Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /ShaderGraph /Includes /CanvasPass.hlsl
| #if SHADERPASS != SHADERPASS_CUSTOM_UI | |
| #error SHADERPASS_CUSTOM_UI_is_not_correctly_defined | |
| #endif | |
| // Get Homogeneous normalized device coordinates | |
| float4 GetVertexPositionNDC(float3 positionCS) | |
| { | |
| float3 ndc = positionCS * 0.5f; | |
| float4 positionNDC; | |
| positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x);// + ndc.w; | |
| positionNDC.zw = float2(positionCS.z, 1.0); | |
| return positionNDC; | |
| } | |
| // Transforms position from object space to homogenous space | |
| float4 TransformModelToHClip(float3 positionOS) | |
| { | |
| return mul(unity_MatrixVP, mul(unity_ObjectToWorld, float4(positionOS, 1.0))); | |
| } | |
| Varyings BuildVaryings(Attributes input) | |
| { | |
| Varyings output = (Varyings)0; | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); | |
| // Returns the camera relative position (if enabled) | |
| float3 positionWS = TransformObjectToWorld(input.positionOS); | |
| output.positionCS = TransformWorldToHClip(positionWS); | |
| #if UNITY_UV_STARTS_AT_TOP | |
| //When UI is set to render in Overlay it writes to GFXdevice | |
| //the same as if it was writing to a full screen back buffer | |
| //Work around to catch Matrices not supplied by Camera, | |
| //So Clipspace is recalculated, using raw unity_ObjectToWorld & unity_MatrixVP | |
| output.positionCS = TransformModelToHClip(input.positionOS); | |
| output.texCoord0.y = 1.0 - output.texCoord0.y; | |
| #endif | |
| #ifdef ATTRIBUTES_NEED_NORMAL | |
| float3 normalWS = TransformObjectToWorldNormal(input.normalOS); | |
| #else | |
| // Required to compile ApplyVertexModification that doesn't use normal. | |
| float3 normalWS = float3(0.0, 0.0, 0.0); | |
| #endif | |
| #ifdef ATTRIBUTES_NEED_TANGENT | |
| float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); | |
| #endif | |
| // TODO: Change to inline ifdef | |
| // Do vertex modification in camera relative space (if enabled) | |
| #if defined(HAVE_VERTEX_MODIFICATION) | |
| ApplyVertexModification(input, normalWS, positionWS, _TimeParameters.xyz); | |
| #endif | |
| #ifdef VARYINGS_NEED_POSITION_WS | |
| output.positionWS = positionWS; | |
| #endif | |
| #ifdef VARYINGS_NEED_NORMAL_WS | |
| output.normalWS = normalWS; // normalized in TransformObjectToWorldNormal() | |
| #endif | |
| #ifdef VARYINGS_NEED_TANGENT_WS | |
| output.tangentWS = tangentWS; // normalized in TransformObjectToWorldDir() | |
| #endif | |
| #if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0) | |
| output.texCoord0 = input.uv0; | |
| #endif | |
| //UI "Mask" | |
| #if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1) | |
| #ifdef UNITY_UI_CLIP_RECT | |
| float2 pixelSize = output.positionCS.w; | |
| pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); | |
| float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | |
| float2 maskUV = (input.positionOS.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); | |
| output.texCoord1 = float4(input.positionOS.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); | |
| #endif | |
| #endif | |
| #if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2) | |
| output.texCoord2 = input.uv2; | |
| #endif | |
| #if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3) | |
| output.texCoord3 = input.uv3; | |
| #endif | |
| #if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR) | |
| output.color = input.color; | |
| #endif | |
| #ifdef VARYINGS_NEED_SCREENPOSITION | |
| output.screenPosition = GetVertexPositionNDC(output.positionCS); // vertexInput.positionNDC; | |
| #endif | |
| return output; | |
| } | |
| PackedVaryings vert(Attributes input) | |
| { | |
| Varyings output = BuildVaryings(input); | |
| PackedVaryings packedOutput = PackVaryings(output); | |
| return packedOutput; | |
| } | |
| half4 frag(PackedVaryings packedInput) : SV_TARGET | |
| { | |
| Varyings unpacked = UnpackVaryings(packedInput); | |
| UNITY_SETUP_INSTANCE_ID(unpacked); | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); | |
| SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked); | |
| SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); | |
| //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); | |
| unpacked.color.a = round(unpacked.color.a * alphaPrecision)*invAlphaPrecision; | |
| half alpha = surfaceDescription.Alpha; | |
| half4 color = half4(surfaceDescription.BaseColor + surfaceDescription.Emission, alpha) ; | |
| #if !defined(HAVE_VFX_MODIFICATION) && !defined(_DISABLE_COLOR_TINT) | |
| color *= unpacked.color; | |
| #endif | |
| #ifdef UNITY_UI_CLIP_RECT | |
| //mask = Uv2 | |
| half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(unpacked.texCoord1.xy)) * unpacked.texCoord1.zw); | |
| color.a *= m.x * m.y; | |
| #endif | |
| #if _ALPHATEST_ON | |
| clip(alpha - surfaceDescription.AlphaClipThreshold); | |
| #endif | |
| color.rgb *= color.a; | |
| return color; | |
| } | |