UnityGame/Library/PackageCache/com.unity.ugui/Editor Resources/Shaders/TMP_SDF Internal Editor.shader
2024-10-27 10:53:47 +03:00

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// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "Hidden/TMP/Internal/Editor/Distance Field SSD" {
Properties{
_FaceColor("Face Color", Color) = (1,1,1,1)
_FaceDilate("Face Dilate", Range(-1,1)) = 0
_OutlineColor("Outline Color", Color) = (0,0,0,1)
_OutlineWidth("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness("Outline Softness", Range(0,1)) = 0
_UnderlayColor("Border Color", Color) = (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
_WeightNormal("Weight Normal", float) = 0
_WeightBold("Weight Bold", float) = .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) = 1024
_TextureHeight("Texture Height", float) = 1024
_GradientScale("Gradient Scale", float) = 1
_ScaleX("Scale X", float) = 1
_ScaleY("Scale Y", float) = 1
_PerspectiveFilter("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness("Sharpness", Range(-1,1)) = 0
_VertexOffsetX("Vertex OffsetX", float) = 0
_VertexOffsetY("Vertex OffsetY", float) = 0
}
SubShader
{
Tags
{
"ForceSupported" = "True"
}
Lighting Off
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMP_Properties.cginc"
#include "TMP_SDF_SSD.cginc"
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}