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8
Assets/ru.chikalin/textdecal/Scripts.meta
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8
Assets/ru.chikalin/textdecal/Scripts.meta
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307
Assets/ru.chikalin/textdecal/Scripts/TextMeshProDecal.cs
Normal file
307
Assets/ru.chikalin/textdecal/Scripts/TextMeshProDecal.cs
Normal file
@@ -0,0 +1,307 @@
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using System;
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||||
using TMPro;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace ru.chikalin.textdecal
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{
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[ExecuteAlways]
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[RequireComponent(typeof(TMP_Text))]
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[DefaultExecutionOrder(11)]
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[AddComponentMenu("Mesh/TextMeshPro - Decal")]
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[HelpURL("https://assetstore.unity.com/")] // todo
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#if UNITY_2021_2_OR_NEWER
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[Icon("Editor/Resources/Icons/sticker.png")] // todo
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#endif
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public class TextMeshProDecal : MonoBehaviour
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{
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private const int VolumetricVertexCount = 8;
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private const int VolumetricTrianglesCount = 36;
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private readonly int[] _volumetricTriangles =
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{
|
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0, 1, 2, //face front
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2, 3, 0,
|
||||
1, 5, 6, //face top
|
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6, 2, 1,
|
||||
3, 2, 6, //face right
|
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6, 7, 3,
|
||||
4, 5, 1, //face left
|
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1, 0, 4,
|
||||
4, 0, 3, //face back
|
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3, 7, 4,
|
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7, 6, 5, //face bottom
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5, 4, 7
|
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};
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[Tooltip("Volumetric mesh depth")] public float depth = 1;
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private Vector3 _depthVector;
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private TMP_Text _text;
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private Vector3[] _vertices;
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private int[] _triangles;
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private Color[] _colors;
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private Vector2[] _uv;
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private Vector2[] _uv2;
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private Vector2[] _uv4;
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private Vector2[] _uv5;
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private Vector2[] _uv6;
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private Vector2[] _uv7;
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private Vector2[] _uv8;
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private Mesh _volumetricMesh;
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private Mesh VolumetricMesh
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{
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get
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{
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if (_volumetricMesh != null) return _volumetricMesh;
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_volumetricMesh = new Mesh
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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_volumetricMesh.name = "TextMeshPro Decal Mesh";
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#endif
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_volumetricMesh.MarkDynamic();
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return _volumetricMesh;
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}
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}
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private MeshFilter _meshFilter;
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private MeshFilter MeshFilter
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{
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get
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{
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if (_meshFilter != null) return _meshFilter;
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_meshFilter = GetComponent<MeshFilter>();
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if (_meshFilter != null) return _meshFilter;
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_meshFilter = gameObject.AddComponent<MeshFilter>();
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_meshFilter.hideFlags = HideFlags.HideInInspector | HideFlags.HideAndDontSave;
|
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return _meshFilter;
|
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}
|
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}
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private void Awake()
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{
|
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_text = GetComponent<TMP_Text>();
|
||||
}
|
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private void OnEnable()
|
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{
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UpdateDepthVector();
|
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_text.OnPreRenderText += OnPreRenderText;
|
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TMPro_EventManager.TEXT_CHANGED_EVENT.Add(OnTextChangedEvent);
|
||||
OnPreRenderText(_text.textInfo);
|
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}
|
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|
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private void OnDisable()
|
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{
|
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TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(OnTextChangedEvent);
|
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_text.OnPreRenderText -= OnPreRenderText;
|
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|
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_text.ForceMeshUpdate();
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MeshFilter.sharedMesh = _text.mesh;
|
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if (_volumetricMesh != null)
|
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{
|
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DestroyImmediate(_volumetricMesh);
|
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}
|
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}
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private void OnTextChangedEvent(Object obj)
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{
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if (obj != _text || !string.IsNullOrEmpty(_text.text)) return;
|
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|
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// force update if text is empty
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OnPreRenderText(_text.textInfo);
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}
|
||||
|
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private void OnPreRenderText(TMP_TextInfo textInfo)
|
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{
|
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// todo remove
|
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if (_text.isVolumetricText)
|
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{
|
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var textMesh = _text.mesh;
|
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MeshFilter.sharedMesh = textMesh;
|
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}
|
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else
|
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{
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PrepareMeshData(textInfo);
|
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var characterIndex = 0;
|
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for (var i = 0; i < textInfo.characterCount; i++)
|
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{
|
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var characterInfo = textInfo.characterInfo[i];
|
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if (!characterInfo.isVisible) continue;
|
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var materialIndex = characterInfo.materialReferenceIndex;
|
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var meshInfo = textInfo.meshInfo[materialIndex];
|
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AddCharacter(characterInfo, meshInfo, characterIndex++);
|
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}
|
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|
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UpdateMesh();
|
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}
|
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}
|
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|
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/// <summary>
|
||||
/// Add volumetric mesh for a character
|
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/// </summary>
|
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/// <param name="charInfo">TextMesh character info</param>
|
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/// <param name="meshInfo">TextMesh mesh info</param>
|
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/// <param name="characterIndex">Character index</param>
|
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private void AddCharacter(TMP_CharacterInfo charInfo, TMP_MeshInfo meshInfo, int characterIndex)
|
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{
|
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var volumetricVertexIndex = characterIndex * VolumetricVertexCount;
|
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var vertexIndex = charInfo.vertexIndex;
|
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|
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/*
|
||||
* copy TextMesh vertices
|
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*/
|
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var bl = meshInfo.vertices[vertexIndex + 0];
|
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var tl = meshInfo.vertices[vertexIndex + 1];
|
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var tr = meshInfo.vertices[vertexIndex + 2];
|
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var br = meshInfo.vertices[vertexIndex + 3];
|
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_vertices[volumetricVertexIndex + 0] = bl;
|
||||
_vertices[volumetricVertexIndex + 1] = tl;
|
||||
_vertices[volumetricVertexIndex + 2] = tr;
|
||||
_vertices[volumetricVertexIndex + 3] = br;
|
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/*
|
||||
* Extrude face to make a cube
|
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*/
|
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_vertices[volumetricVertexIndex + 4] = bl + _depthVector;
|
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_vertices[volumetricVertexIndex + 5] = tl + _depthVector;
|
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_vertices[volumetricVertexIndex + 6] = tr + _depthVector;
|
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_vertices[volumetricVertexIndex + 7] = br + _depthVector;
|
||||
|
||||
/*
|
||||
* Fill volumetric triangles
|
||||
*/
|
||||
for (var i = 0; i < _volumetricTriangles.Length; i++)
|
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{
|
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_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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6e705d8c563048b898ce13a6b9685f6
|
||||
8
Assets/ru.chikalin/textdecal/Shaders.meta
Normal file
8
Assets/ru.chikalin/textdecal/Shaders.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab00d5e636fda4407af11cfac51b958c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because one or more lines are too long
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f84ba4af5f59a4e5db5d23c9c3580b8c
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8096
Assets/ru.chikalin/textdecal/Shaders/LiberationSans Decals SDF.asset
Normal file
8096
Assets/ru.chikalin/textdecal/Shaders/LiberationSans Decals SDF.asset
Normal file
File diff suppressed because one or more lines are too long
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d2d7c952bc8c4e968019a926227e17b
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
106
Assets/ru.chikalin/textdecal/Shaders/TMP_SDF-Mobile SSD Decal.shader
Executable file
106
Assets/ru.chikalin/textdecal/Shaders/TMP_SDF-Mobile SSD Decal.shader
Executable file
@@ -0,0 +1,106 @@
|
||||
// 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"
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 970b94dd738345c3ab1ac4418c017ad4
|
||||
timeCreated: 1731679485
|
||||
301
Assets/ru.chikalin/textdecal/Shaders/TMP_SDF-Mobile-Decal.shader
Executable file
301
Assets/ru.chikalin/textdecal/Shaders/TMP_SDF-Mobile-Decal.shader
Executable file
@@ -0,0 +1,301 @@
|
||||
// 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"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c47dfb763ac2d4f838ac57291e49f2d8
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
227
Assets/ru.chikalin/textdecal/Shaders/TMPro_Decal.cginc
Executable file
227
Assets/ru.chikalin/textdecal/Shaders/TMPro_Decal.cginc
Executable file
@@ -0,0 +1,227 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 83b6a32242774237aba4e25f0535f2a5
|
||||
timeCreated: 1731679606
|
||||
167
Assets/ru.chikalin/textdecal/Shaders/TMPro_Mobile.cginc
Executable file
167
Assets/ru.chikalin/textdecal/Shaders/TMPro_Mobile.cginc
Executable file
@@ -0,0 +1,167 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c3c90976a974ebfab085411aba35ac1
|
||||
timeCreated: 1731679510
|
||||
80
Assets/ru.chikalin/textdecal/Shaders/TMPro_Properties.cginc
Executable file
80
Assets/ru.chikalin/textdecal/Shaders/TMPro_Properties.cginc
Executable file
@@ -0,0 +1,80 @@
|
||||
// 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;
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 49536a91d8d94eddb186152f0eca69a7
|
||||
timeCreated: 1731660883
|
||||
Reference in New Issue
Block a user