SoftMaskForUGUI/Shaders/SoftMask.cginc

57 lines
1.6 KiB
HLSL

#ifndef UI_SOFTMASK_INCLUDED
#define UI_SOFTMASK_INCLUDED
sampler2D _SoftMaskTex;
float _Stencil;
float4x4 _GameVP;
float4x4 _GameTVP;
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))))))))))))))),
0.5);
}
#if SOFTMASK_EDITOR
float SoftMaskInternal(float4 clipPos, float4 wpos)
#else
float SoftMaskInternal(float4 clipPos)
#endif
{
half2 view = clipPos.xy/_ScreenParams.xy;
#if SOFTMASK_EDITOR
fixed isSceneView = 1 - Approximately(UNITY_MATRIX_VP, _GameVP);
float4 cpos = mul(_GameTVP, mul(UNITY_MATRIX_M, wpos));
view = lerp(view, cpos.xy / cpos.w * 0.5 + 0.5, isSceneView);
#if UNITY_UV_STARTS_AT_TOP
view.y = lerp(view.y, 1 - view.y, step(0, _ProjectionParams.x));
#endif
#elif UNITY_UV_STARTS_AT_TOP
view.y = lerp(view.y, 1 - view.y, step(0, _ProjectionParams.x));
#endif
fixed4 mask = tex2D(_SoftMaskTex, view);
half4 alpha = saturate(lerp(fixed4(1, 1, 1, 1), lerp(mask, 1 - mask, _MaskInteraction - 1), _MaskInteraction));
#if SOFTMASK_EDITOR
alpha = lerp(fixed4(1, 1, 1, 1), alpha, step(0, view.x) * step(view.x, 1) * step(0, view.y) * step(view.y, 1));
#endif
return alpha.x * alpha.y * alpha.z * alpha.w;
}
#if SOFTMASK_EDITOR
#define SOFTMASK_EDITOR_ONLY(x) x
#define SoftMask(clipPos, worldPosition) SoftMaskInternal(clipPos, worldPosition)
#else
#define SOFTMASK_EDITOR_ONLY(x)
#define SoftMask(clipPos, worldPosition) SoftMaskInternal(clipPos)
#endif
#endif // UI_SOFTMASK_INCLUDED