/
msdf.shader
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msdf.shader
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Shader "msdf"
{
Properties
{
[PerRendererData] _MainTex ("Main Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_SrcBlendRgb ("Src Rgb", Int) = 0
_DstBlendRgb ("Dst Rgb", Int) = 0
_SrcBlendAlpha ("Src Alpha", Int) = 0
_DstBlendAlpha ("Dst Alpha", Int) = 0
texSize ("texSize", Vector) = (0,0,0,0)
pxRange ("pxRange", Float) = 0.0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend [_SrcBlendRgb] [_DstBlendRgb], [_SrcBlendAlpha] [_DstBlendAlpha]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
float2 texSize;
float pxRange;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
fixed4 frag(v2f IN) : SV_Target
{
float2 msdfUnit;
float3 sample;
msdfUnit = pxRange/texSize;
sample = tex2D(_MainTex, IN.texcoord).rgb;
float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
sigDist = mul(sigDist, dot(msdfUnit, 0.5/fwidth(IN.texcoord)));
float opacity = clamp(sigDist + 0.5, 0.0, 1.0);
fixed4 bgColor = fixed4(0.0, 0.0, 0.0, 0.0);
fixed4 c = lerp(bgColor, IN.color, opacity);
return c;
}
ENDCG
}
}
}