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