Shader "TextMeshPro/Mobile/Bitmap" { Properties { _MainTex ("Font Atlas", 2D) = "white" {} _Color ("Text Color", Vector) = (1,1,1,1) _DiffusePower ("Diffuse Power", Range(1, 4)) = 1 _VertexOffsetX ("Vertex OffsetX", Float) = 0 _VertexOffsetY ("Vertex OffsetY", Float) = 0 _MaskSoftnessX ("Mask SoftnessX", Float) = 0 _MaskSoftnessY ("Mask SoftnessY", Float) = 0 _ClipRect ("Clip Rect", Vector) = (-10000,-10000,10000,10000) _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 _ColorMask ("Color Mask", Float) = 15 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } //CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" }