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