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| author | Andrew Lee <alee14498@gmail.com> | 2019-11-03 18:31:04 -0500 |
|---|---|---|
| committer | Andrew Lee <alee14498@gmail.com> | 2019-11-03 18:31:04 -0500 |
| commit | e8dd5d4fd406e6e6b710cbe85309f6870bccc37a (patch) | |
| tree | db0e99cfdbefb1625d66d07631f43565ae8ff41f /Assets/Packages/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader | |
| parent | 20b14c9a89821e6592bf25bed9329a5abe20495c (diff) | |
| download | Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.tar.gz Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.tar.bz2 Unicity-e8dd5d4fd406e6e6b710cbe85309f6870bccc37a.zip | |
Remove everything
Diffstat (limited to 'Assets/Packages/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader')
| -rw-r--r-- | Assets/Packages/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader | 142 |
1 files changed, 0 insertions, 142 deletions
diff --git a/Assets/Packages/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/Packages/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader deleted file mode 100644 index c130a16..0000000 --- a/Assets/Packages/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader +++ /dev/null @@ -1,142 +0,0 @@ -Shader "TextMeshPro/Bitmap Custom Atlas" { - -Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - _FaceColor ("Text Color", Color) = (1,1,1,1) - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _Padding ("Padding", 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 - - _ColorMask("Color Mask", Float) = 15 -} - -SubShader{ - - Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } - - Stencil - { - Ref[_Stencil] - Comp[_StencilComp] - Pass[_StencilOp] - ReadMask[_StencilReadMask] - WriteMask[_StencilWriteMask] - } - - - Lighting Off - Cull [_CullMode] - ZTest [unity_GUIZTestMode] - ZWrite Off - Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - float4 mask : TEXCOORD2; - }; - - uniform sampler2D _MainTex; - uniform sampler2D _FaceTex; - uniform float4 _FaceTex_ST; - uniform fixed4 _FaceColor; - - uniform float _VertexOffsetX; - uniform float _VertexOffsetY; - uniform float4 _ClipRect; - uniform float _MaskSoftnessX; - uniform float _MaskSoftnessY; - - float2 UnpackUV(float uv) - { - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; - } - - v2f vert (appdata_t v) - { - float4 vert = v.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); - - fixed4 faceColor = v.color; - faceColor *= _FaceColor; - - v2f OUT; - OUT.vertex = vPosition; - OUT.color = faceColor; - OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); - float2 pixelSize = vPosition.w; - pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); - - // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - - return OUT; - } - - fixed4 frag (v2f IN) : SV_Target - { - fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(color.a - 0.001); - #endif - - return color; - } - ENDCG - } -} - - CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" -} |
