프로젝트 버전 업그레이드 및 빌드 테스트
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@@ -1,4 +1,4 @@
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// Simplified SDF shader:
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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@@ -6,14 +6,14 @@
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Shader "TextMeshPro/Mobile/Distance Field" {
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Properties {
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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@@ -42,18 +42,19 @@ Properties {
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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@@ -65,7 +66,7 @@ SubShader {
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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@@ -80,6 +81,7 @@ SubShader {
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Pass {
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CGPROGRAM
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#pragma enable_d3d11_debug_symbols
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ OUTLINE_ON
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@@ -97,7 +99,7 @@ SubShader {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float4 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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@@ -116,6 +118,9 @@ SubShader {
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#endif
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};
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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int _UIVertexColorAlwaysGammaSpace;
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pixel_t VertShader(vertex_t input)
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{
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@@ -125,8 +130,8 @@ SubShader {
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float bold = step(input.texcoord1.y, 0);
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float bold = step(input.texcoord0.w, 0);
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float4 vert = input.vertex;
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vert.x += _VertexOffsetX;
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@@ -135,9 +140,9 @@ SubShader {
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
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if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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@@ -149,7 +154,11 @@ SubShader {
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float bias = (0.5 - weight) * scale - 0.5;
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float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
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float opacity = input.color.a;
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if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
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{
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input.color.rgb = UIGammaToLinear(input.color.rgb);
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}
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float opacity = input.color.a;
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#if (UNDERLAY_ON | UNDERLAY_INNER)
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opacity = 1.0;
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#endif
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@@ -181,7 +190,9 @@ SubShader {
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output.outlineColor = outlineColor;
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output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
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output.param = half4(scale, bias - outline, bias + outline, bias);
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
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output.underlayParam = half2(layerScale, layerBias);
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@@ -195,7 +206,7 @@ SubShader {
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fixed4 PixShader(pixel_t input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
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half4 c = input.faceColor * saturate(d - input.param.w);
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