// 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"

				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"
}