151 lines
5.2 KiB
HLSL
151 lines
5.2 KiB
HLSL
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#if SHADERPASS != SHADERPASS_CUSTOM_UI
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#error SHADERPASS_CUSTOM_UI_is_not_correctly_defined
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#endif
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// Get Homogeneous normalized device coordinates
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float4 GetVertexPositionNDC(float3 positionCS)
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{
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float3 ndc = positionCS * 0.5f;
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float4 positionNDC;
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positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x);// + ndc.w;
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positionNDC.zw = float2(positionCS.z, 1.0);
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return positionNDC;
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}
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// Transforms position from object space to homogenous space
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float4 TransformModelToHClip(float3 positionOS)
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{
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return mul(unity_MatrixVP, mul(unity_ObjectToWorld, float4(positionOS, 1.0)));
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}
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Varyings BuildVaryings(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// Returns the camera relative position (if enabled)
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float3 positionWS = TransformObjectToWorld(input.positionOS);
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output.positionCS = TransformWorldToHClip(positionWS);
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#if UNITY_UV_STARTS_AT_TOP
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//When UI is set to render in Overlay it writes to GFXdevice
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//the same as if it was writing to a full screen back buffer
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//Work around to catch Matrices not supplied by Camera,
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//So Clipspace is recalculated, using raw unity_ObjectToWorld & unity_MatrixVP
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output.positionCS = TransformModelToHClip(input.positionOS);
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output.texCoord0.y = 1.0 - output.texCoord0.y;
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#endif
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#ifdef ATTRIBUTES_NEED_NORMAL
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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#else
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// Required to compile ApplyVertexModification that doesn't use normal.
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float3 normalWS = float3(0.0, 0.0, 0.0);
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#endif
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#ifdef ATTRIBUTES_NEED_TANGENT
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float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
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#endif
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// TODO: Change to inline ifdef
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// Do vertex modification in camera relative space (if enabled)
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#if defined(HAVE_VERTEX_MODIFICATION)
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ApplyVertexModification(input, normalWS, positionWS, _TimeParameters.xyz);
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#endif
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#ifdef VARYINGS_NEED_POSITION_WS
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output.positionWS = positionWS;
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#endif
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#ifdef VARYINGS_NEED_NORMAL_WS
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output.normalWS = normalWS; // normalized in TransformObjectToWorldNormal()
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#endif
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#ifdef VARYINGS_NEED_TANGENT_WS
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output.tangentWS = tangentWS; // normalized in TransformObjectToWorldDir()
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0)
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output.texCoord0 = input.uv0;
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#endif
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//UI "Mask"
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#if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1)
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#ifdef UNITY_UI_CLIP_RECT
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float2 pixelSize = output.positionCS.w;
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pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (input.positionOS.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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output.texCoord1 = float4(input.positionOS.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
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#endif
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2)
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output.texCoord2 = input.uv2;
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#endif
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#if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3)
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output.texCoord3 = input.uv3;
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#endif
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#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR)
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output.color = input.color;
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#endif
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#ifdef VARYINGS_NEED_SCREENPOSITION
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output.screenPosition = GetVertexPositionNDC(output.positionCS); // vertexInput.positionNDC;
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#endif
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return output;
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}
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PackedVaryings vert(Attributes input)
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{
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Varyings output = BuildVaryings(input);
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PackedVaryings packedOutput = PackVaryings(output);
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return packedOutput;
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}
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half4 frag(PackedVaryings packedInput) : SV_TARGET
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{
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Varyings unpacked = UnpackVaryings(packedInput);
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UNITY_SETUP_INSTANCE_ID(unpacked);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
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SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked);
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SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
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//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
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//The incoming alpha could have numerical instability, which makes it very sensible to
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//HDR color transparency blend, when it blends with the world's texture.
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const half alphaPrecision = half(0xff);
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const half invAlphaPrecision = half(1.0/alphaPrecision);
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unpacked.color.a = round(unpacked.color.a * alphaPrecision)*invAlphaPrecision;
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half alpha = surfaceDescription.Alpha;
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half4 color = half4(surfaceDescription.BaseColor + surfaceDescription.Emission, alpha) ;
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#if !defined(HAVE_VFX_MODIFICATION) && !defined(_DISABLE_COLOR_TINT)
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color *= unpacked.color;
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#endif
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#ifdef UNITY_UI_CLIP_RECT
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//mask = Uv2
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(unpacked.texCoord1.xy)) * unpacked.texCoord1.zw);
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color.a *= m.x * m.y;
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#endif
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#if _ALPHATEST_ON
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clip(alpha - surfaceDescription.AlphaClipThreshold);
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#endif
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color.rgb *= color.a;
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return color;
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}
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