lit shader, refactoring

This commit is contained in:
Kirill Chikalin
2024-12-02 18:24:09 +03:00
parent abca1ab898
commit 5cddf29c09
35 changed files with 30661 additions and 1582 deletions

View File

@@ -8,12 +8,12 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: LiberationSans SDF Material
m_Shader: {fileID: 4800000, guid: 14eb328de4b8eb245bb7cea29e4ac00b, type: 3}
m_Shader: {fileID: -6465566751694194690, guid: a3d800b099a06e0478fb790c5e79057a, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 1
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
@@ -31,6 +31,10 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _FaceTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -43,39 +47,76 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OutlineTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _Ambient: 0.5
- _Bevel: 0.645
- _BevelAmount: 0
- _BevelClamp: 0
- _BevelOffset: -0.051
- _BevelRoundness: 0
- _BevelType: 0
- _BevelWidth: 0
- _BlendOp: 0
- _BumpFace: 0.5
- _BumpOutline: 0.5
- _BumpScale: 1
- _CameraFadingEnabled: 0
- _CameraFarFadeDistance: 2
- _CameraNearFadeDistance: 1
- _ColorMask: 15
- _Cull: 2
- _CullMode: 0
- _Cutoff: 0.5
- _Diffuse: 0.5
- _DiffusePower: 1
- _DistortionBlend: 0.5
- _DistortionEnabled: 0
- _DistortionStrength: 1
- _DistortionStrengthScaled: 0
- _DstBlend: 0
- _EmissionEnabled: 0
- _FaceDilate: 0
- _FaceShininess: 0
- _FaceUVSpeedX: 0
- _FaceUVSpeedY: 0
- _FlipbookMode: 0
- _Glossiness: 0.5
- _GlowInner: 0
- _GlowOffset: 0.302
- _GlowOuter: 0.05
- _GlowPower: 1
- _GradientScale: 10
- _LightAngle: 3.1416
- _LightingEnabled: 1
- _MaskEdgeSoftness: 0.01
- _MaskInverse: 0
- _MaskSoftnessX: 0
- _MaskSoftnessY: 0
- _MaskWipeControl: 0.5
- _Metallic: 0
- _Mode: 0
- _OutlineMode: 0
- _OutlineShininess: 0
- _OutlineSoftness: 0
- _OutlineUVSpeedX: 0
@@ -83,6 +124,8 @@ Material:
- _OutlineWidth: 0.082
- _Padding: 0
- _PerspectiveFilter: 0.875
- _QueueControl: -1
- _QueueOffset: 0
- _Reflectivity: 9.84
- _ScaleRatioA: 0.9
- _ScaleRatioB: 0.73125
@@ -91,7 +134,11 @@ Material:
- _ScaleY: 1
- _ShaderFlags: 1
- _Sharpness: 0
- _SoftParticlesEnabled: 0
- _SoftParticlesFarFadeDistance: 1
- _SoftParticlesNearFadeDistance: 0
- _SpecularPower: 2
- _SrcBlend: 1
- _Stencil: 0
- _StencilComp: 8
- _StencilOp: 0
@@ -108,20 +155,35 @@ Material:
- _VertexOffsetY: 0
- _WeightBold: 0.75
- _WeightNormal: 0
- _ZWrite: 1
m_Colors:
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
- _FaceUVSpeed: {r: 0, g: 0, b: 0, a: 0}
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
- _IsoPerimeter: {r: 0, g: 0, b: 0, a: 0}
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
- _MaskEdgeColor: {r: 1, g: 1, b: 1, a: 1}
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _OutlineColor1: {r: 0, g: 1, b: 1, a: 1}
- _OutlineColor2: {r: 0.009433985, g: 0.02534519, b: 1, a: 1}
- _OutlineColor3: {r: 0, g: 0, b: 0, a: 1}
- _OutlineOffset1: {r: 0, g: 0, b: 0, a: 0}
- _OutlineOffset2: {r: 0, g: 0, b: 0, a: 0}
- _OutlineOffset3: {r: 0, g: 0, b: 0, a: 0}
- _OutlineUVSpeed: {r: 0, g: 0, b: 0, a: 0}
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _Softness: {r: 0, g: 0, b: 0, a: 0}
- _SpecColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
- _UnderlayOffset: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &11400000

11
Assets/TextMesh Pro/Resources/TMP Settings.asset Executable file → Normal file
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@@ -15,7 +15,7 @@ MonoBehaviour:
assetVersion: 2
m_TextWrappingMode: 1
m_enableKerning: 1
m_ActiveFontFeatures: 00000000
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
m_enableTintAllSprites: 0
m_enableParseEscapeCharacters: 1
@@ -36,17 +36,14 @@ MonoBehaviour:
m_fallbackFontAssets: []
m_matchMaterialPreset: 1
m_HideSubTextObjects: 0
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
type: 2}
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, type: 2}
m_defaultSpriteAssetPath: Sprite Assets/
m_enableEmojiSupport: 1
m_MissingCharacterSpriteUnicode: 0
m_EmojiFallbackTextAssets: []
m_defaultColorGradientPresetsPath: Color Gradient Presets/
m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e,
type: 2}
m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, type: 2}
m_StyleSheetsResourcePath:
m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3}
m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b,
type: 3}
m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, type: 3}
m_UseModernHangulLineBreakingRules: 0

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@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 124088ec2e2db40bdb2b15e13376d6db
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}

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@@ -0,0 +1,88 @@
float invLerp(const float from, const float to, const float value)
{
return (value - from) / (to - from);
}
float remap(const float origFrom, const float origTo, const float targetFrom, const float targetTo, const float value)
{
const float rel = invLerp(origFrom, origTo, value);
return lerp(targetFrom, targetTo, rel);
}
float3 rotate(float3 p, float4 quaternion)
{
const float x = -quaternion.x;
const float y = -quaternion.y;
const float z = -quaternion.z;
const float w = quaternion.w;
const float3x3 rotation_matrix = float3x3(
1 - 2 * (y * y + z * z), 2 * (x * y - w * z), 2 * (x * z + w * y),
2 * (x * y + w * z), 1 - 2 * (x * x + z * z), 2 * (y * z - w * x),
2 * (x * z - w * y), 2 * (y * z + w * x), 1 - 2 * (x * x + y * y)
);
return mul(rotation_matrix, p);
}
void ComputeSDFDecal_float(float SSR, float SD, float SDR, float2 softness, float2 dilate, float weight,
float4 faceColor, out float4 rgba)
{
float scale = 1 / SSR * SDR;
scale /= 1 + (softness.x * scale);
const float w = .5 - (weight + dilate.x) * .5;
rgba = faceColor * saturate((SD - w) * scale + 0.5);
float4 outlineColor = float4(0,1,1,1);
float outlineWidth = dilate.y;
// outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outlineWidth * scale * 2)));
// rgba = lerp(outlineColor, faceColor, saturate((SD - w - outlineWidth) * scale + 0.5));
// rgba *= saturate((SD - w + outlineWidth) * scale + 0.5);
}
void CalculateDecal_float(float3 position, float4 meshData, float4 uvData, float4 quaternion,
out float3 decalUV, out float3 decalClip)
{
float3 local_pos = position - meshData.xyz;
local_pos = rotate(local_pos, quaternion);
const float width = meshData.w;
const float height = meshData.w * uvData.w;
local_pos.x += width / 2;
local_pos.y += height / 2;
decalClip = float3(
step(0, local_pos.x) * (1 - step(width, local_pos.x)),
step(0, local_pos.y) * (1 - step(height, local_pos.y)),
1);
// remap from (0..vertex_size) to (uv.start..uv.end)
const float2 uvSize = float2(uvData.z, uvData.z * uvData.w);
decalUV = float3(
remap(0, width, uvData.x, uvData.x + uvSize.x, local_pos.x),
remap(0, height, uvData.y, uvData.y + uvSize.y, local_pos.y),
local_pos.z);
}
void ComputeSDFDecal_float(float4 faceColor, float SD, float scale, float3 decal_clip, out float4 rgba)
{
rgba = faceColor * saturate((SD - 0.5) * scale + 0.5);
rgba *= decal_clip.x * decal_clip.y * decal_clip.z;
}
void DecalClip_float(inout float4 color, float3 decal_clip)
{
color *= decal_clip.x * decal_clip.y * decal_clip.z;
}
void DecalClip_float(in float4 color, float3 decal_clip, out float4 result)
{
DecalClip_float(color, decal_clip);
result = color;
}
void CalculateSSR_float(float2 uv, float textureHeight, bool filter, out float SSR)
{
SSR = abs(ddx(uv.x)) + abs(ddy(uv.y));
SSR *= textureHeight * 0.75;
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 68d96be3e15e6433299a3143888f6ef8
timeCreated: 1731912999

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@@ -0,0 +1,112 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro Decal/Distance Field Decal Unlit"
{
Properties
{
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_MaskTex ("Mask Texture", 2D) = "white" {}
_MaskInverse ("Inverse", float) = 0
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent-1"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
HLSLPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
CBUFFER_START(UnityPerMaterial)
#include "TMPro_Properties.cginc"
CBUFFER_END
#include "DecalFunctions.hlsl"
#include "TMPro_Decal_Mobile.hlsl"
ENDHLSL
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 970b94dd738345c3ab1ac4418c017ad4
timeCreated: 1731679485

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@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 7cf73fe9370fc4d4abb1f9d9e9610949
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 947c2fda070a4af7b8c51318a38eddeb
timeCreated: 1732718855

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@@ -0,0 +1,188 @@
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
};
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; // Texture UV, Mask UV
float4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
float2 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
float3 normal : NORMAL;
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3;
float2 underlayParam : TEXCOORD4;
#endif
float4 vert_data : TEXCOORD5; // vertex left bottom position (x, y, z), vertex width (w)
float4 uv_data : TEXCOORD6; // UV left bottom position (x, y), UV width (z), size ratio (w)
float4 rotation_data : TEXCOORD7;
};
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 = GetVertexPositionInputs(vert).positionCS;
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0)
scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale,
abs(dot(TransformObjectToWorldNormal(input.normal.xyz),
normalize(GetWorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
// if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
// {
// input.color.rgb = UIGammaToLinear(input.color.rgb);
// }
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
float4 faceColor = float4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.position = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
// decal
output.rotation_data = input.texcoord1;
output.vert_data = input.texcoord2;
output.uv_data = input.texcoord3;
return output;
}
void CalculateDecalUV_float(float3 vertexPosition, float4 meshData, float4 uvData, float4 quaternion,
out float3 decalUV, out float3 decalClip)
{
const float2 uv = (vertexPosition.xy / _ScaledScreenParams.xy);
#if UNITY_REVERSED_Z
float depth = SampleSceneDepth(uv);
#else
// Adjust Z to match NDC for OpenGL ([-1, 1])
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, SampleSceneDepth(uv));
#endif
const float3 world_pos = ComputeWorldSpacePosition(uv, depth, UNITY_MATRIX_I_VP);
const float3 local_pos = TransformWorldToObject(world_pos);
CalculateDecal_float(local_pos, meshData, uvData, quaternion, decalUV, decalClip);
}
float4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float3 decalUV;
float3 decalClip;
CalculateDecalUV_float(input.position, input.vert_data, input.uv_data, input.rotation_data, decalUV, decalClip);
// half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
float d = tex2D(_MainTex, decalUV.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
DecalClip_float(c, decalClip, c);
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f9ec818b9b324c618897b83ca611c3d1
timeCreated: 1732722899