프로젝트 버전 업그레이드 및 빌드 테스트
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@@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
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Properties {
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_FaceTex ("Fill Texture", 2D) = "white" {}
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_FaceColor ("Fill Color", Color) = (1,1,1,1)
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_FaceColor ("Fill 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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_OutlineTex ("Outline Texture", 2D) = "white" {}
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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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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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@@ -41,7 +41,8 @@ Properties {
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_CullMode ("Cull Mode", Float) = 0
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//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
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//_MaskSoftness ("Mask Softness", float) = 0
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}
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@@ -75,7 +76,7 @@ SubShader {
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float2 uv2_FaceTex;
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float2 uv2_OutlineTex;
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float2 param; // Weight, Scale
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float3 viewDirEnv;
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float3 viewDirEnv;
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};
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#include "TMPro_Surface.cginc"
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@@ -98,7 +99,8 @@ SubShader {
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#pragma multi_compile_shadowcaster
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#include "UnityCG.cginc"
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struct v2f {
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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float2 uv2 : TEXCOORD3;
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