From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Shaders/TMP_SDF Internal SSD.shader | 126 --------------------- 1 file changed, 126 deletions(-) delete mode 100644 Library/PackageCache/com.unity.textmeshpro@2.0.1/Editor Resources/Shaders/TMP_SDF Internal SSD.shader (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Editor Resources/Shaders/TMP_SDF Internal SSD.shader') 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" -} -- cgit v1.2.3