close #14; Support TextMeshPro
parent
78b92a9083
commit
5a19a431b0
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4b1760bb112944639a498bb1b6810320
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6cf77ab37489442f8b2573a3b9c4bb8a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,299 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2103686
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: TextMeshPro/Sprite (SoftMaskable)
|
||||
m_Shader: {fileID: 4800000, guid: 94593ebff37d04a64936ebe46ce7e769, type: 3}
|
||||
m_ShaderKeywords: UNITY_UI_CLIP_RECT
|
||||
m_LightmapFlags: 5
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 2800000, guid: dffef66376be4fa480fb02b19edbe903, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
- _ColorMask: 15
|
||||
- _Stencil: 0
|
||||
- _StencilComp: 8
|
||||
- _StencilOp: 0
|
||||
- _StencilReadMask: 255
|
||||
- _StencilWriteMask: 255
|
||||
- _UseUIAlphaClip: 0
|
||||
m_Colors:
|
||||
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 84a92b25f83d49b9bc132d206b370281, type: 3}
|
||||
m_Name: EmojiOne (SoftMaskable)
|
||||
m_EditorClassIdentifier:
|
||||
hashCode: -1836805472
|
||||
material: {fileID: 2103686}
|
||||
materialHashCode: 0
|
||||
spriteSheet: {fileID: 2800000, guid: dffef66376be4fa480fb02b19edbe903, type: 3}
|
||||
spriteInfoList:
|
||||
- id: 0
|
||||
x: 0
|
||||
y: 384
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: Smiling face with smiling eyes
|
||||
hashCode: -1318250903
|
||||
unicode: 128522
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 1
|
||||
x: 128
|
||||
y: 384
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f60b
|
||||
hashCode: 57188339
|
||||
unicode: 128523
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 2
|
||||
x: 256
|
||||
y: 384
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f60d
|
||||
hashCode: 57188341
|
||||
unicode: 128525
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 3
|
||||
x: 384
|
||||
y: 384
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f60e
|
||||
hashCode: 57188340
|
||||
unicode: 128526
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 4
|
||||
x: 0
|
||||
y: 256
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: Grinning face
|
||||
hashCode: -95541379
|
||||
unicode: 128512
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 5
|
||||
x: 128
|
||||
y: 256
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f601
|
||||
hashCode: 57188256
|
||||
unicode: 128513
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 6
|
||||
x: 256
|
||||
y: 256
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: Face with tears of joy
|
||||
hashCode: 239522663
|
||||
unicode: 128514
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 7
|
||||
x: 384
|
||||
y: 256
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f603
|
||||
hashCode: 57188258
|
||||
unicode: 128515
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 8
|
||||
x: 0
|
||||
y: 128
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f604
|
||||
hashCode: 57188261
|
||||
unicode: 128516
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 9
|
||||
x: 128
|
||||
y: 128
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f605
|
||||
hashCode: 57188260
|
||||
unicode: 128517
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 10
|
||||
x: 256
|
||||
y: 128
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f606
|
||||
hashCode: 57188263
|
||||
unicode: 128518
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 11
|
||||
x: 384
|
||||
y: 128
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f609
|
||||
hashCode: 57188264
|
||||
unicode: 128521
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 12
|
||||
x: 0
|
||||
y: 0
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f618
|
||||
hashCode: 57188168
|
||||
unicode: 128536
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 13
|
||||
x: 128
|
||||
y: 0
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 1f923
|
||||
hashCode: 57200239
|
||||
unicode: 129315
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 14
|
||||
x: 256
|
||||
y: 0
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 263a
|
||||
hashCode: 1748406
|
||||
unicode: 9786
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
- id: 15
|
||||
x: 384
|
||||
y: 0
|
||||
width: 128
|
||||
height: 128
|
||||
xOffset: 0
|
||||
yOffset: 115.6
|
||||
xAdvance: 128
|
||||
scale: 1
|
||||
name: 2639
|
||||
hashCode: 1748462
|
||||
unicode: 9785
|
||||
pivot: {x: 0.5, y: 0.5}
|
||||
sprite: {fileID: 0}
|
||||
fallbackSpriteAssets: []
|
||||
--- !u!21 &1369835458
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: TextMeshPro/Sprite
|
||||
m_Shader: {fileID: 4800000, guid: cf81c85f95fe47e1a27f6ae460cf182c, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 5
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs: []
|
||||
m_Floats: []
|
||||
m_Colors: []
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: acbe5946f723c47d082ff9d2a58984dd
|
||||
timeCreated: 1480316912
|
||||
licenseType: Pro
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,255 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEditor;
|
||||
using System.Linq;
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using Object = UnityEngine.Object;
|
||||
using System.IO;
|
||||
|
||||
namespace Coffee.UIExtensions.Editors
|
||||
{
|
||||
/// <summary>
|
||||
/// SoftMask editor.
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(SoftMaskable))]
|
||||
[CanEditMultipleObjects]
|
||||
public class SoftMaskableEditor : Editor
|
||||
{
|
||||
static readonly List<Graphic> s_Graphics = new List<Graphic> ();
|
||||
Shader _shader;
|
||||
Shader _mobileShader;
|
||||
Shader _spriteShader;
|
||||
|
||||
private void OnEnable ()
|
||||
{
|
||||
ClearMaterialEditors ();
|
||||
|
||||
_shader = Shader.Find ("TextMeshPro/Distance Field (SoftMaskable)");
|
||||
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (SoftMaskable)");
|
||||
_spriteShader = Shader.Find ("TextMeshPro/Sprite (SoftMaskable)");
|
||||
|
||||
|
||||
s_PiFontSharedMaterial = s_TypeTMPro.GetProperty ("fontSharedMaterial");
|
||||
s_PiSpriteAsset = s_TypeTMPro.GetProperty ("spriteAsset");
|
||||
s_PiRichText = s_TypeTMPro.GetProperty ("richText");
|
||||
s_PiText = s_TypeTMPro.GetProperty ("text");
|
||||
s_FiMaterial = s_TypeTMP_SpriteAsset.GetField ("material");
|
||||
s_PiFontSharedMaterials = s_TypeTMPro.GetProperty ("fontSharedMaterials");
|
||||
s_miGetSpriteAsset = s_TypeTMProSettings.GetMethod ("GetSpriteAsset", BindingFlags.Static | BindingFlags.Public);
|
||||
|
||||
s_PiDefaultFontAssetPath = s_TypeTMProSettings.GetProperty ("defaultFontAssetPath", BindingFlags.Static | BindingFlags.Public);
|
||||
s_PiDefaultSpriteAssetPath = s_TypeTMProSettings.GetProperty ("defaultSpriteAssetPath", BindingFlags.Static | BindingFlags.Public);
|
||||
}
|
||||
|
||||
private void OnDisable ()
|
||||
{
|
||||
ClearMaterialEditors ();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI ()
|
||||
{
|
||||
base.OnInspectorGUI ();
|
||||
|
||||
var current = target as SoftMaskable;
|
||||
current.GetComponentsInChildren<Graphic> (true, s_Graphics);
|
||||
var fixTargets = s_Graphics.Where (x => x.gameObject != current.gameObject && !x.GetComponent<SoftMaskable> () && (!x.GetComponent<Mask> () || x.GetComponent<Mask> ().showMaskGraphic)).ToList ();
|
||||
if (0 < fixTargets.Count)
|
||||
{
|
||||
GUILayout.BeginHorizontal ();
|
||||
EditorGUILayout.HelpBox ("There are child Graphicss that does not have a SoftMaskable component.\nAdd SoftMaskable component to them.", MessageType.Warning);
|
||||
GUILayout.BeginVertical ();
|
||||
if (GUILayout.Button ("Fix"))
|
||||
{
|
||||
foreach (var p in fixTargets)
|
||||
{
|
||||
p.gameObject.AddComponent<SoftMaskable> ();
|
||||
}
|
||||
}
|
||||
if (GUILayout.Button ("Ping"))
|
||||
{
|
||||
EditorGUIUtility.PingObject (fixTargets [0]);
|
||||
}
|
||||
GUILayout.EndVertical ();
|
||||
GUILayout.EndHorizontal ();
|
||||
}
|
||||
|
||||
ShowTMProWarning (_shader, _mobileShader, _spriteShader, m => { });
|
||||
|
||||
|
||||
//var current = target as SoftMaskable;
|
||||
var textMeshPro = current.GetComponent (s_TypeTMPro);
|
||||
if (textMeshPro != null)
|
||||
{
|
||||
Material[] fontSharedMaterials = s_PiFontSharedMaterials.GetValue (textMeshPro, new object [0]) as Material[];
|
||||
ShowMaterialEditors (fontSharedMaterials, 1, fontSharedMaterials.Length - 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
static readonly Type s_TypeTMPro = AppDomain.CurrentDomain.GetAssemblies ().SelectMany (x => x.GetTypes ()).FirstOrDefault (x => x.Name == "TMP_Text");
|
||||
static readonly Type s_TypeTMP_SpriteAsset = AppDomain.CurrentDomain.GetAssemblies ().SelectMany (x => x.GetTypes ()).FirstOrDefault (x => x.Name == "TMP_SpriteAsset");
|
||||
static readonly Type s_TypeTMProSettings = AppDomain.CurrentDomain.GetAssemblies ().SelectMany (x => x.GetTypes ()).FirstOrDefault (x => x.Name == "TMP_Settings");
|
||||
static readonly Type s_TypeTMP_SubMesh = AppDomain.CurrentDomain.GetAssemblies ().SelectMany (x => x.GetTypes ()).FirstOrDefault (x => x.Name == "TMP_SubMesh");
|
||||
static readonly Type s_TypeTMP_SubMeshUI = AppDomain.CurrentDomain.GetAssemblies ().SelectMany (x => x.GetTypes ()).FirstOrDefault (x => x.Name == "TMP_SubMeshUI");
|
||||
static PropertyInfo s_PiFontSharedMaterial;
|
||||
static PropertyInfo s_PiFontSharedMaterials;
|
||||
static PropertyInfo s_PiSpriteAsset;
|
||||
static PropertyInfo s_PiRichText;
|
||||
static PropertyInfo s_PiText;
|
||||
static PropertyInfo s_PiDefaultFontAssetPath;
|
||||
static PropertyInfo s_PiDefaultSpriteAssetPath;
|
||||
static FieldInfo s_FiMaterial;
|
||||
static MethodInfo s_miGetSpriteAsset;
|
||||
List<MaterialEditor> _materialEditors = new List<MaterialEditor> ();
|
||||
|
||||
|
||||
void ClearMaterialEditors ()
|
||||
{
|
||||
foreach (var e in _materialEditors)
|
||||
{
|
||||
if (e)
|
||||
{
|
||||
DestroyImmediate (e);
|
||||
}
|
||||
}
|
||||
_materialEditors.Clear ();
|
||||
}
|
||||
|
||||
protected void ShowMaterialEditors (Material [] materials, int startIndex, int count)
|
||||
{
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (_materialEditors.Count == i)
|
||||
{
|
||||
_materialEditors.Add (null);
|
||||
}
|
||||
|
||||
var mat = materials [startIndex + i];
|
||||
var editor = _materialEditors [i];
|
||||
if (editor && editor.target != mat)
|
||||
{
|
||||
DestroyImmediate (editor);
|
||||
editor = null;
|
||||
}
|
||||
|
||||
if (!editor)
|
||||
{
|
||||
editor = _materialEditors [i] = Editor.CreateEditor (mat) as MaterialEditor;
|
||||
}
|
||||
|
||||
editor.DrawHeader ();
|
||||
editor.OnInspectorGUI ();
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowTMProWarning (Shader shader, Shader mobileShader, Shader spriteShader, System.Action<Material> onCreatedMaterial)
|
||||
{
|
||||
var current = target as SoftMaskable;
|
||||
var textMeshPro = current.GetComponent (s_TypeTMPro);
|
||||
if(textMeshPro == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Material fontSharedMaterial = s_PiFontSharedMaterial.GetValue (textMeshPro, new object[0]) as Material;
|
||||
if (fontSharedMaterial == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Is the material preset for dissolve?
|
||||
Material m = fontSharedMaterial;
|
||||
if (m.shader != shader && m.shader != mobileShader)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal ();
|
||||
EditorGUILayout.HelpBox (string.Format ("{0} requires '{1}' or '{2}' as a shader for material preset.", current.GetType ().Name, shader.name, mobileShader.name), MessageType.Warning);
|
||||
if (GUILayout.Button ("Fix"))
|
||||
{
|
||||
var correctShader = m.shader.name.Contains ("Mobile") ? mobileShader : shader;
|
||||
m = ModifyTMProMaterialPreset (m, correctShader, onCreatedMaterial);
|
||||
s_PiFontSharedMaterial.SetValue (textMeshPro, m, new object[0]);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal ();
|
||||
return;
|
||||
}
|
||||
|
||||
// Is the sprite asset for dissolve?
|
||||
object spriteAsset = s_PiSpriteAsset.GetValue(textMeshPro, new object[0]) ?? s_miGetSpriteAsset.Invoke(null, new object[0]);
|
||||
//TMP_SpriteAsset spriteAsset = textMeshPro.spriteAsset ?? TMP_Settings.GetSpriteAsset ();
|
||||
m = s_FiMaterial.GetValue(spriteAsset) as Material;
|
||||
bool hasSprite = (bool)s_PiRichText.GetValue (textMeshPro, new object [0]) && (s_PiText.GetValue (textMeshPro, new object [0]) as string).Contains ("<sprite=");
|
||||
if (m && m.shader != spriteShader && hasSprite)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal ();
|
||||
EditorGUILayout.HelpBox (string.Format ("{0} requires '{1}' as a shader for sprite asset.", GetType ().Name, spriteShader.name), MessageType.Warning);
|
||||
if (GUILayout.Button ("Fix"))
|
||||
{
|
||||
current.GetComponentsInChildren (s_TypeTMP_SubMesh).Select (x => x.gameObject).ToList ().ForEach (DestroyImmediate);
|
||||
current.GetComponentsInChildren (s_TypeTMP_SubMeshUI).Select (x => x.gameObject).ToList ().ForEach (DestroyImmediate);
|
||||
spriteAsset = ModifyTMProSpriteAsset (m, _spriteShader, mat=> { });
|
||||
s_PiSpriteAsset.SetValue (textMeshPro, spriteAsset, new object[0]);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal ();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Material ModifyTMProMaterialPreset (Material baseMaterial, Shader shader, System.Action<Material> onCreatedMaterial)
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath (baseMaterial);
|
||||
string filename = Path.GetFileNameWithoutExtension (path) + " (" + typeof(SoftMaskable).Name + ")";
|
||||
string defaultAssetPath = s_PiDefaultFontAssetPath.GetValue (null, new object [0]) as string;
|
||||
Material mat = Resources.Load<Material> (defaultAssetPath + filename);
|
||||
if (!mat)
|
||||
{
|
||||
mat = new Material (baseMaterial)
|
||||
{
|
||||
shaderKeywords = baseMaterial.shaderKeywords,
|
||||
shader = shader,
|
||||
};
|
||||
onCreatedMaterial (mat);
|
||||
AssetDatabase.CreateAsset (mat, Path.GetDirectoryName (path) + "/" + filename + ".mat");
|
||||
|
||||
EditorUtility.FocusProjectWindow ();
|
||||
EditorGUIUtility.PingObject (mat);
|
||||
}
|
||||
else
|
||||
{
|
||||
mat.shader = shader;
|
||||
}
|
||||
EditorUtility.SetDirty (mat);
|
||||
return mat;
|
||||
}
|
||||
|
||||
object ModifyTMProSpriteAsset (Material baseMaterial, Shader shader, System.Action<Material> onCreatedMaterial)
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath (baseMaterial);
|
||||
string filename = Path.GetFileNameWithoutExtension (path) + " (" + typeof (SoftMaskable).Name + ")";
|
||||
string defaultAssetPath = s_PiDefaultSpriteAssetPath.GetValue (null, new object [0]) as string;
|
||||
Object spriteAsset = Resources.Load (defaultAssetPath + filename, s_TypeTMP_SpriteAsset);
|
||||
if (spriteAsset == null)
|
||||
{
|
||||
AssetDatabase.CopyAsset (path, Path.GetDirectoryName (path) + "/" + filename + ".mat");
|
||||
spriteAsset = Resources.Load (defaultAssetPath + filename, s_TypeTMP_SpriteAsset);
|
||||
Material m = s_FiMaterial.GetValue (spriteAsset) as Material;
|
||||
m.shader = shader;
|
||||
m.name = shader.name;
|
||||
onCreatedMaterial (m);
|
||||
|
||||
EditorUtility.FocusProjectWindow ();
|
||||
EditorGUIUtility.PingObject (spriteAsset);
|
||||
}
|
||||
else
|
||||
{
|
||||
Material m = s_FiMaterial.GetValue (spriteAsset) as Material;
|
||||
m.shader = shader;
|
||||
}
|
||||
EditorUtility.SetDirty (spriteAsset);
|
||||
return spriteAsset;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e2f5fc58cb78640d9abbb950e92109b6
|
||||
timeCreated: 1539820794
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 16b13841706294f1db5d81e04270ddf1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,310 @@
|
|||
Shader "TextMeshPro/Distance Field (SoftMaskable)" {
|
||||
|
||||
Properties {
|
||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0
|
||||
|
||||
_Bevel ("Bevel", Range(0,1)) = 0.5
|
||||
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
||||
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
||||
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||
|
||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 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", Color) = (0,0,0,1)
|
||||
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (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", Color) = (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) = 5.0
|
||||
_ScaleX ("Scale X", float) = 1.0
|
||||
_ScaleY ("Scale Y", float) = 1.0
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||
|
||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||
|
||||
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
||||
_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
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ BEVEL_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
#pragma shader_feature __ GLOW_ON
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
|
||||
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
|
||||
|
||||
#include "Assets/Coffee/UIExtensions/SoftMaskForUGUI/SoftMask.cginc"
|
||||
#pragma shader_feature __ SOFTMASK_EDITOR
|
||||
|
||||
struct vertex_t {
|
||||
float4 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
struct pixel_t {
|
||||
float4 position : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 atlas : TEXCOORD0; // Atlas
|
||||
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
|
||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||
float3 viewDir : TEXCOORD3;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||
fixed4 underlayColor : COLOR1;
|
||||
#endif
|
||||
float4 textures : TEXCOORD5;
|
||||
};
|
||||
|
||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||
float4 _FaceTex_ST;
|
||||
float4 _OutlineTex_ST;
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
|
||||
float4 vert = input.position;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
|
||||
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float bias =(.5 - weight) + (.5 / scale);
|
||||
|
||||
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
|
||||
|
||||
#if GLOW_ON
|
||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||
#endif
|
||||
|
||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4 underlayColor = _UnderlayColor;
|
||||
underlayColor.rgb *= underlayColor.a;
|
||||
|
||||
float bScale = scale;
|
||||
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
|
||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 bOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Support for texture tiling and offset
|
||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||
|
||||
pixel_t output = {
|
||||
vPosition,
|
||||
input.color,
|
||||
input.texcoord0,
|
||||
float4(alphaClip, scale, bias, weight),
|
||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
||||
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
|
||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||
float4(input.texcoord0 + bOffset, bScale, bBias),
|
||||
underlayColor,
|
||||
#endif
|
||||
float4(faceUV, outlineUV),
|
||||
};
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
float c = tex2D(_MainTex, input.atlas).a;
|
||||
|
||||
#ifndef UNDERLAY_ON
|
||||
clip(c - input.param.x);
|
||||
#endif
|
||||
|
||||
float scale = input.param.y;
|
||||
float bias = input.param.z;
|
||||
float weight = input.param.w;
|
||||
float sd = (bias - c) * scale;
|
||||
|
||||
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
||||
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
||||
|
||||
half4 faceColor = _FaceColor;
|
||||
half4 outlineColor = _OutlineColor;
|
||||
|
||||
faceColor.rgb *= input.color.rgb;
|
||||
|
||||
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
||||
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
||||
|
||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||
|
||||
#if BEVEL_ON
|
||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||
|
||||
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
||||
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
||||
n = normalize(n- bump);
|
||||
|
||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
||||
|
||||
float3 col = GetSpecular(n, light);
|
||||
faceColor.rgb += col*faceColor.a;
|
||||
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
||||
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
|
||||
|
||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||
#endif
|
||||
|
||||
#if GLOW_ON
|
||||
float4 glowColor = GetGlowColor(sd, scale);
|
||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||
faceColor *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
faceColor *= SoftMask(input.position);
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(faceColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
return faceColor * input.color.a;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 935b7be1c88464d2eb87204fdfab5a38
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,234 @@
|
|||
// Simplified SDF shader:
|
||||
// - No Shading Option (bevel / bump / env map)
|
||||
// - No Glow Option
|
||||
// - Softness is applied on both side of the outline
|
||||
|
||||
Shader "TextMeshPro/Mobile/Distance Field (SoftMaskable)" {
|
||||
|
||||
Properties {
|
||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||
|
||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||
|
||||
_UnderlayColor ("Border Color", Color) = (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) = .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) = (-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
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull [_CullMode]
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex VertShader
|
||||
#pragma fragment PixShader
|
||||
#pragma shader_feature __ OUTLINE_ON
|
||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
|
||||
|
||||
#include "Assets/Coffee/UIExtensions/SoftMaskForUGUI/SoftMask.cginc"
|
||||
#pragma shader_feature __ SOFTMASK_EDITOR
|
||||
|
||||
struct vertex_t {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct pixel_t {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 faceColor : COLOR;
|
||||
fixed4 outlineColor : COLOR1;
|
||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
pixel_t VertShader(vertex_t input)
|
||||
{
|
||||
float bold = step(input.texcoord1.y, 0);
|
||||
|
||||
float4 vert = input.vertex;
|
||||
vert.x += _VertexOffsetX;
|
||||
vert.y += _VertexOffsetY;
|
||||
float4 vPosition = UnityObjectToClipPos(vert);
|
||||
|
||||
float2 pixelSize = vPosition.w;
|
||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||
|
||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
|
||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||
|
||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||
|
||||
float layerScale = scale;
|
||||
|
||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||
float bias = (0.5 - weight) * scale - 0.5;
|
||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||
|
||||
float opacity = input.color.a;
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
opacity = 1.0;
|
||||
#endif
|
||||
|
||||
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||
faceColor.rgb *= faceColor.a;
|
||||
|
||||
fixed4 outlineColor = _OutlineColor;
|
||||
outlineColor.a *= opacity;
|
||||
outlineColor.rgb *= outlineColor.a;
|
||||
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
|
||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||
|
||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||
float2 layerOffset = float2(x, y);
|
||||
#endif
|
||||
|
||||
// Generate UV for the Masking Texture
|
||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||
|
||||
// Structure for pixel shader
|
||||
pixel_t output = {
|
||||
vPosition,
|
||||
faceColor,
|
||||
outlineColor,
|
||||
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
|
||||
half4(scale, bias - outline, bias + outline, bias),
|
||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
||||
half2(layerScale, layerBias),
|
||||
#endif
|
||||
};
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
||||
// PIXEL SHADER
|
||||
fixed4 PixShader(pixel_t input) : SV_Target
|
||||
{
|
||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||
|
||||
#ifdef OUTLINE_ON
|
||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||
c *= saturate(d - input.param.y);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_ON
|
||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||
#endif
|
||||
|
||||
#if UNDERLAY_INNER
|
||||
half sd = saturate(d - input.param.z);
|
||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||
#endif
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||
c *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||
c *= input.texcoord1.z;
|
||||
#endif
|
||||
|
||||
c *= SoftMask(input.vertex);
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(c.a - 0.001);
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e65241fa80a374114b3f55ed746c04d9
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,118 @@
|
|||
Shader "TextMeshPro/Sprite (SoftMaskable)"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_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
|
||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
#include "Assets/Coffee/UIExtensions/SoftMaskForUGUI/SoftMask.cginc"
|
||||
#pragma shader_feature __ SOFTMASK_EDITOR
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
|
||||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
|
||||
#endif
|
||||
|
||||
OUT.color = IN.color * _Color;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
color.a *= SoftMask(IN.vertex);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 94593ebff37d04a64936ebe46ce7e769
|
||||
timeCreated: 1450517184
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue