Reimport upgraded TextMesh Pro, modified.

This commit is contained in:
2023-02-01 22:14:43 +08:00
parent 623c53f79a
commit bd256ba1a6
293 changed files with 98622 additions and 345 deletions

View File

@@ -1,25 +1,25 @@
Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_MainTex ("Font Atlas", 2D) = "white" {}
_Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_VertexOffsetX("Vertex OffsetX", float) = 0
_VertexOffsetY("Vertex OffsetY", float) = 0
_MaskSoftnessX("Mask SoftnessX", float) = 0
_MaskSoftnessY("Mask SoftnessY", float) = 0
_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)
_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
_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
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
@@ -56,14 +56,16 @@ SubShader {
#include "UnityCG.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@@ -79,6 +81,8 @@ SubShader {
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
v2f vert (appdata_t v)
{
@@ -99,8 +103,9 @@ SubShader {
//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));
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT;
}