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; }