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Assets/Fonts/New Material.mat → Assets/Materials/HandwritingTextShaderV2.mat
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Shader "Custom/Unlit/HandwritingTextShaderv1" | ||
{ | ||
Properties { | ||
[PerRendererData] _MainTex ("Font Texture", 2D) = "white" {} | ||
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//Red - black mask font texture | ||
_NewTex("Mask Font Texture", 2D) = "white" {} | ||
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_Color ("Tint", Color) = (1,1,1,1) | ||
//Cutoff 0 - we show thew whole letter | ||
//Cutoff 1 - we show nothing | ||
_Cutoff("Alpha cutoff", Range(0.0, 1.0))=0.5 | ||
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_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 | ||
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_ColorMask ("Color Mask", Float) = 15 | ||
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 | ||
} | ||
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SubShader | ||
{ | ||
Tags | ||
{ | ||
"Queue"="Transparent" | ||
"IgnoreProjector"="True" | ||
"RenderType"="Transparent" | ||
"PreviewType"="Plane" | ||
"CanUseSpriteAtlas"="True" | ||
} | ||
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Stencil | ||
{ | ||
Ref [_Stencil] | ||
Comp [_StencilComp] | ||
Pass [_StencilOp] | ||
ReadMask [_StencilReadMask] | ||
WriteMask [_StencilWriteMask] | ||
} | ||
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Cull Off | ||
Lighting Off | ||
ZWrite Off | ||
ZTest [unity_GUIZTestMode] | ||
Blend SrcAlpha OneMinusSrcAlpha | ||
ColorMask [_ColorMask] | ||
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Pass | ||
{ | ||
Name "Default" | ||
CGPROGRAM | ||
#pragma vertex vert | ||
#pragma fragment frag | ||
#pragma target 2.0 | ||
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#include "UnityCG.cginc" | ||
#include "UnityUI.cginc" | ||
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#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||
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struct appdata_t | ||
{ | ||
float4 vertex : POSITION; | ||
float4 color : COLOR; | ||
float2 texcoord : TEXCOORD0; | ||
UNITY_VERTEX_INPUT_INSTANCE_ID | ||
}; | ||
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struct v2f | ||
{ | ||
float4 vertex : SV_POSITION; | ||
fixed4 color : COLOR; | ||
float2 texcoord : TEXCOORD0; | ||
float4 worldPosition : TEXCOORD1; | ||
float3 worldSpaceViewDir : NORMAL; | ||
UNITY_VERTEX_OUTPUT_STEREO | ||
}; | ||
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fixed4 _Color; | ||
fixed4 _TextureSampleAdd; | ||
float4 _ClipRect; | ||
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v2f vert(appdata_t IN) | ||
{ | ||
v2f OUT; | ||
UNITY_SETUP_INSTANCE_ID(IN); | ||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); | ||
OUT.worldPosition = IN.vertex; | ||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); | ||
OUT.texcoord = IN.texcoord; | ||
OUT.worldSpaceViewDir = UnityObjectToViewPos(OUT.worldPosition); | ||
OUT.color = IN.color * _Color; | ||
return OUT; | ||
} | ||
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sampler2D _MainTex; | ||
sampler2D _NewTex; | ||
float _Cutoff; | ||
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fixed4 frag(v2f IN) : SV_Target | ||
{ | ||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; | ||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); | ||
//Here we multiply alpha by the valu from | ||
color.a*=(step(_Cutoff, tex2D(_NewTex, IN.texcoord).r)); | ||
return color; | ||
} | ||
ENDCG | ||
} | ||
} | ||
} |
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2 changes: 1 addition & 1 deletion
2
Assets/Shaders/NewTextShader.shader → ...ts/Shaders/HandwritingTextShaderv2.shader
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