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Cielonos/Assets/OtherPlugins/ChocDino/UIFX/Runtime/Shaders/Resources/BlendUtils.cginc
SoulliesOfficial d94241f36c 场景设计
2026-01-12 03:22:16 -05:00

87 lines
1.9 KiB
HLSL

#include "UnityCG.cginc"
#include "UnityUI.cginc"
// Actually 2019.4.18 but UNITY_VERSION doesn't support double digits
#if UNITY_VERSION < 201949
#define MASK_SOFTNESS_OLD
#endif
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID // VR SUPPORT
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : TEXCOORD1;
#ifdef UNITY_UI_CLIP_RECT
float4 mask : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO // VR SUPPORT
};
sampler2D _MainTex;
sampler2D _ResultTex;
sampler2D _SourceTex;
float4 _MainTex_ST;
float4 _ResultTex_ST;
float4 _ResultTex_TexelSize;
#ifdef UNITY_UI_CLIP_RECT
float4 _ClipRect;
#ifdef MASK_SOFTNESS_OLD
float _MaskSoftnessX;
float _MaskSoftnessY;
#else
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
#endif
#endif
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); // VR SUPPORT
UNITY_INITIALIZE_OUTPUT(v2f, o); // VR SUPPORT
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // VR SUPPORT
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _ResultTex);
o.color = v.color;
// 2D rect clipping
#ifdef UNITY_UI_CLIP_RECT
{
float2 pixelSize = o.vertex.w;
pixelSize /= float2(1.0, 1.0) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
#ifdef MASK_SOFTNESS_OLD
half2 maskSoftness = half2(_MaskSoftnessX, _MaskSoftnessY);
#else
half2 maskSoftness = half2(_UIMaskSoftnessX, _UIMaskSoftnessY);
#endif
o.mask = float4(v.vertex.xy * 2.0 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + abs(pixelSize.xy)));
}
#endif
return o;
}
float4 ApplyClipRect(float4 color, float4 mask)
{
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(mask.xy)) * mask.zw);
color.a *= m.x * m.y;
color.rgb *= m.x * m.y;
#endif
return color;
}