SoftMaskForUGUI/SoftMask.cginc

51 lines
1.4 KiB
Plaintext
Raw Normal View History

2018-11-20 07:49:14 +08:00
#ifndef UI_SOFTMASK_INCLUDED
#define UI_SOFTMASK_INCLUDED
sampler2D _SoftMaskTex;
float _Stencil;
float4x4 _SceneV;
float4x4 _SceneP;
float4x4 _GameVP;
half4 _MaskInteraction;
2018-11-20 07:49:14 +08:00
fixed Approximately(float4x4 a, float4x4 b)
{
float4x4 d = abs(a - b);
return step(
max(d._m00,max(d._m01,max(d._m02,max(d._m03,
max(d._m10,max(d._m11,max(d._m12,max(d._m13,
max(d._m20,max(d._m21,max(d._m22,max(d._m23,
max(d._m30,max(d._m31,max(d._m32,d._m33))))))))))))))),
1);
2018-11-20 07:49:14 +08:00
}
fixed GetMaskAlpha(fixed alpha, fixed stencilId, fixed interaction)
{
fixed onStencil = step(stencilId, _Stencil);
alpha = lerp(1, alpha, onStencil * step(1, interaction));
return lerp(alpha, 1 - alpha, onStencil * step(2, interaction));
}
half SoftMask(float4 clipPos, float4 wpos)
2018-11-20 07:49:14 +08:00
{
half2 view = clipPos.xy/_ScreenParams.xy;
#if SOFTMASK_EDITOR
fixed isSceneView = max(Approximately(UNITY_MATRIX_V, _SceneV), Approximately(UNITY_MATRIX_P, _SceneP));
float4 cpos = mul(_GameVP, mul(UNITY_MATRIX_M, wpos));
view = lerp(view, cpos.xy / cpos.w * 0.5 + 0.5, isSceneView);
#endif
#if UNITY_UV_STARTS_AT_TOP
2019-01-11 20:36:28 +08:00
view.y = 1.0 - view.y;
#endif
2018-11-20 07:49:14 +08:00
fixed4 mask = tex2D(_SoftMaskTex, view);
half alpha = GetMaskAlpha(mask.x, 1, _MaskInteraction.x)
* GetMaskAlpha(mask.y, 3, _MaskInteraction.y)
* GetMaskAlpha(mask.z, 7, _MaskInteraction.z)
* GetMaskAlpha(mask.w, 15, _MaskInteraction.w);
2018-11-20 07:49:14 +08:00
return alpha;
}
#endif // UI_SOFTMASK_INCLUDED