LethalCompany/Lethal Company/ExportedProject/Assets/Shader/TextMeshPro_Mobile_Distance Field.shader

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2023-12-22 22:51:17 +00:00
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR] _FaceColor ("Face Color", Vector) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1, 1)) = 0
[HDR] _OutlineColor ("Outline Color", Vector) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0, 1)) = 0
[HDR] _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
_Sharpness ("Sharpness", Range(-1, 1)) = 0
_VertexOffsetX ("Vertex OffsetX", Float) = 0
_VertexOffsetY ("Vertex OffsetY", Float) = 0
_ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767)
_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
_CullMode ("Cull Mode", Float) = 0
_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"
}