57 lines
1.6 KiB
HLSL
57 lines
1.6 KiB
HLSL
#ifndef UI_SOFTMASK_INCLUDED
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#define UI_SOFTMASK_INCLUDED
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sampler2D _SoftMaskTex;
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float _Stencil;
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float4x4 _GameVP;
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float4x4 _GameTVP;
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half4 _MaskInteraction;
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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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0.5);
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}
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#if SOFTMASK_EDITOR
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float SoftMaskInternal(float4 clipPos, float4 wpos)
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#else
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float SoftMaskInternal(float4 clipPos)
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#endif
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{
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half2 view = clipPos.xy/_ScreenParams.xy;
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#if SOFTMASK_EDITOR
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fixed isSceneView = 1 - Approximately(UNITY_MATRIX_VP, _GameVP);
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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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#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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#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 = lerp(fixed4(1, 1, 1, 1), alpha, step(0, view.x) * step(view.x, 1) * step(0, view.y) * step(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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}
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#if SOFTMASK_EDITOR
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#define SOFTMASK_EDITOR_ONLY(x) x
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#define SoftMask(clipPos, worldPosition) SoftMaskInternal(clipPos, worldPosition)
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#else
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#define SOFTMASK_EDITOR_ONLY(x)
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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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