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- // 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
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