| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157 | struct vertex_t {    UNITY_VERTEX_INPUT_INSTANCE_ID    float4	position		: POSITION;    float3	normal			: NORMAL;    float4	color			: COLOR;    float2	texcoord0		: TEXCOORD0;    float2	texcoord1		: TEXCOORD1;};struct pixel_t {    UNITY_VERTEX_INPUT_INSTANCE_ID    UNITY_VERTEX_OUTPUT_STEREO    float4	position		: SV_POSITION;    float4	faceColor		: COLOR;    float4	outlineColor	: COLOR1;    float4	texcoord0		: TEXCOORD0;    float4	param			: TEXCOORD1;		// weight, scaleRatio    float2	mask			: TEXCOORD2;    #if (UNDERLAY_ON || UNDERLAY_INNER)    float4	texcoord2		: TEXCOORD3;    float4	underlayColor	: COLOR2;    #endif};float4 SRGBToLinear(float4 rgba) {    return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);}pixel_t VertShader(vertex_t input){    pixel_t output;    UNITY_INITIALIZE_OUTPUT(pixel_t, output);    UNITY_SETUP_INSTANCE_ID(input);    UNITY_TRANSFER_INSTANCE_ID(input, output);    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);    float bold = step(input.texcoord1.y, 0);    float4 vert = input.position;    vert.x += _VertexOffsetX;    vert.y += _VertexOffsetY;    float4 vPosition = UnityObjectToClipPos(vert);    float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;    weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;    // Generate UV for the Masking Texture    float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);    float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);    float4 color = input.color;    #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)    color = SRGBToLinear(input.color);    #endif    float opacity = color.a;    #if (UNDERLAY_ON | UNDERLAY_INNER)    opacity = 1.0;    #endif    float4 faceColor = float4(color.rgb, opacity) * _FaceColor;    faceColor.rgb *= faceColor.a;    float4 outlineColor = _OutlineColor;    outlineColor.a *= opacity;    outlineColor.rgb *= outlineColor.a;    output.position = vPosition;    output.faceColor = faceColor;    output.outlineColor = outlineColor;    output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);    output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);    float2 mask = float2(0, 0);    #if UNITY_UI_CLIP_RECT    mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;    #endif    output.mask = mask;    #if (UNDERLAY_ON || UNDERLAY_INNER)    float4 underlayColor = _UnderlayColor;    underlayColor.rgb *= underlayColor.a;    float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;    float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;    output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);    output.underlayColor = underlayColor;    #endif    return output;}float4 PixShader(pixel_t input) : SV_Target{    UNITY_SETUP_INSTANCE_ID(input);    float d = tex2D(_MainTex, input.texcoord0.xy).a;    float2 UV = input.texcoord0.xy;    float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;    #if (UNDERLAY_ON | UNDERLAY_INNER)    float layerScale = scale;    layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);    float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);    #endif    scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);    float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);    #ifdef OUTLINE_ON    float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));    faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));    faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);    #endif    #if UNDERLAY_ON    d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;    faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);    #endif    #if UNDERLAY_INNER    float bias = input.param.x * scale - 0.5;    float sd = saturate(d * scale - bias - input.param.z);    d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;    faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);    #endif    #ifdef MASKING    float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);    float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;    a = saturate(t / _MaskEdgeSoftness);    faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);    faceColor *= a;    #endif    // Alternative implementation to UnityGet2DClipping with support for softness    #if UNITY_UI_CLIP_RECT    float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));    float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);    faceColor *= m.x * m.y;    #endif    #if (UNDERLAY_ON | UNDERLAY_INNER)    faceColor *= input.texcoord2.z;    #endif    #if UNITY_UI_ALPHACLIP    clip(faceColor.a - 0.001);    #endif    return faceColor;}
 |