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Plot_On_Reality / Assets / TextMesh Pro / Shaders / TMP_SDF SSD.shader
t-nagao on 1 Feb 2023 11 KB first
Shader "TextMeshPro/Distance Field SSD" {

Properties {
    _FaceTex            ("Face Texture", 2D) = "white" {}
    _FaceUVSpeedX       ("Face UV Speed X", Range(-5, 5)) = 0.0
    _FaceUVSpeedY       ("Face UV Speed Y", Range(-5, 5)) = 0.0
    [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)
    _OutlineTex         ("Outline Texture", 2D) = "white" {}
    _OutlineUVSpeedX    ("Outline UV Speed X", Range(-5, 5)) = 0.0
    _OutlineUVSpeedY    ("Outline UV Speed Y", Range(-5, 5)) = 0.0
    _OutlineWidth       ("Outline Thickness", Range(0, 1)) = 0
    _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0

    _Bevel              ("Bevel", Range(0,1)) = 0.5
    _BevelOffset        ("Bevel Offset", Range(-0.5,0.5)) = 0
    _BevelWidth         ("Bevel Width", Range(-.5,0.5)) = 0
    _BevelClamp         ("Bevel Clamp", Range(0,1)) = 0
    _BevelRoundness     ("Bevel Roundness", Range(0,1)) = 0

    _LightAngle         ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
    [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
    _SpecularPower      ("Specular", Range(0,4)) = 2.0
    _Reflectivity       ("Reflectivity", Range(5.0,15.0)) = 10
    _Diffuse            ("Diffuse", Range(0,1)) = 0.5
    _Ambient            ("Ambient", Range(1,0)) = 0.5

    _BumpMap            ("Normal map", 2D) = "bump" {}
    _BumpOutline        ("Bump Outline", Range(0,1)) = 0
    _BumpFace           ("Bump Face", Range(0,1)) = 0

    _ReflectFaceColor   ("Reflection Color", Color) = (0,0,0,1)
    _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
    _Cube               ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
    _EnvMatrixRotation  ("Texture Rotation", vector) = (0, 0, 0, 0)


    [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 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

    [HDR]_GlowColor     ("Color", Color) = (0, 1, 0, 0.5)
    _GlowOffset         ("Offset", Range(-1,1)) = 0
    _GlowInner          ("Inner", Range(0,1)) = 0.05
    _GlowOuter          ("Outer", Range(0,1)) = 0.05
    _GlowPower          ("Falloff", Range(1, 0)) = 0.75

    _WeightNormal       ("Weight Normal", float) = 0
    _WeightBold         ("Weight Bold", float) = 0.5

    _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) = 5.0
    _ScaleX             ("Scale X", float) = 1.0
    _ScaleY             ("Scale Y", float) = 1.0
    _PerspectiveFilter  ("Perspective Correction", Range(0, 1)) = 0.875
    _Sharpness          ("Sharpness", Range(-1,1)) = 0

    _VertexOffsetX      ("Vertex OffsetX", float) = 0
    _VertexOffsetY      ("Vertex OffsetY", float) = 0

    _MaskCoord          ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
    _ClipRect           ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
    _MaskSoftnessX      ("Mask SoftnessX", float) = 0
    _MaskSoftnessY      ("Mask SoftnessY", float) = 0

    _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 target 3.0
        #pragma vertex VertShader
        #pragma fragment PixShader
        #pragma shader_feature __ BEVEL_ON
        #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
        #pragma shader_feature __ GLOW_ON
        #pragma shader_feature __ FORCE_LINEAR

        #pragma multi_compile __ UNITY_UI_CLIP_RECT
        #pragma multi_compile __ UNITY_UI_ALPHACLIP

        #include "UnityCG.cginc"
        #include "UnityUI.cginc"
        #include "TMPro_Properties.cginc"
        #include "TMPro.cginc"

        struct vertex_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            float4	position        : POSITION;
            float3	normal          : NORMAL;
            float4	color           : COLOR;
            float2	texcoord0       : TEXCOORD0;
            float2	texcoord1       : TEXCOORD1;
        };


        struct pixel_t {
            UNITY_VERTEX_INPUT_INSTANCE_ID
            UNITY_VERTEX_OUTPUT_STEREO
            float4	position        : SV_POSITION;
            float4	color           : COLOR;
            float2	atlas           : TEXCOORD0;
            float	weight          : TEXCOORD1;
            float2	mask            : TEXCOORD2;		// Position in object space(xy)
            float3	viewDir         : TEXCOORD3;

        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float2	texcoord2       : TEXCOORD4;
            float4	underlayColor   : COLOR1;
        #endif
            float4 textures         : TEXCOORD5;
        };

        // Used by Unity internally to handle Texture Tiling and Offset.
        float4 _FaceTex_ST;
        float4 _OutlineTex_ST;

        float4 SRGBToLinear(float4 rgba) {
            return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
        }

        pixel_t VertShader(vertex_t input)
        {
            pixel_t output;

            UNITY_INITIALIZE_OUTPUT(pixel_t, output);
            UNITY_SETUP_INSTANCE_ID(input);
            UNITY_TRANSFER_INSTANCE_ID(input,output);
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

            float bold = step(input.texcoord1.y, 0);

            float4 vert = input.position;
            vert.x += _VertexOffsetX;
            vert.y += _VertexOffsetY;

            float4 vPosition = UnityObjectToClipPos(vert);

            float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
            weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;

        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float4 underlayColor = _UnderlayColor;
            underlayColor.rgb *= underlayColor.a;

            float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
            float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
            float2 bOffset = float2(x, y);
        #endif

            // Generate UV for the Masking Texture
            float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);

            // Support for texture tiling and offset
            float2 textureUV = UnpackUV(input.texcoord1.x);
            float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
            float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);

            float4 color = input.color;
        #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
            color = SRGBToLinear(input.color);
        #endif

            output.position = vPosition;
            output.color = color;
            output.atlas = input.texcoord0;
            output.weight = weight;
            output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
            output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
        #if (UNDERLAY_ON || UNDERLAY_INNER)
            output.texcoord2 = input.texcoord0 + bOffset;
            output.underlayColor = underlayColor;
        #endif
            output.textures = float4(faceUV, outlineUV);

            return output;
        }


        fixed4 PixShader(pixel_t input) : SV_Target
        {
            UNITY_SETUP_INSTANCE_ID(input);

            float c = tex2D(_MainTex, input.atlas).a;

            float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
            pixelSize *= _TextureWidth * .75;
            float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);

            float weight = input.weight;
            float bias = (.5 - weight) + (.5 / scale);
            float sd = (bias - c) * scale;

            float outline = (_OutlineWidth * _ScaleRatioA) * scale;
            float softness = (_OutlineSoftness * _ScaleRatioA) * scale;

            half4 faceColor = _FaceColor;
            half4 outlineColor = _OutlineColor;

            faceColor.rgb *= input.color.rgb;

            faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
            outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);

            faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);

        #if BEVEL_ON
            float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
            float3 n = GetSurfaceNormal(input.atlas, weight, dxy);

            float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
            bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
            n = normalize(n - bump);

            float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));

            float3 col = GetSpecular(n, light);
            faceColor.rgb += col * faceColor.a;
            faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
            faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);

            fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
            faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
        #endif

        #if (UNDERLAY_ON || UNDERLAY_INNER)
            float bScale = scale;
            bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
            float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
        #endif

        #if UNDERLAY_ON
            float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
            faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
        #endif

        #if UNDERLAY_INNER
            float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
            faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
        #endif

        #if GLOW_ON
            float4 glowColor = GetGlowColor(sd, scale);
            faceColor.rgb += glowColor.rgb * glowColor.a;
        #endif

            // Alternative implementation to UnityGet2DClipping with support for softness.
        #if UNITY_UI_CLIP_RECT
            float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
            half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
            faceColor *= m.x * m.y;
        #endif

        #if UNITY_UI_ALPHACLIP
            clip(faceColor.a - 0.001);
        #endif

            return faceColor * input.color.a;
            }

            ENDCG
        }
}

Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}