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@andanteyk
Created February 10, 2024 11:36
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ピクセルフォント囲み/影シェーダ
Shader "TextMeshPro/Bitmap_Shadow" { // この名前を変える
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
[HDR]_ShadowColor ("Shadow Color", Color) = (0.5,0.5,0.5,1) // 追加
_ShadowFlag ("Shadow Flag", int) = 255 // 追加
// TMP を騙す
_GradientScale ("Gradient Scale", float) = 5.0
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_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]
}
Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
fixed4 color2 : COLOR1; // 追加
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2;
float2 texcoord3 : TEXCOORD3; // 追加
};
uniform sampler2D _MainTex;
uniform float4 _MainTex_TexelSize; // 追加
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
uniform fixed4 _ShadowColor; // 追加
uniform int _ShadowFlag; // 追加
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v)
{
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
fixed4 shadowColor = _ShadowColor; // 追加
v2f OUT;
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
OUT.texcoord3 = _MainTex_TexelSize.xy; // 追加
OUT.color2 = shadowColor; // 追加
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0);
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
// ここから追加
fixed4 color2 = tex2D(_MainTex, IN.texcoord0 + float2(+IN.texcoord3.x, 0));
color2 = fixed4 (tex2D(_FaceTex, IN.texcoord1 + float2(+IN.texcoord3.x, 0)).rgb * IN.color2.rgb, IN.color2.a * color2.a * ((_ShadowFlag >> 0) & 1));
fixed4 color3 = tex2D(_MainTex, IN.texcoord0 + float2(-IN.texcoord3.x, 0));
color3 = fixed4 (tex2D(_FaceTex, IN.texcoord1 + float2(-IN.texcoord3.x, 0)).rgb * IN.color2.rgb, IN.color2.a * color3.a * ((_ShadowFlag >> 1) & 1));
fixed4 color4 = tex2D(_MainTex, IN.texcoord0 + float2(0, +IN.texcoord3.y));
color4 = fixed4 (tex2D(_FaceTex, IN.texcoord1 + float2(0, +IN.texcoord3.y)).rgb * IN.color2.rgb, IN.color2.a * color4.a * ((_ShadowFlag >> 2) & 1));
fixed4 color5 = tex2D(_MainTex, IN.texcoord0 + float2(0, -IN.texcoord3.y));
color5 = fixed4 (tex2D(_FaceTex, IN.texcoord1 + float2(0, -IN.texcoord3.y)).rgb * IN.color2.rgb, IN.color2.a * color5.a * ((_ShadowFlag >> 3) & 1));
fixed4 color6 = tex2D(_MainTex, IN.texcoord0 + float2(+IN.texcoord3.x, +IN.texcoord3.y));
color6 = fixed4 (tex2D(_FaceTex, IN.texcoord1 + float2(+IN.texcoord3.x, +IN.texcoord3.y)).rgb * IN.color2.rgb, IN.color2.a * color6.a * ((_ShadowFlag >> 4) & 1));
fixed4 color7 = tex2D(_MainTex, IN.texcoord0 + float2(-IN.texcoord3.x, -IN.texcoord3.y));
color7 = fixed4 (tex2D(_FaceTex, IN.texcoord1 + float2(-IN.texcoord3.x, -IN.texcoord3.y)).rgb * IN.color2.rgb, IN.color2.a * color7.a * ((_ShadowFlag >> 5) & 1));
fixed4 color8 = tex2D(_MainTex, IN.texcoord0 + float2(-IN.texcoord3.x, +IN.texcoord3.y));
color8 = fixed4 (tex2D(_FaceTex, IN.texcoord1 + float2(-IN.texcoord3.x, +IN.texcoord3.y)).rgb * IN.color2.rgb, IN.color2.a * color8.a * ((_ShadowFlag >> 6) & 1));
fixed4 color9 = tex2D(_MainTex, IN.texcoord0 + float2(+IN.texcoord3.x, -IN.texcoord3.y));
color9 = fixed4 (tex2D(_FaceTex, IN.texcoord1 + float2(+IN.texcoord3.x, -IN.texcoord3.y)).rgb * IN.color2.rgb, IN.color2.a * color9.a * ((_ShadowFlag >> 7) & 1));
color2 = max(max(max(max(max(max(max(color2, color3), color4), color5), color6), color7), color8), color9);
color = fixed4(color.rgb * color.a + color2.rgb * color2.a * (1 - color.a), color.a + color2.a * (1 - color.a));
// ここまで
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
// 下の行を消す (消さないと標準 GUI が出て ShadowColor が設定できない)
// CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}
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