feature: able to add borders to the fonts
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e1511ec445
commit
67587aefa9
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@ -0,0 +1,112 @@
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Shader "TextMeshPro/Bitmap Character Gradient Border"
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{
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Properties
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{
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_MainTex ("Font Atlas", 2D) = "white" {}
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_FaceTex ("Font Texture", 2D) = "white" {}
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[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
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[HDR]_BorderColor1 ("Border Color Top", Color) = (1,0,0,1)
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[HDR]_BorderColor2 ("Border Color Bottom", Color) = (0,0,1,1)
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_BorderWidth ("Border Width", Range(0, 20)) = 1
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_CharacterSize ("Character Size", Vector) = (32, 32, 0, 0)
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_PixelSize ("Pixel Size", Float) = 1.25
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}
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SubShader
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{
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Tags
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{
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}
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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|
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|
struct appdata_t
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|
{
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|
float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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|
fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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|
float2 texcoord1 : TEXCOORD1;
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|
float2 characterUV : TEXCOORD2;
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|
};
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|
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|
sampler2D _MainTex;
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|
sampler2D _FaceTex;
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|
float4 _FaceTex_ST;
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|
fixed4 _FaceColor;
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|
fixed4 _BorderColor1;
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|
fixed4 _BorderColor2;
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|
float _BorderWidth;
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|
float4 _CharacterSize;
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|
float _PixelSize;
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|
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|
v2f vert(appdata_t v)
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|
{
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|
v2f OUT;
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|
UNITY_SETUP_INSTANCE_ID(v);
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|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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|
OUT.vertex = UnityObjectToClipPos(v.vertex);
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|
OUT.color = v.color * _FaceColor;
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|
OUT.texcoord0 = v.texcoord0;
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|
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
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|
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|
// Calculate character UV
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|
OUT.characterUV = fmod(v.texcoord0 * _CharacterSize.xy, 1.0);
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|
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|
return OUT;
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|
}
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|
fixed4 frag(v2f IN) : SV_Target
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|
{
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|
// Calculate border
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||||||
|
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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
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|
fileFormatVersion: 2
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guid: d5b62048db7a489ba87503cbf0a33861
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timeCreated: 1721230308
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|
@ -0,0 +1,42 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabAsset: {fileID: 0}
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m_Name: TMP_Bitmap_Gradient
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m_Shader: {fileID: 4800000, guid: d5b62048db7a489ba87503cbf0a33861, type: 3}
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m_Parent: {fileID: 0}
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stringTagMap: {}
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|
disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
|
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m_Floats:
|
||||||
|
- _BorderWidth: 1
|
||||||
|
m_Colors:
|
||||||
|
- _BorderColor1: {r: 1, g: 0, b: 0, a: 1}
|
||||||
|
- _BorderColor2: {r: 0, g: 0, b: 1, a: 1}
|
||||||
|
- _CharacterSize: {r: 32, g: 32, b: 0, a: 0}
|
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- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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assetBundleName:
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assetBundleVariant:
|
||||||
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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
|
||||||
|
|
|
||||||
|
|
@ -11,7 +11,8 @@ Material:
|
||||||
m_Shader: {fileID: 4800000, guid: 589090f78af84af396ccd5497a9740a1, type: 3}
|
m_Shader: {fileID: 4800000, guid: 589090f78af84af396ccd5497a9740a1, type: 3}
|
||||||
m_Parent: {fileID: 0}
|
m_Parent: {fileID: 0}
|
||||||
m_ModifiedSerializedProperties: 0
|
m_ModifiedSerializedProperties: 0
|
||||||
m_ValidKeywords: []
|
m_ValidKeywords:
|
||||||
|
- VERTICAL_GRADIENT
|
||||||
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:
|
||||||
|
- _BorderSharpness: 0.5
|
||||||
- _BorderWidth: 3.5
|
- _BorderWidth: 3.5
|
||||||
- _ColorMask: 15
|
- _ColorMask: 15
|
||||||
- _CullMode: 0
|
- _CullMode: 0
|
||||||
- _DiffusePower: 1
|
- _DiffusePower: 1
|
||||||
|
- _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:
|
||||||
- _StencilWriteMask: 255
|
- _StencilWriteMask: 255
|
||||||
- _VertexOffsetX: 0
|
- _VertexOffsetX: 0
|
||||||
- _VertexOffsetY: 0
|
- _VertexOffsetY: 0
|
||||||
|
- _VerticalGradient: 1
|
||||||
m_Colors:
|
m_Colors:
|
||||||
- _BorderColor1: {r: 0, g: 0, b: 0, a: 1}
|
- _BorderColor1: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _BorderColor2: {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}
|
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
||||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
- _FaceColor: {r: 1, g: 1, b: 1, a: 0}
|
- _FaceColor: {r: 1, g: 1, b: 1, a: 0}
|
||||||
|
|
|
||||||
|
|
@ -11,7 +11,8 @@ Material:
|
||||||
m_Shader: {fileID: 4800000, guid: 589090f78af84af396ccd5497a9740a1, type: 3}
|
m_Shader: {fileID: 4800000, guid: 589090f78af84af396ccd5497a9740a1, type: 3}
|
||||||
m_Parent: {fileID: 0}
|
m_Parent: {fileID: 0}
|
||||||
m_ModifiedSerializedProperties: 0
|
m_ModifiedSerializedProperties: 0
|
||||||
m_ValidKeywords: []
|
m_ValidKeywords:
|
||||||
|
- VERTICAL_GRADIENT
|
||||||
m_InvalidKeywords: []
|
m_InvalidKeywords: []
|
||||||
m_LightmapFlags: 4
|
m_LightmapFlags: 4
|
||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
|
|
@ -33,10 +34,13 @@ 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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||||||
Loading…
Reference in New Issue