您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
145 行
3.5 KiB
145 行
3.5 KiB
Shader "TextMeshPro/Mobile/Bitmap" {
|
|
|
|
Properties {
|
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
|
|
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
|
|
|
_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 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"
|
|
}
|