From 7009201ef58f9b9c45f539ae4ae87bc05dfb6b96 Mon Sep 17 00:00:00 2001
From: unknown <john.schihada@hotmail.com>
Date: Thu, 6 Feb 2020 15:03:40 +0100
Subject: [PATCH] Fixed TMP-Shader

---
 Assets/InventoryStuff/Inventory.meta        |   8 -
 Assets/Shaders/TMP_Front_Shader.shader      | 239 ++++++++++++++++++++
 Assets/Shaders/TMP_Front_Shader.shader.meta |   9 +
 3 files changed, 248 insertions(+), 8 deletions(-)
 delete mode 100644 Assets/InventoryStuff/Inventory.meta
 create mode 100644 Assets/Shaders/TMP_Front_Shader.shader
 create mode 100644 Assets/Shaders/TMP_Front_Shader.shader.meta

diff --git a/Assets/InventoryStuff/Inventory.meta b/Assets/InventoryStuff/Inventory.meta
deleted file mode 100644
index 9818e1d1..00000000
--- a/Assets/InventoryStuff/Inventory.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: b543d9677cbde534ab69c0a229bfdb06
-folderAsset: yes
-DefaultImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 
diff --git a/Assets/Shaders/TMP_Front_Shader.shader b/Assets/Shaders/TMP_Front_Shader.shader
new file mode 100644
index 00000000..39529aa2
--- /dev/null
+++ b/Assets/Shaders/TMP_Front_Shader.shader
@@ -0,0 +1,239 @@
+// 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 "Assets/TextMesh Pro/Resources/Shaders/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"
+}
diff --git a/Assets/Shaders/TMP_Front_Shader.shader.meta b/Assets/Shaders/TMP_Front_Shader.shader.meta
new file mode 100644
index 00000000..3b39c455
--- /dev/null
+++ b/Assets/Shaders/TMP_Front_Shader.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: e34db9d3f28517949bddb60fd4c0dbb9
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
-- 
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