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