SoftMaskForUGUI/SoftMask.cginc

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2018-11-20 07:49:14 +08:00
#ifndef UI_SOFTMASK_INCLUDED
#define UI_SOFTMASK_INCLUDED
sampler2D _SoftMaskTex;
fixed _SoftMaskInverse;
float _Stencil;
float4x4 _SceneView;
float4x4 _SceneProj;
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))))))))))))))),
0.01);
}
half SoftMask(float4 clipPos)
{
half2 view = clipPos.xy/_ScreenParams.xy;
#if UNITY_UV_STARTS_AT_TOP
view.y = 1.0 - view.y;
#endif
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half alpha =
lerp(1, tex2D(_SoftMaskTex, view).a, step(15, _Stencil))
* lerp(1, tex2D(_SoftMaskTex, view).b, step(7, _Stencil))
* lerp(1, tex2D(_SoftMaskTex, view).g, step(3, _Stencil))
* lerp(1, tex2D(_SoftMaskTex, view).r, step(1, _Stencil));
alpha = lerp(alpha, 1 - alpha, _SoftMaskInverse);
#if SOFTMASK_EDITOR
fixed isSceneView = max(Approximately(UNITY_MATRIX_V, _SceneView), Approximately(UNITY_MATRIX_P, _SceneProj));
alpha = lerp(alpha, 1, isSceneView);
#endif
return alpha;
}
#endif // UI_SOFTMASK_INCLUDED