Shader "TextMeshPro/Distance Field Overlay" { Properties { _FaceTex ("Face Texture", 2D) = "white" {} _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0 _FaceColor ("Face Color", Vector) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 _OutlineColor ("Outline Color", Vector) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0 _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 _Bevel ("Bevel", Range(0, 1)) = 0.5 _BevelOffset ("Bevel Offset", Range(-0.5, 0.5)) = 0 _BevelWidth ("Bevel Width", Range(-0.5, 0.5)) = 0 _BevelClamp ("Bevel Clamp", Range(0, 1)) = 0 _BevelRoundness ("Bevel Roundness", Range(0, 1)) = 0 _LightAngle ("Light Angle", Range(0, 6.2831855)) = 3.1416 _SpecularColor ("Specular", Vector) = (1,1,1,1) _SpecularPower ("Specular", Range(0, 4)) = 2 _Reflectivity ("Reflectivity", Range(5, 15)) = 10 _Diffuse ("Diffuse", Range(0, 1)) = 0.5 _Ambient ("Ambient", Range(1, 0)) = 0.5 _BumpMap ("Normal map", 2D) = "bump" {} _BumpOutline ("Bump Outline", Range(0, 1)) = 0 _BumpFace ("Bump Face", Range(0, 1)) = 0 _ReflectFaceColor ("Reflection Color", Vector) = (0,0,0,1) _ReflectOutlineColor ("Reflection Color", Vector) = (0,0,0,1) _Cube ("Reflection Cubemap", Cube) = "black" {} _EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0) _UnderlayColor ("Border Color", Vector) = (0,0,0,0.5) _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 _GlowColor ("Color", Vector) = (0,1,0,0.5) _GlowOffset ("Offset", Range(-1, 1)) = 0 _GlowInner ("Inner", Range(0, 1)) = 0.05 _GlowOuter ("Outer", Range(0, 1)) = 0.05 _GlowPower ("Falloff", Range(1, 0)) = 0.75 _WeightNormal ("Weight Normal", Float) = 0 _WeightBold ("Weight Bold", Float) = 0.5 _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 _VertexOffsetX ("Vertex OffsetX", Float) = 0 _VertexOffsetY ("Vertex OffsetY", Float) = 0 _MaskCoord ("Mask Coordinates", Vector) = (0,0,10000,10000) _ClipRect ("Clip Rect", Vector) = (-10000,-10000,10000,10000) _MaskSoftnessX ("Mask SoftnessX", Float) = 0 _MaskSoftnessY ("Mask SoftnessY", Float) = 0 _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; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } Fallback "TextMeshPro/Mobile/Distance Field" //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" }