Shader "TextMeshPro/Mobile/Bitmap" { Properties { _MainTex ("Font Atlas", 2D) = "white" {} _Color ("Text Color", Color) = (1,1,1,1) _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 _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 fragmentoption ARB_precision_hint_fastest #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord0 : TEXCOORD0; float4 mask : TEXCOORD2; }; sampler2D _MainTex; fixed4 _Color; float _DiffusePower; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform float4 _ClipRect; uniform float _MaskSoftnessX; uniform float _MaskSoftnessY; uniform float _UIMaskSoftnessX; uniform float _UIMaskSoftnessY; uniform int _UIVertexColorAlwaysGammaSpace; v2f vert (appdata_t v) { v2f OUT; float4 vert = v.vertex; vert.x += _VertexOffsetX; vert.y += _VertexOffsetY; vert.xy += (vert.w * 0.5) / _ScreenParams.xy; if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) { v.color.rgb = UIGammaToLinear(v.color.rgb); } OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); OUT.color = v.color; OUT.color *= _Color; OUT.color.rgb *= _DiffusePower; OUT.texcoord0 = v.texcoord0; float2 pixelSize = OUT.vertex.w; //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); // Clamp _ClipRect to 16bit. const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); return OUT; } fixed4 frag (v2f IN) : COLOR { fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); // 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 } } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord0 } Pass { SetTexture [_MainTex] { constantColor [_Color] combine constant * primary, constant * texture } } } CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" }