mirror of
https://github.com/nothke/quality-control.git
synced 2024-12-23 00:07:28 +00:00
158 lines
5.2 KiB
HLSL
158 lines
5.2 KiB
HLSL
|
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;
|
|||
|
}
|