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			107 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			107 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
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											1 year ago
										 
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								// Simplified SDF shader:
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								// - No Shading Option (bevel / bump / env map)
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								// - No Glow Option
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								// - Softness is applied on both side of the outline
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								Shader "TextMeshPro/Mobile/Distance Field SSD" {
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								Properties {
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									[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
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									_FaceDilate			("Face Dilate", Range(-1,1)) = 0
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									[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
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									_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
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									_OutlineSoftness	("Outline Softness", Range(0,1)) = 0
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									[HDR]_UnderlayColor		("Border Color", Color) = (0,0,0,.5)
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									_UnderlayOffsetX 	("Border OffsetX", Range(-1,1)) = 0
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									_UnderlayOffsetY 	("Border OffsetY", Range(-1,1)) = 0
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									_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
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									_UnderlaySoftness 	("Border Softness", Range(0,1)) = 0
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									_WeightNormal		("Weight Normal", float) = 0
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									_WeightBold			("Weight Bold", float) = .5
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									_ShaderFlags		("Flags", float) = 0
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									_ScaleRatioA		("Scale RatioA", float) = 1
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									_ScaleRatioB		("Scale RatioB", float) = 1
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									_ScaleRatioC		("Scale RatioC", float) = 1
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									_MainTex			("Font Atlas", 2D) = "white" {}
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									_TextureWidth		("Texture Width", float) = 512
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									_TextureHeight		("Texture Height", float) = 512
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									_GradientScale		("Gradient Scale", float) = 5
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									_ScaleX				("Scale X", float) = 1
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									_ScaleY				("Scale Y", float) = 1
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									_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875
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									_Sharpness			("Sharpness", Range(-1,1)) = 0
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									_VertexOffsetX		("Vertex OffsetX", float) = 0
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									_VertexOffsetY		("Vertex OffsetY", float) = 0
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									_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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									_MaskSoftnessX		("Mask SoftnessX", float) = 0
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									_MaskSoftnessY		("Mask SoftnessY", float) = 0
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									_MaskTex			("Mask Texture", 2D) = "white" {}
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									_MaskInverse		("Inverse", float) = 0
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									_MaskEdgeColor		("Edge Color", Color) = (1,1,1,1)
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									_MaskEdgeSoftness	("Edge Softness", Range(0, 1)) = 0.01
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									_MaskWipeControl	("Wipe Position", Range(0, 1)) = 0.5
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									_StencilComp		("Stencil Comparison", Float) = 8
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									_Stencil			("Stencil ID", Float) = 0
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									_StencilOp			("Stencil Operation", Float) = 0
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									_StencilWriteMask	("Stencil Write Mask", Float) = 255
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									_StencilReadMask	("Stencil Read Mask", Float) = 255
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								    _CullMode           ("Cull Mode", Float) = 0
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									_ColorMask			("Color Mask", Float) = 15
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								}
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								SubShader {
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									Tags {
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										"Queue"="Transparent"
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										"IgnoreProjector"="True"
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										"RenderType"="Transparent"
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									}
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									Stencil
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									{
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										Ref [_Stencil]
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										Comp [_StencilComp]
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										Pass [_StencilOp]
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										ReadMask [_StencilReadMask]
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										WriteMask [_StencilWriteMask]
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									}
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									Cull [_CullMode]
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									ZWrite Off
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									Lighting Off
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									Fog { Mode Off }
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									ZTest [unity_GUIZTestMode]
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									Blend One OneMinusSrcAlpha
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									ColorMask [_ColorMask]
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									Pass {
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										CGPROGRAM
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										#pragma vertex VertShader
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										#pragma fragment PixShader
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										#pragma shader_feature __ OUTLINE_ON
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										#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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										#pragma multi_compile __ UNITY_UI_CLIP_RECT
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										#pragma multi_compile __ UNITY_UI_ALPHACLIP
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										#include "UnityCG.cginc"
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										#include "UnityUI.cginc"
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										#include "TMPro_Properties.cginc"
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										#include "TMPro_Mobile.cginc"
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										ENDCG
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									}
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								}
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								CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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								}
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