// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline

Shader "TextMeshPro/Mobile/Distance Field SSD"
{

    Properties
    {
        [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)
        _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
        _OutlineSoftness ("Outline Softness", Range(0,1)) = 0

        [HDR]_UnderlayColor ("Border Color", Color) = (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

        _WeightNormal ("Weight Normal", float) = 0
        _WeightBold ("Weight Bold", float) = .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
        _ScaleX ("Scale X", float) = 1
        _ScaleY ("Scale Y", float) = 1
        _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
        _Sharpness ("Sharpness", Range(-1,1)) = 0

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

        _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
        _MaskSoftnessX ("Mask SoftnessX", float) = 0
        _MaskSoftnessY ("Mask SoftnessY", float) = 0
        _MaskTex ("Mask Texture", 2D) = "white" {}
        _MaskInverse ("Inverse", float) = 0
        _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
        _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
        _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5

        _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"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
        }

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

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

        Pass
        {
            CGPROGRAM
            #pragma vertex VertShader
            #pragma fragment PixShader
            #pragma shader_feature __ OUTLINE_ON
            #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER

            #pragma multi_compile __ UNITY_UI_CLIP_RECT
            #pragma multi_compile __ UNITY_UI_ALPHACLIP

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

            #include "TMPro_Mobile.cginc"
            ENDCG
        }
    }

    CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}