mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
66 lines
2.3 KiB
Text
66 lines
2.3 KiB
Text
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Shader "TextMeshPro/Mobile/Distance Field - Masking" {
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Properties {
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_FaceColor ("Face Color", Vector) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1, 1)) = 0
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_OutlineColor ("Outline Color", Vector) = (0,0,0,1)
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0, 1)) = 0
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_UnderlayColor ("Border Color", Vector) = (0,0,0,0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0, 1)) = 0
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_WeightNormal ("Weight Normal", Float) = 0
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_WeightBold ("Weight Bold", Float) = 0.5
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_ShaderFlags ("Flags", Float) = 0
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_ScaleRatioA ("Scale RatioA", Float) = 1
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_ScaleRatioB ("Scale RatioB", Float) = 1
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_ScaleRatioC ("Scale RatioC", Float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", Float) = 512
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_TextureHeight ("Texture Height", Float) = 512
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_GradientScale ("Gradient Scale", Float) = 5
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_ScaleX ("Scale X", Float) = 1
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_ScaleY ("Scale Y", Float) = 1
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_VertexOffsetX ("Vertex OffsetX", Float) = 0
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_VertexOffsetY ("Vertex OffsetY", Float) = 0
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_ClipRect ("Clip Rect", Vector) = (-10000,-10000,10000,10000)
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_MaskSoftnessX ("Mask SoftnessX", Float) = 0
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_MaskSoftnessY ("Mask SoftnessY", Float) = 0
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_MaskTex ("Mask Texture", 2D) = "white" {}
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_MaskInverse ("Inverse", Float) = 0
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_MaskEdgeColor ("Edge Color", Vector) = (1,1,1,1)
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_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
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_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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float2 uv_MainTex;
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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}
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//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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