Add decompiled sources
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Shader "TextMeshPro/Mobile/Distance Field" {
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Properties {
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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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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0, 1)) = 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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_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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_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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//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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