Shader "TextMeshPro/Bitmap Border" { Properties { [Header(Text)] _MainTex ("Font Atlas", 2D) = "white" {} _FaceTex ("Font Texture", 2D) = "white" {} [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) [Header(Border)] [HDR]_BorderColor1 ("Border Color 1", Color) = (1,0,0,1) [HDR]_BorderColor2 ("Border Color 2", Color) = (0,0,1,1) _BorderWidth ("Border Width", Range(0, 20)) = 1 _PixelSize ("Pixel Size", Range(0, 20)) = 1 _GradientAngle ("Gradient Angle", Range(0, 360)) = 90 _BorderSharpness ("Border Sharpness", Range(0, 1)) = 1 _VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0 _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _CullMode("Cull Mode", Float) = 0 _ColorMask("Color Mask", Float) = 15 } SubShader { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Stencil { Ref[_Stencil] Comp[_StencilComp] Pass[_StencilOp] ReadMask[_StencilReadMask] WriteMask[_StencilWriteMask] } Lighting Off Cull [_CullMode] ZTest [unity_GUIZTestMode] ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #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; float4 mask : TEXCOORD2; float4 characterBounds : TEXCOORD3; }; uniform sampler2D _MainTex; uniform sampler2D _FaceTex; uniform float4 _FaceTex_ST; uniform fixed4 _FaceColor; uniform fixed4 _BorderColor1; uniform fixed4 _BorderColor2; uniform float _BorderWidth; uniform float _PixelSize; uniform float _GradientAngle; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; float2 UnpackUV(float uv) { float2 output; output.x = floor(uv / 4096); output.y = uv - 4096 * output.x; return output * 0.001953125; } v2f vert(appdata_t v) { float4 vert = v.vertex; vert.x += _VertexOffsetX; vert.y += _VertexOffsetY; vert.xy += (vert.w * 0.5) / _ScreenParams.xy; float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); fixed4 faceColor = v.color; faceColor *= _FaceColor; v2f OUT; OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); float2 pixelSize = vPosition.w; pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); // Clamp _ClipRect to 16bit. float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); OUT.characterBounds = float4(v.texcoord0, v.texcoord0); 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 = 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++) { float2 offset = float2(cos(i * UNITY_PI / 4), sin(i * UNITY_PI / 4)) * borderWidth * pixelSize; float2 sampleUV = IN.texcoord0 + offset; border = max(border, tex2D(_MainTex, sampleUV).a); } border = saturate(border - color.a);*/ 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; 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); // 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); // Ensure the border doesn't affect transparent areas finalColor.a = max(faceColor.a, border); // Alternative implementation to UnityGet2DClipping with support for softness. #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; } ENDCG } } // CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" }