SlashInTheDungeon / Assets / TextMesh Pro / Shaders / TMP_SDF-Surface.shader
TMP_SDF-Surface.shader
Raw
Shader "TextMeshPro/Distance Field (Surface)" {

Properties {
	_FaceTex			("Fill Texture", 2D) = "white" {}
	_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0
	_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0
	[HDR]_FaceColor		("Fill Color", Color) = (1,1,1,1)
	_FaceDilate			("Face Dilate", Range(-1,1)) = 0

	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
	_OutlineTex			("Outline Texture", 2D) = "white" {}
	_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0
	_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0
	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0
	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0

	_Bevel				("Bevel", Range(0,1)) = 0.5
	_BevelOffset		("Bevel Offset", Range(-0.5,0.5)) = 0
	_BevelWidth			("Bevel Width", Range(-.5,0.5)) = 0
	_BevelClamp			("Bevel Clamp", Range(0,1)) = 0
	_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0

	_BumpMap 			("Normalmap", 2D) = "bump" {}
	_BumpOutline		("Bump Outline", Range(0,1)) = 0.5
	_BumpFace			("Bump Face", Range(0,1)) = 0.5

	_ReflectFaceColor	    ("Face Color", Color) = (0,0,0,1)
	_ReflectOutlineColor	("Outline Color", Color) = (0,0,0,1)
	_Cube 					("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
	_EnvMatrixRotation  	("Texture Rotation", vector) = (0, 0, 0, 0)
	[HDR]_SpecColor		    ("Specular Color", Color) = (0,0,0,1)

	_FaceShininess		("Face Shininess", Range(0,1)) = 0
	_OutlineShininess	("Outline Shininess", Range(0,1)) = 0

	[HDR]_GlowColor		("Color", Color) = (0, 1, 0, 0.5)
	_GlowOffset			("Offset", Range(-1,1)) = 0
	_GlowInner			("Inner", Range(0,1)) = 0.05
	_GlowOuter			("Outer", Range(0,1)) = 0.05
	_GlowPower			("Falloff", Range(1, 0)) = 0.75

	_WeightNormal		("Weight Normal", float) = 0
	_WeightBold			("Weight Bold", float) = 0.5

	// Should not be directly exposed to the user
	_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) = 5.0
	_ScaleX				("Scale X", float) = 1.0
	_ScaleY				("Scale Y", float) = 1.0
	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875
	_Sharpness			("Sharpness", Range(-1,1)) = 0

	_VertexOffsetX		("Vertex OffsetX", float) = 0
	_VertexOffsetY		("Vertex OffsetY", float) = 0

	_CullMode			("Cull Mode", Float) = 0
	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0)
	//_MaskSoftness		("Mask Softness", float) = 0
}

SubShader {

	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }

	LOD 300
	Cull [_CullMode]

	CGPROGRAM
	#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
	#pragma target 3.0
	#pragma shader_feature __ GLOW_ON
	#pragma glsl

	#include "TMPro_Properties.cginc"
	#include "TMPro.cginc"

	half _FaceShininess;
	half _OutlineShininess;

	struct Input
	{
		fixed4	color			: COLOR;
		float2	uv_MainTex;
		float2	uv2_FaceTex;
		float2  uv2_OutlineTex;
		float2	param;						// Weight, Scale
		float3	viewDirEnv;
	};


	#define BEVEL_ON 1
	#include "TMPro_Surface.cginc"

	ENDCG

	// Pass to render object as a shadow caster
	Pass
	{
		Name "Caster"
		Tags { "LightMode" = "ShadowCaster" }
		Offset 1, 1

		Fog {Mode Off}
		ZWrite On
		ZTest LEqual
		Cull Off

		CGPROGRAM
		#pragma vertex vert
		#pragma fragment frag
		#pragma multi_compile_shadowcaster
		#include "UnityCG.cginc"

		struct v2f {
			V2F_SHADOW_CASTER;
			float2	uv			: TEXCOORD1;
			float2	uv2			: TEXCOORD3;
			float	alphaClip	: TEXCOORD2;
		};

		uniform float4 _MainTex_ST;
		uniform float4 _OutlineTex_ST;
		float _OutlineWidth;
		float _FaceDilate;
		float _ScaleRatioA;

		v2f vert( appdata_base v )
		{
			v2f o;
			TRANSFER_SHADOW_CASTER(o)
			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
			o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
			o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
			return o;
		}

		uniform sampler2D _MainTex;

		float4 frag(v2f i) : COLOR
		{
			fixed4 texcol = tex2D(_MainTex, i.uv).a;
			clip(texcol.a - i.alphaClip);
			SHADOW_CASTER_FRAGMENT(i)
		}
		ENDCG
	}
}

CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}