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【Unity】Text Mesh Proのテキストを奥行方向に曲げる

Posted at

こんな感じの普通のText Mesh Proで描画されたテキストを
image.png (181.2 kB)

こんな感じに曲げられるスクリプトを作りました
image.png (171.7 kB)

開く角度も変えられます
image.png (172.3 kB)

内側に曲げることもできます
image.png (154.9 kB)

テキストの装飾もそのまま反映されます(下線と取り消し線のみTextMeshProの実装の都合上未対応です)
image.png (194.7 kB)

2次元上で曲げる方法

奥行方向ではなく,ワードアートみたいなあくまでも2次元平面上で曲げたい,という場合はText Mesh Proのサンプルに動作するスクリプトが存在します.

TextMeshProをアセットストア(or Package Manager)からインポートし,Winodow -> TextMeshPro -> Import TMP Examples and Extrasからサンプルプロジェクトをダウンロードします.
image.png (108.6 kB)

Assets/TextMesh Pro/Examples & Extras/Scenes/25 - Sunny Days Example.unityがそのサンプルで,開くと↓のようにテキストが曲がっている様子が見られると思います.
image.png (554.1 kB)

TextMeshProオブジェクトにアタッチされているWarpText.csというスクリプトが文字のメッシュを変形しています.

今回の奥行方向へ曲げる実装は,このスクリプトをベースに改造を行って作成したものです(大分変ってますが).

利用方法

利用したいプロジェクトにおいて,次のスクリプトをBendText.csという名前で保存します.
それを曲げたいTextMeshProのオブジェクトにアタッチするだけです.

スクリプト(長いので折り畳み)
BendText.cs
using System;
using System.Linq;
using TMPro;
using UnityEngine;

namespace TweenableObject
{
    [DefaultExecutionOrder(100)]
    [ExecuteInEditMode]
    [RequireComponent(typeof(TextMeshPro))]
    public class BendText : MonoBehaviour
    {
        [SerializeField] private bool isActive;
        [SerializeField] private bool flip;
        [SerializeField] private float radius;
        [SerializeField, Range(0, 360)] private float spread;

        private RectTransform _rectTransform;
        private TextMeshPro _textMeshPro;
        private bool _isActive;
        private bool _flip;
        private float _lastRadius;
        private float _lastSpread;
        private Rect _lastRect;

        private float _maxY;
        private float _minY;

        private void Awake()
        {
            _rectTransform = GetComponent<RectTransform>();
            _textMeshPro = GetComponent<TextMeshPro>();
        }

        private void OnEnable()
        {
            ReCalculate();
        }

        private void OnDisable()
        {
            _textMeshPro.ForceMeshUpdate();
        }

        private void Update()
        {
            // EditModeでも動作するようUpdateで更新を検出
            ReCalculate();
        }

        // パラメータやTextMeshProの変更を監視し,変更があればメッシュの再変形を行う
        public void ReCalculate()
        {
            if (!_textMeshPro.havePropertiesChanged && _isActive == isActive && _flip == flip &&
                _lastRadius == radius && _lastSpread == spread && _rectTransform.rect == _lastRect) return;
            
            _isActive = isActive;
            _flip = flip;
            _lastRadius = radius;
            _lastSpread = spread;
            _lastRect = _rectTransform.rect;

            if(isActive) SetCurve();
            else _textMeshPro.ForceMeshUpdate();
                
            var enu = _textMeshPro.textInfo.meshInfo.SelectMany(m => m.vertices).Select(v => v.y).ToArray();
            _minY = enu.Min();
            _maxY = enu.Max();
        }

        // Textに対しメッシュの変形を実行
        private void SetCurve()
        {
            _textMeshPro.ForceMeshUpdate();
            
            var textInfo = _textMeshPro.textInfo;
            var characterCount = textInfo.characterCount;

            var rect = _rectTransform.rect;
            var minX = rect.xMin + _textMeshPro.margin.x;
            var maxX = rect.xMax - _textMeshPro.margin.y;

            for (var i = 0; i < characterCount; i++)
            {
                if (!textInfo.characterInfo[i].isVisible) continue;
                
                var vertexIndex = textInfo.characterInfo[i].vertexIndex;
                var materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
                var vertices = textInfo.meshInfo[materialIndex].vertices;
                
                // 文字の中点座標を計算
                Vector3 offsetToMidBaseline =
                    new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2,
                        textInfo.characterInfo[i].baseLine);

                // 変形後の文字の中心位置を計算
                var val = (offsetToMidBaseline.x - minX) / (maxX - minX);
                var pos0 = CalcPositionFromCircle(val);
                var pos1 = CalcPositionFromCircle(val + 0.0001f);

                var rotation = Quaternion.FromToRotation(Vector3.right, (pos1 - pos0).normalized);

                // 各文字の4頂点への処理
                for (var j = 0; j < 4; ++j)
                {
                    var point = vertices[vertexIndex + j];
                    
                    // 中点からの相対ベクトルを算出
                    point -= offsetToMidBaseline;
                    
                    // 移動と回転を適用
                    point = rotation * point + new Vector3(pos0.x, offsetToMidBaseline.y, pos0.z);

                    vertices[vertexIndex + j] = point;
                }
            }

            _textMeshPro.UpdateVertexData();
        }

        // 0~1のvalueに対し,円周上の位置を返す
        private Vector3 CalcPositionFromCircle(float val)
        {
            var angle = (float) (1.5 * Math.PI + (val - 0.5f) * spread * Mathf.Deg2Rad);
            var x = radius * Mathf.Cos(angle);
            var z = (flip ? -1 : 1) * radius * (1 + Mathf.Sin(angle));
            return new Vector3(x, 0, z);
        }

        private readonly Color _rectColor = new Color(0.98f, 0.498f, 0.196f);
        private readonly Color _circleColor = new Color(0.176f, 0.784f, 1);
        
        private void OnDrawGizmosSelected()
        {
            var old = Gizmos.matrix;
            var transform1 = transform;

            var lossyScale = transform1.lossyScale;
            Gizmos.matrix = Matrix4x4.TRS(transform1.position + (flip ? -1 : 1) * transform1.forward * radius * lossyScale.z, transform1.rotation, lossyScale);
            
            const int step = 5;
            var rangeMin = (flip ? 0 : 180) - spread / 2;
            var rangeMax = (flip ? 0 : 180) + spread / 2;

            var from = new Vector3(radius * Mathf.Sin(rangeMin * Mathf.Deg2Rad), 0, radius * Mathf.Cos(rangeMin * Mathf.Deg2Rad));
            
            for (var i = rangeMin; i <= 360 + rangeMin; i += step)
            {
                // 境界部での丸め込み
                var deg = i;
                if (deg - rangeMin > 0 && deg - rangeMin <= step) deg = rangeMin;
                else if (deg - rangeMax > 0 && deg - rangeMax <= step) deg = rangeMax;
                
                var to = new Vector3(radius * Mathf.Sin(deg * Mathf.Deg2Rad), 0, radius * Mathf.Cos(deg * Mathf.Deg2Rad));
                
                if (deg == rangeMin || deg == rangeMax)
                {
                    Gizmos.color = _rectColor;
                    Gizmos.DrawLine(new Vector3(to.x, _minY, to.z), new Vector3(to.x, _maxY, to.z));
                    Gizmos.DrawLine(new Vector3(to.x, _minY, to.z), new Vector3(to.x, _maxY, to.z));
                }
                
                if (from != to && rangeMin <= deg && deg <= rangeMax)
                {
                    Gizmos.color = _rectColor;
                    Gizmos.DrawLine(new Vector3(from.x, _minY, from.z), new Vector3(to.x, _minY, to.z));
                    Gizmos.DrawLine(new Vector3(from.x, _maxY, from.z), new Vector3(to.x, _maxY, to.z));
                }
                else
                {
                    Gizmos.color = _circleColor;
                    Gizmos.DrawLine(from, to);
                }
                from = to;
            }

            Gizmos.matrix = old;
        }
    }
}

パラメータの説明

オブジェクトにアタッチすると,Inspectorに↓のような項目があります.
image.png (35.5 kB)

  • Is Activeは曲げるかどうか(Falseの時適用されない)
  • Flipは内側と外側どちらに曲げるか(Falseの時外側向き
  • Radiusは曲げられる円の半径
  • Spreadは広がりの角度

を表します.
Spreadパラメータなど,広がったときの文字の位置はTextMeshProのPadding等を考慮した位置になります.
つまり,Sceneビューで表示される黄色い枠の端から端までを範囲として,それを"Spread度"曲げた描画が得られます.

例えば,↓のような場合(左詰め),
image.png (198.9 kB)

このように曲がります.
image.png (195.3 kB)

制限事項

基本的なテキストの装飾はそのまま適用できますが,下線や取り消し線は↓のように曲げることができません.
image.png (206.0 kB)

これはTextMeshProのメッシュの仕様(下線を4頂点で表現している)ことによるもので,Shaderの自作やTextMeshPro自体の修正で対処できそうではありますが,大掛かりになりすぎるので今回は未対応にしました.

実装について

実装は次のような発想によるものです.
まず,TextMeshProの文字は,それぞれが下のように4つの頂点で位置を指定しています.
image.png (2.5 kB)

その,一つの文字につき4つの頂点は,TextMeshProコンポーネントのtextInfo.meshInfo[materialIndex].verticesにVector3配列として格納されています.
そのmaterialIndexi番目の文字ならtextInfo.characterInfo[i].materialReferenceIndexで取得できます.

この頂点位置を修正し,TextMeshProコンポーネントのUpdateVertexData()メソッドを呼んであげることで,メッシュを動的に書き換えることができます.

各文字を円周上に配置する方法ですが,これは文字の中心座標の移動ベクトルと回転ベクトルを求め,それを適用することで行います.
↓のように,任意の場所への移動は座標の移動と回転により表すことができます.
図2.png (52.1 kB)

それでこの2つのベクトルの求め方ですが,以下の様に行います(詳細はコードを見てください(投げやり))
SetCurve()メソッドで行っている処理です.次の処理を各文字に対し適用しています.

  1. 黄色い矩形の左端(Sample Textで言う"S"側)を0,右端("t"側)を1とした1次元座標での中点の座標を求める
  2. 円周上の展開する範囲を0~1に射影し,中点の移動後の座標を求める(CalcPositionFromCircle()メソッドでの処理)
    • この移動後の座標 - 元の座標が移動ベクトル
  3. 中点の座標から0.0001だけ右に移動した点の円周上の座標も計算し,その差分を求める
    • 差分を正規化し,Vector3.rightと一緒にQuaternion.FromToRotation()とかいう便利メソッドに突っ込むと回転ベクトルが得られる
  4. この得られた2つのベクトルを4頂点に対し適用する
    • コードでは4頂点の位置から一度中点座標を引き,移動と回転の適用後再び足すことで処理の簡略化を図っている

SceneビューでのGizmoの描画は別の方法で計算していますが,そっちのほうはコードを読んでください(端点座標だけわかればいいのですごく簡便な方法をとっています)

既知の問題

Text Mesh Proの実装上の仕様から,起きる問題が一部あります.

  • 一部の透明オブジェクトとの間で,見る角度によってテキストが消える,オブジェクトの後ろから透けて見える
image.png (241.5 kB)
  • また,逆に↓では本来オブジェクトの後ろにあるはずの文字も手前にあるように描画されてしまいます.
image.png (223.8 kB)

これを回避するためのText Mesh Pro用のシェーダを書きました.(TextMeshProの標準シェーダの描画順をTransparentCutoutしただけです)

半透明オブジェクトとの描画順をいい感じにするシェーダー
TMP_SDF Cutout.shader
Shader "TextMeshPro/Distance Field (Cutout)" {

Properties {
	_FaceTex			("Face Texture", 2D) = "white" {}
	_FaceUVSpeedX		("Face UV Speed X", Range(-5, 5)) = 0.0
	_FaceUVSpeedY		("Face UV Speed Y", Range(-5, 5)) = 0.0
	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1)
	_FaceDilate			("Face Dilate", Range(-1,1)) = 0

	[HDR]_OutlineColor	("Outline Color", Color) = (0,0,0,1)
	_OutlineTex			("Outline Texture", 2D) = "white" {}
	_OutlineUVSpeedX	("Outline UV Speed X", Range(-5, 5)) = 0.0
	_OutlineUVSpeedY	("Outline UV Speed Y", Range(-5, 5)) = 0.0
	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0
	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0

	_Bevel				("Bevel", Range(0,1)) = 0.5
	_BevelOffset		("Bevel Offset", Range(-0.5,0.5)) = 0
	_BevelWidth			("Bevel Width", Range(-.5,0.5)) = 0
	_BevelClamp			("Bevel Clamp", Range(0,1)) = 0
	_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0

	_LightAngle			("Light Angle", Range(0.0, 6.2831853)) = 3.1416
	[HDR]_SpecularColor	("Specular", Color) = (1,1,1,1)
	_SpecularPower		("Specular", Range(0,4)) = 2.0
	_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10
	_Diffuse			("Diffuse", Range(0,1)) = 0.5
	_Ambient			("Ambient", Range(1,0)) = 0.5

	_BumpMap 			("Normal map", 2D) = "bump" {}
	_BumpOutline		("Bump Outline", Range(0,1)) = 0
	_BumpFace			("Bump Face", Range(0,1)) = 0

	_ReflectFaceColor	("Reflection Color", Color) = (0,0,0,1)
	_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
	_Cube 				("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
	_EnvMatrixRotation	("Texture Rotation", vector) = (0, 0, 0, 0)


	[HDR]_UnderlayColor	("Border Color", Color) = (0,0,0, 0.5)
	_UnderlayOffsetX	("Border OffsetX", Range(-1,1)) = 0
	_UnderlayOffsetY	("Border OffsetY", Range(-1,1)) = 0
	_UnderlayDilate		("Border Dilate", Range(-1,1)) = 0
	_UnderlaySoftness	("Border Softness", Range(0,1)) = 0

	[HDR]_GlowColor			("Color", Color) = (0, 1, 0, 0.5)
	_GlowOffset			("Offset", Range(-1,1)) = 0
	_GlowInner			("Inner", Range(0,1)) = 0.05
	_GlowOuter			("Outer", Range(0,1)) = 0.05
	_GlowPower			("Falloff", Range(1, 0)) = 0.75

	_WeightNormal		("Weight Normal", float) = 0
	_WeightBold			("Weight Bold", float) = 0.5

	_ShaderFlags		("Flags", float) = 0
	_ScaleRatioA		("Scale RatioA", float) = 1
	_ScaleRatioB		("Scale RatioB", float) = 1
	_ScaleRatioC		("Scale RatioC", float) = 1

	_MainTex			("Font Atlas", 2D) = "white" {}
	_TextureWidth		("Texture Width", float) = 512
	_TextureHeight		("Texture Height", float) = 512
	_GradientScale		("Gradient Scale", float) = 5.0
	_ScaleX				("Scale X", float) = 1.0
	_ScaleY				("Scale Y", float) = 1.0
	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875
	_Sharpness			("Sharpness", Range(-1,1)) = 0

	_VertexOffsetX		("Vertex OffsetX", float) = 0
	_VertexOffsetY		("Vertex OffsetY", float) = 0

	_MaskCoord			("Mask Coordinates", vector) = (0, 0, 32767, 32767)
	_ClipRect			("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
	_MaskSoftnessX		("Mask SoftnessX", float) = 0
	_MaskSoftnessY		("Mask SoftnessY", float) = 0

	_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

	_CullMode			("Cull Mode", Float) = 0
	_ColorMask			("Color Mask", Float) = 15
}

SubShader {

	Tags
	{
		"Queue"="AlphaTest"
		"IgnoreProjector"="True"
		"RenderType"="TransparentCutout"
	}

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

	Cull [_CullMode]
	ZWrite On
	Lighting Off
	Fog { Mode Off }
	ZTest [unity_GUIZTestMode]
	Blend One OneMinusSrcAlpha
	ColorMask [_ColorMask]

	Pass {
		CGPROGRAM
		#pragma target 3.0
		#pragma vertex VertShader
		#pragma fragment PixShader
		#pragma shader_feature __ BEVEL_ON
		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
		#pragma shader_feature __ GLOW_ON

		#pragma multi_compile __ UNITY_UI_CLIP_RECT
		#pragma multi_compile __ UNITY_UI_ALPHACLIP

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

		// UI Editable properties
		uniform sampler2D	_FaceTex;					// Alpha : Signed Distance
		uniform float		_FaceUVSpeedX;
		uniform float		_FaceUVSpeedY;
		uniform fixed4		_FaceColor;					// RGBA : Color + Opacity
		uniform float		_FaceDilate;				// v[ 0, 1]
		uniform float		_OutlineSoftness;			// v[ 0, 1]

		uniform sampler2D	_OutlineTex;				// RGBA : Color + Opacity
		uniform float		_OutlineUVSpeedX;
		uniform float		_OutlineUVSpeedY;
		uniform fixed4		_OutlineColor;				// RGBA : Color + Opacity
		uniform float		_OutlineWidth;				// v[ 0, 1]

		uniform float		_Bevel;						// v[ 0, 1]
		uniform float		_BevelOffset;				// v[-1, 1]
		uniform float		_BevelWidth;				// v[-1, 1]
		uniform float		_BevelClamp;				// v[ 0, 1]
		uniform float		_BevelRoundness;			// v[ 0, 1]

		uniform sampler2D	_BumpMap;					// Normal map
		uniform float		_BumpOutline;				// v[ 0, 1]
		uniform float		_BumpFace;					// v[ 0, 1]

		uniform samplerCUBE	_Cube;						// Cube / sphere map
		uniform fixed4 		_ReflectFaceColor;			// RGB intensity
		uniform fixed4		_ReflectOutlineColor;
		//uniform float		_EnvTiltX;					// v[-1, 1]
		//uniform float		_EnvTiltY;					// v[-1, 1]
		uniform float3      _EnvMatrixRotation;
		uniform float4x4	_EnvMatrix;

		uniform fixed4		_SpecularColor;				// RGB intensity
		uniform float		_LightAngle;				// v[ 0,Tau]
		uniform float		_SpecularPower;				// v[ 0, 1]
		uniform float		_Reflectivity;				// v[ 5, 15]
		uniform float		_Diffuse;					// v[ 0, 1]
		uniform float		_Ambient;					// v[ 0, 1]

		uniform fixed4		_UnderlayColor;				// RGBA : Color + Opacity
		uniform float		_UnderlayOffsetX;			// v[-1, 1]
		uniform float		_UnderlayOffsetY;			// v[-1, 1]
		uniform float		_UnderlayDilate;			// v[-1, 1]
		uniform float		_UnderlaySoftness;			// v[ 0, 1]

		uniform fixed4 		_GlowColor;					// RGBA : Color + Intesity
		uniform float 		_GlowOffset;				// v[-1, 1]
		uniform float 		_GlowOuter;					// v[ 0, 1]
		uniform float 		_GlowInner;					// v[ 0, 1]
		uniform float 		_GlowPower;					// v[ 1, 1/(1+4*4)]

		// API Editable properties
		uniform float 		_ShaderFlags;
		uniform float		_WeightNormal;
		uniform float		_WeightBold;

		uniform float		_ScaleRatioA;
		uniform float		_ScaleRatioB;
		uniform float		_ScaleRatioC;

		uniform float		_VertexOffsetX;
		uniform float		_VertexOffsetY;

		//uniform float		_UseClipRect;
		uniform float		_MaskID;
		uniform sampler2D	_MaskTex;
		uniform float4		_MaskCoord;
		uniform float4		_ClipRect;	// bottom left(x,y) : top right(z,w)
		//uniform float		_MaskWipeControl;
		//uniform float		_MaskEdgeSoftness;
		//uniform fixed4		_MaskEdgeColor;
		//uniform bool		_MaskInverse;

		uniform float		_MaskSoftnessX;
		uniform float		_MaskSoftnessY;

		// Font Atlas properties
		uniform sampler2D	_MainTex;
		uniform float		_TextureWidth;
		uniform float		_TextureHeight;
		uniform float 		_GradientScale;
		uniform float		_ScaleX;
		uniform float		_ScaleY;
		uniform float		_PerspectiveFilter;
		uniform float		_Sharpness;

		float2 UnpackUV(float uv)
		{ 
			float2 output;
			output.x = floor(uv / 4096);
			output.y = uv - 4096 * output.x;

			return output * 0.001953125;
		}

		fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
		{
			half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
			half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));

			faceColor.rgb *= faceColor.a;
			outlineColor.rgb *= outlineColor.a;

			faceColor = lerp(faceColor, outlineColor, outlineAlpha);

			faceColor *= faceAlpha;

			return faceColor;
		}

		float3 GetSurfaceNormal(float4 h, float bias)
		{
			bool raisedBevel = step(1, fmod(_ShaderFlags, 2));

			h += bias+_BevelOffset;

			float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);

		  // Track outline
			h -= .5;
			h /= bevelWidth;
			h = saturate(h+.5);

			if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
			h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
			h = min(h, 1.0-_BevelClamp);
			h *= _Bevel * bevelWidth * _GradientScale * -2.0;

			float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
			float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));

			return cross(va, vb);
		}

		float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
		{
			// Read "height field"
		  float4 h = {tex2D(_MainTex, uv - delta.xz).a,
						tex2D(_MainTex, uv + delta.xz).a,
						tex2D(_MainTex, uv - delta.zy).a,
						tex2D(_MainTex, uv + delta.zy).a};

			return GetSurfaceNormal(h, bias);
		}

		float3 GetSpecular(float3 n, float3 l)
		{
			float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
			return _SpecularColor.rgb * spec * _SpecularPower;
		}

		float4 GetGlowColor(float d, float scale)
		{
			float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
			float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
			glow = saturate(abs(glow/(1.0 + t)));
			glow = 1.0-pow(glow, _GlowPower);
			glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
			return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
		}

		float4 BlendARGB(float4 overlying, float4 underlying)
		{
			overlying.rgb *= overlying.a;
			underlying.rgb *= underlying.a;
			float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
			float alpha = underlying.a + (1-underlying.a)*overlying.a;
			return float4(blended, alpha);
		}

		struct vertex_t {
			UNITY_VERTEX_INPUT_INSTANCE_ID
			float4	position		: POSITION;
			float3	normal			: NORMAL;
			fixed4	color			: COLOR;
			float2	texcoord0		: TEXCOORD0;
			float2	texcoord1		: TEXCOORD1;
		};


		struct pixel_t {
			UNITY_VERTEX_INPUT_INSTANCE_ID
			UNITY_VERTEX_OUTPUT_STEREO
			float4	position		: SV_POSITION;
			fixed4	color			: COLOR;
			float2	atlas			: TEXCOORD0;		// Atlas
			float4	param			: TEXCOORD1;		// alphaClip, scale, bias, weight
			float4	mask			: TEXCOORD2;		// Position in object space(xy), pixel Size(zw)
			float3	viewDir			: TEXCOORD3;

		#if (UNDERLAY_ON || UNDERLAY_INNER)
			float4	texcoord2		: TEXCOORD4;		// u,v, scale, bias
			fixed4	underlayColor	: COLOR1;
		#endif
			float4 textures			: TEXCOORD5;
		};

		// Used by Unity internally to handle Texture Tiling and Offset.
		float4 _FaceTex_ST;
		float4 _OutlineTex_ST;

		pixel_t VertShader(vertex_t input)
		{
			pixel_t output;

			UNITY_INITIALIZE_OUTPUT(pixel_t, output);
			UNITY_SETUP_INSTANCE_ID(input);
			UNITY_TRANSFER_INSTANCE_ID(input,output);
			UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

			float bold = step(input.texcoord1.y, 0);

			float4 vert = input.position;
			vert.x += _VertexOffsetX;
			vert.y += _VertexOffsetY;

			float4 vPosition = UnityObjectToClipPos(vert);

			float2 pixelSize = vPosition.w;
			pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
			float scale = rsqrt(dot(pixelSize, pixelSize));
			scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
			if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));

			float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
			weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;

			float bias =(.5 - weight) + (.5 / scale);

			float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);

		#if GLOW_ON
			alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
		#endif

			alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;

		#if (UNDERLAY_ON || UNDERLAY_INNER)
			float4 underlayColor = _UnderlayColor;
			underlayColor.rgb *= underlayColor.a;

			float bScale = scale;
			bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
			float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);

			float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
			float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
			float2 bOffset = float2(x, y);
		#endif

			// Generate UV for the Masking Texture
			float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
			float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);

			// Support for texture tiling and offset
			float2 textureUV = UnpackUV(input.texcoord1.x);
			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);


			output.position = vPosition;
			output.color = input.color;
			output.atlas =	input.texcoord0;
			output.param =	float4(alphaClip, scale, bias, weight);
			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
			output.viewDir =	mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
			#if (UNDERLAY_ON || UNDERLAY_INNER)
			output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
			output.underlayColor =	underlayColor;
			#endif
			output.textures = float4(faceUV, outlineUV);

			return output;
		}


		fixed4 PixShader(pixel_t input) : SV_Target
		{
			UNITY_SETUP_INSTANCE_ID(input);

			float c = tex2D(_MainTex, input.atlas).a;

		#ifndef UNDERLAY_ON
			clip(c - input.param.x);
		#endif

			float	scale	= input.param.y;
			float	bias	= input.param.z;
			float	weight	= input.param.w;
			float	sd = (bias - c) * scale;

			float outline = (_OutlineWidth * _ScaleRatioA) * scale;
			float softness = (_OutlineSoftness * _ScaleRatioA) * scale;

			half4 faceColor = _FaceColor;
			half4 outlineColor = _OutlineColor;

			faceColor.rgb *= input.color.rgb;

			faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
			outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);

			faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);

		#if BEVEL_ON
			float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
			float3 n = GetSurfaceNormal(input.atlas, weight, dxy);

			float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
			bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
			n = normalize(n- bump);

			float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));

			float3 col = GetSpecular(n, light);
			faceColor.rgb += col*faceColor.a;
			faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
			faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);

			fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
			faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
		#endif

		#if UNDERLAY_ON
			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
			faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
		#endif

		#if UNDERLAY_INNER
			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
			faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
		#endif

		#if GLOW_ON
			float4 glowColor = GetGlowColor(sd, scale);
			faceColor.rgb += glowColor.rgb * glowColor.a;
		#endif

		// Alternative implementation to UnityGet2DClipping with support for softness.
		#if UNITY_UI_CLIP_RECT
			half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
			faceColor *= m.x * m.y;
		#endif

		#if UNITY_UI_ALPHACLIP
			clip(faceColor.a - 0.001);
		#endif

  		return faceColor * input.color.a;
		}

		ENDCG
	}
}

Fallback "TextMeshPro/Mobile/Distance Field"
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

↑のファイルを保存し,Assets以下の適当な場所に配置し,マテリアルの選択からTextMeshPro/Distance Field (Cutout)を選択します.

image.png (82.9 kB)

これで↓のように正しい描画が得られます.

image.png (235.6 kB)
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