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| author | Andrew Lee <alee14498@protonmail.com> | 2020-08-20 23:40:50 -0400 |
|---|---|---|
| committer | Andrew Lee <alee14498@protonmail.com> | 2020-08-20 23:40:50 -0400 |
| commit | 3af4c218c0e70167db23a6303d2af30aff37d2fe (patch) | |
| tree | 927f29edcf54ab562f40f3d1c6cb69287c7f5980 /Library/PackageCache/com.unity.textmeshpro@2.0.1/Editor Resources/Shaders/TMP_SDF Internal SSD.shader | |
| parent | b6daed0af784f4e9bc13329dd87c671b06ee1c65 (diff) | |
| download | Project-Sandbox-3af4c218c0e70167db23a6303d2af30aff37d2fe.tar.gz Project-Sandbox-3af4c218c0e70167db23a6303d2af30aff37d2fe.tar.bz2 Project-Sandbox-3af4c218c0e70167db23a6303d2af30aff37d2fe.zip | |
Removed a bunch of stuff; Changes
Diffstat (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Editor Resources/Shaders/TMP_SDF Internal SSD.shader')
| -rw-r--r-- | Library/PackageCache/com.unity.textmeshpro@2.0.1/Editor Resources/Shaders/TMP_SDF Internal SSD.shader | 126 |
1 files changed, 0 insertions, 126 deletions
diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Editor Resources/Shaders/TMP_SDF Internal SSD.shader b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Editor Resources/Shaders/TMP_SDF Internal SSD.shader deleted file mode 100644 index d053216..0000000 --- a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Editor Resources/Shaders/TMP_SDF Internal SSD.shader +++ /dev/null @@ -1,126 +0,0 @@ -// Simplified SDF shader:
-// - No Shading Option (bevel / bump / env map)
-// - No Glow Option
-// - Softness is applied on both side of the outline
-
-Shader "Hidden/TextMeshPro/Internal/Distance Field SSD" {
-
-Properties {
- _FaceColor ("Face Color", Color) = (1,1,1,1)
- _FaceDilate ("Face Dilate", Range(-1,1)) = 0
-
- _OutlineSoftness ("Outline Softness", Range(0,1)) = 0.02
-
- _WeightNormal ("Weight Normal", float) = 0
- _WeightBold ("Weight Bold", float) = .5
-
- _MainTex ("Font Atlas", 2D) = "white" {}
- _TextureWidth ("Texture Width", float) = 512
- _TextureHeight ("Texture Height", float) = 512
- _GradientScale ("Gradient Scale", float) = 5
- _ScaleX ("Scale X", float) = 1
- _ScaleY ("Scale Y", float) = 1
- _Sharpness ("Sharpness", Range(-1,1)) = 0
-
- _VertexOffsetX ("Vertex OffsetX", float) = 0
- _VertexOffsetY ("Vertex OffsetY", float) = 0
-
- _ColorMask ("Color Mask", Float) = 15
-}
-
-SubShader {
- Tags
- {
- "ForceSupported" = "True"
- }
-
- Lighting Off
- Blend One OneMinusSrcAlpha
- Cull Off
- ZWrite Off
- ZTest Always
-
- Pass {
- CGPROGRAM
- #pragma vertex VertShader
- #pragma fragment PixShader
-
- #include "UnityCG.cginc"
- #include "TMP_Properties.cginc"
-
- sampler2D _GUIClipTexture;
- uniform float4x4 unity_GUIClipTextureMatrix;
-
- struct vertex_t {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- fixed4 color : COLOR;
- float2 texcoord0 : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
-
- struct pixel_t {
- float4 vertex : SV_POSITION;
- fixed4 faceColor : COLOR;
- float2 texcoord0 : TEXCOORD0;
- float2 clipUV : TEXCOORD1;
- };
-
-
- pixel_t VertShader(vertex_t input)
- {
- // Does not handle simulated bold correctly.
-
- float4 vert = input.vertex;
- vert.x += _VertexOffsetX;
- vert.y += _VertexOffsetY;
- float4 vPosition = UnityObjectToClipPos(vert);
-
- float opacity = input.color.a;
-
- fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
- faceColor.rgb *= faceColor.a;
-
- // Generate UV for the Clip Texture
- float3 eyePos = UnityObjectToViewPos(input.vertex);
- float2 clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
-
- // Structure for pixel shader
- pixel_t output = {
- vPosition,
- faceColor,
- float2(input.texcoord0.x, input.texcoord0.y),
- clipUV,
- };
-
- return output;
- }
-
- half transition(half2 range, half distance)
- {
- return smoothstep(range.x, range.y, distance);
- }
-
- // PIXEL SHADER
- fixed4 PixShader(pixel_t input) : SV_Target
- {
- half distanceSample = tex2D(_MainTex, input.texcoord0).a;
- half smoothing = fwidth(distanceSample) * (1 - _Sharpness) + _OutlineSoftness;
- half contour = 0.5 - _FaceDilate * 0.5;
- half2 edgeRange = half2(contour - smoothing, contour + smoothing);
-
- half4 c = input.faceColor;
-
- half edgeTransition = transition(edgeRange, distanceSample);
- c *= edgeTransition;
-
- c *= tex2D(_GUIClipTexture, input.clipUV).a;
-
- return c;
- }
- ENDCG
- }
-}
-
-CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
-}
|
