 #endif
 
         // Direct include for portability.
-		//#include "TMPro_Properties.cginc"
+        //#include "TMPro_Properties.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 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 + Intensity
-        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)]
+        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 + Intensity
+        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;
+        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;
+        uniform sampler2D    _MainTex;
+        uniform float        _TextureWidth;
+        uniform float        _TextureHeight;
+        uniform float         _GradientScale;
+        uniform float        _ScaleX;
+        uniform float        _ScaleY;
+        uniform float        _PerspectiveFilter;
+        uniform float        _Sharpness;
 
 #if defined(_CLIPPING_PLANE)
         fixed _ClipPlaneSide;

Shader "Mixed Reality Toolkit/TextMeshPro" {

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

	_OutlineColor		("Outline Color", Color) = (0,0,0,1)
	_OutlineWidth		("Outline Thickness", Range(0,1)) = 0
	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0

	_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
	
	_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
    _ZWrite             ("Depth Write", Float) = 0
}

SubShader {
	Tags 
	{
		"Queue"="Transparent"
		"IgnoreProjector"="True"
		"RenderType"="Transparent"
	}


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

	Cull [_CullMode]
    ZWrite[_ZWrite]
	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

        #pragma multi_compile __ _CLIPPING_PLANE
        #pragma multi_compile __ _CLIPPING_SPHERE
        #pragma multi_compile __ _CLIPPING_BOX

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

#if defined(_CLIPPING_PLANE) || defined(_CLIPPING_SPHERE) || defined(_CLIPPING_BOX)
        #define _CLIPPING_PRIMITIVE

            c *= step(0.0, primitiveDistance);
#endif

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

            return c;
        }
        ENDCG
    }
}

CustomEditor "Microsoft.MixedReality.Toolkit.Editor.MixedRealityTextMeshProShaderGUI"
