// 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" }