fix: applied a workaround to fix a Microsoft HLSL compiler issue
close #131 https://fogbugz.unity3d.com/default.asp?934464_sjh4cs4ok77ne0cj&_ga=2.124069071.432066521.1640792064-45545210.1640792064develop
parent
f59d147fe0
commit
50c41f29cc
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@ -7,6 +7,11 @@ float4x4 _GameVP;
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float4x4 _GameTVP;
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half4 _MaskInteraction;
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float CustomStep(float a, float x)
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{
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return x >= a;
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}
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fixed Approximately(float4x4 a, float4x4 b)
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{
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float4x4 d = abs(a - b);
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@ -30,16 +35,16 @@ float SoftMaskInternal(float4 clipPos)
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float4 cpos = mul(_GameTVP, mul(UNITY_MATRIX_M, wpos));
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view = lerp(view, cpos.xy / cpos.w * 0.5 + 0.5, isSceneView);
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#if UNITY_UV_STARTS_AT_TOP
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view.y = lerp(view.y, 1 - view.y, step(0, _ProjectionParams.x));
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view.y = lerp(view.y, 1 - view.y, CustomStep(0, _ProjectionParams.x));
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#endif
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#elif UNITY_UV_STARTS_AT_TOP
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view.y = lerp(view.y, 1 - view.y, step(0, _ProjectionParams.x));
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view.y = lerp(view.y, 1 - view.y, CustomStep(0, _ProjectionParams.x));
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#endif
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fixed4 mask = tex2D(_SoftMaskTex, view);
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half4 alpha = saturate(lerp(fixed4(1, 1, 1, 1), lerp(mask, 1 - mask, _MaskInteraction - 1), _MaskInteraction));
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#if SOFTMASK_EDITOR
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alpha *= step(0, view.x) * step(view.x, 1) * step(0, view.y) * step(view.y, 1);
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alpha *= CustomStep(0, view.x) * CustomStep(view.x, 1) * CustomStep(0, view.y) * CustomStep(view.y, 1);
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#endif
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return alpha.x * alpha.y * alpha.z * alpha.w;
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@ -53,4 +58,4 @@ float SoftMaskInternal(float4 clipPos)
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#define SoftMask(clipPos, worldPosition) SoftMaskInternal(clipPos)
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#endif
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#endif // UI_SOFTMASK_INCLUDED
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#endif // UI_SOFTMASK_INCLUDED
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