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Shader "TextMeshPro/Distance Field-BillboardFacing" | |
{ | |
// Billboarding version for TextMeshPro (tested in 2018.3), based on default Distance Field shader. | |
// ** Important part is to DISABLE the dynamic batching! (happens in this shader) ** | |
// ...Took a while to figure out that one. | |
// | |
// Use as you like! | |
// - Almar | |
Properties { | |
_FaceTex ("Face Texture", 2D) = "white" {} | |
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 | |
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 | |
_FaceColor ("Face Color", Color) = (1,1,1,1) | |
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 | |
_OutlineColor ("Outline Color", Color) = (0,0,0,1) | |
_OutlineTex ("Outline Texture", 2D) = "white" {} | |
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 | |
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 | |
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 | |
_OutlineSoftness ("Outline Softness", Range(-1,1)) = 0 | |
_Bevel ("Bevel", Range(0,1)) = 0.5 | |
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 | |
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 | |
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0 | |
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 | |
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 | |
_SpecularColor ("Specular", Color) = (1,1,1,1) | |
_SpecularPower ("Specular", Range(0,4)) = 2.0 | |
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 | |
_Diffuse ("Diffuse", Range(0,1)) = 0.5 | |
_Ambient ("Ambient", Range(1,0)) = 0.5 | |
_BumpMap ("Normal map", 2D) = "bump" {} | |
_BumpOutline ("Bump Outline", Range(0,1)) = 0 | |
_BumpFace ("Bump Face", Range(0,1)) = 0 | |
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) | |
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) | |
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } | |
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) | |
_UnderlayColor ("Border Color", Color) = (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 | |
_GlowColor ("Color", Color) = (0, 1, 0, 0.5) | |
_GlowOffset ("Offset", Range(-1,1)) = 0 | |
_GlowInner ("Inner", Range(0,1)) = 0.05 | |
_GlowOuter ("Outer", Range(0,1)) = 0.05 | |
_GlowPower ("Falloff", Range(1, 0)) = 0.75 | |
_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) = 5.0 | |
_ScaleX ("Scale X", float) = 1.0 | |
_ScaleY ("Scale Y", float) = 1.0 | |
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 | |
_VertexOffsetX ("Vertex OffsetX", float) = 0 | |
_VertexOffsetY ("Vertex OffsetY", float) = 0 | |
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) | |
_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 | |
_ColorMask ("Color Mask", Float) = 15 | |
} | |
SubShader { | |
Tags | |
{ | |
"Queue"="Transparent+8000" | |
"IgnoreProjector"="True" | |
"RenderType"="Transparent" | |
// Important to disable batching! Otherwise things will be offset | |
"DisableBatching" = "True" | |
} | |
Stencil | |
{ | |
Ref [_Stencil] | |
Comp [_StencilComp] | |
Pass [_StencilOp] | |
ReadMask [_StencilReadMask] | |
WriteMask [_StencilWriteMask] | |
} | |
Cull [_CullMode] | |
ZWrite Off | |
Lighting Off | |
Fog { Mode Off } | |
ZTest Always | |
Blend One OneMinusSrcAlpha | |
ColorMask [_ColorMask] | |
Pass { | |
CGPROGRAM | |
#pragma target 3.0 | |
#pragma vertex VertShader | |
#pragma fragment PixShader | |
#pragma shader_feature __ BEVEL_ON | |
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER | |
#pragma shader_feature __ GLOW_ON | |
#pragma multi_compile __ UNITY_UI_CLIP_RECT | |
#pragma multi_compile __ UNITY_UI_ALPHACLIP | |
int _KeepConstantScaling; | |
float _Scaling; | |
#include "UnityCG.cginc" | |
#include "UnityUI.cginc" | |
#include "TMPro_Properties.cginc" | |
#include "TMPro.cginc" | |
struct vertex_t { | |
float4 position : POSITION; | |
float3 normal : NORMAL; | |
fixed4 color : COLOR; | |
float2 texcoord0 : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
}; | |
struct pixel_t { | |
float4 position : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 atlas : TEXCOORD0; // Atlas | |
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight | |
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) | |
float3 viewDir : TEXCOORD3; | |
#if (UNDERLAY_ON || UNDERLAY_INNER) | |
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias | |
fixed4 underlayColor : COLOR1; | |
#endif | |
float4 textures : TEXCOORD5; | |
}; | |
// Used by Unity internally to handle Texture Tiling and Offset. | |
float4 _FaceTex_ST; | |
float4 _OutlineTex_ST; | |
pixel_t VertShader(vertex_t input) | |
{ | |
float bold = step(input.texcoord1.y, 0); | |
float4 vert = input.position; | |
vert.x += _VertexOffsetX; | |
vert.y += _VertexOffsetY; | |
// Face camera: based upon: https://en.wikibooks.org/wiki/Cg_Programming/Unity/Billboards | |
float4 vPosition = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(vert.x, vert.y, vert.z, vert.w)); | |
float2 pixelSize = vPosition.w; | |
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); | |
float scale = rsqrt(dot(pixelSize, pixelSize)); | |
scale *= abs(input.texcoord1.y) * _GradientScale * 1.5; | |
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); | |
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; | |
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; | |
float bias =(.5 - weight) + (.5 / scale); | |
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); | |
#if GLOW_ON | |
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); | |
#endif | |
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; | |
#if (UNDERLAY_ON || UNDERLAY_INNER) | |
float4 underlayColor = _UnderlayColor; | |
underlayColor.rgb *= underlayColor.a; | |
float bScale = scale; | |
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); | |
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | |
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | |
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | |
float2 bOffset = float2(x, y); | |
#endif | |
// Generate UV for the Masking Texture | |
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | |
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); | |
// Support for texture tiling and offset | |
float2 textureUV = UnpackUV(input.texcoord1.x); | |
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | |
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | |
pixel_t output = { | |
vPosition, | |
input.color, | |
input.texcoord0, | |
float4(alphaClip, scale, bias, weight), | |
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), | |
mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), | |
#if (UNDERLAY_ON || UNDERLAY_INNER) | |
float4(input.texcoord0 + bOffset, bScale, bBias), | |
underlayColor, | |
#endif | |
float4(faceUV, outlineUV), | |
}; | |
return output; | |
} | |
fixed4 PixShader(pixel_t input) : SV_Target | |
{ | |
float c = tex2D(_MainTex, input.atlas).a; | |
#ifndef UNDERLAY_ON | |
clip(c - input.param.x); | |
#endif | |
float scale = input.param.y; | |
float bias = input.param.z; | |
float weight = input.param.w; | |
float sd = (bias - c) * scale; | |
float outline = (_OutlineWidth * _ScaleRatioA) * scale; | |
float softness = (_OutlineSoftness * _ScaleRatioA) * scale; | |
half4 faceColor = _FaceColor; | |
half4 outlineColor = _OutlineColor; | |
faceColor.rgb *= input.color.rgb; | |
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); | |
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); | |
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); | |
#if BEVEL_ON | |
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); | |
float3 n = GetSurfaceNormal(input.atlas, weight, dxy); | |
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; | |
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); | |
n = normalize(n- bump); | |
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); | |
float3 col = GetSpecular(n, light); | |
faceColor.rgb += col*faceColor.a; | |
faceColor.rgb *= 1-(dot(n, light)*_Diffuse); | |
faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); | |
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); | |
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; | |
#endif | |
#if UNDERLAY_ON | |
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | |
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); | |
#endif | |
#if UNDERLAY_INNER | |
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | |
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); | |
#endif | |
#if GLOW_ON | |
float4 glowColor = GetGlowColor(sd, scale); | |
faceColor.rgb += glowColor.rgb * glowColor.a; | |
#endif | |
// Alternative implementation to UnityGet2DClipping with support for softness. | |
#if UNITY_UI_CLIP_RECT | |
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); | |
faceColor *= m.x * m.y; | |
#endif | |
#if UNITY_UI_ALPHACLIP | |
clip(faceColor.a - 0.001); | |
#endif | |
return faceColor * input.color.a; | |
} | |
ENDCG | |
} | |
} | |
Fallback "TextMeshPro/Mobile/Distance Field" | |
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | |
} |
Hi Almar,
This shader worked great with our Unity project, before we upgraded to the Universal Rendering Pipeline.
Is the shader URP compatible, or is it easily changed to be URP compatible?
Hi @malDuffin , just change "Queue"="Transparent+8000" to "Queue"="Transparent".
Hi @malDuffin , just change "Queue"="Transparent+8000" to "Queue"="Transparent".
I've changed the Queue as you suggested, but it gives the error, Shader error in 'TextMeshPro/Distance Field-BillboardFacing': Couldn't open include file 'TMPro_Properties.cginc'. at line 139
The Unity forums suggest that TMP needs to be reimported, but a full-project reimport has not resolved the issue. Trying to use in URP 13.1.8 in 2022.1.18f1
Hi @malDuffin , just change "Queue"="Transparent+8000" to "Queue"="Transparent".
I've changed the Queue as you suggested, but it gives the error,
Shader error in 'TextMeshPro/Distance Field-BillboardFacing': Couldn't open include file 'TMPro_Properties.cginc'. at line 139
The Unity forums suggest that TMP needs to be reimported, but a full-project reimport has not resolved the issue. Trying to use in URP 13.1.8 in 2022.1.18f1
Hi @JonahGrimm ,you need to put 'TMPro-Billboard.shader' into the same path as 'TMPro_Properties.cginc'. Which is 'Assets\TextMesh Pro\Shaders'.
Thanks!
嗨 @westonweiyi ,我正在调试使用这个shader,我发现第180行是核心代码并且它的实现可能会在缩放不等于Vector.one的情况下出现字体大小异常的问题,float4 vPosition = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(vert.x, vert.y, vert.z, vert.w));
,也有可能是我的使用有误?
我通过以下代码修复:float3 vScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz), length(unity_ObjectToWorld[2].xyz)); float4 vPosition = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0 / vScale.x)) + float4(vert.x, vert.y, vert.z, vert.w));
。此修复仅针对于三个轴向缩放都一致的情况下
if you have error like me
after moving shader file as mention @westonweiyi
just replace
#include "UnityCG.cginc"
with
#include "/UnityCG.cginc"
Hi Almar,
This shader worked great with our Unity project, before we upgraded to the Universal Rendering Pipeline.
Is the shader URP compatible, or is it easily changed to be URP compatible?