Shader "TextMeshPro/Mobile/Distance Field" { Properties { [HDR] _FaceColor ("Face Color", Vector) = (1,1,1,1) _FaceDilate ("Face Dilate", Range(-1, 1)) = 0 [HDR] _OutlineColor ("Outline Color", Vector) = (0,0,0,1) _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineSoftness ("Outline Softness", Range(0, 1)) = 0 [HDR] _UnderlayColor ("Border Color", Vector) = (0,0,0,0.5) _UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0 _UnderlaySoftness ("Border Softness", Range(0, 1)) = 0 _WeightNormal ("Weight Normal", Float) = 0 _WeightBold ("Weight Bold", Float) = 0.5 _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 _ScaleX ("Scale X", Float) = 1 _ScaleY ("Scale Y", Float) = 1 _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 _Sharpness ("Sharpness", Range(-1, 1)) = 0 _VertexOffsetX ("Vertex OffsetX", Float) = 0 _VertexOffsetY ("Vertex OffsetY", Float) = 0 _ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767) _MaskSoftnessX ("Mask SoftnessX", Float) = 0 _MaskSoftnessY ("Mask SoftnessY", Float) = 0 _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 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy); } ENDHLSL } } //CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" }