FiE-Game/Assets/Resources/shaders/TextMeshPro_Distance Field Overlay.shader

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Text

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"
}