feat: Initial commit
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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Shader "Hidden/TMP/Internal/Editor/Distance Field SSD" {
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Properties{
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_FaceColor("Face Color", Color) = (1,1,1,1)
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_FaceDilate("Face Dilate", Range(-1,1)) = 0
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_OutlineColor("Outline Color", Color) = (0,0,0,1)
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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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_UnderlayColor("Border Color", Color) = (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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_WeightNormal("Weight Normal", float) = 0
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_WeightBold("Weight Bold", float) = .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) = 1024
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_TextureHeight("Texture Height", float) = 1024
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_GradientScale("Gradient Scale", float) = 1
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_ScaleX("Scale X", float) = 1
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_ScaleY("Scale Y", float) = 1
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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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}
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SubShader
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{
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Tags
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{
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"ForceSupported" = "True"
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}
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Lighting Off
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Blend One OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ OUTLINE_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "TMP_Properties.cginc"
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#include "TMP_SDF_SSD.cginc"
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ENDCG
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}
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}
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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