unity package structure

This commit is contained in:
Kirill Chikalin
2024-11-16 14:04:55 +03:00
parent a3072a3693
commit 458fd56d48
35 changed files with 40 additions and 4 deletions

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using System;
using TMPro;
using UnityEngine;
using Object = UnityEngine.Object;
namespace ru.chikalin.textdecal
{
[ExecuteAlways]
[RequireComponent(typeof(TMP_Text))]
[DefaultExecutionOrder(11)]
[AddComponentMenu("Mesh/TextMeshPro - Decal")]
[HelpURL("https://assetstore.unity.com/")] // todo
#if UNITY_2021_2_OR_NEWER
[Icon("Editor/Resources/Icons/sticker.png")] // todo
#endif
public class TextMeshProDecal : MonoBehaviour
{
private const int VolumetricVertexCount = 8;
private const int VolumetricTrianglesCount = 36;
private readonly int[] _volumetricTriangles =
{
0, 1, 2, //face front
2, 3, 0,
1, 5, 6, //face top
6, 2, 1,
3, 2, 6, //face right
6, 7, 3,
4, 5, 1, //face left
1, 0, 4,
4, 0, 3, //face back
3, 7, 4,
7, 6, 5, //face bottom
5, 4, 7
};
[Tooltip("Volumetric mesh depth")] public float depth = 1;
private Vector3 _depthVector;
private TMP_Text _text;
private Vector3[] _vertices;
private int[] _triangles;
private Color[] _colors;
private Vector2[] _uv;
private Vector2[] _uv2;
private Vector2[] _uv4;
private Vector2[] _uv5;
private Vector2[] _uv6;
private Vector2[] _uv7;
private Vector2[] _uv8;
private Mesh _volumetricMesh;
private Mesh VolumetricMesh
{
get
{
if (_volumetricMesh != null) return _volumetricMesh;
_volumetricMesh = new Mesh
{
hideFlags = HideFlags.HideAndDontSave
};
#if DEVELOPMENT_BUILD || UNITY_EDITOR
_volumetricMesh.name = "TextMeshPro Decal Mesh";
#endif
_volumetricMesh.MarkDynamic();
return _volumetricMesh;
}
}
private MeshFilter _meshFilter;
private MeshFilter MeshFilter
{
get
{
if (_meshFilter != null) return _meshFilter;
_meshFilter = GetComponent<MeshFilter>();
if (_meshFilter != null) return _meshFilter;
_meshFilter = gameObject.AddComponent<MeshFilter>();
_meshFilter.hideFlags = HideFlags.HideInInspector | HideFlags.HideAndDontSave;
return _meshFilter;
}
}
private void Awake()
{
_text = GetComponent<TMP_Text>();
}
private void OnEnable()
{
UpdateDepthVector();
_text.OnPreRenderText += OnPreRenderText;
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(OnTextChangedEvent);
OnPreRenderText(_text.textInfo);
}
private void OnDisable()
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(OnTextChangedEvent);
_text.OnPreRenderText -= OnPreRenderText;
_text.ForceMeshUpdate();
MeshFilter.sharedMesh = _text.mesh;
if (_volumetricMesh != null)
{
DestroyImmediate(_volumetricMesh);
}
}
private void OnTextChangedEvent(Object obj)
{
if (obj != _text || !string.IsNullOrEmpty(_text.text)) return;
// force update if text is empty
OnPreRenderText(_text.textInfo);
}
private void OnPreRenderText(TMP_TextInfo textInfo)
{
// todo remove
if (_text.isVolumetricText)
{
var textMesh = _text.mesh;
MeshFilter.sharedMesh = textMesh;
}
else
{
PrepareMeshData(textInfo);
var characterIndex = 0;
for (var i = 0; i < textInfo.characterCount; i++)
{
var characterInfo = textInfo.characterInfo[i];
if (!characterInfo.isVisible) continue;
var materialIndex = characterInfo.materialReferenceIndex;
var meshInfo = textInfo.meshInfo[materialIndex];
AddCharacter(characterInfo, meshInfo, characterIndex++);
}
UpdateMesh();
}
}
/// <summary>
/// Add volumetric mesh for a character
/// </summary>
/// <param name="charInfo">TextMesh character info</param>
/// <param name="meshInfo">TextMesh mesh info</param>
/// <param name="characterIndex">Character index</param>
private void AddCharacter(TMP_CharacterInfo charInfo, TMP_MeshInfo meshInfo, int characterIndex)
{
var volumetricVertexIndex = characterIndex * VolumetricVertexCount;
var vertexIndex = charInfo.vertexIndex;
/*
* copy TextMesh vertices
*/
var bl = meshInfo.vertices[vertexIndex + 0];
var tl = meshInfo.vertices[vertexIndex + 1];
var tr = meshInfo.vertices[vertexIndex + 2];
var br = meshInfo.vertices[vertexIndex + 3];
_vertices[volumetricVertexIndex + 0] = bl;
_vertices[volumetricVertexIndex + 1] = tl;
_vertices[volumetricVertexIndex + 2] = tr;
_vertices[volumetricVertexIndex + 3] = br;
/*
* Extrude face to make a cube
*/
_vertices[volumetricVertexIndex + 4] = bl + _depthVector;
_vertices[volumetricVertexIndex + 5] = tl + _depthVector;
_vertices[volumetricVertexIndex + 6] = tr + _depthVector;
_vertices[volumetricVertexIndex + 7] = br + _depthVector;
/*
* Fill volumetric triangles
*/
for (var i = 0; i < _volumetricTriangles.Length; i++)
{
_triangles[characterIndex * VolumetricTrianglesCount + i] = volumetricVertexIndex + _volumetricTriangles[i];
}
/*
* Copy TextMesh UVs
*/
_uv[volumetricVertexIndex + 0] = charInfo.vertex_BL.uv;
_uv[volumetricVertexIndex + 1] = charInfo.vertex_TL.uv;
_uv[volumetricVertexIndex + 2] = charInfo.vertex_TR.uv;
_uv[volumetricVertexIndex + 3] = charInfo.vertex_BR.uv;
_uv[volumetricVertexIndex + 4] = charInfo.vertex_BL.uv;
_uv[volumetricVertexIndex + 5] = charInfo.vertex_TL.uv;
_uv[volumetricVertexIndex + 6] = charInfo.vertex_TR.uv;
_uv[volumetricVertexIndex + 7] = charInfo.vertex_BR.uv;
_uv2[volumetricVertexIndex + 0] = charInfo.vertex_BL.uv2;
_uv2[volumetricVertexIndex + 1] = charInfo.vertex_TL.uv2;
_uv2[volumetricVertexIndex + 2] = charInfo.vertex_TR.uv2;
_uv2[volumetricVertexIndex + 3] = charInfo.vertex_BR.uv2;
_uv2[volumetricVertexIndex + 4] = charInfo.vertex_BL.uv2;
_uv2[volumetricVertexIndex + 5] = charInfo.vertex_TL.uv2;
_uv2[volumetricVertexIndex + 6] = charInfo.vertex_TR.uv2;
_uv2[volumetricVertexIndex + 7] = charInfo.vertex_BR.uv2;
/*
* Additional mesh data for decal shader
*/
// character bottom left vertex position
var uv4 = new Vector2(bl.x, bl.y);
// character bottom left UV
var uv5 = charInfo.vertex_BL.uv;
// character 3D size
var width = Vector3.Distance(br, bl);
var height = Vector3.Distance(tr, br);
var uv6 = new Vector2(width, height);
// character UV size
var uvWidth = Vector2.Distance(charInfo.vertex_BR.uv, charInfo.vertex_BL.uv);
var uvHeight = Vector2.Distance(charInfo.vertex_TR.uv, charInfo.vertex_BR.uv);
var uv7 = new Vector2(uvWidth, uvHeight);
// character 3D Z-rotation
var angle = Vector3.SignedAngle(Vector3.up, tl - bl, Vector3.forward);
var uv8 = Mathf.Deg2Rad * angle;
for (var i = 0; i < VolumetricVertexCount; i++)
{
_uv4[volumetricVertexIndex + i] = uv4;
_uv5[volumetricVertexIndex + i] = uv5;
_uv6[volumetricVertexIndex + i] = uv6;
_uv7[volumetricVertexIndex + i] = uv7;
_colors[volumetricVertexIndex + i] = charInfo.color;
_uv8[volumetricVertexIndex + i].x = uv8;
}
}
private void UpdateMesh()
{
var mesh = VolumetricMesh;
mesh.Clear();
mesh.vertices = _vertices;
mesh.triangles = _triangles;
mesh.uv = _uv;
mesh.uv2 = _uv2;
mesh.colors = _colors;
mesh.uv4 = _uv4;
mesh.uv5 = _uv5;
mesh.uv6 = _uv6;
mesh.uv7 = _uv7;
mesh.uv8 = _uv8;
if (MeshFilter.sharedMesh != mesh)
{
MeshFilter.sharedMesh = mesh;
}
mesh.RecalculateBounds();
mesh.MarkModified();
}
private void PrepareMeshData(TMP_TextInfo textInfo)
{
var size = textInfo.characterInfo.Length;
var vertexSize = size * VolumetricVertexCount;
UpdateArray(ref _vertices, vertexSize);
UpdateArray(ref _triangles, size * VolumetricTrianglesCount);
UpdateArray(ref _colors, vertexSize);
UpdateArray(ref _uv, vertexSize);
UpdateArray(ref _uv2, vertexSize);
UpdateArray(ref _uv4, vertexSize);
UpdateArray(ref _uv5, vertexSize);
UpdateArray(ref _uv6, vertexSize);
UpdateArray(ref _uv7, vertexSize);
UpdateArray(ref _uv8, vertexSize);
}
private static void UpdateArray<T>(ref T[] array, int size)
{
if (array == null)
{
array = new T[size];
return;
}
if (array.Length < size)
{
Array.Resize(ref array, size);
}
Array.Clear(array, 0, array.Length);
}
#if UNITY_EDITOR
private void OnValidate()
{
if (_text != null)
{
_text.ForceMeshUpdate();
}
UpdateDepthVector();
}
#endif
private void UpdateDepthVector() => _depthVector = new Vector3(0, 0, depth);
}
}

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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 "TextMeshPro/Mobile/Decal/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) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_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
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_MaskTex ("Mask Texture", 2D) = "white" {}
_MaskInverse ("Inverse", float) = 0
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_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
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
HLSLPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
// #include "UnityCG.cginc"
// #include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro_Decal.cginc"
ENDHLSL
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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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 "TextMeshPro/Mobile/Distance Field/Decal Text" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_Color ("Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_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) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_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
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", 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
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
HLSLPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
uniform float4 _Color;
#include "TMPro_Properties.cginc"
CBUFFER_END
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float3 vertex : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord3 : TEXCOORD3; // vertex left bottom position
float2 texcoord4 : TEXCOORD4; // UV left bottom position
float2 texcoord5 : TEXCOORD5; // vertex width, height
float2 texcoord6 : TEXCOORD6; // UV width, height
float2 texcoord7 : TEXCOORD7; // rotation (x - angle)
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
float4 vert_data : TEXCOORD5; // vertex left bottom position (x, y), vertex width (z), height (w)
float4 uv_data : TEXCOORD6; // UV left bottom position (x, y), UV width (z), height (w)
float2 rot_data : TEXCOORD7; // sin(a), cos(a)
};
pixel_t VertShader(vertex_t input)
{
pixel_t output = (pixel_t)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float3 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = GetVertexPositionInputs(input.vertex).positionCS;
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(TransformObjectToWorld(input.normal.xyz), normalize(TransformWorldToViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
_FaceColor.a = min(_FaceColor.a, _Color.a);
float4 faceColor = float4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
output.vert_data = float4(input.texcoord3.xy, input.texcoord5.xy);
output.uv_data = float4(input.texcoord4.xy, input.texcoord6.xy);
const float angle = input.texcoord7.x;
output.rot_data = float2(sin(angle), cos(angle));
return output;
}
float invLerp(const float from, const float to, const float value)
{
return (value - from) / (to - from);
}
float remap(const float origFrom, const float origTo, const float targetFrom, const float targetTo, const float value)
{
const float rel = invLerp(origFrom, origTo, value);
return lerp(targetFrom, targetTo, rel);
}
float3 rotate(const float3 input, float2 m)
{
const float c = m.y; // cos(a)
const float s = m.x; // sin(a)
return mul(input, float3x3(c,-s, 0, s, c , 0, 0, 0, 1));
}
// PIXEL SHADER
float4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
// decal start
const float2 uv = (input.vertex.xy / _ScaledScreenParams.xy);
#if UNITY_REVERSED_Z
float depth = SampleSceneDepth(uv);
#else
// Adjust Z to match NDC for OpenGL ([-1, 1])
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(uv));
#endif
const float3 world_pos = ComputeWorldSpacePosition(uv, depth, UNITY_MATRIX_I_VP);
float3 local_pos = TransformWorldToObject(world_pos);
// move local space to left bottom vertex position
local_pos -= float3(input.vert_data.xy, 0);
local_pos = rotate(local_pos,input.rot_data);
const float width = input.vert_data.z;
const float height = input.vert_data.w;
float4 decal_clip = float4(0, 0, 1, 1);
decal_clip.x = step(0, local_pos.x) * (1 - step(width, local_pos.x));
decal_clip.y = step(0, local_pos.y) * (1 - step(height, local_pos.y));
// remap from (0..vertex_size) to (uv.start..uv.end)
local_pos.x = remap(0, width, input.uv_data.x, input.uv_data.x + input.uv_data.z, local_pos.x);
local_pos.y = remap(0, height, input.uv_data.y, input.uv_data.y + input.uv_data.w, local_pos.y);
// decal end
// half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half d = tex2D(_MainTex, local_pos.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
c *= decal_clip.x * decal_clip.y * decal_clip.z;
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDHLSL
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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fileFormatVersion: 2
guid: c47dfb763ac2d4f838ac57291e49f2d8
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include <HLSLSupport.cginc>
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord3 : TEXCOORD3; // vertex left bottom position
float2 texcoord4 : TEXCOORD4; // UV left bottom position
float2 texcoord5 : TEXCOORD5; // vertex width, height
float2 texcoord6 : TEXCOORD6; // UV width, height
float2 texcoord7 : TEXCOORD7; // rotation (x - angle)
};
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // x = weight, y = no longer used
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3;
float2 underlayParam : TEXCOORD4;
#endif
float4 vert_data : TEXCOORD5; // vertex left bottom position (x, y), vertex width (z), height (w)
float4 uv_data : TEXCOORD6; // UV left bottom position (x, y), UV width (z), height (w)
float2 rot_data : TEXCOORD7; // sin(a), cos(a)
};
float4 SRGBToLinear(float4 rgba)
{
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = GetVertexPositionInputs(vert).positionCS;
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
float opacity = color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
output.position = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
#endif
output.mask = mask;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
output.underlayColor = underlayColor;
#endif
// decal
output.vert_data = float4(input.texcoord3.xy, input.texcoord5.xy);
output.uv_data = float4(input.texcoord4.xy, input.texcoord6.xy);
const float angle = input.texcoord7.x;
output.rot_data = float2(sin(angle), cos(angle));
return output;
}
float invLerp(const float from, const float to, const float value)
{
return (value - from) / (to - from);
}
float remap(const float origFrom, const float origTo, const float targetFrom, const float targetTo, const float value)
{
const float rel = invLerp(origFrom, origTo, value);
return lerp(targetFrom, targetTo, rel);
}
float3 rotate(const float3 input, float2 m)
{
const float c = m.y; // cos(a)
const float s = m.x; // sin(a)
return mul(input, float3x3(c,-s, 0, s, c , 0, 0, 0, 1));
}
float4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
// decal start
const float2 uv = (input.position.xy / _ScaledScreenParams.xy);
#if UNITY_REVERSED_Z
float depth = SampleSceneDepth(uv);
#else
// Adjust Z to match NDC for OpenGL ([-1, 1])
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(uv));
#endif
const float3 world_pos = ComputeWorldSpacePosition(uv, depth, UNITY_MATRIX_I_VP);
float3 local_pos = TransformWorldToObject(world_pos);
// move local space to left bottom vertex position
local_pos -= float3(input.vert_data.xy, 0);
local_pos = rotate(local_pos,input.rot_data);
const float width = input.vert_data.z;
const float height = input.vert_data.w;
float4 decal_clip = float4(0, 0, 1, 1);
decal_clip.x = step(0, local_pos.x) * (1 - step(width, local_pos.x));
decal_clip.y = step(0, local_pos.y) * (1 - step(height, local_pos.y));
// remap from (0..vertex_size) to (uv.start..uv.end)
local_pos.x = remap(0, width, input.uv_data.x, input.uv_data.x + input.uv_data.z, local_pos.x);
local_pos.y = remap(0, height, input.uv_data.y, input.uv_data.y + input.uv_data.w, local_pos.y);
// decal end
// float d = tex2D(_MainTex, input.texcoord0.xy).a;
float d = tex2D(_MainTex, local_pos.xy).a;
float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
#endif
// scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
faceColor *= decal_clip.x * decal_clip.y * decal_clip.z;
#if OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float bias = input.param.x * scale - 0.5;
float sd = saturate(d * scale - bias - input.param.z);
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#if MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
faceColor *= a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
faceColor *= input.texcoord2.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor;
}

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fileFormatVersion: 2
guid: 83b6a32242774237aba4e25f0535f2a5
timeCreated: 1731679606

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#include <HLSLSupport.cginc>
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // x = weight, y = no longer used
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
float4 underlayColor : COLOR2;
#endif
};
float4 SRGBToLinear(float4 rgba)
{
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
float opacity = color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
output.position = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
#endif
output.mask = mask;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
output.underlayColor = underlayColor;
#endif
return output;
}
float4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
#endif
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#if OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float bias = input.param.x * scale - 0.5;
float sd = saturate(d * scale - bias - input.param.z);
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#if MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
faceColor *= a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
faceColor *= input.texcoord2.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor;
}

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fileFormatVersion: 2
guid: 5c3c90976a974ebfab085411aba35ac1
timeCreated: 1731679510

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// UI Editable properties
uniform sampler2D _FaceTex; // Alpha : Signed Distance
uniform float _FaceUVSpeedX;
uniform float _FaceUVSpeedY;
uniform float4 _FaceColor; // RGBA : Color + Opacity
uniform float _FaceDilate; // v[ 0, 1]
uniform float _OutlineSoftness; // v[ 0, 1]
uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
uniform float _OutlineUVSpeedX;
uniform float _OutlineUVSpeedY;
uniform float4 _OutlineColor; // RGBA : Color + Opacity
uniform float _OutlineWidth; // v[ 0, 1]
uniform float _Bevel; // v[ 0, 1]
uniform float _BevelOffset; // v[-1, 1]
uniform float _BevelWidth; // v[-1, 1]
uniform float _BevelClamp; // v[ 0, 1]
uniform float _BevelRoundness; // v[ 0, 1]
uniform sampler2D _BumpMap; // Normal map
uniform float _BumpOutline; // v[ 0, 1]
uniform float _BumpFace; // v[ 0, 1]
uniform samplerCUBE _Cube; // Cube / sphere map
uniform float4 _ReflectFaceColor; // RGB intensity
uniform float4 _ReflectOutlineColor;
//uniform float _EnvTiltX; // v[-1, 1]
//uniform float _EnvTiltY; // v[-1, 1]
uniform float3 _EnvMatrixRotation;
uniform float4x4 _EnvMatrix;
uniform float4 _SpecularColor; // RGB intensity
uniform float _LightAngle; // v[ 0,Tau]
uniform float _SpecularPower; // v[ 0, 1]
uniform float _Reflectivity; // v[ 5, 15]
uniform float _Diffuse; // v[ 0, 1]
uniform float _Ambient; // v[ 0, 1]
uniform float4 _UnderlayColor; // RGBA : Color + Opacity
uniform float _UnderlayOffsetX; // v[-1, 1]
uniform float _UnderlayOffsetY; // v[-1, 1]
uniform float _UnderlayDilate; // v[-1, 1]
uniform float _UnderlaySoftness; // v[ 0, 1]
uniform float4 _GlowColor; // RGBA : Color + Intesity
uniform float _GlowOffset; // v[-1, 1]
uniform float _GlowOuter; // v[ 0, 1]
uniform float _GlowInner; // v[ 0, 1]
uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
// API Editable properties
uniform float _ShaderFlags;
uniform float _WeightNormal;
uniform float _WeightBold;
uniform float _ScaleRatioA;
uniform float _ScaleRatioB;
uniform float _ScaleRatioC;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
//uniform float _UseClipRect;
uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
// Font Atlas properties
uniform sampler2D _MainTex;
uniform float _TextureWidth;
uniform float _TextureHeight;
uniform float _GradientScale;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _PerspectiveFilter;
uniform float _Sharpness;

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fileFormatVersion: 2
guid: 49536a91d8d94eddb186152f0eca69a7
timeCreated: 1731660883

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{
"name": "ru.chikalin.textdecal",
"displayName": "TextMeshPro Decal",
"version": "1.0.0",
"description": "Decal for TextMeshPro",
"license": "Refer to LICENSE.md file",
"samples": [
{
"displayName": "URP Sample",
"description": "URP Sample",
"path": "Samples~/URP Sample"
},
{
"displayName": "VR Sample",
"description": "VR Sample",
"path": "Samples~/VR Sample"
}
],
"dependencies": {
"com.unity.ugui": "2.0.0"
},
"author": {
"name": "Kirill Chikalin",
"email": "kirill@chikalin.ru",
"url": "https://chikalin.ru"
}
}

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