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			241 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			Plaintext
		
	
		
		
			
		
	
	
			241 lines
		
	
	
		
			7.5 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" {
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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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									_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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									{
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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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										struct vertex_t {
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											UNITY_VERTEX_INPUT_INSTANCE_ID
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											float4	vertex			: POSITION;
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											float3	normal			: NORMAL;
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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 pixel_t {
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											UNITY_VERTEX_INPUT_INSTANCE_ID
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											UNITY_VERTEX_OUTPUT_STEREO
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											float4	vertex			: SV_POSITION;
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											fixed4	faceColor		: COLOR;
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											fixed4	outlineColor	: COLOR1;
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											float4	texcoord0		: TEXCOORD0;			// Texture UV, Mask UV
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											half4	param			: TEXCOORD1;			// Scale(x), BiasIn(y), BiasOut(z), Bias(w)
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											half4	mask			: TEXCOORD2;			// Position in clip space(xy), Softness(zw)
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											#if (UNDERLAY_ON | UNDERLAY_INNER)
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											float4	texcoord1		: TEXCOORD3;			// Texture UV, alpha, reserved
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											half2	underlayParam	: TEXCOORD4;			// Scale(x), Bias(y)
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											#endif
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										};
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										pixel_t VertShader(vertex_t input)
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										{
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											pixel_t output;
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											UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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											UNITY_SETUP_INSTANCE_ID(input);
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											UNITY_TRANSFER_INSTANCE_ID(input, output);
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											UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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											float bold = step(input.texcoord1.y, 0);
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											float4 vert = input.vertex;
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											vert.x += _VertexOffsetX;
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											vert.y += _VertexOffsetY;
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											float4 vPosition = UnityObjectToClipPos(vert);
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											float2 pixelSize = vPosition.w;
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											pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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											float scale = rsqrt(dot(pixelSize, pixelSize));
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											scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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											if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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											float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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											weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
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											float layerScale = scale;
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											scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
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											float bias = (0.5 - weight) * scale - 0.5;
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											float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
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											float opacity = input.color.a;
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											#if (UNDERLAY_ON | UNDERLAY_INNER)
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											opacity = 1.0;
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											#endif
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											fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
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											faceColor.rgb *= faceColor.a;
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											fixed4 outlineColor = _OutlineColor;
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											outlineColor.a *= opacity;
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											outlineColor.rgb *= outlineColor.a;
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											outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
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											#if (UNDERLAY_ON | UNDERLAY_INNER)
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											layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
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											float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
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											float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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											float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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											float2 layerOffset = float2(x, y);
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											#endif
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											// Generate UV for the Masking Texture
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											float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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											float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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											// Populate structure for pixel shader
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											output.vertex = vPosition;
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											output.faceColor = faceColor;
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											output.outlineColor = outlineColor;
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											output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
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											output.param = half4(scale, bias - outline, bias + outline, bias);
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											output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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											#if (UNDERLAY_ON || UNDERLAY_INNER)
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											output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
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											output.underlayParam = half2(layerScale, layerBias);
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											#endif
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											return output;
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										}
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										// PIXEL SHADER
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										fixed4 PixShader(pixel_t input) : SV_Target
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										{
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											UNITY_SETUP_INSTANCE_ID(input);
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											half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
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											half4 c = input.faceColor * saturate(d - input.param.w);
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											#ifdef OUTLINE_ON
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											c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
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											c *= saturate(d - input.param.y);
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											#endif
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											#if UNDERLAY_ON
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											d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
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											c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
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											#endif
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											#if UNDERLAY_INNER
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											half sd = saturate(d - input.param.z);
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											d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
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											c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
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											#endif
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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(input.mask.xy)) * input.mask.zw);
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											c *= m.x * m.y;
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											#endif
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											#if (UNDERLAY_ON | UNDERLAY_INNER)
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											c *= input.texcoord1.z;
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											#endif
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											#if UNITY_UI_ALPHACLIP
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											clip(c.a - 0.001);
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											#endif
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											return c;
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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_SDFShaderGUI"
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								}
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