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+104
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Shader "TextMeshPro/Distance Field (Surface)" {
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Properties {
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_FaceTex ("Fill Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0
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[HDR] _FaceColor ("Fill Color", Vector) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1, 1)) = 0
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[HDR] _OutlineColor ("Outline Color", Vector) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0, 1)) = 0
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_Bevel ("Bevel", Range(0, 1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5, 0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-0.5, 0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0, 1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0, 1)) = 0
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0, 1)) = 0.5
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_BumpFace ("Bump Face", Range(0, 1)) = 0.5
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_ReflectFaceColor ("Face Color", Vector) = (0,0,0,1)
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_ReflectOutlineColor ("Outline Color", Vector) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" {}
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_EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0)
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[HDR] _SpecColor ("Specular Color", Vector) = (0,0,0,1)
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_FaceShininess ("Face Shininess", Range(0, 1)) = 0
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_OutlineShininess ("Outline Shininess", Range(0, 1)) = 0
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[HDR] _GlowColor ("Color", Vector) = (0,1,0,0.5)
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_GlowOffset ("Offset", Range(-1, 1)) = 0
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_GlowInner ("Inner", Range(0, 1)) = 0.05
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_GlowOuter ("Outer", Range(0, 1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", Float) = 0
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_WeightBold ("Weight Bold", Float) = 0.5
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_ShaderFlags ("Flags", Float) = 0
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_ScaleRatioA ("Scale RatioA", Float) = 1
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_ScaleRatioB ("Scale RatioB", Float) = 1
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_ScaleRatioC ("Scale RatioC", Float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", Float) = 512
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_TextureHeight ("Texture Height", Float) = 512
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_GradientScale ("Gradient Scale", Float) = 5
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_ScaleX ("Scale X", Float) = 1
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_ScaleY ("Scale Y", Float) = 1
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1, 1)) = 0
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_VertexOffsetX ("Vertex OffsetX", Float) = 0
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_VertexOffsetY ("Vertex OffsetY", Float) = 0
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_CullMode ("Cull Mode", Float) = 0
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType"="Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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float4 _MainTex_ST;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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||||
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struct Vertex_Stage_Output
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{
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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Texture2D<float4> _MainTex;
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SamplerState sampler_MainTex;
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struct Fragment_Stage_Input
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{
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float2 uv : TEXCOORD0;
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};
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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{
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return _MainTex.Sample(sampler_MainTex, input.uv.xy);
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}
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ENDHLSL
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}
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}
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//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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+11
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4eb6e9657bc79cf4492a8da53b567649
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timeCreated: 1754266204
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licenseType: Free
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,123 @@
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Shader "TextMeshPro/Distance Field" {
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Properties {
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0
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[HDR] _FaceColor ("Face Color", Vector) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1, 1)) = 0
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[HDR] _OutlineColor ("Outline Color", Vector) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0, 1)) = 0
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_Bevel ("Bevel", Range(0, 1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5, 0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-0.5, 0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0, 1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0, 1)) = 0
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_LightAngle ("Light Angle", Range(0, 6.2831855)) = 3.1416
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[HDR] _SpecularColor ("Specular", Vector) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0, 4)) = 2
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_Reflectivity ("Reflectivity", Range(5, 15)) = 10
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_Diffuse ("Diffuse", Range(0, 1)) = 0.5
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_Ambient ("Ambient", Range(1, 0)) = 0.5
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_BumpMap ("Normal map", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0, 1)) = 0
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_BumpFace ("Bump Face", Range(0, 1)) = 0
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_ReflectFaceColor ("Reflection Color", Vector) = (0,0,0,1)
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_ReflectOutlineColor ("Reflection Color", Vector) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" {}
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_EnvMatrixRotation ("Texture Rotation", Vector) = (0,0,0,0)
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[HDR] _UnderlayColor ("Border Color", Vector) = (0,0,0,0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0, 1)) = 0
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[HDR] _GlowColor ("Color", Vector) = (0,1,0,0.5)
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_GlowOffset ("Offset", Range(-1, 1)) = 0
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_GlowInner ("Inner", Range(0, 1)) = 0.05
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_GlowOuter ("Outer", Range(0, 1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", Float) = 0
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_WeightBold ("Weight Bold", Float) = 0.5
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_ShaderFlags ("Flags", Float) = 0
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_ScaleRatioA ("Scale RatioA", Float) = 1
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_ScaleRatioB ("Scale RatioB", Float) = 1
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_ScaleRatioC ("Scale RatioC", Float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", Float) = 512
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_TextureHeight ("Texture Height", Float) = 512
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_GradientScale ("Gradient Scale", Float) = 5
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_ScaleX ("Scale X", Float) = 1
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_ScaleY ("Scale Y", Float) = 1
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1, 1)) = 0
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_VertexOffsetX ("Vertex OffsetX", Float) = 0
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_VertexOffsetY ("Vertex OffsetY", Float) = 0
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_MaskCoord ("Mask Coordinates", Vector) = (0,0,32767,32767)
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_ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767)
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_MaskSoftnessX ("Mask SoftnessX", Float) = 0
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_MaskSoftnessY ("Mask SoftnessY", Float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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//DummyShaderTextExporter
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||||
SubShader{
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||||
Tags { "RenderType"="Opaque" }
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||||
LOD 200
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||||
|
||||
Pass
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||||
{
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||||
HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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||||
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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||||
float4 _MainTex_ST;
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||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
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||||
};
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
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||||
float4 pos : SV_POSITION;
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||||
};
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||||
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||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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Texture2D<float4> _MainTex;
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SamplerState sampler_MainTex;
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||||
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||||
struct Fragment_Stage_Input
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||||
{
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||||
float2 uv : TEXCOORD0;
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||||
};
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||||
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float4 frag(Fragment_Stage_Input input) : SV_TARGET
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{
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return _MainTex.Sample(sampler_MainTex, input.uv.xy);
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}
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ENDHLSL
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}
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}
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Fallback "TextMeshPro/Mobile/Distance Field"
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//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: 0e2dc8110b6f20946a1c5d8cf98016ad
|
||||
timeCreated: 1754266204
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+85
@@ -0,0 +1,85 @@
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Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
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Properties {
|
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_FaceTex ("Fill Texture", 2D) = "white" {}
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[HDR] _FaceColor ("Fill Color", Vector) = (1,1,1,1)
|
||||
_FaceDilate ("Face Dilate", Range(-1, 1)) = 0
|
||||
[HDR] _OutlineColor ("Outline Color", Vector) = (0,0,0,1)
|
||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||
_OutlineSoftness ("Outline Softness", Range(0, 1)) = 0
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||||
[HDR] _GlowColor ("Color", Vector) = (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
|
||||
_ScaleX ("Scale X", Float) = 1
|
||||
_ScaleY ("Scale Y", Float) = 1
|
||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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||||
_Sharpness ("Sharpness", Range(-1, 1)) = 0
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||||
_VertexOffsetX ("Vertex OffsetX", Float) = 0
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||||
_VertexOffsetY ("Vertex OffsetY", Float) = 0
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||||
_CullMode ("Cull Mode", Float) = 0
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||||
}
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||||
//DummyShaderTextExporter
|
||||
SubShader{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
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||||
|
||||
Pass
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||||
{
|
||||
HLSLPROGRAM
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||||
#pragma vertex vert
|
||||
#pragma fragment frag
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||||
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||||
float4x4 unity_ObjectToWorld;
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||||
float4x4 unity_MatrixVP;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
|
||||
Texture2D<float4> _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 frag(Fragment_Stage_Input input) : SV_TARGET
|
||||
{
|
||||
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 721177f1ac1409f47b81300df0f353d5
|
||||
timeCreated: 1754266204
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+97
@@ -0,0 +1,97 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
|
||||
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
|
||||
_MaskTex ("Mask Texture", 2D) = "white" {}
|
||||
_MaskInverse ("Inverse", Float) = 0
|
||||
_MaskEdgeColor ("Edge Color", Vector) = (1,1,1,1)
|
||||
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
||||
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
||||
_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
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_MatrixVP;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
|
||||
Texture2D<float4> _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 frag(Fragment_Stage_Input input) : SV_TARGET
|
||||
{
|
||||
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec9a46328e919524bb2fdbf0635d9490
|
||||
timeCreated: 1754266204
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+92
@@ -0,0 +1,92 @@
|
||||
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
|
||||
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
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_MatrixVP;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
|
||||
Texture2D<float4> _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 frag(Fragment_Stage_Input input) : SV_TARGET
|
||||
{
|
||||
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08199bb862856b54998a812e38a09691
|
||||
timeCreated: 1754266204
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+92
@@ -0,0 +1,92 @@
|
||||
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
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_MatrixVP;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
|
||||
Texture2D<float4> _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 frag(Fragment_Stage_Input input) : SV_TARGET
|
||||
{
|
||||
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ec22cee9adefc1468d557d3802e8b56
|
||||
timeCreated: 1754266204
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,67 @@
|
||||
Shader "TextMeshPro/Sprite" {
|
||||
Properties {
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Vector) = (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
|
||||
_CullMode ("Cull Mode", Float) = 0
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
_ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767)
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
//DummyShaderTextExporter
|
||||
SubShader{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_MatrixVP;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
|
||||
Texture2D<float4> _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
float4 _Color;
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 frag(Fragment_Stage_Input input) : SV_TARGET
|
||||
{
|
||||
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec40fa207ff266943b83b309c6eabafe
|
||||
timeCreated: 1754266204
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in new issue
Block a user