Shader "TextMeshPro/Distance Field External Outline"
{

    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
        _FaceColor ("Face Color", Color) = (1,1,1,1)
        _FaceDilate ("Face Dilate", Range(-1,1)) = 0

        _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
        _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)


        _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

        _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

        _ColorMask ("Color Mask", Float) = 15
    }

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

    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;
    };

    float4 _FaceTex_ST;
    float4 _OutlineTex_ST;

    pixel_t VertShaderOutlined(vertex_t input, float outlineScale)
    {
        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 * outlineScale * _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 * outlineScale, 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

    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 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

            // Used by Unity internally to handle Texture Tiling and Offset.


            pixel_t VertShader(vertex_t input)
            {
                return VertShaderOutlined(input, 1);
            }
            ENDCG
        }

        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

            pixel_t VertShader(vertex_t input)
            {
                return VertShaderOutlined(input, 0);
            }
            ENDCG
        }
    }

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