 #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;

            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"

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
