FiE-Game/Assets/Resources/shaders/TextMeshPro_Mobile_Bitmap.shader

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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"
}