feature: able to add borders to the fonts

This commit is contained in:
Dane Miller 2024-07-17 11:31:12 -05:00
parent e1511ec445
commit 67587aefa9
54 changed files with 87777 additions and 81785 deletions

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@ -0,0 +1,112 @@
Shader "TextMeshPro/Bitmap Character Gradient Border"
{
Properties
{
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
[HDR]_BorderColor1 ("Border Color Top", Color) = (1,0,0,1)
[HDR]_BorderColor2 ("Border Color Bottom", Color) = (0,0,1,1)
_BorderWidth ("Border Width", Range(0, 20)) = 1
_CharacterSize ("Character Size", Vector) = (32, 32, 0, 0)
_PixelSize ("Pixel Size", Float) = 1.25
}
SubShader
{
Tags
{
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 characterUV : TEXCOORD2;
};
sampler2D _MainTex;
sampler2D _FaceTex;
float4 _FaceTex_ST;
fixed4 _FaceColor;
fixed4 _BorderColor1;
fixed4 _BorderColor2;
float _BorderWidth;
float4 _CharacterSize;
float _PixelSize;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(v.vertex);
OUT.color = v.color * _FaceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
// Calculate character UV
OUT.characterUV = fmod(v.texcoord0 * _CharacterSize.xy, 1.0);
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
float4 color = tex2D(_MainTex, IN.texcoord0);
float4 faceColor = fixed4(tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
// Calculate border
float2 pixelSize = _PixelSize / _CharacterSize.xy;
float borderWidth = max(_BorderWidth, 1);
float border = 0;
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 * borderWidth;
float2 sampleUV = IN.texcoord0 + offset;
border = max(border, tex2D(_MainTex, sampleUV).a);
}
}
border = saturate(border - color.a);
// Calculate gradient based on the vertical position within the character
float gradientT = IN.characterUV.y;
fixed4 borderColor = lerp(_BorderColor1, _BorderColor2, gradientT);
// Combine face and border
fixed4 finalColor = lerp(faceColor, borderColor, border);
return finalColor;
}
ENDCG
}
}
}

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@ -9,12 +9,15 @@ Shader "TextMeshPro/Bitmap Border"
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
[Header(Border)] [Header(Border)]
[Toggle(VERTICAL_GRADIENT)]_VerticalGradient ("Vertical Gradient", Float) = 1
[HDR]_BorderColor1 ("Border Color 1", Color) = (1,0,0,1) [HDR]_BorderColor1 ("Border Color 1", Color) = (1,0,0,1)
[HDR]_BorderColor2 ("Border Color 2", Color) = (0,0,1,1) [HDR]_BorderColor2 ("Border Color 2", Color) = (0,0,1,1)
_BorderWidth ("Border Width", Range(0, 20)) = 1 _BorderWidth ("Border Width", Range(0, 20)) = 1
_PixelSize ("Pixel Size", Range(0, 20)) = 1 _PixelSize ("Pixel Size", Range(0, 20)) = 1
_GradientAngle ("Gradient Angle", Range(0, 360)) = 90 _GradientAngle ("Gradient Angle", Range(0, 360)) = 90
_BorderSharpness ("Border Sharpness", Range(0, 1)) = 1 _BorderSharpness ("Border Sharpness", Range(0, 1)) = 1
_GradientHeight ("Gradient Height", Range(0, 20)) = 12
_CharacterSize ("Character Size", Vector) = (32,32,0,0)
_VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
@ -69,6 +72,7 @@ Shader "TextMeshPro/Bitmap Border"
#pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma multi_compile __ UNITY_UI_ALPHACLIP
#pragma shader_feature VERTICAL_GRADIENT
#include "UnityCG.cginc" #include "UnityCG.cginc"
@ -88,6 +92,8 @@ Shader "TextMeshPro/Bitmap Border"
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2; float4 mask : TEXCOORD2;
float4 characterBounds : TEXCOORD3; float4 characterBounds : TEXCOORD3;
float2 characterUV : TEXCOORD4;
float4 screenPos : TEXCOORD5;
}; };
uniform sampler2D _MainTex; uniform sampler2D _MainTex;
@ -99,6 +105,7 @@ Shader "TextMeshPro/Bitmap Border"
uniform float _BorderWidth; uniform float _BorderWidth;
uniform float _PixelSize; uniform float _PixelSize;
uniform float _GradientAngle; uniform float _GradientAngle;
uniform float _GradientHeight;
uniform float _VertexOffsetX; uniform float _VertexOffsetX;
uniform float _VertexOffsetY; uniform float _VertexOffsetY;
@ -144,10 +151,58 @@ Shader "TextMeshPro/Bitmap Border"
pixelSize.xy)); pixelSize.xy));
OUT.characterBounds = float4(v.texcoord0, v.texcoord0); OUT.characterBounds = float4(v.texcoord0, v.texcoord0);
OUT.characterUV = v.texcoord0;
OUT.screenPos = ComputeScreenPos(vPosition);
return OUT; 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++)
{
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 fixed4 frag(v2f IN) : SV_Target
{ {
float4 color = tex2D(_MainTex, IN.texcoord0); float4 color = tex2D(_MainTex, IN.texcoord0);
@ -157,8 +212,6 @@ Shader "TextMeshPro/Bitmap Border"
float2 pixelSize = float2(_PixelSize, _PixelSize) / _ScreenParams.xy; float2 pixelSize = float2(_PixelSize, _PixelSize) / _ScreenParams.xy;
float borderWidth = max(_BorderWidth, 1); 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; /*float border = 0;
for (int i = 0; i < 8; i++) for (int i = 0; i < 8; i++)
{ {
@ -166,38 +219,41 @@ Shader "TextMeshPro/Bitmap Border"
float2 sampleUV = IN.texcoord0 + offset; float2 sampleUV = IN.texcoord0 + offset;
border = max(border, tex2D(_MainTex, sampleUV).a); border = max(border, tex2D(_MainTex, sampleUV).a);
} }
border = saturate(border - color.a);*/ border = saturate(border - color.a);#2#*/
float border = 0; float border = 0;
// float borderUV = IN.texcoord0;
for (int x = -1; x <= 1; x++) for (int x = -1; x <= 1; x++)
{ {
for (int y = -1; y <= 1; y++) for (int y = -1; y <= 1; y++)
{ {
if (x == 0 && y == 0) continue; if (x == 0 && y == 0) continue;
float2 offset = float2(x, y) * pixelSize; float2 offset = float2(x, y) * pixelSize * borderWidth;
float2 sampleUV = IN.texcoord0 + offset; float2 sampleUV = IN.texcoord0 + offset;
border = max(border, tex2D(_MainTex, sampleUV).a); border = max(border, tex2D(_MainTex, sampleUV).a);
} }
} }
border = saturate(border - color.a); border = saturate(border - color.a);
// Smooth the border // float gradientT = IN.texcoord0.y;
// float smoothBorder = smoothstep(0, pixelSize.x * borderWidth, border); 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 // Combine face and border
fixed4 finalColor = lerp(faceColor, borderColor, border); // fixed4 finalColor = lerp(faceColor, borderColor, border);
// Ensure the border doesn't affect transparent areas // 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. // Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
@ -209,6 +265,7 @@ Shader "TextMeshPro/Bitmap Border"
clip(finalColor.a - 0.001); clip(finalColor.a - 0.001);
#endif #endif
return finalColor; return finalColor;
} }
ENDCG ENDCG

View File

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m_Parent: {fileID: 0} m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
m_ValidKeywords: [] m_ValidKeywords:
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m_InvalidKeywords: [] m_InvalidKeywords: []
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -33,13 +34,16 @@ Material:
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: [] m_Ints: []
m_Floats: m_Floats:
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- _ColorMask: 15 - _ColorMask: 15
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- _GradientAngle: 90
- _GradientHeight: 12
- _MaskSoftnessX: 0 - _MaskSoftnessX: 0
- _MaskSoftnessY: 0 - _MaskSoftnessY: 0
- _PixelSize: 1.251 - _PixelSize: 0.385
- _Stencil: 0 - _Stencil: 0
- _StencilComp: 8 - _StencilComp: 8
- _StencilOp: 0 - _StencilOp: 0
@ -47,9 +51,11 @@ Material:
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@ -11,7 +11,8 @@ Material:
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@ -33,10 +34,13 @@ Material:
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- _MaskSoftnessX: 0 - _MaskSoftnessX: 0
- _MaskSoftnessY: 0 - _MaskSoftnessY: 0
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@ -47,9 +51,11 @@ Material:
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