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Silly-Home/Packages/com.vrchat.base/Runtime/VRCSDK/Sample Assets/Shaders/Mobile/VRChat-Mobile-SupersampledUnlit.shader
2026-06-07 16:58:24 +01:00

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// 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
}
}
}