Fix text rendering more

feature-better-tweakables
Andrew Cassidy 4 years ago
parent ae351c021f
commit 93c3ff8a49

@ -4,7 +4,7 @@
#include "AutoLight.cginc"
#include "Lighting.cginc"
#define CLIP_MARGIN 0.1
#define CLIP_MARGIN 0.05
#define EDGE_MARGIN 0.01
// UNIFORM VARIABLES
@ -85,7 +85,7 @@ struct DecalSurfaceInput
#ifdef DECAL_BASE_NORMAL
float3 normal;
#endif
#endif //DECAL_BASE_NORMAL
float3 vertex_normal;
float3 viewDir;
@ -150,9 +150,7 @@ inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
float dist = max(max(q.x, q.y), q.z); // pseudo SDF
float ndist = EDGE_MARGIN - dot(normal, projNormal); // SDF to normal
return 10 * max(dist, ndist); // return intersection
#endif
#endif //DECAL_PREVIEW
}
#endif

@ -3,8 +3,15 @@ Shader "ConformalDecals/Text Blit"
Properties
{
_MainTex("_MainTex (RGB spec(A))", 2D) = "white" {}
_WeightNormal("Weight Normal", float) = 0
_WeightBold("Weight Bold", float) = 0.5
_ScaleRatioA("Scale RatioA", float) = 1
_ScaleRatioB("Scale RatioB", float) = 1
_ScaleRatioC("Scale RatioC", float) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" }
@ -20,6 +27,15 @@ Shader "ConformalDecals/Text Blit"
#pragma fragment frag
sampler2D _MainTex;
// font weights to fake bold
float _WeightNormal;
float _WeightBold;
// no idea what these do
float _ScaleRatioA;
float _ScaleRatioB;
float _ScaleRatioC;
#include "UnityCG.cginc"
#include "Lighting.cginc"
@ -27,21 +43,26 @@ Shader "ConformalDecals/Text Blit"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 uv : TEXCOORD0; // u, v, bias, 0
};
v2f vert(float4 vertex : POSITION, float2 uv : TEXCOORD0) {
v2f vert(float4 vertex : POSITION, float2 uv0 : TEXCOORD0, float2 uv1 : TEXCOORD1) {
float bold = step(uv1.y, 0);
float weight = lerp(_WeightNormal, _WeightBold, bold) * _ScaleRatioA / 8.0;
float bias = 1 - weight;
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = uv;
o.uv = float4(uv0.x, uv0.y, bias, 0);
return o;
}
fixed4 frag (v2f i) : SV_Target {
float2 uv = i.uv.xy;
float bias = i.uv.z;
fixed4 c = 0;
c.r = tex2D(_MainTex,(i.uv)).a;
c.r = saturate(tex2D(_MainTex,(uv)).a - bias);
return c;
}

@ -1,13 +1,11 @@
float4 _DecalColor;
float _Weight;
float4 _OutlineColor;
float _OutlineWidth;
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
float4 color = _DecalColor;
float bias = _Cutoff - (_Weight / 4);
float dist = bias - tex2D(_Decal, IN.uv_decal).r; // text distance
float dist = _Cutoff - tex2D(_Decal, IN.uv_decal).r; // text distance
float ddist = SDFdDist(dist); // distance gradient magnitude
#ifdef DECAL_OUTLINE

@ -78,7 +78,6 @@ namespace ConformalDecals {
private ColorPickerController _outlineColorPickerController;
private MaterialTextureProperty _decalTextureProperty;
private MaterialFloatProperty _decalTextWeightProperty;
private MaterialKeywordProperty _fillEnabledProperty;
private MaterialColorProperty _fillColorProperty;
@ -112,7 +111,6 @@ namespace ConformalDecals {
base.OnAwake();
_decalTextureProperty = materialProperties.AddOrGetTextureProperty("_Decal", true);
_decalTextWeightProperty = materialProperties.AddOrGetProperty<MaterialFloatProperty>("_Weight");
_fillEnabledProperty = materialProperties.AddOrGetProperty<MaterialKeywordProperty>("DECAL_FILL");
_fillColorProperty = materialProperties.AddOrGetProperty<MaterialColorProperty>("_DecalColor");
@ -194,12 +192,12 @@ namespace ConformalDecals {
style = (int) _style.FontStyle;
vertical = _style.Vertical;
lineSpacing = _style.LineSpacing;
characterSpacing = _style.CharacterSpacing;
charSpacing = _style.CharSpacing;
}
public void OnAfterDeserialize() {
_font = DecalConfig.GetFont(fontName);
_style = new DecalTextStyle((FontStyles) style, vertical, lineSpacing, characterSpacing);
_style = new DecalTextStyle((FontStyles) style, vertical, lineSpacing, charSpacing);
}
public override void OnDestroy() {
@ -210,9 +208,9 @@ namespace ConformalDecals {
protected override void OnDetach() {
// close all UIs
if (_textEntryController != null) _textEntryController.OnClose();
if (_fillColorPickerController != null) _fillColorPickerController.OnClose();
if (_outlineColorPickerController != null) _outlineColorPickerController.OnClose();
if (_textEntryController != null) _textEntryController.Close();
if (_fillColorPickerController != null) _fillColorPickerController.Close();
if (_outlineColorPickerController != null) _outlineColorPickerController.Close();
base.OnDetach();
}
@ -283,7 +281,5 @@ namespace ConformalDecals {
base.UpdateTweakables();
}
protected void UpdateCachedProperties() { }
}
}

@ -24,7 +24,7 @@ namespace ConformalDecals.Text {
[Serializable]
public class TextRenderEvent : UnityEvent<TextRenderOutput> { }
private const string BlitShader = "ConformalDecals/Text Blit";
private const string ShaderName = "ConformalDecals/Text Blit";
private const int MaxTextureSize = 4096;
private const float FontSize = 100;
private const float PixelDensity = 5;
@ -90,9 +90,8 @@ namespace ConformalDecals.Text {
_tmp = gameObject.AddComponent<TextMeshPro>();
_tmp.renderer.enabled = false; // dont automatically render
var shader = Shabby.Shabby.FindShader(BlitShader);
if (shader == null) Debug.LogError($"[ConformalDecals] could not find text blit shader named '{shader}'");
_blitShader = Shabby.Shabby.FindShader(BlitShader);
_blitShader = Shabby.Shabby.FindShader(ShaderName);
if (_blitShader == null) Debug.LogError($"[ConformalDecals] could not find text blit shader named '{ShaderName}'");
_isSetup = true;
}
@ -157,7 +156,7 @@ namespace ConformalDecals.Text {
_tmp.font = text.Font.FontAsset;
_tmp.fontStyle = text.Style.FontStyle | text.Font.FontStyle;
_tmp.lineSpacing = text.Style.LineSpacing;
_tmp.characterSpacing = text.Style.CharacterSpacing;
_tmp.characterSpacing = text.Style.CharSpacing;
_tmp.extraPadding = true;
_tmp.enableKerning = true;
@ -236,10 +235,10 @@ namespace ConformalDecals.Text {
// SETUP TEXTURE
if (texture == null) {
texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, false);
texture = new Texture2D(textureSize.x, textureSize.y, TextTextureFormat, true);
}
else if (texture.width != textureSize.x || texture.height != textureSize.y || texture.format != TextTextureFormat) {
texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, false);
texture.Resize(textureSize.x, textureSize.y, TextTextureFormat, true);
}
// GENERATE PROJECTION MATRIX
@ -268,7 +267,7 @@ namespace ConformalDecals.Text {
// COPY TEXTURE BACK INTO RAM
RenderTexture.active = renderTex;
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, false);
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, true);
texture.Apply();
// RELEASE RENDERTEX

Loading…
Cancel
Save