diff --git a/Resources/Fonts & Materials.meta b/Resources/Fonts & Materials.meta
new file mode 100644
index 0000000..a11db16
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+++ b/Resources/Fonts & Materials.meta
@@ -0,0 +1,8 @@
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diff --git a/Resources/Sprite Assets.meta b/Resources/Sprite Assets.meta
new file mode 100644
index 0000000..a176ccc
--- /dev/null
+++ b/Resources/Sprite Assets.meta
@@ -0,0 +1,8 @@
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diff --git a/Resources/Sprite Assets/EmojiOne (SoftMaskable).mat b/Resources/Sprite Assets/EmojiOne (SoftMaskable).mat
new file mode 100644
index 0000000..d620be8
--- /dev/null
+++ b/Resources/Sprite Assets/EmojiOne (SoftMaskable).mat
@@ -0,0 +1,299 @@
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diff --git a/Resources/Sprite Assets/EmojiOne (SoftMaskable).mat.meta b/Resources/Sprite Assets/EmojiOne (SoftMaskable).mat.meta
new file mode 100755
index 0000000..811d74a
--- /dev/null
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diff --git a/Scripts/Editor/SoftMaskableEditor.cs b/Scripts/Editor/SoftMaskableEditor.cs
new file mode 100644
index 0000000..2c30b4c
--- /dev/null
+++ b/Scripts/Editor/SoftMaskableEditor.cs
@@ -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
+{
+ ///
+ /// SoftMask editor.
+ ///
+ [CustomEditor(typeof(SoftMaskable))]
+ [CanEditMultipleObjects]
+ public class SoftMaskableEditor : Editor
+ {
+ static readonly List s_Graphics = new List ();
+ 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 (true, s_Graphics);
+ var fixTargets = s_Graphics.Where (x => x.gameObject != current.gameObject && !x.GetComponent () && (!x.GetComponent () || x.GetComponent ().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 ();
+ }
+ }
+ 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 _materialEditors = new List ();
+
+
+ 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 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 (" 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 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 (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 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;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Scripts/Editor/SoftMaskableEditor.cs.meta b/Scripts/Editor/SoftMaskableEditor.cs.meta
new file mode 100644
index 0000000..a9fef1b
--- /dev/null
+++ b/Scripts/Editor/SoftMaskableEditor.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e2f5fc58cb78640d9abbb950e92109b6
+timeCreated: 1539820794
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ShadersForTMPro.meta b/ShadersForTMPro.meta
new file mode 100644
index 0000000..9dc3b11
--- /dev/null
+++ b/ShadersForTMPro.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 16b13841706294f1db5d81e04270ddf1
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ShadersForTMPro/TMP_SDF (SoftMaskable).shader b/ShadersForTMPro/TMP_SDF (SoftMaskable).shader
new file mode 100755
index 0000000..2561d5e
--- /dev/null
+++ b/ShadersForTMPro/TMP_SDF (SoftMaskable).shader
@@ -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"
+}
diff --git a/ShadersForTMPro/TMP_SDF (SoftMaskable).shader.meta b/ShadersForTMPro/TMP_SDF (SoftMaskable).shader.meta
new file mode 100755
index 0000000..85d6a3d
--- /dev/null
+++ b/ShadersForTMPro/TMP_SDF (SoftMaskable).shader.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 935b7be1c88464d2eb87204fdfab5a38
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ShadersForTMPro/TMP_SDF-Mobile (SoftMaskable).shader b/ShadersForTMPro/TMP_SDF-Mobile (SoftMaskable).shader
new file mode 100755
index 0000000..2619f64
--- /dev/null
+++ b/ShadersForTMPro/TMP_SDF-Mobile (SoftMaskable).shader
@@ -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"
+}
diff --git a/ShadersForTMPro/TMP_SDF-Mobile (SoftMaskable).shader.meta b/ShadersForTMPro/TMP_SDF-Mobile (SoftMaskable).shader.meta
new file mode 100755
index 0000000..bbb1dda
--- /dev/null
+++ b/ShadersForTMPro/TMP_SDF-Mobile (SoftMaskable).shader.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: e65241fa80a374114b3f55ed746c04d9
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ShadersForTMPro/TMP_Sprite (SoftMaskable).shader b/ShadersForTMPro/TMP_Sprite (SoftMaskable).shader
new file mode 100755
index 0000000..4508fb5
--- /dev/null
+++ b/ShadersForTMPro/TMP_Sprite (SoftMaskable).shader
@@ -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
+ }
+ }
+}
diff --git a/ShadersForTMPro/TMP_Sprite (SoftMaskable).shader.meta b/ShadersForTMPro/TMP_Sprite (SoftMaskable).shader.meta
new file mode 100755
index 0000000..73aa212
--- /dev/null
+++ b/ShadersForTMPro/TMP_Sprite (SoftMaskable).shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 94593ebff37d04a64936ebe46ce7e769
+timeCreated: 1450517184
+licenseType: Pro
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant: