FiE-Game/Assets/TextMesh Pro/Scripts/Runtime/TMPro_ShaderUtilities.cs

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2023-07-26 14:55:11 +02:00
using UnityEngine;
using System.Linq;
using System.Collections;
namespace TMPro
{
public static class ShaderUtilities
{
// Shader Property IDs
public static int ID_MainTex;
public static int ID_FaceTex;
public static int ID_FaceColor;
public static int ID_FaceDilate;
public static int ID_Shininess;
public static int ID_UnderlayColor;
public static int ID_UnderlayOffsetX;
public static int ID_UnderlayOffsetY;
public static int ID_UnderlayDilate;
public static int ID_UnderlaySoftness;
public static int ID_WeightNormal;
public static int ID_WeightBold;
public static int ID_OutlineTex;
public static int ID_OutlineWidth;
public static int ID_OutlineSoftness;
public static int ID_OutlineColor;
public static int ID_GradientScale;
public static int ID_ScaleX;
public static int ID_ScaleY;
public static int ID_PerspectiveFilter;
public static int ID_TextureWidth;
public static int ID_TextureHeight;
public static int ID_BevelAmount;
public static int ID_GlowColor;
public static int ID_GlowOffset;
public static int ID_GlowPower;
public static int ID_GlowOuter;
public static int ID_LightAngle;
public static int ID_EnvMap;
public static int ID_EnvMatrix;
public static int ID_EnvMatrixRotation;
//public static int ID_MaskID;
public static int ID_MaskCoord;
public static int ID_ClipRect;
public static int ID_MaskSoftnessX;
public static int ID_MaskSoftnessY;
public static int ID_VertexOffsetX;
public static int ID_VertexOffsetY;
public static int ID_UseClipRect;
public static int ID_StencilID;
public static int ID_StencilOp;
public static int ID_StencilComp;
public static int ID_StencilReadMask;
public static int ID_StencilWriteMask;
public static int ID_ShaderFlags;
public static int ID_ScaleRatio_A;
public static int ID_ScaleRatio_B;
public static int ID_ScaleRatio_C;
public static string Keyword_Bevel = "BEVEL_ON";
public static string Keyword_Glow = "GLOW_ON";
public static string Keyword_Underlay = "UNDERLAY_ON";
public static string Keyword_Ratios = "RATIOS_OFF";
//public static string Keyword_MASK_OFF = "MASK_OFF";
public static string Keyword_MASK_SOFT = "MASK_SOFT";
public static string Keyword_MASK_HARD = "MASK_HARD";
public static string Keyword_MASK_TEX = "MASK_TEX";
public static string Keyword_Outline = "OUTLINE_ON";
public static string ShaderTag_ZTestMode = "unity_GUIZTestMode";
public static string ShaderTag_CullMode = "_CullMode";
private static float m_clamp = 1.0f;
public static bool isInitialized = false;
/// <summary>
///
/// </summary>
static ShaderUtilities()
{
GetShaderPropertyIDs();
}
/// <summary>
///
/// </summary>
public static void GetShaderPropertyIDs()
{
if (isInitialized == false)
{
//Debug.Log("Getting Shader property IDs");
isInitialized = true;
ID_MainTex = Shader.PropertyToID("_MainTex");
ID_FaceTex = Shader.PropertyToID("_FaceTex");
ID_FaceColor = Shader.PropertyToID("_FaceColor");
ID_FaceDilate = Shader.PropertyToID("_FaceDilate");
ID_Shininess = Shader.PropertyToID("_FaceShininess");
ID_UnderlayColor = Shader.PropertyToID("_UnderlayColor");
ID_UnderlayOffsetX = Shader.PropertyToID("_UnderlayOffsetX");
ID_UnderlayOffsetY = Shader.PropertyToID("_UnderlayOffsetY");
ID_UnderlayDilate = Shader.PropertyToID("_UnderlayDilate");
ID_UnderlaySoftness = Shader.PropertyToID("_UnderlaySoftness");
ID_WeightNormal = Shader.PropertyToID("_WeightNormal");
ID_WeightBold = Shader.PropertyToID("_WeightBold");
ID_OutlineTex = Shader.PropertyToID("_OutlineTex");
ID_OutlineWidth = Shader.PropertyToID("_OutlineWidth");
ID_OutlineSoftness = Shader.PropertyToID("_OutlineSoftness");
ID_OutlineColor = Shader.PropertyToID("_OutlineColor");
ID_GradientScale = Shader.PropertyToID("_GradientScale");
ID_ScaleX = Shader.PropertyToID("_ScaleX");
ID_ScaleY = Shader.PropertyToID("_ScaleY");
ID_PerspectiveFilter = Shader.PropertyToID("_PerspectiveFilter");
ID_TextureWidth = Shader.PropertyToID("_TextureWidth");
ID_TextureHeight = Shader.PropertyToID("_TextureHeight");
ID_BevelAmount = Shader.PropertyToID("_Bevel");
ID_LightAngle = Shader.PropertyToID("_LightAngle");
ID_EnvMap = Shader.PropertyToID("_Cube");
ID_EnvMatrix = Shader.PropertyToID("_EnvMatrix");
ID_EnvMatrixRotation = Shader.PropertyToID("_EnvMatrixRotation");
ID_GlowColor = Shader.PropertyToID("_GlowColor");
ID_GlowOffset = Shader.PropertyToID("_GlowOffset");
ID_GlowPower = Shader.PropertyToID("_GlowPower");
ID_GlowOuter = Shader.PropertyToID("_GlowOuter");
//ID_MaskID = Shader.PropertyToID("_MaskID");
ID_MaskCoord = Shader.PropertyToID("_MaskCoord");
ID_ClipRect = Shader.PropertyToID("_ClipRect");
ID_UseClipRect = Shader.PropertyToID("_UseClipRect");
ID_MaskSoftnessX = Shader.PropertyToID("_MaskSoftnessX");
ID_MaskSoftnessY = Shader.PropertyToID("_MaskSoftnessY");
ID_VertexOffsetX = Shader.PropertyToID("_VertexOffsetX");
ID_VertexOffsetY = Shader.PropertyToID("_VertexOffsetY");
ID_StencilID = Shader.PropertyToID("_Stencil");
ID_StencilOp = Shader.PropertyToID("_StencilOp");
ID_StencilComp = Shader.PropertyToID("_StencilComp");
ID_StencilReadMask = Shader.PropertyToID("_StencilReadMask");
ID_StencilWriteMask = Shader.PropertyToID("_StencilWriteMask");
ID_ShaderFlags = Shader.PropertyToID("_ShaderFlags");
ID_ScaleRatio_A = Shader.PropertyToID("_ScaleRatioA");
ID_ScaleRatio_B = Shader.PropertyToID("_ScaleRatioB");
ID_ScaleRatio_C = Shader.PropertyToID("_ScaleRatioC");
}
}
// Scale Ratios to ensure property ranges are optimum in Material Editor
public static void UpdateShaderRatios(Material mat)
{
//Debug.Log("UpdateShaderRatios() called.");
float ratio_A = 1;
float ratio_B = 1;
float ratio_C = 1;
bool isRatioEnabled = !mat.shaderKeywords.Contains(Keyword_Ratios);
// Compute Ratio A
float scale = mat.GetFloat(ID_GradientScale);
float faceDilate = mat.GetFloat(ID_FaceDilate);
float outlineThickness = mat.GetFloat(ID_OutlineWidth);
float outlineSoftness = mat.GetFloat(ID_OutlineSoftness);
float weight = Mathf.Max(mat.GetFloat(ID_WeightNormal), mat.GetFloat(ID_WeightBold)) / 4.0f;
float t = Mathf.Max(1, weight + faceDilate + outlineThickness + outlineSoftness);
ratio_A = isRatioEnabled ? (scale - m_clamp) / (scale * t) : 1;
//float ratio_A_old = mat.GetFloat(ID_ScaleRatio_A);
// Only set the ratio if it has changed.
//if (ratio_A != ratio_A_old)
mat.SetFloat(ID_ScaleRatio_A, ratio_A);
// Compute Ratio B
if (mat.HasProperty(ID_GlowOffset))
{
float glowOffset = mat.GetFloat(ID_GlowOffset);
float glowOuter = mat.GetFloat(ID_GlowOuter);
float range = (weight + faceDilate) * (scale - m_clamp);
t = Mathf.Max(1, glowOffset + glowOuter);
ratio_B = isRatioEnabled ? Mathf.Max(0, scale - m_clamp - range) / (scale * t) : 1;
//float ratio_B_old = mat.GetFloat(ID_ScaleRatio_B);
// Only set the ratio if it has changed.
//if (ratio_B != ratio_B_old)
mat.SetFloat(ID_ScaleRatio_B, ratio_B);
}
// Compute Ratio C
if (mat.HasProperty(ID_UnderlayOffsetX))
{
float underlayOffsetX = mat.GetFloat(ID_UnderlayOffsetX);
float underlayOffsetY = mat.GetFloat(ID_UnderlayOffsetY);
float underlayDilate = mat.GetFloat(ID_UnderlayDilate);
float underlaySoftness = mat.GetFloat(ID_UnderlaySoftness);
float range = (weight + faceDilate) * (scale - m_clamp);
t = Mathf.Max(1, Mathf.Max(Mathf.Abs(underlayOffsetX), Mathf.Abs(underlayOffsetY)) + underlayDilate + underlaySoftness);
ratio_C = isRatioEnabled ? Mathf.Max(0, scale - m_clamp - range) / (scale * t) : 1;
//float ratio_C_old = mat.GetFloat(ID_ScaleRatio_C);
// Only set the ratio if it has changed.
//if (ratio_C != ratio_C_old)
mat.SetFloat(ID_ScaleRatio_C, ratio_C);
}
}
// Function to calculate padding required for Outline Width & Dilation for proper text alignment
public static Vector4 GetFontExtent(Material material)
{
// Revised implementation where style no longer affects alignment
return Vector4.zero;
/*
if (material == null || !material.HasProperty(ShaderUtilities.ID_GradientScale))
return Vector4.zero; // We are using an non SDF Shader.
float scaleRatioA = material.GetFloat(ID_ScaleRatio_A);
float faceDilate = material.GetFloat(ID_FaceDilate) * scaleRatioA;
float outlineThickness = material.GetFloat(ID_OutlineWidth) * scaleRatioA;
float extent = Mathf.Min(1, faceDilate + outlineThickness);
extent *= material.GetFloat(ID_GradientScale);
return new Vector4(extent, extent, extent, extent);
*/
}
// Function to check if Masking is enabled
public static bool IsMaskingEnabled(Material material)
{
if (material == null || !material.HasProperty(ShaderUtilities.ID_ClipRect))
return false;
if (material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_SOFT) || material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_HARD) || material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_TEX))
return true;
return false;
}
// Function to determine how much extra padding is required as a result of material properties like dilate, outline thickness, softness, glow, etc...
public static float GetPadding(Material material, bool enableExtraPadding, bool isBold)
{
//Debug.Log("GetPadding() called.");
if (isInitialized == false)
GetShaderPropertyIDs();
// Return if Material is null
if (material == null) return 0;
int extraPadding = enableExtraPadding ? 4 : 0;
if (!material.HasProperty(ID_GradientScale))
return extraPadding; // We are using an non SDF Shader.
Vector4 padding = Vector4.zero;
Vector4 maxPadding = Vector4.zero;
//float weight = 0;
float faceDilate = 0;
float faceSoftness = 0;
float outlineThickness = 0;
float scaleRatio_A = 0;
float scaleRatio_B = 0;
float scaleRatio_C = 0;
float glowOffset = 0;
float glowOuter = 0;
float uniformPadding = 0;
// Iterate through each of the assigned materials to find the max values to set the padding.
// Update Shader Ratios prior to computing padding
UpdateShaderRatios(material);
string[] shaderKeywords = material.shaderKeywords;
if (material.HasProperty(ID_ScaleRatio_A))
scaleRatio_A = material.GetFloat(ID_ScaleRatio_A);
//weight = 0; // Mathf.Max(material.GetFloat(ID_WeightNormal), material.GetFloat(ID_WeightBold)) / 2.0f * scaleRatio_A;
if (material.HasProperty(ID_FaceDilate))
faceDilate = material.GetFloat(ID_FaceDilate) * scaleRatio_A;
if (material.HasProperty(ID_OutlineSoftness))
faceSoftness = material.GetFloat(ID_OutlineSoftness) * scaleRatio_A;
if (material.HasProperty(ID_OutlineWidth))
outlineThickness = material.GetFloat(ID_OutlineWidth) * scaleRatio_A;
uniformPadding = outlineThickness + faceSoftness + faceDilate;
// Glow padding contribution
if (material.HasProperty(ID_GlowOffset) && shaderKeywords.Contains(Keyword_Glow)) // Generates GC
{
if (material.HasProperty(ID_ScaleRatio_B))
scaleRatio_B = material.GetFloat(ID_ScaleRatio_B);
glowOffset = material.GetFloat(ID_GlowOffset) * scaleRatio_B;
glowOuter = material.GetFloat(ID_GlowOuter) * scaleRatio_B;
}
uniformPadding = Mathf.Max(uniformPadding, faceDilate + glowOffset + glowOuter);
// Underlay padding contribution
if (material.HasProperty(ID_UnderlaySoftness) && shaderKeywords.Contains(Keyword_Underlay)) // Generates GC
{
if (material.HasProperty(ID_ScaleRatio_C))
scaleRatio_C = material.GetFloat(ID_ScaleRatio_C);
float offsetX = material.GetFloat(ID_UnderlayOffsetX) * scaleRatio_C;
float offsetY = material.GetFloat(ID_UnderlayOffsetY) * scaleRatio_C;
float dilate = material.GetFloat(ID_UnderlayDilate) * scaleRatio_C;
float softness = material.GetFloat(ID_UnderlaySoftness) * scaleRatio_C;
padding.x = Mathf.Max(padding.x, faceDilate + dilate + softness - offsetX);
padding.y = Mathf.Max(padding.y, faceDilate + dilate + softness - offsetY);
padding.z = Mathf.Max(padding.z, faceDilate + dilate + softness + offsetX);
padding.w = Mathf.Max(padding.w, faceDilate + dilate + softness + offsetY);
}
padding.x = Mathf.Max(padding.x, uniformPadding);
padding.y = Mathf.Max(padding.y, uniformPadding);
padding.z = Mathf.Max(padding.z, uniformPadding);
padding.w = Mathf.Max(padding.w, uniformPadding);
padding.x += extraPadding;
padding.y += extraPadding;
padding.z += extraPadding;
padding.w += extraPadding;
padding.x = Mathf.Min(padding.x, 1);
padding.y = Mathf.Min(padding.y, 1);
padding.z = Mathf.Min(padding.z, 1);
padding.w = Mathf.Min(padding.w, 1);
maxPadding.x = maxPadding.x < padding.x ? padding.x : maxPadding.x;
maxPadding.y = maxPadding.y < padding.y ? padding.y : maxPadding.y;
maxPadding.z = maxPadding.z < padding.z ? padding.z : maxPadding.z;
maxPadding.w = maxPadding.w < padding.w ? padding.w : maxPadding.w;
float gradientScale = material.GetFloat(ID_GradientScale);
padding *= gradientScale;
// Set UniformPadding to the maximum value of any of its components.
uniformPadding = Mathf.Max(padding.x, padding.y);
uniformPadding = Mathf.Max(padding.z, uniformPadding);
uniformPadding = Mathf.Max(padding.w, uniformPadding);
return uniformPadding + 0.5f;
}
// Function to determine how much extra padding is required as a result of material properties like dilate, outline thickness, softness, glow, etc...
public static float GetPadding(Material[] materials, bool enableExtraPadding, bool isBold)
{
//Debug.Log("GetPadding() called.");
if (isInitialized == false)
GetShaderPropertyIDs();
// Return if Material is null
if (materials == null) return 0;
int extraPadding = enableExtraPadding ? 4 : 0;
if (!materials[0].HasProperty(ShaderUtilities.ID_GradientScale))
return extraPadding; // We are using an non SDF Shader.
Vector4 padding = Vector4.zero;
Vector4 maxPadding = Vector4.zero;
float faceDilate = 0;
float faceSoftness = 0;
float outlineThickness = 0;
float scaleRatio_A = 0;
float scaleRatio_B = 0;
float scaleRatio_C = 0;
float glowOffset = 0;
float glowOuter = 0;
float uniformPadding = 0;
// Iterate through each of the assigned materials to find the max values to set the padding.
for (int i = 0; i < materials.Length; i++)
{
// Update Shader Ratios prior to computing padding
ShaderUtilities.UpdateShaderRatios(materials[i]);
string[] shaderKeywords = materials[i].shaderKeywords;
if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_A))
scaleRatio_A = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_A);
if (materials[i].HasProperty(ShaderUtilities.ID_FaceDilate))
faceDilate = materials[i].GetFloat(ShaderUtilities.ID_FaceDilate) * scaleRatio_A;
if (materials[i].HasProperty(ShaderUtilities.ID_OutlineSoftness))
faceSoftness = materials[i].GetFloat(ShaderUtilities.ID_OutlineSoftness) * scaleRatio_A;
if (materials[i].HasProperty(ShaderUtilities.ID_OutlineWidth))
outlineThickness = materials[i].GetFloat(ShaderUtilities.ID_OutlineWidth) * scaleRatio_A;
uniformPadding = outlineThickness + faceSoftness + faceDilate;
// Glow padding contribution
if (materials[i].HasProperty(ShaderUtilities.ID_GlowOffset) && shaderKeywords.Contains(ShaderUtilities.Keyword_Glow))
{
if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_B))
scaleRatio_B = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_B);
glowOffset = materials[i].GetFloat(ShaderUtilities.ID_GlowOffset) * scaleRatio_B;
glowOuter = materials[i].GetFloat(ShaderUtilities.ID_GlowOuter) * scaleRatio_B;
}
uniformPadding = Mathf.Max(uniformPadding, faceDilate + glowOffset + glowOuter);
// Underlay padding contribution
if (materials[i].HasProperty(ShaderUtilities.ID_UnderlaySoftness) && shaderKeywords.Contains(ShaderUtilities.Keyword_Underlay))
{
if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_C))
scaleRatio_C = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_C);
float offsetX = materials[i].GetFloat(ShaderUtilities.ID_UnderlayOffsetX) * scaleRatio_C;
float offsetY = materials[i].GetFloat(ShaderUtilities.ID_UnderlayOffsetY) * scaleRatio_C;
float dilate = materials[i].GetFloat(ShaderUtilities.ID_UnderlayDilate) * scaleRatio_C;
float softness = materials[i].GetFloat(ShaderUtilities.ID_UnderlaySoftness) * scaleRatio_C;
padding.x = Mathf.Max(padding.x, faceDilate + dilate + softness - offsetX);
padding.y = Mathf.Max(padding.y, faceDilate + dilate + softness - offsetY);
padding.z = Mathf.Max(padding.z, faceDilate + dilate + softness + offsetX);
padding.w = Mathf.Max(padding.w, faceDilate + dilate + softness + offsetY);
}
padding.x = Mathf.Max(padding.x, uniformPadding);
padding.y = Mathf.Max(padding.y, uniformPadding);
padding.z = Mathf.Max(padding.z, uniformPadding);
padding.w = Mathf.Max(padding.w, uniformPadding);
padding.x += extraPadding;
padding.y += extraPadding;
padding.z += extraPadding;
padding.w += extraPadding;
padding.x = Mathf.Min(padding.x, 1);
padding.y = Mathf.Min(padding.y, 1);
padding.z = Mathf.Min(padding.z, 1);
padding.w = Mathf.Min(padding.w, 1);
maxPadding.x = maxPadding.x < padding.x ? padding.x : maxPadding.x;
maxPadding.y = maxPadding.y < padding.y ? padding.y : maxPadding.y;
maxPadding.z = maxPadding.z < padding.z ? padding.z : maxPadding.z;
maxPadding.w = maxPadding.w < padding.w ? padding.w : maxPadding.w;
}
float gradientScale = materials[0].GetFloat(ShaderUtilities.ID_GradientScale);
padding *= gradientScale;
// Set UniformPadding to the maximum value of any of its components.
uniformPadding = Mathf.Max(padding.x, padding.y);
uniformPadding = Mathf.Max(padding.z, uniformPadding);
uniformPadding = Mathf.Max(padding.w, uniformPadding);
return uniformPadding + 0.25f;
}
}
}