Add decompiled sources
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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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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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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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Fallback "TextMeshPro/Mobile/Distance Field"
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//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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