125 lines
2.8 KiB
HLSL
125 lines
2.8 KiB
HLSL
// Template for Masking.shader and MaskingETC1.shader.
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// The Masking_ETC1 macro defines whether alpha split texture should be supported.
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "Masking.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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#if UNITY_VERSION >= 550
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UNITY_VERTEX_INPUT_INSTANCE_ID
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#endif
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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#if UNITY_VERSION >= 202000
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half4 mask : TEXCOORD2;
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Masking_COORDS(3)
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#endif
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#if UNITY_VERSION >= 550
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UNITY_VERTEX_OUTPUT_STEREO
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#endif
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#if UNITY_VERSION < 202000
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Masking_COORDS(2)
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#endif
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};
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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sampler2D _MainTex;
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#ifdef Masking_ETC1
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sampler2D _AlphaTex;
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#endif
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#if UNITY_VERSION >= 201800
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float4 _MainTex_ST;
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#endif
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#if UNITY_VERSION >= 202000
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float _MaskSoftnessX;
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float _MaskSoftnessY;
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#endif
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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#if UNITY_VERSION >= 550
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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#endif
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OUT.worldPosition = IN.vertex;
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#if UNITY_VERSION >= 202000
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float4 vPosition = UnityObjectToClipPos(IN.vertex);
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OUT.vertex = vPosition;
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (IN.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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OUT.texcoord = float4(IN.texcoord.x, IN.texcoord.y, maskUV.x, maskUV.y);
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OUT.mask = half4(IN.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + abs(pixelSize.xy)));
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#else
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#if UNITY_VERSION >= 540
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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#else
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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#endif
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#if UNITY_VERSION >= 201800
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OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
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#else
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OUT.texcoord = IN.texcoord;
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#endif
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#if UNITY_VERSION < 550
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1, 1);
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#endif
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#endif
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#endif
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OUT.color = IN.color * _Color;
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Masking_CALCULATE_COORDS(OUT, IN.vertex)
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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#ifdef Masking_ETC1
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half4 color = UnityGetUIDiffuseColor(IN.texcoord, _MainTex, _AlphaTex, _TextureSampleAdd) * IN.color;
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#else
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#endif
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color.a *= Masking_GET_MASK(IN);
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#if defined(UNITY_UI_CLIP_RECT) || UNITY_VERSION < 201720
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#if UNITY_VERSION >= 202000
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
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color.a *= m.x * m.y;
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#else
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#endif
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#if defined(UNITY_UI_ALPHACLIP)
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clip(color.a - 0.001);
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#endif
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return color;
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}
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// UNITY_SHADER_NO_UPGRADE
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