(Mache nach 2-4h Schlaf weiter. Noch nicht ganz fertig, aufgrund aufgrund mangelnder Zeit durch Arbeit, damaligen privaten Problemen und damals zu viel vorgenommen).
318 lines
10 KiB
GLSL
318 lines
10 KiB
GLSL
Shader "TextMeshPro/Distance Field" {
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Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_Bevel ("Bevel", Range(0,1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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_Ambient ("Ambient", Range(1,0)) = 0.5
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_BumpMap ("Normal map", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0,1)) = 0
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_BumpFace ("Bump Face", Range(0,1)) = 0
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_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma shader_feature __ GLOW_ON
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "TMPro_Properties.cginc"
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#include "TMPro.cginc"
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struct vertex_t {
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 position : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t {
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 position : SV_POSITION;
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fixed4 color : COLOR;
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float2 atlas : TEXCOORD0; // Atlas
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float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
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float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
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float3 viewDir : TEXCOORD3;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
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fixed4 underlayColor : COLOR1;
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#endif
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float4 textures : TEXCOORD5;
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};
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// Used by Unity internally to handle Texture Tiling and Offset.
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float4 _FaceTex_ST;
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float4 _OutlineTex_ST;
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pixel_t VertShader(vertex_t input)
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{
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pixel_t output;
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UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input,output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float bold = step(input.texcoord1.y, 0);
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float4 vert = input.position;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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float4 vPosition = UnityObjectToClipPos(vert);
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
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float bias =(.5 - weight) + (.5 / scale);
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float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
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#if GLOW_ON
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alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
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#endif
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alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 underlayColor = _UnderlayColor;
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underlayColor.rgb *= underlayColor.a;
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float bScale = scale;
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bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
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float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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float2 bOffset = float2(x, y);
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#endif
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// Generate UV for the Masking Texture
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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// Support for texture tiling and offset
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float2 textureUV = UnpackUV(input.texcoord1.x);
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float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
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float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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output.position = vPosition;
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output.color = input.color;
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output.atlas = input.texcoord0;
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output.param = float4(alphaClip, scale, bias, weight);
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
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output.underlayColor = underlayColor;
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#endif
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output.textures = float4(faceUV, outlineUV);
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return output;
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}
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fixed4 PixShader(pixel_t input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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float c = tex2D(_MainTex, input.atlas).a;
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#ifndef UNDERLAY_ON
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clip(c - input.param.x);
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#endif
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float scale = input.param.y;
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float bias = input.param.z;
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float weight = input.param.w;
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float sd = (bias - c) * scale;
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float outline = (_OutlineWidth * _ScaleRatioA) * scale;
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float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
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half4 faceColor = _FaceColor;
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half4 outlineColor = _OutlineColor;
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faceColor.rgb *= input.color.rgb;
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faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
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outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
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faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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#if BEVEL_ON
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float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
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float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
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float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
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bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
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n = normalize(n- bump);
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
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float3 col = GetSpecular(n, light);
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faceColor.rgb += col*faceColor.a;
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faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
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faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
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fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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#endif
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#if UNDERLAY_ON
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
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#endif
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#if UNDERLAY_INNER
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
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#endif
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#if GLOW_ON
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float4 glowColor = GetGlowColor(sd, scale);
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faceColor.rgb += glowColor.rgb * glowColor.a;
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#endif
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// Alternative implementation to UnityGet2DClipping with support for softness.
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#if UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
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faceColor *= m.x * m.y;
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#endif
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#if UNITY_UI_ALPHACLIP
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clip(faceColor.a - 0.001);
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#endif
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return faceColor * input.color.a;
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}
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ENDCG
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}
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}
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Fallback "TextMeshPro/Mobile/Distance Field"
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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