MayHeCome/Assets/Exoa/TutorialEngine/Masking/Shaders/MaskingTemplate.cginc
2024-12-18 17:55:34 +08:00

125 lines
2.8 KiB
HLSL

// Template for Masking.shader and MaskingETC1.shader.
// The Masking_ETC1 macro defines whether alpha split texture should be supported.
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "Masking.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;
Masking_COORDS(3)
#endif
#if UNITY_VERSION >= 550
UNITY_VERTEX_OUTPUT_STEREO
#endif
#if UNITY_VERSION < 202000
Masking_COORDS(2)
#endif
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
sampler2D _MainTex;
#ifdef Masking_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;
Masking_CALCULATE_COORDS(OUT, IN.vertex)
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
#ifdef Masking_ETC1
half4 color = UnityGetUIDiffuseColor(IN.texcoord, _MainTex, _AlphaTex, _TextureSampleAdd) * IN.color;
#else
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#endif
color.a *= Masking_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