shader "TextMeshPro/Bitmap" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||||
|
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||||
|
|
||||||
|
_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 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 : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
float4 mask : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform sampler2D _MainTex;
|
||||||
|
uniform sampler2D _FaceTex;
|
||||||
|
uniform float4 _FaceTex_ST;
|
||||||
|
uniform fixed4 _FaceColor;
|
||||||
|
|
||||||
|
uniform float _VertexOffsetX;
|
||||||
|
uniform float _VertexOffsetY;
|
||||||
|
uniform float4 _ClipRect;
|
||||||
|
uniform float _MaskSoftnessX;
|
||||||
|
uniform float _MaskSoftnessY;
|
||||||
|
|
||||||
|
float2 UnpackUV(float uv)
|
||||||
|
{
|
||||||
|
float2 output;
|
||||||
|
output.x = floor(uv / 4096);
|
||||||
|
output.y = uv - 4096 * output.x;
|
||||||
|
|
||||||
|
return output * 0.001953125;
|
||||||
|
}
|
||||||
|
|
||||||
|
v2f vert (appdata_t v)
|
||||||
|
{
|
||||||
|
float4 vert = v.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
|
||||||
|
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||||
|
|
||||||
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
|
|
||||||
|
fixed4 faceColor = v.color;
|
||||||
|
faceColor *= _FaceColor;
|
||||||
|
|
||||||
|
v2f OUT;
|
||||||
|
OUT.vertex = vPosition;
|
||||||
|
OUT.color = faceColor;
|
||||||
|
OUT.texcoord0 = v.texcoord0;
|
||||||
|
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
||||||
|
float2 pixelSize = vPosition.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) : SV_Target
|
||||||
|
{
|
||||||
|
fixed4 color = tex2D(_MainTex, IN.texcoord0);
|
||||||
|
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,317 @@
|
|||||||
|
Shader "TextMeshPro/Distance Field Overlay" {
|
||||||
|
|
||||||
|
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
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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(0,1)) = 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
|
||||||
|
[HDR]_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)
|
||||||
|
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_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
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Overlay"
|
||||||
|
"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 Always
|
||||||
|
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 {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 position : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
|
||||||
|
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 * (_Sharpness + 1);
|
||||||
|
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);
|
||||||
|
|
||||||
|
|
||||||
|
output.position = vPosition;
|
||||||
|
output.color = input.color;
|
||||||
|
output.atlas = input.texcoord0;
|
||||||
|
output.param = float4(alphaClip, scale, bias, weight);
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||||
|
output.underlayColor = underlayColor;
|
||||||
|
#endif
|
||||||
|
output.textures = float4(faceUV, outlineUV);
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
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 = GetColor(sd, faceColor, 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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,310 @@
|
|||||||
|
Shader "TextMeshPro/Distance Field SSD" {
|
||||||
|
|
||||||
|
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
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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(0,1)) = 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
|
||||||
|
[HDR]_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)
|
||||||
|
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_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
|
||||||
|
|
||||||
|
_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]
|
||||||
|
}
|
||||||
|
|
||||||
|
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 shader_feature __ FORCE_LINEAR
|
||||||
|
|
||||||
|
#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 {
|
||||||
|
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 color : COLOR;
|
||||||
|
float2 atlas : TEXCOORD0;
|
||||||
|
float weight : TEXCOORD1;
|
||||||
|
float2 mask : TEXCOORD2; // Position in object space(xy)
|
||||||
|
float3 viewDir : TEXCOORD3;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float2 texcoord2 : TEXCOORD4;
|
||||||
|
float4 underlayColor : COLOR1;
|
||||||
|
#endif
|
||||||
|
float4 textures : TEXCOORD5;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||||
|
float4 _FaceTex_ST;
|
||||||
|
float4 _OutlineTex_ST;
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
float4 underlayColor = _UnderlayColor;
|
||||||
|
underlayColor.rgb *= underlayColor.a;
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
// Support for texture tiling and offset
|
||||||
|
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||||
|
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||||
|
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||||
|
|
||||||
|
float4 color = input.color;
|
||||||
|
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
||||||
|
color = SRGBToLinear(input.color);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
output.position = vPosition;
|
||||||
|
output.color = color;
|
||||||
|
output.atlas = input.texcoord0;
|
||||||
|
output.weight = weight;
|
||||||
|
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
|
||||||
|
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord2 = input.texcoord0 + bOffset;
|
||||||
|
output.underlayColor = underlayColor;
|
||||||
|
#endif
|
||||||
|
output.textures = float4(faceUV, outlineUV);
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
float c = tex2D(_MainTex, input.atlas).a;
|
||||||
|
|
||||||
|
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
|
||||||
|
pixelSize *= _TextureWidth * .75;
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
|
||||||
|
|
||||||
|
float weight = input.weight;
|
||||||
|
float bias = (.5 - weight) + (.5 / scale);
|
||||||
|
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 = GetColor(sd, faceColor, 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 || UNDERLAY_INNER)
|
||||||
|
float bScale = scale;
|
||||||
|
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
|
||||||
|
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||||
|
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||||
|
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * 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
|
||||||
|
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
||||||
|
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"
|
||||||
|
}
|
||||||
@ -0,0 +1,247 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_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
|
||||||
|
_MaskTex ("Mask Texture", 2D) = "white" {}
|
||||||
|
_MaskInverse ("Inverse", float) = 0
|
||||||
|
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
||||||
|
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
||||||
|
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
||||||
|
|
||||||
|
_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]
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
};
|
||||||
|
|
||||||
|
float _MaskWipeControl;
|
||||||
|
float _MaskEdgeSoftness;
|
||||||
|
fixed4 _MaskEdgeColor;
|
||||||
|
bool _MaskInverse;
|
||||||
|
|
||||||
|
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 * (_Sharpness + 1);
|
||||||
|
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 = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||||
|
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
|
||||||
|
|
||||||
|
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
||||||
|
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
||||||
|
a = saturate(t / _MaskEdgeSoftness);
|
||||||
|
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
|
||||||
|
c *= a;
|
||||||
|
|
||||||
|
#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"
|
||||||
|
}
|
||||||
@ -0,0 +1,240 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_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
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Overlay"
|
||||||
|
"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 Always
|
||||||
|
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 {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
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.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 * (_Sharpness + 1);
|
||||||
|
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);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.outlineColor = outlineColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||||
|
|
||||||
|
#ifdef OUTLINE_ON
|
||||||
|
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||||
|
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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,106 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field SSD" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_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
|
||||||
|
_MaskTex ("Mask Texture", 2D) = "white" {}
|
||||||
|
_MaskInverse ("Inverse", float) = 0
|
||||||
|
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
||||||
|
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
||||||
|
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
||||||
|
|
||||||
|
_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]
|
||||||
|
}
|
||||||
|
|
||||||
|
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"
|
||||||
|
|
||||||
|
#include "TMPro_Mobile.cginc"
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,240 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_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
|
||||||
|
|
||||||
|
_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]
|
||||||
|
}
|
||||||
|
|
||||||
|
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 {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
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.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 * (_Sharpness + 1);
|
||||||
|
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);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.outlineColor = outlineColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||||
|
|
||||||
|
#ifdef OUTLINE_ON
|
||||||
|
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||||
|
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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,138 @@
|
|||||||
|
// Simplified version of the SDF Surface shader :
|
||||||
|
// - No support for Bevel, Bump or envmap
|
||||||
|
// - Diffuse only lighting
|
||||||
|
// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||||
|
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
|
||||||
|
// Should not be directly exposed to the user
|
||||||
|
_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
|
||||||
|
//_MaskSoftness ("Mask Softness", float) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
Tags {
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
LOD 300
|
||||||
|
Cull [_CullMode]
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
|
||||||
|
#pragma target 3.0
|
||||||
|
#pragma shader_feature __ GLOW_ON
|
||||||
|
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
|
half _FaceShininess;
|
||||||
|
half _OutlineShininess;
|
||||||
|
|
||||||
|
struct Input
|
||||||
|
{
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 uv_MainTex;
|
||||||
|
float2 uv2_FaceTex;
|
||||||
|
float2 uv2_OutlineTex;
|
||||||
|
float2 param; // Weight, Scale
|
||||||
|
float3 viewDirEnv;
|
||||||
|
};
|
||||||
|
|
||||||
|
#include "TMPro_Surface.cginc"
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
// Pass to render object as a shadow caster
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Caster"
|
||||||
|
Tags { "LightMode" = "ShadowCaster" }
|
||||||
|
Offset 1, 1
|
||||||
|
|
||||||
|
Fog {Mode Off}
|
||||||
|
ZWrite On ZTest LEqual Cull Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_shadowcaster
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
V2F_SHADOW_CASTER;
|
||||||
|
float2 uv : TEXCOORD1;
|
||||||
|
float2 uv2 : TEXCOORD3;
|
||||||
|
float alphaClip : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform float4 _MainTex_ST;
|
||||||
|
uniform float4 _OutlineTex_ST;
|
||||||
|
float _OutlineWidth;
|
||||||
|
float _FaceDilate;
|
||||||
|
float _ScaleRatioA;
|
||||||
|
|
||||||
|
v2f vert( appdata_base v )
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
TRANSFER_SHADOW_CASTER(o)
|
||||||
|
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||||
|
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
|
||||||
|
o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
uniform sampler2D _MainTex;
|
||||||
|
|
||||||
|
float4 frag(v2f i) : COLOR
|
||||||
|
{
|
||||||
|
fixed4 texcol = tex2D(_MainTex, i.uv).a;
|
||||||
|
clip(texcol.a - i.alphaClip);
|
||||||
|
SHADOW_CASTER_FRAGMENT(i)
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,158 @@
|
|||||||
|
Shader "TextMeshPro/Distance Field (Surface)" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||||
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
|
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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(0,1)) = 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
|
||||||
|
|
||||||
|
_BumpMap ("Normalmap", 2D) = "bump" {}
|
||||||
|
_BumpOutline ("Bump Outline", Range(0,1)) = 0.5
|
||||||
|
_BumpFace ("Bump Face", Range(0,1)) = 0.5
|
||||||
|
|
||||||
|
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
|
||||||
|
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||||
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
|
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
|
||||||
|
|
||||||
|
_FaceShininess ("Face Shininess", Range(0,1)) = 0
|
||||||
|
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
|
||||||
|
// Should not be directly exposed to the user
|
||||||
|
_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
|
||||||
|
//_MaskSoftness ("Mask Softness", float) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
|
||||||
|
LOD 300
|
||||||
|
Cull [_CullMode]
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
|
||||||
|
#pragma target 3.0
|
||||||
|
#pragma shader_feature __ GLOW_ON
|
||||||
|
#pragma glsl
|
||||||
|
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
|
half _FaceShininess;
|
||||||
|
half _OutlineShininess;
|
||||||
|
|
||||||
|
struct Input
|
||||||
|
{
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 uv_MainTex;
|
||||||
|
float2 uv2_FaceTex;
|
||||||
|
float2 uv2_OutlineTex;
|
||||||
|
float2 param; // Weight, Scale
|
||||||
|
float3 viewDirEnv;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
#define BEVEL_ON 1
|
||||||
|
#include "TMPro_Surface.cginc"
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
// Pass to render object as a shadow caster
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Caster"
|
||||||
|
Tags { "LightMode" = "ShadowCaster" }
|
||||||
|
Offset 1, 1
|
||||||
|
|
||||||
|
Fog {Mode Off}
|
||||||
|
ZWrite On
|
||||||
|
ZTest LEqual
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile_shadowcaster
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
V2F_SHADOW_CASTER;
|
||||||
|
float2 uv : TEXCOORD1;
|
||||||
|
float2 uv2 : TEXCOORD3;
|
||||||
|
float alphaClip : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform float4 _MainTex_ST;
|
||||||
|
uniform float4 _OutlineTex_ST;
|
||||||
|
float _OutlineWidth;
|
||||||
|
float _FaceDilate;
|
||||||
|
float _ScaleRatioA;
|
||||||
|
|
||||||
|
v2f vert( appdata_base v )
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
TRANSFER_SHADOW_CASTER(o)
|
||||||
|
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||||
|
o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
|
||||||
|
o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
uniform sampler2D _MainTex;
|
||||||
|
|
||||||
|
float4 frag(v2f i) : COLOR
|
||||||
|
{
|
||||||
|
fixed4 texcol = tex2D(_MainTex, i.uv).a;
|
||||||
|
clip(texcol.a - i.alphaClip);
|
||||||
|
SHADOW_CASTER_FRAGMENT(i)
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
|
|
||||||
@ -0,0 +1,317 @@
|
|||||||
|
Shader "TextMeshPro/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
|
||||||
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
[HDR]_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(0,1)) = 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
|
||||||
|
[HDR]_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)
|
||||||
|
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
|
||||||
|
[HDR]_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
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_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
|
||||||
|
|
||||||
|
_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]
|
||||||
|
}
|
||||||
|
|
||||||
|
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 {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 position : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
|
||||||
|
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 * (_Sharpness + 1);
|
||||||
|
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);
|
||||||
|
|
||||||
|
|
||||||
|
output.position = vPosition;
|
||||||
|
output.color = input.color;
|
||||||
|
output.atlas = input.texcoord0;
|
||||||
|
output.param = float4(alphaClip, scale, bias, weight);
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
||||||
|
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||||
|
output.underlayColor = underlayColor;
|
||||||
|
#endif
|
||||||
|
output.textures = float4(faceUV, outlineUV);
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
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 = GetColor(sd, faceColor, 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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue