mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
73 lines
2.7 KiB
Text
73 lines
2.7 KiB
Text
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Shader "TextMeshPro/Distance Field (Surface)" {
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Properties {
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_FaceTex ("Fill Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0
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_FaceColor ("Fill 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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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0
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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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_Bevel ("Bevel", Range(0, 1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5, 0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-0.5, 0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0, 1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0, 1)) = 0
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0, 1)) = 0.5
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_BumpFace ("Bump Face", Range(0, 1)) = 0.5
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_ReflectFaceColor ("Face Color", Vector) = (0,0,0,1)
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_ReflectOutlineColor ("Outline Color", Vector) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" {}
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_EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0)
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_SpecColor ("Specular Color", Vector) = (0,0,0,1)
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_FaceShininess ("Face Shininess", Range(0, 1)) = 0
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_OutlineShininess ("Outline Shininess", Range(0, 1)) = 0
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_GlowColor ("Color", Vector) = (0,1,0,0.5)
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_GlowOffset ("Offset", Range(-1, 1)) = 0
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_GlowInner ("Inner", Range(0, 1)) = 0.05
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_GlowOuter ("Outer", Range(0, 1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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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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}
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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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