// Template for SoftMask.shader and SoftMaskETC1.shader. // The SOFTMASK_ETC1 macro defines whether alpha split texture should be supported. #include "UnityCG.cginc" #include "UnityUI.cginc" #include "SoftMask.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; #if UNITY_VERSION >= 550 UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; #if UNITY_VERSION >= 202000 half4 mask : TEXCOORD2; SOFTMASK_COORDS(3) #endif #if UNITY_VERSION >= 550 UNITY_VERTEX_OUTPUT_STEREO #endif #if UNITY_VERSION < 202000 SOFTMASK_COORDS(2) #endif }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; sampler2D _MainTex; #ifdef SOFTMASK_ETC1 sampler2D _AlphaTex; #endif #if UNITY_VERSION >= 201800 float4 _MainTex_ST; #endif #if UNITY_VERSION >= 202000 float _MaskSoftnessX; float _MaskSoftnessY; #endif v2f vert(appdata_t IN) { v2f OUT; #if UNITY_VERSION >= 550 UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); #endif OUT.worldPosition = IN.vertex; #if UNITY_VERSION >= 202000 float4 vPosition = UnityObjectToClipPos(IN.vertex); OUT.vertex = vPosition; float2 pixelSize = vPosition.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (IN.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); OUT.texcoord = float4(IN.texcoord.x, IN.texcoord.y, maskUV.x, maskUV.y); OUT.mask = half4(IN.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + abs(pixelSize.xy))); #else #if UNITY_VERSION >= 540 OUT.vertex = UnityObjectToClipPos(IN.vertex); #else OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); #endif #if UNITY_VERSION >= 201800 OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); #else OUT.texcoord = IN.texcoord; #endif #if UNITY_VERSION < 550 #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1, 1); #endif #endif #endif OUT.color = IN.color * _Color; SOFTMASK_CALCULATE_COORDS(OUT, IN.vertex) return OUT; } fixed4 frag(v2f IN) : SV_Target { #ifdef SOFTMASK_ETC1 half4 color = UnityGetUIDiffuseColor(IN.texcoord, _MainTex, _AlphaTex, _TextureSampleAdd) * IN.color; #else half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; #endif color.a *= SOFTMASK_GET_MASK(IN); #if defined(UNITY_UI_CLIP_RECT) || UNITY_VERSION < 201720 #if UNITY_VERSION >= 202000 half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #else color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #endif #if defined(UNITY_UI_ALPHACLIP) clip(color.a - 0.001); #endif return color; } // UNITY_SHADER_NO_UPGRADE