Reimport upgraded TextMesh Pro, modified.
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@@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
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UNITY_INITIALIZE_OUTPUT(Input, data);
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float bold = step(v.texcoord1.y, 0);
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float bold = step(v.texcoord.w, 0);
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// Generate normal for backface
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float3 view = ObjSpaceViewDir(v.vertex);
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@@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data)
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pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
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scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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data.param.y = scale;
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#endif
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data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
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v.texcoord1.xy = UnpackUV(v.texcoord1.x);
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data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
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data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
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}
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@@ -82,7 +80,7 @@ void PixShader(Input input, inout SurfaceOutput o)
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float3 n = float3(0, 0, -1);
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float3 emission = float3(0, 0, 0);
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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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glowColor.a *= input.color.a;
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