struct vertex_t { float4 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; float4 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct pixel_t { float4 position : SV_POSITION; float4 faceColor : COLOR; float4 outlineColor : COLOR1; float2 texcoord0 : TEXCOORD0; float4 param : TEXCOORD1; // weight, scaleRatio float2 clipUV : TEXCOORD2; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 texcoord2 : TEXCOORD3; float4 underlayColor : COLOR2; #endif }; sampler2D _GUIClipTexture; uniform float4x4 unity_GUIClipTextureMatrix; float4 _MainTex_TexelSize; 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; float bold = step(input.texcoord0.w, 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 Clip Texture float3 eyePos = UnityObjectToViewPos(input.position); float2 clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0)); 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 = float2(input.texcoord0.xy); output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _MainTex_TexelSize.z , _OutlineWidth * _ScaleRatioA * 0.5, 0); output.clipUV = clipUV; #if (UNDERLAY_ON || UNDERLAY_INNER) float4 underlayColor = _UnderlayColor; underlayColor.rgb *= underlayColor.a; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _MainTex_TexelSize.z; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _MainTex_TexelSize.w; 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 { 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 #if (UNDERLAY_ON | UNDERLAY_INNER) faceColor *= input.texcoord2.z; #endif faceColor *= tex2D(_GUIClipTexture, input.clipUV).a; return faceColor; }