// Simplified SDF shader: // - No Shading Option (bevel / bump / env map) // - No Glow Option // - Softness is applied on both side of the outline Shader "Hidden/TextMeshPro/Mobile/Distance Field SSD (SoftMaskable)" { Properties { [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 [HDR]_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 _Sharpness ("Sharpness", Range(-1,1)) = 0 _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 _MaskTex ("Mask Texture", 2D) = "white" {} _MaskInverse ("Inverse", float) = 0 _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 _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 } 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 "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc" // ==== SOFTMASKABLE START ==== #pragma shader_feature _ SOFTMASK_EDITOR #pragma shader_feature_local_fragment _ SOFTMASKABLE #if SOFTMASKABLE #include "Packages/com.coffee.softmask-for-ugui/Shaders/SoftMask.cginc" #endif // ==== SOFTMASKABLE END ==== struct vertex_t { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct pixel_t { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 position : SV_POSITION; float4 faceColor : COLOR; float4 outlineColor : COLOR1; float4 texcoord0 : TEXCOORD0; float4 param : TEXCOORD1; // weight, scaleRatio float2 mask : TEXCOORD2; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD3; float4 underlayColor : COLOR2; #endif // ==== SOFTMASKABLE START ==== #if SOFTMASK_EDITOR float4 worldPosition : TEXCOORD6; #endif // ==== SOFTMASKABLE END ==== }; float _UIMaskSoftnessX; float _UIMaskSoftnessY; float4 SRGBToLinear(float4 rgba) { return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); } pixel_t VertShader(vertex_t input) { pixel_t output; 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.position; vert.x += _VertexOffsetX; vert.y += _VertexOffsetY; float4 vPosition = UnityObjectToClipPos(vert); float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; // Generate UV for the Masking Texture float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); float4 color = input.color; #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) color = SRGBToLinear(input.color); #endif float opacity = color.a; #if (UNDERLAY_ON | UNDERLAY_INNER) opacity = 1.0; #endif float4 faceColor = float4(color.rgb, opacity) * _FaceColor; faceColor.rgb *= faceColor.a; float4 outlineColor = _OutlineColor; outlineColor.a *= opacity; outlineColor.rgb *= outlineColor.a; output.position = vPosition; output.faceColor = faceColor; output.outlineColor = outlineColor; output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); float2 mask = float2(0, 0); #if UNITY_UI_CLIP_RECT mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; #endif output.mask = mask; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); output.underlayColor = underlayColor; #endif // ==== SOFTMASKABLE START ==== #if SOFTMASK_EDITOR output.worldPosition = input.position; #endif // ==== SOFTMASKABLE END ==== return output; } float4 PixShader(pixel_t input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); float d = tex2D(_MainTex, input.texcoord0.xy).a; float2 UV = input.texcoord0.xy; float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; #if (UNDERLAY_ON | UNDERLAY_INNER) float layerScale = scale; layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); #endif scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); #ifdef OUTLINE_ON float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); #endif #if UNDERLAY_ON d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); #endif #if UNDERLAY_INNER float bias = input.param.x * scale - 0.5; float sd = saturate(d * scale - bias - input.param.z); d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); #endif #ifdef MASKING float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; a = saturate(t / _MaskEdgeSoftness); faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); faceColor *= a; #endif // Alternative implementation to UnityGet2DClipping with support for softness #if UNITY_UI_CLIP_RECT float2 maskZW = 0.25 / (0.25 * half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)) + (1 / scale)); float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); faceColor *= m.x * m.y; #endif #if (UNDERLAY_ON | UNDERLAY_INNER) faceColor *= input.texcoord2.z; #endif // ==== SOFTMASKABLE START ==== #if SOFTMASKABLE faceColor *= SoftMask(input.position, input.worldPosition, faceColor.a); #endif // ==== SOFTMASKABLE END ==== #if UNITY_UI_ALPHACLIP clip(faceColor.a - 0.001); #endif return faceColor; } ENDCG } } CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" }