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			144 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			144 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Plaintext
		
	
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											1 year ago
										 
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								Shader "TextMeshPro/Bitmap Custom Atlas" {
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								Properties {
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									_MainTex		("Font Atlas", 2D) = "white" {}
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									_FaceTex		("Font Texture", 2D) = "white" {}
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									[HDR]_FaceColor	("Text Color", Color) = (1,1,1,1)
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									_VertexOffsetX	("Vertex OffsetX", float) = 0
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									_VertexOffsetY	("Vertex OffsetY", float) = 0
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									_MaskSoftnessX	("Mask SoftnessX", float) = 0
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									_MaskSoftnessY	("Mask SoftnessY", float) = 0
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									_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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									_Padding		("Padding", float) = 0
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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 { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
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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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									Lighting Off
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									Cull [_CullMode]
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									ZTest [unity_GUIZTestMode]
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									ZWrite Off
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									Fog { Mode Off }
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									Blend SrcAlpha OneMinusSrcAlpha
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									ColorMask[_ColorMask]
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									Pass {
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										CGPROGRAM
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										#pragma vertex vert
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										#pragma fragment frag
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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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										struct appdata_t {
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											float4 vertex		: POSITION;
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											fixed4 color		: COLOR;
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											float2 texcoord0	: TEXCOORD0;
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											float2 texcoord1	: TEXCOORD1;
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										};
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										struct v2f {
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											float4	vertex		: SV_POSITION;
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											fixed4	color		: COLOR;
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											float2	texcoord0	: TEXCOORD0;
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											float2	texcoord1	: TEXCOORD1;
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											float4	mask		: TEXCOORD2;
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										};
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										uniform	sampler2D 	_MainTex;
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										uniform	sampler2D 	_FaceTex;
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										uniform float4		_FaceTex_ST;
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										uniform	fixed4		_FaceColor;
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										uniform float		_VertexOffsetX;
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										uniform float		_VertexOffsetY;
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										uniform float4		_ClipRect;
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										uniform float		_MaskSoftnessX;
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										uniform float		_MaskSoftnessY;
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										float2 UnpackUV(float uv)
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										{
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											float2 output;
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											output.x = floor(uv / 4096);
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											output.y = uv - 4096 * output.x;
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											return output * 0.001953125;
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										}
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										v2f vert (appdata_t v)
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										{
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											float4 vert = v.vertex;
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											vert.x += _VertexOffsetX;
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											vert.y += _VertexOffsetY;
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											vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
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											float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
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											fixed4 faceColor = v.color;
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											faceColor *= _FaceColor;
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											v2f OUT;
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											OUT.vertex = vPosition;
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											OUT.color = faceColor;
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											OUT.texcoord0 = v.texcoord0;
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											OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
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											float2 pixelSize = vPosition.w;
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											pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
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											// Clamp _ClipRect to 16bit.
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											float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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											OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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											return OUT;
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										}
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										fixed4 frag (v2f IN) : SV_Target
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										{
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											fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
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											// Alternative implementation to UnityGet2DClipping with support for softness.
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											#if UNITY_UI_CLIP_RECT
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												half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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												color *= m.x * m.y;
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											#endif
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											#if UNITY_UI_ALPHACLIP
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												clip(color.a - 0.001);
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											#endif
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											return color;
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										}
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										ENDCG
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									}
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								}
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									CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
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								}
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