T-VIR-901_EpiLeARn/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader

144 lines
3.4 KiB
Plaintext
Raw Normal View History

Squashed commit of the following: commit 807aa8c3c6e62c5d033064e3190ae432fb66db03 Merge: 34f74aa 3777d06 Author: Clement <clement@jo85.com> Date: Thu Jan 18 12:02:57 2024 +0100 Merge pull request 'add Atomes Factory' (#10) from feature/AtomesFactory into develop Reviewed-on: https://git.lab-ouest.org/Epitech/T-VIR-901_EpiLeARn/pulls/10 Reviewed-by: Clement <clement@jo85.com> commit 3777d06a0ee942994fdfe90d71fc5056c37346d9 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 12:00:00 2024 +0100 Rename Classname commit 16bd5bfb6cd51e253e22417ab8196a58e1726849 Merge: da9d57b 34f74aa Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:46:03 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/AtomesFactory commit da9d57b0bba34dbe24f5e7f744ce60f430832ff4 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:44:22 2024 +0100 vue foria config commit 5346e596c8a0db7684b64920c328abee459926d9 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 11:28:02 2024 +0100 [feature/AtomesFactory] - remove testing file commit f613217658cf2f1f48ceeeaa3183e515de857213 Author: Mathis <mathis.ragot@epitech.eu> Date: Thu Jan 18 10:38:59 2024 +0100 [feature/AtomesFactory] - Add json for atomes commit bc2b9e02fdb692d56937bd37cc3d821ffb717424 Author: Mathis <mathis.ragot@epitech.eu> Date: Fri Jan 12 15:37:09 2024 +0100 add Atomes Factory commit 34f74aa44366c6d5f9e0d647a7837704edbd5fad Merge: 8b6d07f f181fd9 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:50:43 2024 +0100 Merge pull request 'feature/multi_targets' (#7) from feature/multi_targets into develop Reviewed-on: https://git.lab-ouest.org/Epitech/T-VIR-901_EpiLeARn/pulls/7 Reviewed-by: Clement <clement@jo85.com> commit f181fd993504c811a4546e56f83eb05ed62a625d Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:50:10 2024 +0100 fix du mauvais nom de scene dans le script ChangeScene.cs commit 1c76868eee12406d6c39fa64da8462e35019a39e Merge: f1ec062 8b6d07f Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:39:02 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/multi_targets commit f1ec062047ba68d48493b25273ba5893f42a890f Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:37:29 2024 +0100 ajout du font fallback commit 9c23975b204ceb09bd3ccc57b847cf0a8158fb95 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:36:49 2024 +0100 rajouts des fonts text mesh pro commit aff9df22cfbed9e8b317cafe4269fce891a5bbe5 Merge: a791273 73394e5 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 11:03:32 2024 +0100 Merge remote-tracking branch 'origin/develop' into feature/multi_targets commit a7912733e5fed60b9514c778fd9f40661dc66b64 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 10:54:51 2024 +0100 Ajout dans le canvas d'éléments UI (nom, description....) commit 0313fe28a1b718152015a401fda32069e94303c0 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Jan 12 09:57:07 2024 +0100 Suppression du build de la CI commit 5237a32bb4759c43104e9397cb43b328a99b7c62 Author: Nicolas <nicolas.sansd@gmail.com> Date: Thu Jan 11 16:18:35 2024 +0100 ajout de la keystore de debug (user) + changement de la target version d'android commit afa265dd3141ef3fd96bff685ca655594453a876 Author: Nicolas <nicolas.sansd@gmail.com> Date: Thu Jan 11 11:26:53 2024 +0100 Affichage des molécules unitairement et en mode fusion commit 84136dcc5c3b00603ba8531901418125a832a255 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 15:05:47 2023 +0100 MAJ du fichier d'action build.yaml commit ce3c95654431f25e22810481f3b10b24f158decd Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 15:02:10 2023 +0100 MAJ du fichier d'action build.yaml commit 8f105732f7aaa41689894ab388675ae0b79f66f6 Author: Nicolas <nicolas.sansd@gmail.com> Date: Fri Dec 22 14:36:52 2023 +0100 Ajout de la multitarget pour générer un préfab
2024-01-18 14:00:09 +01:00
Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_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)
_Padding ("Padding", 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
}
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;
};
uniform sampler2D _MainTex;
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
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));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
// 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);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}