Download Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader from AliAch/my-unity-assets: direct link, hf CLI and curl.
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- Download file 3.5 kB
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https://huggingface.co/datasets/AliAch/my-unity-assets/resolve/main/Assets/TextMesh%20Pro/Shaders/TMP_Bitmap.shader
- Command line
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hf download 'hf://datasets/AliAch/my-unity-assets/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader'
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curl -L -o TMP_Bitmap.shader https://huggingface.co/datasets/AliAch/my-unity-assets/resolve/main/Assets/TextMesh%20Pro/Shaders/TMP_Bitmap.shader
3.5 kB
| Shader "TextMeshPro/Bitmap" { | |
| 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) | |
| _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); | |
| 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" | |
| } | |