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GameDevWeek
Wintersemester 2018-2019
Unity
Suck It
Commits
62e2b8e7
Commit
62e2b8e7
authored
Mar 28, 2019
by
Unknown
Browse files
bekomm irgendwas
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;
vert
.
xy
+=
(
vert
.
w
*
0
.
5
)
/
_ScreenParams
.
xy
;
float4
vPosition
=
UnityPixelSnap
(
UnityObjectToClipPos
(
vert
));
fixed4
faceColor
=
v
.
color
;
faceColor
*=
_FaceColor
;
v2f
OUT
;
OUT
.
vertex
=
vPosition
;
OUT
.
color
=
faceColor
;
OUT
.
texcoord0
=
v
.
texcoord0
;
OUT
.
texcoord1
=
TRANSFORM_TEX
(
UnpackUV
(
v
.
texcoord1
),
_FaceTex
);
float2
pixelSize
=
vPosition
.
w
;
pixelSize
/=
abs
(
float2
(
_ScreenParams
.
x
*
UNITY_MATRIX_P
[
0
][
0
],
_ScreenParams
.
y
*
UNITY_MATRIX_P
[
1
][
1
]));
// Clamp _ClipRect to 16bit.
float4
clampedRect
=
clamp
(
_ClipRect
,
-
2e10
,
2e10
);
OUT
.
mask
=
float4
(
vert
.
xy
*
2
-
clampedRect
.
xy
-
clampedRect
.
zw
,
0
.
25
/
(
0
.
25
*
half2
(
_MaskSoftnessX
,
_MaskSoftnessY
)
+
pixelSize
.
xy
));
return
OUT
;
}
fixed4
frag
(
v2f
IN
)
:
SV_Target
{
fixed4
color
=
tex2D
(
_MainTex
,
IN
.
texcoord0
)
*
tex2D
(
_FaceTex
,
IN
.
texcoord1
)
*
IN
.
color
;
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2
m
=
saturate
((
_ClipRect
.
zw
-
_ClipRect
.
xy
-
abs
(
IN
.
mask
.
xy
))
*
IN
.
mask
.
zw
);
color
*=
m
.
x
*
m
.
y
;
#endif
#if UNITY_UI_ALPHACLIP
clip
(
color
.
a
-
0
.
001
);
#endif
return
color
;
}
ENDCG
}
}
CustomEditor
"TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}
Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
0 → 100644
View file @
62e2b8e7
fileFormatVersion: 2
guid: 48bb5f55d8670e349b6e614913f9d910
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader
0 → 100644
View file @
62e2b8e7
Shader
"TextMeshPro/Mobile/Bitmap"
{
Properties
{
_MainTex
(
"Font Atlas"
,
2
D
)
=
"white"
{}
_Color
(
"Text Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_DiffusePower
(
"Diffuse Power"
,
Range
(
1
.
0
,
4
.
0
))
=
1
.
0
_VertexOffsetX
(
"Vertex OffsetX"
,
float
)
=
0
_VertexOffsetY
(
"Vertex OffsetY"
,
float
)
=
0
_MaskSoftnessX
(
"Mask SoftnessX"
,
float
)
=
0
_MaskSoftnessY
(
"Mask SoftnessY"
,
float
)
=
0
_ClipRect
(
"Clip Rect"
,
vector
)
=
(
-
32767
,
-
32767
,
32767
,
32767
)
_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
]
}
Lighting
Off
Cull
Off
ZTest
[
unity_GUIZTestMode
]
ZWrite
Off
Fog
{
Mode
Off
}
Blend
SrcAlpha
OneMinusSrcAlpha
ColorMask
[
_ColorMask
]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct
appdata_t
{
float4
vertex
:
POSITION
;
fixed4
color
:
COLOR
;
float2
texcoord0
:
TEXCOORD0
;
float2
texcoord1
:
TEXCOORD1
;
};
struct
v2f
{
float4
vertex
:
POSITION
;
fixed4
color
:
COLOR
;
float2
texcoord0
:
TEXCOORD0
;
float4
mask
:
TEXCOORD2
;
};
sampler2D
_MainTex
;
fixed4
_Color
;
float
_DiffusePower
;
uniform
float
_VertexOffsetX
;
uniform
float
_VertexOffsetY
;
uniform
float4
_ClipRect
;
uniform
float
_MaskSoftnessX
;
uniform
float
_MaskSoftnessY
;
v2f
vert
(
appdata_t
v
)
{
v2f
OUT
;
float4
vert
=
v
.
vertex
;
vert
.
x
+=
_VertexOffsetX
;
vert
.
y
+=
_VertexOffsetY
;
vert
.
xy
+=
(
vert
.
w
*
0
.
5
)
/
_ScreenParams
.
xy
;
OUT
.
vertex
=
UnityPixelSnap
(
UnityObjectToClipPos
(
vert
));
OUT
.
color
=
v
.
color
;
OUT
.
color
*=
_Color
;
OUT
.
color
.
rgb
*=
_DiffusePower
;
OUT
.
texcoord0
=
v
.
texcoord0
;
float2
pixelSize
=
OUT
.
vertex
.
w
;