mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
247 lines
7.6 KiB
Text
247 lines
7.6 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 - Masking" {
|
|
|
|
Properties {
|
|
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
|
|
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
|
|
|
[HDR]_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"
|
|
|
|
struct vertex_t {
|
|
float4 vertex : POSITION;
|
|
float3 normal : NORMAL;
|
|
fixed4 color : COLOR;
|
|
float2 texcoord0 : TEXCOORD0;
|
|
float2 texcoord1 : TEXCOORD1;
|
|
};
|
|
|
|
struct pixel_t {
|
|
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
|
|
};
|
|
|
|
float _MaskWipeControl;
|
|
float _MaskEdgeSoftness;
|
|
fixed4 _MaskEdgeColor;
|
|
bool _MaskInverse;
|
|
|
|
pixel_t VertShader(vertex_t input)
|
|
{
|
|
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);
|
|
|
|
// Structure for pixel shader
|
|
pixel_t output = {
|
|
vPosition,
|
|
faceColor,
|
|
outlineColor,
|
|
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
|
|
half4(scale, bias - outline, bias + outline, bias),
|
|
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
|
half2(layerScale, layerBias),
|
|
#endif
|
|
};
|
|
|
|
return output;
|
|
}
|
|
|
|
|
|
// PIXEL SHADER
|
|
fixed4 PixShader(pixel_t input) : SV_Target
|
|
{
|
|
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
|
|
|
|
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
|
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
|
a = saturate(t / _MaskEdgeSoftness);
|
|
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
|
|
c *= a;
|
|
|
|
#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"
|
|
}
|