Shader "TextMeshPro/Bitmap" { Properties { _MainTex ("Font Atlas", 2D) = "white" {} _FaceTex ("Font Texture", 2D) = "white" {} _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) _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" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float4 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; uniform float _UIMaskSoftnessX; uniform float _UIMaskSoftnessY; uniform int _UIVertexColorAlwaysGammaSpace; 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)); if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) { v.color.rgb = UIGammaToLinear(v.color.rgb); } fixed4 faceColor = v.color; faceColor *= _FaceColor; v2f OUT; OUT.vertex = vPosition; OUT.color = faceColor; OUT.texcoord0 = v.texcoord0; OUT.texcoord1 = TRANSFORM_TEX(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. 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) : SV_Target { fixed4 color = tex2D(_MainTex, IN.texcoord0); color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.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 } } CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" }