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			107 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			107 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
// 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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