TMP_ShaderUtilities.cs 23.5 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572
using UnityEngine;
using System.Linq;
using System.Collections;


namespace TMPro
{
    public static class ShaderUtilities
    {
        // Shader Property IDs
        public static int ID_MainTex;

        public static int ID_FaceTex;
        public static int ID_FaceColor;
        public static int ID_FaceDilate;
        public static int ID_Shininess;

        public static int ID_UnderlayColor;
        public static int ID_UnderlayOffsetX;
        public static int ID_UnderlayOffsetY;
        public static int ID_UnderlayDilate;
        public static int ID_UnderlaySoftness;

        public static int ID_WeightNormal;
        public static int ID_WeightBold;

        public static int ID_OutlineTex;
        public static int ID_OutlineWidth;
        public static int ID_OutlineSoftness;
        public static int ID_OutlineColor;

        public static int ID_Outline2Color;
        public static int ID_Outline2Width;

        public static int ID_Padding;
        public static int ID_GradientScale;
        public static int ID_ScaleX;
        public static int ID_ScaleY;
        public static int ID_PerspectiveFilter;
        public static int ID_Sharpness;

        public static int ID_TextureWidth;
        public static int ID_TextureHeight;

        public static int ID_BevelAmount;

        public static int ID_GlowColor;
        public static int ID_GlowOffset;
        public static int ID_GlowPower;
        public static int ID_GlowOuter;
        public static int ID_GlowInner;

        public static int ID_LightAngle;

        public static int ID_EnvMap;
        public static int ID_EnvMatrix;
        public static int ID_EnvMatrixRotation;

        //public static int ID_MaskID;
        public static int ID_MaskCoord;
        public static int ID_ClipRect;
        public static int ID_MaskSoftnessX;
        public static int ID_MaskSoftnessY;
        public static int ID_VertexOffsetX;
        public static int ID_VertexOffsetY;
        public static int ID_UseClipRect;

        public static int ID_StencilID;
        public static int ID_StencilOp;
        public static int ID_StencilComp;
        public static int ID_StencilReadMask;
        public static int ID_StencilWriteMask;

        public static int ID_ShaderFlags;
        public static int ID_ScaleRatio_A;
        public static int ID_ScaleRatio_B;
        public static int ID_ScaleRatio_C;

        public static string Keyword_Bevel = "BEVEL_ON";
        public static string Keyword_Glow = "GLOW_ON";
        public static string Keyword_Underlay = "UNDERLAY_ON";
        public static string Keyword_Ratios = "RATIOS_OFF";
        //public static string Keyword_MASK_OFF = "MASK_OFF";
        public static string Keyword_MASK_SOFT = "MASK_SOFT";
        public static string Keyword_MASK_HARD = "MASK_HARD";
        public static string Keyword_MASK_TEX = "MASK_TEX";
        public static string Keyword_Outline = "OUTLINE_ON";

        public static string ShaderTag_ZTestMode = "unity_GUIZTestMode";
        public static string ShaderTag_CullMode = "_CullMode";

        private static float m_clamp = 1.0f;
        public static bool isInitialized = false;


        /// <summary>
        /// Returns a reference to the mobile distance field shader.
        /// </summary>
        internal static Shader ShaderRef_MobileSDF
        {
            get
            {
                if (k_ShaderRef_MobileSDF == null)
                    k_ShaderRef_MobileSDF = Shader.Find("TextMeshPro/Mobile/Distance Field");

                return k_ShaderRef_MobileSDF;
            }
        }
        static Shader k_ShaderRef_MobileSDF;

        /// <summary>
        /// Returns a reference to the mobile bitmap shader.
        /// </summary>
        internal static Shader ShaderRef_MobileBitmap
        {
            get
            {
                if (k_ShaderRef_MobileBitmap == null)
                    k_ShaderRef_MobileBitmap = Shader.Find("TextMeshPro/Mobile/Bitmap");

                return k_ShaderRef_MobileBitmap;
            }
        }
        static Shader k_ShaderRef_MobileBitmap;


        /// <summary>
        ///
        /// </summary>
        static ShaderUtilities()
        {
            GetShaderPropertyIDs();
        }

        /// <summary>
        ///
        /// </summary>
        public static void GetShaderPropertyIDs()
        {
            if (isInitialized == false)
            {
                //Debug.Log("Getting Shader property IDs");
                isInitialized = true;

                ID_MainTex = Shader.PropertyToID("_MainTex");

                ID_FaceTex = Shader.PropertyToID("_FaceTex");
                ID_FaceColor = Shader.PropertyToID("_FaceColor");
                ID_FaceDilate = Shader.PropertyToID("_FaceDilate");
                ID_Shininess = Shader.PropertyToID("_FaceShininess");

                ID_UnderlayColor = Shader.PropertyToID("_UnderlayColor");
                ID_UnderlayOffsetX = Shader.PropertyToID("_UnderlayOffsetX");
                ID_UnderlayOffsetY = Shader.PropertyToID("_UnderlayOffsetY");
                ID_UnderlayDilate = Shader.PropertyToID("_UnderlayDilate");
                ID_UnderlaySoftness = Shader.PropertyToID("_UnderlaySoftness");

                ID_WeightNormal = Shader.PropertyToID("_WeightNormal");
                ID_WeightBold = Shader.PropertyToID("_WeightBold");

                ID_OutlineTex = Shader.PropertyToID("_OutlineTex");
                ID_OutlineWidth = Shader.PropertyToID("_OutlineWidth");
                ID_OutlineSoftness = Shader.PropertyToID("_OutlineSoftness");
                ID_OutlineColor = Shader.PropertyToID("_OutlineColor");

                ID_Outline2Color = Shader.PropertyToID("_Outline2Color");
                ID_Outline2Width = Shader.PropertyToID("_Outline2Width");

                ID_Padding = Shader.PropertyToID("_Padding");
                ID_GradientScale = Shader.PropertyToID("_GradientScale");
                ID_ScaleX = Shader.PropertyToID("_ScaleX");
                ID_ScaleY = Shader.PropertyToID("_ScaleY");
                ID_PerspectiveFilter = Shader.PropertyToID("_PerspectiveFilter");
                ID_Sharpness = Shader.PropertyToID("_Sharpness");

                ID_TextureWidth = Shader.PropertyToID("_TextureWidth");
                ID_TextureHeight = Shader.PropertyToID("_TextureHeight");

                ID_BevelAmount = Shader.PropertyToID("_Bevel");

                ID_LightAngle = Shader.PropertyToID("_LightAngle");

                ID_EnvMap = Shader.PropertyToID("_Cube");
                ID_EnvMatrix = Shader.PropertyToID("_EnvMatrix");
                ID_EnvMatrixRotation = Shader.PropertyToID("_EnvMatrixRotation");


                ID_GlowColor = Shader.PropertyToID("_GlowColor");
                ID_GlowOffset = Shader.PropertyToID("_GlowOffset");
                ID_GlowPower = Shader.PropertyToID("_GlowPower");
                ID_GlowOuter = Shader.PropertyToID("_GlowOuter");
                ID_GlowInner = Shader.PropertyToID("_GlowInner");

                //ID_MaskID = Shader.PropertyToID("_MaskID");
                ID_MaskCoord = Shader.PropertyToID("_MaskCoord");
                ID_ClipRect = Shader.PropertyToID("_ClipRect");
                ID_UseClipRect = Shader.PropertyToID("_UseClipRect");
                ID_MaskSoftnessX = Shader.PropertyToID("_MaskSoftnessX");
                ID_MaskSoftnessY = Shader.PropertyToID("_MaskSoftnessY");
                ID_VertexOffsetX = Shader.PropertyToID("_VertexOffsetX");
                ID_VertexOffsetY = Shader.PropertyToID("_VertexOffsetY");

                ID_StencilID = Shader.PropertyToID("_Stencil");
                ID_StencilOp = Shader.PropertyToID("_StencilOp");
                ID_StencilComp = Shader.PropertyToID("_StencilComp");
                ID_StencilReadMask = Shader.PropertyToID("_StencilReadMask");
                ID_StencilWriteMask = Shader.PropertyToID("_StencilWriteMask");

                ID_ShaderFlags = Shader.PropertyToID("_ShaderFlags");
                ID_ScaleRatio_A = Shader.PropertyToID("_ScaleRatioA");
                ID_ScaleRatio_B = Shader.PropertyToID("_ScaleRatioB");
                ID_ScaleRatio_C = Shader.PropertyToID("_ScaleRatioC");

                // Set internal shader references
                if (k_ShaderRef_MobileSDF == null)
                    k_ShaderRef_MobileSDF = Shader.Find("TextMeshPro/Mobile/Distance Field");

                if (k_ShaderRef_MobileBitmap == null)
                    k_ShaderRef_MobileBitmap = Shader.Find("TextMeshPro/Mobile/Bitmap");
            }
        }



        // Scale Ratios to ensure property ranges are optimum in Material Editor
        public static void UpdateShaderRatios(Material mat)
        {
            //Debug.Log("UpdateShaderRatios() called.");

            float ratio_A = 1;
            float ratio_B = 1;
            float ratio_C = 1;

            bool isRatioEnabled = !mat.shaderKeywords.Contains(Keyword_Ratios);

            if (!mat.HasProperty(ID_GradientScale) || !mat.HasProperty(ID_FaceDilate))
                return;

            // Compute Ratio A
            float scale = mat.GetFloat(ID_GradientScale);
            float faceDilate = mat.GetFloat(ID_FaceDilate);
            float outlineThickness = mat.GetFloat(ID_OutlineWidth);
            float outlineSoftness = mat.GetFloat(ID_OutlineSoftness);

            float weight = Mathf.Max(mat.GetFloat(ID_WeightNormal), mat.GetFloat(ID_WeightBold)) / 4.0f;

            float t = Mathf.Max(1, weight + faceDilate + outlineThickness + outlineSoftness);

            ratio_A = isRatioEnabled ? (scale - m_clamp) / (scale * t) : 1;

            //float ratio_A_old = mat.GetFloat(ID_ScaleRatio_A);

            // Only set the ratio if it has changed.
            //if (ratio_A != ratio_A_old)
                mat.SetFloat(ID_ScaleRatio_A, ratio_A);

            // Compute Ratio B
            if (mat.HasProperty(ID_GlowOffset))
            {
                float glowOffset = mat.GetFloat(ID_GlowOffset);
                float glowOuter = mat.GetFloat(ID_GlowOuter);

                float range = (weight + faceDilate) * (scale - m_clamp);

                t = Mathf.Max(1, glowOffset + glowOuter);

                ratio_B = isRatioEnabled ? Mathf.Max(0, scale - m_clamp - range) / (scale * t) : 1;
                //float ratio_B_old = mat.GetFloat(ID_ScaleRatio_B);

                // Only set the ratio if it has changed.
                //if (ratio_B != ratio_B_old)
                    mat.SetFloat(ID_ScaleRatio_B, ratio_B);
            }

            // Compute Ratio C
            if (mat.HasProperty(ID_UnderlayOffsetX))
            {
                float underlayOffsetX = mat.GetFloat(ID_UnderlayOffsetX);
                float underlayOffsetY = mat.GetFloat(ID_UnderlayOffsetY);
                float underlayDilate = mat.GetFloat(ID_UnderlayDilate);
                float underlaySoftness = mat.GetFloat(ID_UnderlaySoftness);

                float range = (weight + faceDilate) * (scale - m_clamp);

                t = Mathf.Max(1, Mathf.Max(Mathf.Abs(underlayOffsetX), Mathf.Abs(underlayOffsetY)) + underlayDilate + underlaySoftness);

                ratio_C = isRatioEnabled ? Mathf.Max(0, scale - m_clamp - range) / (scale * t) : 1;
                //float ratio_C_old = mat.GetFloat(ID_ScaleRatio_C);

                // Only set the ratio if it has changed.
                //if (ratio_C != ratio_C_old)
                    mat.SetFloat(ID_ScaleRatio_C, ratio_C);
            }
        }



        // Function to calculate padding required for Outline Width & Dilation for proper text alignment
        public static Vector4 GetFontExtent(Material material)
        {
            // Revised implementation where style no longer affects alignment
            return Vector4.zero;

            /*
            if (material == null || !material.HasProperty(ShaderUtilities.ID_GradientScale))
                return Vector4.zero;   // We are using an non SDF Shader.

            float scaleRatioA = material.GetFloat(ID_ScaleRatio_A);
            float faceDilate = material.GetFloat(ID_FaceDilate) * scaleRatioA;
            float outlineThickness = material.GetFloat(ID_OutlineWidth) * scaleRatioA;

            float extent = Mathf.Min(1, faceDilate + outlineThickness);
            extent *= material.GetFloat(ID_GradientScale);

            return new Vector4(extent, extent, extent, extent);
            */
        }


        // Function to check if Masking is enabled
        public static bool IsMaskingEnabled(Material material)
        {
            if (material == null || !material.HasProperty(ShaderUtilities.ID_ClipRect))
                return false;

            if (material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_SOFT) || material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_HARD) || material.shaderKeywords.Contains(ShaderUtilities.Keyword_MASK_TEX))
                return true;

            return false;
        }


        // Function to determine how much extra padding is required as a result of material properties like dilate, outline thickness, softness, glow, etc...
        public static float GetPadding(Material material, bool enableExtraPadding, bool isBold)
        {
            //Debug.Log("GetPadding() called.");

            if (isInitialized == false)
                GetShaderPropertyIDs();

            // Return if Material is null
            if (material == null) return 0;

            int extraPadding = enableExtraPadding ? 4 : 0;

            // Check if we are using a non Distance Field Shader
            if (material.HasProperty(ID_GradientScale) == false)
            {
                if (material.HasProperty(ID_Padding))
                    extraPadding += (int)material.GetFloat(ID_Padding);

                return extraPadding + 1.0f;
            }

            Vector4 padding = Vector4.zero;
            Vector4 maxPadding = Vector4.zero;

            //float weight = 0;
            float faceDilate = 0;
            float faceSoftness = 0;
            float outlineThickness = 0;
            float scaleRatio_A = 0;
            float scaleRatio_B = 0;
            float scaleRatio_C = 0;

            float glowOffset = 0;
            float glowOuter = 0;

            float uniformPadding = 0;
            // Iterate through each of the assigned materials to find the max values to set the padding.

            // Update Shader Ratios prior to computing padding
            UpdateShaderRatios(material);

            string[] shaderKeywords = material.shaderKeywords;

            if (material.HasProperty(ID_ScaleRatio_A))
                scaleRatio_A = material.GetFloat(ID_ScaleRatio_A);

            //weight = 0; // Mathf.Max(material.GetFloat(ID_WeightNormal), material.GetFloat(ID_WeightBold)) / 2.0f * scaleRatio_A;

            if (material.HasProperty(ID_FaceDilate))
                faceDilate = material.GetFloat(ID_FaceDilate) * scaleRatio_A;

            if (material.HasProperty(ID_OutlineSoftness))
                faceSoftness = material.GetFloat(ID_OutlineSoftness) * scaleRatio_A;

            if (material.HasProperty(ID_OutlineWidth))
                outlineThickness = material.GetFloat(ID_OutlineWidth) * scaleRatio_A;

            uniformPadding = outlineThickness + faceSoftness + faceDilate;

            // Glow padding contribution
            if (material.HasProperty(ID_GlowOffset) && shaderKeywords.Contains(Keyword_Glow)) // Generates GC
            {
                if (material.HasProperty(ID_ScaleRatio_B))
                    scaleRatio_B = material.GetFloat(ID_ScaleRatio_B);

                glowOffset = material.GetFloat(ID_GlowOffset) * scaleRatio_B;
                glowOuter = material.GetFloat(ID_GlowOuter) * scaleRatio_B;
            }

            uniformPadding = Mathf.Max(uniformPadding, faceDilate + glowOffset + glowOuter);

            // Underlay padding contribution
            if (material.HasProperty(ID_UnderlaySoftness) && shaderKeywords.Contains(Keyword_Underlay)) // Generates GC
            {
                if (material.HasProperty(ID_ScaleRatio_C))
                    scaleRatio_C = material.GetFloat(ID_ScaleRatio_C);

                float offsetX = material.GetFloat(ID_UnderlayOffsetX) * scaleRatio_C;
                float offsetY = material.GetFloat(ID_UnderlayOffsetY) * scaleRatio_C;
                float dilate = material.GetFloat(ID_UnderlayDilate) * scaleRatio_C;
                float softness = material.GetFloat(ID_UnderlaySoftness) * scaleRatio_C;

                padding.x = Mathf.Max(padding.x, faceDilate + dilate + softness - offsetX);
                padding.y = Mathf.Max(padding.y, faceDilate + dilate + softness - offsetY);
                padding.z = Mathf.Max(padding.z, faceDilate + dilate + softness + offsetX);
                padding.w = Mathf.Max(padding.w, faceDilate + dilate + softness + offsetY);
            }

            padding.x = Mathf.Max(padding.x, uniformPadding);
            padding.y = Mathf.Max(padding.y, uniformPadding);
            padding.z = Mathf.Max(padding.z, uniformPadding);
            padding.w = Mathf.Max(padding.w, uniformPadding);

            padding.x += extraPadding;
            padding.y += extraPadding;
            padding.z += extraPadding;
            padding.w += extraPadding;

            padding.x = Mathf.Min(padding.x, 1);
            padding.y = Mathf.Min(padding.y, 1);
            padding.z = Mathf.Min(padding.z, 1);
            padding.w = Mathf.Min(padding.w, 1);

            maxPadding.x = maxPadding.x < padding.x ? padding.x : maxPadding.x;
            maxPadding.y = maxPadding.y < padding.y ? padding.y : maxPadding.y;
            maxPadding.z = maxPadding.z < padding.z ? padding.z : maxPadding.z;
            maxPadding.w = maxPadding.w < padding.w ? padding.w : maxPadding.w;

            float gradientScale = material.GetFloat(ID_GradientScale);
            padding *= gradientScale;

            // Set UniformPadding to the maximum value of any of its components.
            uniformPadding = Mathf.Max(padding.x, padding.y);
            uniformPadding = Mathf.Max(padding.z, uniformPadding);
            uniformPadding = Mathf.Max(padding.w, uniformPadding);

            return uniformPadding + 1.25f;
        }


        // Function to determine how much extra padding is required as a result of material properties like dilate, outline thickness, softness, glow, etc...
        public static float GetPadding(Material[] materials, bool enableExtraPadding, bool isBold)
        {
            //Debug.Log("GetPadding() called.");

            if (isInitialized == false)
                GetShaderPropertyIDs();

            // Return if Material is null
            if (materials == null) return 0;

            int extraPadding = enableExtraPadding ? 4 : 0;

            // Check if we are using a Bitmap Shader
            if (materials[0].HasProperty(ID_Padding))
                return extraPadding + materials[0].GetFloat(ID_Padding);

            Vector4 padding = Vector4.zero;
            Vector4 maxPadding = Vector4.zero;

            float faceDilate = 0;
            float faceSoftness = 0;
            float outlineThickness = 0;
            float scaleRatio_A = 0;
            float scaleRatio_B = 0;
            float scaleRatio_C = 0;

            float glowOffset = 0;
            float glowOuter = 0;

            float uniformPadding = 0;
            // Iterate through each of the assigned materials to find the max values to set the padding.
            for (int i = 0; i < materials.Length; i++)
            {
                // Update Shader Ratios prior to computing padding
                ShaderUtilities.UpdateShaderRatios(materials[i]);

                string[] shaderKeywords = materials[i].shaderKeywords;

                if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_A))
                    scaleRatio_A = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_A);

                if (materials[i].HasProperty(ShaderUtilities.ID_FaceDilate))
                    faceDilate = materials[i].GetFloat(ShaderUtilities.ID_FaceDilate) * scaleRatio_A;

                if (materials[i].HasProperty(ShaderUtilities.ID_OutlineSoftness))
                    faceSoftness = materials[i].GetFloat(ShaderUtilities.ID_OutlineSoftness) * scaleRatio_A;

                if (materials[i].HasProperty(ShaderUtilities.ID_OutlineWidth))
                    outlineThickness = materials[i].GetFloat(ShaderUtilities.ID_OutlineWidth) * scaleRatio_A;

                uniformPadding = outlineThickness + faceSoftness + faceDilate;

                // Glow padding contribution
                if (materials[i].HasProperty(ShaderUtilities.ID_GlowOffset) && shaderKeywords.Contains(ShaderUtilities.Keyword_Glow))
                {
                    if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_B))
                        scaleRatio_B = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_B);

                    glowOffset = materials[i].GetFloat(ShaderUtilities.ID_GlowOffset) * scaleRatio_B;
                    glowOuter = materials[i].GetFloat(ShaderUtilities.ID_GlowOuter) * scaleRatio_B;
                }

                uniformPadding = Mathf.Max(uniformPadding, faceDilate + glowOffset + glowOuter);

                // Underlay padding contribution
                if (materials[i].HasProperty(ShaderUtilities.ID_UnderlaySoftness) && shaderKeywords.Contains(ShaderUtilities.Keyword_Underlay))
                {
                    if (materials[i].HasProperty(ShaderUtilities.ID_ScaleRatio_C))
                        scaleRatio_C = materials[i].GetFloat(ShaderUtilities.ID_ScaleRatio_C);

                    float offsetX = materials[i].GetFloat(ShaderUtilities.ID_UnderlayOffsetX) * scaleRatio_C;
                    float offsetY = materials[i].GetFloat(ShaderUtilities.ID_UnderlayOffsetY) * scaleRatio_C;
                    float dilate = materials[i].GetFloat(ShaderUtilities.ID_UnderlayDilate) * scaleRatio_C;
                    float softness = materials[i].GetFloat(ShaderUtilities.ID_UnderlaySoftness) * scaleRatio_C;

                    padding.x = Mathf.Max(padding.x, faceDilate + dilate + softness - offsetX);
                    padding.y = Mathf.Max(padding.y, faceDilate + dilate + softness - offsetY);
                    padding.z = Mathf.Max(padding.z, faceDilate + dilate + softness + offsetX);
                    padding.w = Mathf.Max(padding.w, faceDilate + dilate + softness + offsetY);
                }

                padding.x = Mathf.Max(padding.x, uniformPadding);
                padding.y = Mathf.Max(padding.y, uniformPadding);
                padding.z = Mathf.Max(padding.z, uniformPadding);
                padding.w = Mathf.Max(padding.w, uniformPadding);

                padding.x += extraPadding;
                padding.y += extraPadding;
                padding.z += extraPadding;
                padding.w += extraPadding;

                padding.x = Mathf.Min(padding.x, 1);
                padding.y = Mathf.Min(padding.y, 1);
                padding.z = Mathf.Min(padding.z, 1);
                padding.w = Mathf.Min(padding.w, 1);

                maxPadding.x = maxPadding.x < padding.x ? padding.x : maxPadding.x;
                maxPadding.y = maxPadding.y < padding.y ? padding.y : maxPadding.y;
                maxPadding.z = maxPadding.z < padding.z ? padding.z : maxPadding.z;
                maxPadding.w = maxPadding.w < padding.w ? padding.w : maxPadding.w;

            }

            float gradientScale = materials[0].GetFloat(ShaderUtilities.ID_GradientScale);
            padding *= gradientScale;

            // Set UniformPadding to the maximum value of any of its components.
            uniformPadding = Mathf.Max(padding.x, padding.y);
            uniformPadding = Mathf.Max(padding.z, uniformPadding);
            uniformPadding = Mathf.Max(padding.w, uniformPadding);

            return uniformPadding + 0.25f;
        }


    }

}