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TMP_Front_Shader.shader 7.68 KiB
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    // Simplified SDF shader:
    // - No Shading Option (bevel / bump / env map)
    // - No Glow Option
    // - Softness is applied on both side of the outline
    
    Shader "Custom/TMP_Mobile_Distance_Field_Front" {
    
    	Properties{
    		_FaceColor("Face Color", Color) = (1,1,1,1)
    		_FaceDilate("Face Dilate", Range(-1,1)) = 0
    
    		_OutlineColor("Outline Color", Color) = (0,0,0,1)
    		_OutlineWidth("Outline Thickness", Range(0,1)) = 0
    		_OutlineSoftness("Outline Softness", Range(0,1)) = 0
    
    		_UnderlayColor("Border Color", Color) = (0,0,0,.5)
    		_UnderlayOffsetX("Border OffsetX", Range(-1,1)) = 0
    		_UnderlayOffsetY("Border OffsetY", Range(-1,1)) = 0
    		_UnderlayDilate("Border Dilate", Range(-1,1)) = 0
    		_UnderlaySoftness("Border Softness", Range(0,1)) = 0
    
    		_WeightNormal("Weight Normal", float) = 0
    		_WeightBold("Weight Bold", float) = .5
    
    		_ShaderFlags("Flags", float) = 0
    		_ScaleRatioA("Scale RatioA", float) = 1
    		_ScaleRatioB("Scale RatioB", float) = 1
    		_ScaleRatioC("Scale RatioC", float) = 1
    
    		_MainTex("Font Atlas", 2D) = "white" {}
    		_TextureWidth("Texture Width", float) = 512
    		_TextureHeight("Texture Height", float) = 512
    		_GradientScale("Gradient Scale", float) = 5
    		_ScaleX("Scale X", float) = 1
    		_ScaleY("Scale Y", float) = 1
    		_PerspectiveFilter("Perspective Correction", Range(0, 1)) = 0.875
    		_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
    
    		_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 Back
    			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"
    
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    				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"
    }