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5 Commits
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50c41f29cc |
15
CHANGELOG.md
15
CHANGELOG.md
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@ -1,3 +1,18 @@
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## [1.0.2](https://github.com/mob-sakai/SoftMaskForUGUI/compare/1.0.1...1.0.2) (2022-05-15)
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### Bug Fixes
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* support TextMeshPro v2 or later ([c85409e](https://github.com/mob-sakai/SoftMaskForUGUI/commit/c85409e56ff09607244061c59518f5d1f460a918))
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## [1.0.1](https://github.com/mob-sakai/SoftMaskForUGUI/compare/1.0.0...1.0.1) (2022-05-15)
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### Bug Fixes
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* applied a workaround to fix a Microsoft HLSL compiler issue ([50c41f2](https://github.com/mob-sakai/SoftMaskForUGUI/commit/50c41f29ccc9b70acdd7f15490debd8eacf5a102)), closes [#131](https://github.com/mob-sakai/SoftMaskForUGUI/issues/131)
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* fixed shader compilation in some platforms ([40b450b](https://github.com/mob-sakai/SoftMaskForUGUI/commit/40b450ba24e77c34c97fe8411f7b0b1dd103d487))
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# [1.0.0](https://github.com/mob-sakai/SoftMaskForUGUI/compare/0.9.1...1.0.0) (2021-02-24)
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@ -124,8 +124,13 @@ SubShader {
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#if UNITY_VERSION < 201910
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc"
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#else
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#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
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#include "Assets/TextMesh Pro/Shaders/TMPro.cginc"
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#endif
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#include "Packages/com.coffee.softmask-for-ugui/Shaders/SoftMask.cginc"
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#pragma shader_feature __ SOFTMASK_EDITOR
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@ -93,7 +93,11 @@ SubShader {
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#if UNITY_VERSION < 201910
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#include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc"
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#else
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#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
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#endif
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#include "Packages/com.coffee.softmask-for-ugui/Shaders/SoftMask.cginc"
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#pragma shader_feature __ SOFTMASK_EDITOR
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@ -7,9 +7,21 @@ 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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float4x4 d = a - b;
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d = float4x4(
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abs(d[0]),
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abs(d[1]),
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abs(d[2]),
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abs(d[3])
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);
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return step(
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max(d._m00,max(d._m01,max(d._m02,max(d._m03,
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max(d._m10,max(d._m11,max(d._m12,max(d._m13,
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@ -30,16 +42,16 @@ 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 +65,4 @@ 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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@ -2,7 +2,7 @@
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"name": "com.coffee.softmask-for-ugui",
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"displayName": "UI Soft Mask",
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"description": "UI Soft Mask is a smooth masking component for Unity UI (uGUI) elements.\nBy using SoftMask instead of the default Mask component, you can beautifully represent the rounded edges of UI elements.",
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"version": "1.0.0",
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"version": "1.0.2",
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"unity": "2017.1",
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"license": "MIT",
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"repository": {
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