feature: able to add borders to the fonts
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e1511ec445
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|
|
@ -69,6 +72,7 @@ Shader "TextMeshPro/Bitmap Border"
|
|||
|
||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
#pragma shader_feature VERTICAL_GRADIENT
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
|
|
@ -88,6 +92,8 @@ Shader "TextMeshPro/Bitmap Border"
|
|||
float2 texcoord1 : TEXCOORD1;
|
||||
float4 mask : TEXCOORD2;
|
||||
float4 characterBounds : TEXCOORD3;
|
||||
float2 characterUV : TEXCOORD4;
|
||||
float4 screenPos : TEXCOORD5;
|
||||
};
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
|
|
@ -99,6 +105,7 @@ Shader "TextMeshPro/Bitmap Border"
|
|||
uniform float _BorderWidth;
|
||||
uniform float _PixelSize;
|
||||
uniform float _GradientAngle;
|
||||
uniform float _GradientHeight;
|
||||
|
||||
uniform float _VertexOffsetX;
|
||||
uniform float _VertexOffsetY;
|
||||
|
|
@ -144,10 +151,58 @@ Shader "TextMeshPro/Bitmap Border"
|
|||
pixelSize.xy));
|
||||
|
||||
OUT.characterBounds = float4(v.texcoord0, v.texcoord0);
|
||||
OUT.characterUV = v.texcoord0;
|
||||
OUT.screenPos = ComputeScreenPos(vPosition);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/*
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
float4 faceColor = fixed4(tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
|
||||
|
||||
// Calculate border
|
||||
float2 pixelSize = float2(_PixelSize, _PixelSize) / _ScreenParams.xy;
|
||||
float borderWidth = max(_BorderWidth, 1);
|
||||
|
||||
float border = 0;
|
||||
for (int x = -1; x <= 1; x++)
|
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{
|
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for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
if (x == 0 && y == 0) continue;
|
||||
float2 offset = float2(x, y) * pixelSize * borderWidth;
|
||||
float2 sampleUV = IN.texcoord0 + offset;
|
||||
border = max(border, tex2D(_MainTex, sampleUV).a);
|
||||
}
|
||||
}
|
||||
border = saturate(border - color.a);
|
||||
|
||||
// Determine if we're in the top or bottom half of the character
|
||||
float splitY = 0.5; // Split at the middle
|
||||
fixed4 borderColor = (IN.texcoord0.y > splitY) ? _BorderColor1 : _BorderColor2;
|
||||
|
||||
// Combine face and border
|
||||
fixed4 finalColor = lerp(faceColor, borderColor, border);
|
||||
|
||||
// Ensure the border doesn't affect transparent areas
|
||||
finalColor.a = max(faceColor.a, border);
|
||||
|
||||
// Apply clipping and alpha clip
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||
finalColor *= m.x * m.y;
|
||||
#endif
|
||||
|
||||
#if UNITY_UI_ALPHACLIP
|
||||
clip(finalColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
return finalColor;#1#
|
||||
}
|
||||
*/
|
||||
|
||||
fixed4 frag(v2f IN) : SV_Target
|
||||
{
|
||||
float4 color = tex2D(_MainTex, IN.texcoord0);
|
||||
|
|
@ -157,8 +212,6 @@ Shader "TextMeshPro/Bitmap Border"
|
|||
float2 pixelSize = float2(_PixelSize, _PixelSize) / _ScreenParams.xy;
|
||||
float borderWidth = max(_BorderWidth, 1);
|
||||
|
||||
|
||||
// this was another way to calculate the border, it seems a bit tigher, bnot quite as clean.
|
||||
/*float border = 0;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
|
|
@ -166,38 +219,41 @@ Shader "TextMeshPro/Bitmap Border"
|
|||
float2 sampleUV = IN.texcoord0 + offset;
|
||||
border = max(border, tex2D(_MainTex, sampleUV).a);
|
||||
}
|
||||
border = saturate(border - color.a);*/
|
||||
border = saturate(border - color.a);#2#*/
|
||||
|
||||
float border = 0;
|
||||
// float borderUV = IN.texcoord0;
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
if (x == 0 && y == 0) continue;
|
||||
float2 offset = float2(x, y) * pixelSize;
|
||||
float2 offset = float2(x, y) * pixelSize * borderWidth;
|
||||
float2 sampleUV = IN.texcoord0 + offset;
|
||||
border = max(border, tex2D(_MainTex, sampleUV).a);
|
||||
}
|
||||
}
|
||||
border = saturate(border - color.a);
|
||||
|
||||
// Smooth the border
|
||||
// float smoothBorder = smoothstep(0, pixelSize.x * borderWidth, border);
|
||||
// float gradientT = IN.texcoord0.y;
|
||||
float2 screenPos = IN.vertex.xy;
|
||||
float gradientHeight = _GradientHeight;
|
||||
float gradientT = frac(screenPos.y / gradientHeight);
|
||||
|
||||
fixed4 borderColor = lerp(_BorderColor1, _BorderColor2, gradientT);
|
||||
fixed4 finalColor = lerp(faceColor, borderColor, border);
|
||||
finalColor.a = max(faceColor.a, border);
|
||||
|
||||
// float gradientT = borderUV.y;
|
||||
// fixed4 borderColor = lerp(_BorderColor1, _BorderColor2, gradientT);
|
||||
|
||||
// Calculate gradient border color
|
||||
float2 characterUV = (IN.texcoord0 - IN.characterBounds.xy) / (IN.characterBounds.zw - IN.
|
||||
characterBounds.xy);
|
||||
float2 gradientUV = float2(cos(_GradientAngle * UNITY_PI / 180), sin(_GradientAngle * UNITY_PI / 180));
|
||||
// float2 screenPos = IN.vertex.xy / _ScreenParams.xy;
|
||||
// float2 gradientUV = float2(cos(_GradientAngle * UNITY_PI / 180), sin(_GradientAngle * UNITY_PI / 180));
|
||||
float gradientT = dot(characterUV - 0.5, gradientUV) + 0.5;
|
||||
fixed4 borderColor = lerp(_BorderColor1, _BorderColor2, saturate(gradientT));
|
||||
|
||||
// Combine face and border
|
||||
fixed4 finalColor = lerp(faceColor, borderColor, border);
|
||||
// fixed4 finalColor = lerp(faceColor, borderColor, border);
|
||||
|
||||
// Ensure the border doesn't affect transparent areas
|
||||
finalColor.a = max(faceColor.a, border);
|
||||
// finalColor.a = max(faceColor.a, border);
|
||||
|
||||
|
||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||
#if UNITY_UI_CLIP_RECT
|
||||
|
|
@ -209,6 +265,7 @@ Shader "TextMeshPro/Bitmap Border"
|
|||
clip(finalColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
ENDCG
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|
|
|
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@ -11,7 +11,8 @@ Material:
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_ValidKeywords:
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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@ -33,13 +34,16 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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|
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|
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- _DiffusePower: 1
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|
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- _GradientHeight: 12
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- _MaskSoftnessX: 0
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- _PixelSize: 1.251
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@ -47,9 +51,11 @@ Material:
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@ -33,10 +34,13 @@ Material:
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@ -47,9 +51,11 @@ Material:
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@ -0,0 +1,76 @@
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- _VertexOffsetX: 0
|
||||
- _VertexOffsetY: 0
|
||||
- _VerticalGradient: 1
|
||||
m_Colors:
|
||||
- _BorderColor1: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _BorderColor2: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _CharacterSize: {r: 32, g: 32, b: 0, a: 0}
|
||||
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
||||
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
|
@ -108,9 +118,9 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
|
||||
m_Name: Big Pixel Font
|
||||
m_EditorClassIdentifier:
|
||||
hashCode: 0
|
||||
hashCode: -120795945
|
||||
material: {fileID: -3097926467353524194}
|
||||
materialHashCode: 0
|
||||
materialHashCode: -873896809
|
||||
m_Version: 1.1.0
|
||||
m_SourceFontFileGUID: 4366a8844519e41deb12d599fb234f58
|
||||
m_SourceFontFile_EditorRef: {fileID: 12800000, guid: 4366a8844519e41deb12d599fb234f58, type: 3}
|
||||
|
|
@ -135,7 +145,7 @@ MonoBehaviour:
|
|||
m_SubscriptSize: 0.5
|
||||
m_UnderlineOffset: 0.6015625
|
||||
m_UnderlineThickness: 0.3984375
|
||||
m_StrikethroughOffset: 0
|
||||
m_StrikethroughOffset: 5.6
|
||||
m_StrikethroughThickness: 0.3984375
|
||||
m_TabWidth: 2
|
||||
m_GlyphTable:
|
||||
|
|
|
|||
Loading…
Reference in New Issue