47 lines
1.1 KiB
HLSL
47 lines
1.1 KiB
HLSL
#ifndef UI_SOFTMASK_INCLUDED
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#define UI_SOFTMASK_INCLUDED
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sampler2D _SoftMaskTex;
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fixed _SoftMaskInverse;
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float _Stencil;
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float4x4 _SceneView;
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float4x4 _SceneProj;
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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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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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max(d._m20,max(d._m21,max(d._m22,max(d._m23,
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max(d._m30,max(d._m31,max(d._m32,d._m33))))))))))))))),
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0.01);
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}
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half SoftMask(float4 clipPos)
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{
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half2 view = clipPos.xy/_ScreenParams.xy;
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#if UNITY_UV_STARTS_AT_TOP
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view.y = 1.0 - view.y;
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#endif
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half alpha =
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lerp(1, tex2D(_SoftMaskTex, view).a, step(15, _Stencil))
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* lerp(1, tex2D(_SoftMaskTex, view).b, step(7, _Stencil))
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* lerp(1, tex2D(_SoftMaskTex, view).g, step(3, _Stencil))
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* lerp(1, tex2D(_SoftMaskTex, view).r, step(1, _Stencil));
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alpha = lerp(alpha, 1 - alpha, _SoftMaskInverse);
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#if SOFTMASK_EDITOR
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fixed isSceneView = max(Approximately(UNITY_MATRIX_V, _SceneView), Approximately(UNITY_MATRIX_P, _SceneProj));
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alpha = lerp(alpha, 1, isSceneView);
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#endif
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return alpha;
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}
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#endif // UI_SOFTMASK_INCLUDED
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