struct vertex_t { UNITY_VERTEX_INPUT_INSTANCE_ID float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; float4 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; // x = weight, y = no longer used 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); } float _UIMaskSoftnessX; float _UIMaskSoftnessY; 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.texcoord0.w, 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, 0, _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; float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); pixelSize *= _TextureHeight * 0.75; float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); #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); #if 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 #if 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 half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); float2 maskZW = 0.25 / (0.25 * maskSoftness + 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; }