T-VIR-901_EpiLeARn/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
clement 5ca3d16a29 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: #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

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Author: Mathis <mathis.ragot@epitech.eu>
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    vue foria config

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Author: Mathis <mathis.ragot@epitech.eu>
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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>
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    Reviewed-on: #7
    Reviewed-by: Clement <clement@jo85.com>

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Author: Nicolas <nicolas.sansd@gmail.com>
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Author: Nicolas <nicolas.sansd@gmail.com>
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commit 9c23975b204ceb09bd3ccc57b847cf0a8158fb95
Author: Nicolas <nicolas.sansd@gmail.com>
Date:   Fri Jan 12 11:36:49 2024 +0100

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commit aff9df22cfbed9e8b317cafe4269fce891a5bbe5
Merge: a791273 73394e5
Author: Nicolas <nicolas.sansd@gmail.com>
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    Merge remote-tracking branch 'origin/develop' into feature/multi_targets

commit a7912733e5fed60b9514c778fd9f40661dc66b64
Author: Nicolas <nicolas.sansd@gmail.com>
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commit afa265dd3141ef3fd96bff685ca655594453a876
Author: Nicolas <nicolas.sansd@gmail.com>
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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

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// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (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) = .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
_MaskTex ("Mask Texture", 2D) = "white" {}
_MaskInverse ("Inverse", float) = 0
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_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]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro_Mobile.cginc"
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}