先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
295 lines
9.3 KiB
Plaintext
295 lines
9.3 KiB
Plaintext
// 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"
|
|
}
|