Shader "TextMeshPro/Mobile/Distance Field Overlay" { Properties { _FaceColor ("Face Color", Vector) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 _OutlineColor ("Outline Color", Vector) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineSoftness ("Outline Softness", Range(0, 1)) = 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 _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 _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 } //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" }