166 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
		
		
			
		
	
	
			166 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
|  | struct vertex_t | |||
|  | { | |||
|  |     UNITY_VERTEX_INPUT_INSTANCE_ID | |||
|  |     float4	position		: POSITION; | |||
|  |     float3	normal			: NORMAL; | |||
|  |     float4	color			: COLOR; | |||
|  |     float4	texcoord0		: TEXCOORD0; | |||
|  |     float2	texcoord1		: TEXCOORD1; | |||
|  | }; | |||
|  | 
 | |||
|  | struct pixel_t | |||
|  | { | |||
|  |     UNITY_VERTEX_INPUT_INSTANCE_ID | |||
|  |     UNITY_VERTEX_OUTPUT_STEREO | |||
|  |     float4	position		: SV_POSITION; | |||
|  |     float4	faceColor		: COLOR; | |||
|  |     float4	outlineColor	: COLOR1; | |||
|  |     float4	texcoord0		: TEXCOORD0; | |||
|  |     float4	param			: TEXCOORD1;		// x = weight, y = no longer used | |||
|  |     float2	mask			: TEXCOORD2; | |||
|  |     #if (UNDERLAY_ON || UNDERLAY_INNER) | |||
|  |     float4	texcoord2		: TEXCOORD3; | |||
|  |     float4	underlayColor	: COLOR2; | |||
|  |     #endif | |||
|  | }; | |||
|  | 
 | |||
|  | float4 SRGBToLinear(float4 rgba) | |||
|  | { | |||
|  |     return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); | |||
|  | } | |||
|  | 
 | |||
|  | float _UIMaskSoftnessX; | |||
|  | float _UIMaskSoftnessY; | |||
|  | 
 | |||
|  | pixel_t VertShader(vertex_t input) | |||
|  | { | |||
|  |     pixel_t output; | |||
|  | 
 | |||
|  |     UNITY_INITIALIZE_OUTPUT(pixel_t, output); | |||
|  |     UNITY_SETUP_INSTANCE_ID(input); | |||
|  |     UNITY_TRANSFER_INSTANCE_ID(input, output); | |||
|  |     UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); | |||
|  | 
 | |||
|  |     float bold = step(input.texcoord0.w, 0); | |||
|  | 
 | |||
|  |     float4 vert = input.position; | |||
|  |     vert.x += _VertexOffsetX; | |||
|  |     vert.y += _VertexOffsetY; | |||
|  | 
 | |||
|  |     float4 vPosition = UnityObjectToClipPos(vert); | |||
|  | 
 | |||
|  |     float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; | |||
|  |     weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; | |||
|  | 
 | |||
|  |     // Generate UV for the Masking Texture | |||
|  |     float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | |||
|  |     float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); | |||
|  | 
 | |||
|  |     float4 color = input.color; | |||
|  |     #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) | |||
|  |     color = SRGBToLinear(input.color); | |||
|  |     #endif | |||
|  | 
 | |||
|  |     float opacity = color.a; | |||
|  |     #if (UNDERLAY_ON | UNDERLAY_INNER) | |||
|  |     opacity = 1.0; | |||
|  |     #endif | |||
|  | 
 | |||
|  |     float4 faceColor = float4(color.rgb, opacity) * _FaceColor; | |||
|  |     faceColor.rgb *= faceColor.a; | |||
|  | 
 | |||
|  |     float4 outlineColor = _OutlineColor; | |||
|  |     outlineColor.a *= opacity; | |||
|  |     outlineColor.rgb *= outlineColor.a; | |||
|  | 
 | |||
|  |     output.position = vPosition; | |||
|  |     output.faceColor = faceColor; | |||
|  |     output.outlineColor = outlineColor; | |||
|  |     output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); | |||
|  |     output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0); | |||
|  | 
 | |||
|  |     float2 mask = float2(0, 0); | |||
|  |     #if UNITY_UI_CLIP_RECT | |||
|  |     mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; | |||
|  |     #endif | |||
|  |     output.mask = mask; | |||
|  | 
 | |||
|  |     #if (UNDERLAY_ON || UNDERLAY_INNER) | |||
|  |     float4 underlayColor = _UnderlayColor; | |||
|  |     underlayColor.rgb *= underlayColor.a; | |||
|  | 
 | |||
|  |     float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | |||
|  |     float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | |||
|  | 
 | |||
|  |     output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); | |||
|  |     output.underlayColor = underlayColor; | |||
|  |     #endif | |||
|  | 
 | |||
|  |     return output; | |||
|  | } | |||
|  | 
 | |||
|  | float4 PixShader(pixel_t input) : SV_Target | |||
|  | { | |||
|  |     UNITY_SETUP_INSTANCE_ID(input); | |||
|  | 
 | |||
|  |     float d = tex2D(_MainTex, input.texcoord0.xy).a; | |||
|  | 
 | |||
|  |     float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); | |||
|  |     pixelSize *= _TextureHeight * 0.75; | |||
|  |     float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); | |||
|  | 
 | |||
|  |     #if (UNDERLAY_ON | UNDERLAY_INNER) | |||
|  |     float layerScale = scale; | |||
|  |     layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); | |||
|  |     float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); | |||
|  |     #endif | |||
|  | 
 | |||
|  |     scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); | |||
|  | 
 | |||
|  |     float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); | |||
|  | 
 | |||
|  |     #if OUTLINE_ON | |||
|  |     float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); | |||
|  |     faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); | |||
|  |     faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); | |||
|  |     #endif | |||
|  | 
 | |||
|  |     #if UNDERLAY_ON | |||
|  |     d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; | |||
|  |     faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); | |||
|  |     #endif | |||
|  | 
 | |||
|  |     #if UNDERLAY_INNER | |||
|  |     float bias = input.param.x * scale - 0.5; | |||
|  |     float sd = saturate(d * scale - bias - input.param.z); | |||
|  |     d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; | |||
|  |     faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); | |||
|  |     #endif | |||
|  | 
 | |||
|  |     #if MASKING | |||
|  |     float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); | |||
|  |     float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; | |||
|  |     a = saturate(t / _MaskEdgeSoftness); | |||
|  |     faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); | |||
|  |     faceColor *= a; | |||
|  |     #endif | |||
|  | 
 | |||
|  |     // Alternative implementation to UnityGet2DClipping with support for softness | |||
|  |     #if UNITY_UI_CLIP_RECT | |||
|  |     half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); | |||
|  |     float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); | |||
|  |     float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); | |||
|  |     faceColor *= m.x * m.y; | |||
|  |     #endif | |||
|  | 
 | |||
|  |     #if (UNDERLAY_ON | UNDERLAY_INNER) | |||
|  |     faceColor *= input.texcoord2.z; | |||
|  |     #endif | |||
|  | 
 | |||
|  |     #if UNITY_UI_ALPHACLIP | |||
|  |     clip(faceColor.a - 0.001); | |||
|  |     #endif | |||
|  | 
 | |||
|  |     return faceColor; | |||
|  | } |