HeavenStudioPlus/Assets/Resources/Sprites/UI/Common/Textbox/TextboxSDFShader.shader
minenice55 fc07f80b4f Feature: Textboxes and other text-related features (#90)
* Textboxes: setup prefab

* Textboxes: basic functionality finished

* Textbox: scaling

* Textbox: open captions

* Textbox: res edits

* Textbox: song artist

* Textbox: closed captions

* Textbox: fix not being able to use multiple text events

* I/O: save / load remixes using UTF-8 encoding

* Textboxes: stop editor shortcuts while typing
2022-06-03 20:15:05 -07:00

128 lines
3.8 KiB
Text

Shader "UI/TextboxSDFShader"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Inner Colour", Color) = (1,1,1,1)
_OutColor ("Outline Colour", Color) = (1,1,1,1)
_Thickness("Thickness", Range(0, 1)) = 0.5
_Smoothness("Smoothness", Range(0, 1)) = 0.2
_OutThickness("Outline Thickness", Range(0, 1)) = 0.0
_OutSmoothness("Outline Smoothness", Range(0, 1)) = 0.1
_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
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _OutColor;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _Thickness;
float _Smoothness;
float _OutThickness;
float _OutSmoothness;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed a = tex2D(_MainTex, IN.texcoord).x;
fixed o = smoothstep(_OutThickness - _OutSmoothness, _OutThickness + _OutSmoothness, a);
half4 color = _TextureSampleAdd + IN.color;
color.a = smoothstep(1.0 - _Thickness - _Smoothness, 1.0 - _Thickness + _Smoothness, a);
color.rgb = lerp(_OutColor.rgb, color.rgb, o);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}