// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Modified by VRChat Inc. to be more VR-friendly and support supersampling. Shader "VRChat/Mobile/Worlds/Supersampled UI" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 mask : TEXCOORD1; centroid float2 texcoordCentroid : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float _UIMaskSoftnessX; float _UIMaskSoftnessY; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); float4 vPosition = UnityObjectToClipPos(v.vertex); OUT.vertex = vPosition; OUT.texcoord = OUT.texcoordCentroid = TRANSFORM_TEX(v.texcoord, _MainTex); float2 pixelSize = vPosition.w; pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f IN) : SV_Target { //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) //The incoming alpha could have numerical instability, which makes it very sensible to //HDR color transparency blend, when it blends with the world's texture. const half alphaPrecision = half(0xff); const half invAlphaPrecision = half(1.0/alphaPrecision); IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision; // per pixel partial derivatives float2 dx = ddx(IN.texcoord.xy); float2 dy = ddy(IN.texcoord.xy);// rotated grid uv offsets float2 uvOffsets = float2(0.125, 0.375); float2 offsetUV = float2(0.0, 0.0);// supersampled using 2x2 rotated grid half4 color = 0; // calculate gradient manually, since we don't want them to come from centroid texcoords float4 grad = float4(ddx(IN.texcoord.xy), ddy(IN.texcoord.xy)); const float bias_pow = 0.5f; // pow(2, -1.0f) grad *= bias_pow; // supersampling offsetUV.xy = IN.texcoordCentroid.xy + uvOffsets.x * dx + uvOffsets.y * dy; color += tex2Dgrad(_MainTex, offsetUV, grad.xy, grad.zw); offsetUV.xy = IN.texcoordCentroid.xy - uvOffsets.x * dx - uvOffsets.y * dy; color += tex2Dgrad(_MainTex, offsetUV, grad.xy, grad.zw); offsetUV.xy = IN.texcoordCentroid.xy + uvOffsets.y * dx - uvOffsets.x * dy; color += tex2Dgrad(_MainTex, offsetUV, grad.xy, grad.zw); offsetUV.xy = IN.texcoordCentroid.xy - uvOffsets.y * dx + uvOffsets.x * dy; color += tex2Dgrad(_MainTex, offsetUV, grad.xy, grad.zw); color *= 0.25; color = (color + _TextureSampleAdd) * IN.color; #ifdef UNITY_UI_CLIP_RECT half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); color.a *= m.x * m.y; #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }