Created
March 14, 2019 10:05
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TextMeshPro Shader updated to work with Single pass stereo rendering in Unity
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// Simplified SDF shader: | |
// - No Shading Option (bevel / bump / env map) | |
// - No Glow Option | |
// - Softness is applied on both side of the outline | |
Shader "TextMeshPro/Mobile/Distance Field Instanced" { | |
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 | |
_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 | |
_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 { | |
CGPROGRAM | |
#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" | |
struct vertex_t { | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
fixed4 color : COLOR; | |
float2 texcoord0 : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
}; | |
struct pixel_t { | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
UNITY_VERTEX_OUTPUT_STEREO | |
float4 vertex : SV_POSITION; | |
fixed4 faceColor : COLOR; | |
fixed4 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 | |
}; | |
pixel_t VertShader(vertex_t input) | |
{ | |
pixel_t output = (pixel_t)0; | |
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.texcoord1.y, 0); | |
float4 vert = input.vertex; | |
vert.x += _VertexOffsetX; | |
vert.y += _VertexOffsetY; | |
float4 vPosition = UnityObjectToClipPos(vert); | |
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 * 1.5; | |
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(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 | |
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; | |
faceColor.rgb *= faceColor.a; | |
fixed4 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); | |
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 | |
return output; | |
} | |
// PIXEL SHADER | |
fixed4 PixShader(pixel_t input) : SV_Target | |
{ | |
UNITY_SETUP_INSTANCE_ID(input); | |
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; | |
half4 c = input.faceColor * saturate(d - input.param.w); | |
#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; | |
} | |
ENDCG | |
} | |
} | |
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | |
} |
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