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textdecalURP/Assets/ru.chikalin/textdecal/Shaders/TMPro_Decal.cginc
Kirill Chikalin a3072a3693 first commit
2024-11-16 13:20:07 +03:00

228 lines
8.1 KiB
HLSL
Executable File

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include <HLSLSupport.cginc>
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord3 : TEXCOORD3; // vertex left bottom position
float2 texcoord4 : TEXCOORD4; // UV left bottom position
float2 texcoord5 : TEXCOORD5; // vertex width, height
float2 texcoord6 : TEXCOORD6; // UV width, height
float2 texcoord7 : TEXCOORD7; // rotation (x - angle)
};
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 texcoord1 : TEXCOORD3;
float2 underlayParam : TEXCOORD4;
#endif
float4 vert_data : TEXCOORD5; // vertex left bottom position (x, y), vertex width (z), height (w)
float4 uv_data : TEXCOORD6; // UV left bottom position (x, y), UV width (z), height (w)
float2 rot_data : TEXCOORD7; // sin(a), cos(a)
};
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;
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
// decal
output.vert_data = float4(input.texcoord3.xy, input.texcoord5.xy);
output.uv_data = float4(input.texcoord4.xy, input.texcoord6.xy);
const float angle = input.texcoord7.x;
output.rot_data = float2(sin(angle), cos(angle));
return output;
}
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(const float3 input, float2 m)
{
const float c = m.y; // cos(a)
const float s = m.x; // sin(a)
return mul(input, float3x3(c,-s, 0, s, c , 0, 0, 0, 1));
}
float4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
// decal start
const float2 uv = (input.position.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);
float3 local_pos = TransformWorldToObject(world_pos);
// move local space to left bottom vertex position
local_pos -= float3(input.vert_data.xy, 0);
local_pos = rotate(local_pos,input.rot_data);
const float width = input.vert_data.z;
const float height = input.vert_data.w;
float4 decal_clip = float4(0, 0, 1, 1);
decal_clip.x = step(0, local_pos.x) * (1 - step(width, local_pos.x));
decal_clip.y = step(0, local_pos.y) * (1 - step(height, local_pos.y));
// remap from (0..vertex_size) to (uv.start..uv.end)
local_pos.x = remap(0, width, input.uv_data.x, input.uv_data.x + input.uv_data.z, local_pos.x);
local_pos.y = remap(0, height, input.uv_data.y, input.uv_data.y + input.uv_data.w, local_pos.y);
// decal end
// float d = tex2D(_MainTex, input.texcoord0.xy).a;
float d = tex2D(_MainTex, local_pos.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);
faceColor *= decal_clip.x * decal_clip.y * decal_clip.z;
#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;
}