Import two UI audio packs (Casual Game Sounds U6 and Free UI Click Sound Effects Pack) including dozens of .wav files, metadata, license/artwork and documentation. Add TextMesh Pro resources and new fonts (KOMIKAX and LiberationSans) and associated materials. Update MainMenu UI (MainMenu.uxml), its controller (MainMenuController.cs), panel settings asset and refresh MainMenu and SampleScene unity scenes to use the new assets.
253 lines
7.9 KiB
Plaintext
253 lines
7.9 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 Overlay" {
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Properties {
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_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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_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"="Overlay"
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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 Always
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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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{
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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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float4 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t
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{
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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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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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int _UIVertexColorAlwaysGammaSpace;
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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.texcoord0.w, 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.texcoord0.w) * _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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if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
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{
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input.color.rgb = UIGammaToLinear(input.color.rgb);
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}
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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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const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + 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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