// Simplified version of the SDF Surface shader : // - No support for Bevel, Bump or envmap // - Diffuse only lighting // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. Shader "TextMeshPro/Mobile/Distance Field (Surface)" { Properties { _FaceTex ("Fill Texture", 2D) = "white" {} _FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1,1)) = 0 _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowOffset ("Offset", Range(-1,1)) = 0 _GlowInner ("Inner", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowPower ("Falloff", Range(1, 0)) = 0.75 _WeightNormal ("Weight Normal", float) = 0 _WeightBold ("Weight Bold", float) = 0.5 // Should not be directly exposed to the user _ShaderFlags ("Flags", float) = 0 _ScaleRatioA ("Scale RatioA", float) = 1 _ScaleRatioB ("Scale RatioB", float) = 1 _ScaleRatioC ("Scale RatioC", float) = 1 _MainTex ("Font Atlas", 2D) = "white" {} _TextureWidth ("Texture Width", float) = 512 _TextureHeight ("Texture Height", float) = 512 _GradientScale ("Gradient Scale", float) = 5.0 _ScaleX ("Scale X", float) = 1.0 _ScaleY ("Scale Y", float) = 1.0 _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 _VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0 //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) //_MaskSoftness ("Mask Softness", float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 300 Cull [_CullMode] CGPROGRAM #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap #pragma target 3.0 #pragma shader_feature __ GLOW_ON #include "TMPro_Properties.cginc" #include "TMPro.cginc" half _FaceShininess; half _OutlineShininess; struct Input { fixed4 color : COLOR; float2 uv_MainTex; float2 uv2_FaceTex; float2 uv2_OutlineTex; float2 param; // Weight, Scale float3 viewDirEnv; }; #include "TMPro_Surface.cginc" ENDCG // Pass to render object as a shadow caster Pass { Name "Caster" Tags { "LightMode" = "ShadowCaster" } Offset 1, 1 Fog {Mode Off} ZWrite On ZTest LEqual Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; float2 uv2 : TEXCOORD3; float alphaClip : TEXCOORD2; }; uniform float4 _MainTex_ST; uniform float4 _OutlineTex_ST; float _OutlineWidth; float _FaceDilate; float _ScaleRatioA; v2f vert( appdata_base v ) { v2f o; TRANSFER_SHADOW_CASTER(o) o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; return o; } uniform sampler2D _MainTex; float4 frag(v2f i) : COLOR { fixed4 texcol = tex2D(_MainTex, i.uv).a; clip(texcol.a - i.alphaClip); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" }