mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 13:45:10 +00:00
63a2814caa
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
106 lines
3 KiB
Text
106 lines
3 KiB
Text
// Simplified SDF shader:
|
|
// - No Shading Option (bevel / bump / env map)
|
|
// - No Glow Option
|
|
// - Softness is applied on both side of the outline
|
|
|
|
Shader "TextMeshPro/Mobile/Distance Field SSD" {
|
|
|
|
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
|
|
_MaskTex ("Mask Texture", 2D) = "white" {}
|
|
_MaskInverse ("Inverse", float) = 0
|
|
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
|
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
|
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
|
|
|
_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]
|
|
}
|
|
|
|
Cull [_CullMode]
|
|
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"
|
|
|
|
#include "TMPro_Mobile.cginc"
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
|
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
}
|