#ifndef UI_SOFTMASK_INCLUDED #define UI_SOFTMASK_INCLUDED sampler2D _SoftMaskTex; float _Stencil; float4x4 _SceneV; float4x4 _SceneP; float4x4 _GameVP; half4 _MaskInteraction; 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); } 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) { 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 view.y = 1.0 - view.y; #endif 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); return alpha; } #endif // UI_SOFTMASK_INCLUDED