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Refinement for tutorial purposes
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ania1234 committed Mar 18, 2017
1 parent ebeb350 commit d7ca81d
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Showing 9 changed files with 134 additions and 1 deletion.
Binary file added Assets/Materials/HandwritingTextShaderV1.mat
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8 changes: 8 additions & 0 deletions Assets/Materials/HandwritingTextShaderV1.mat.meta

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Binary file modified Assets/Scenes/FontAnimation.unity
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116 changes: 116 additions & 0 deletions Assets/Shaders/HandwritingTextShaderv1.shader
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Shader "Custom/Unlit/HandwritingTextShaderv1"
{
Properties {
[PerRendererData] _MainTex ("Font Texture", 2D) = "white" {}

//Red - black mask font texture
_NewTex("Mask Font Texture", 2D) = "white" {}

_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

_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

[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}

SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}

Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}

Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]

Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0

#include "UnityCG.cginc"
#include "UnityUI.cginc"

#pragma multi_compile __ UNITY_UI_ALPHACLIP

struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float3 worldSpaceViewDir : NORMAL;
UNITY_VERTEX_OUTPUT_STEREO
};

fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;


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;
}

sampler2D _MainTex;
sampler2D _NewTex;
float _Cutoff;

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
}
}
}
9 changes: 9 additions & 0 deletions Assets/Shaders/HandwritingTextShaderv1.shader.meta

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@@ -1,4 +1,4 @@
Shader "Unlit/NewTextShader"
Shader "Custom/Unlit/HandwritingTextShaderv2"
{
Properties {
[PerRendererData] _MainTex ("Font Texture", 2D) = "white" {}
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