| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768 | #ifndef UI_SOFTMASK_INCLUDED#define UI_SOFTMASK_INCLUDEDsampler2D _SoftMaskTex;float _Stencil;float4x4 _GameVP;float4x4 _GameTVP;half4 _MaskInteraction;float CustomStep(float a, float x){	return x >= a;}fixed Approximately(float4x4 a, float4x4 b){	float4x4 d = a - b;	d = float4x4(			abs(d[0]),			abs(d[1]),			abs(d[2]),			abs(d[3])		);			return step(		max(d._m00,max(d._m01,max(d._m02,max(d._m03,		max(d._m10,max(d._m11,max(d._m12,max(d._m13,		max(d._m20,max(d._m21,max(d._m22,max(d._m23,		max(d._m30,max(d._m31,max(d._m32,d._m33))))))))))))))),		0.5);}#if SOFTMASK_EDITORfloat SoftMaskInternal(float4 clipPos, float4 wpos)#elsefloat SoftMaskInternal(float4 clipPos)#endif{	half2 view = clipPos.xy/_ScreenParams.xy;	#if SOFTMASK_EDITOR		fixed isSceneView = 1 - Approximately(UNITY_MATRIX_VP, _GameVP);		float4 cpos = mul(_GameTVP, mul(UNITY_MATRIX_M, wpos));		view = lerp(view, cpos.xy / cpos.w * 0.5 + 0.5, isSceneView);		#if UNITY_UV_STARTS_AT_TOP			view.y = lerp(view.y, 1 - view.y, CustomStep(0, _ProjectionParams.x));		#endif	#elif UNITY_UV_STARTS_AT_TOP		view.y = lerp(view.y, 1 - view.y, CustomStep(0, _ProjectionParams.x));	#endif	fixed4 mask = tex2D(_SoftMaskTex, view);	half4 alpha = saturate(lerp(fixed4(1, 1, 1, 1), lerp(mask, 1 - mask, _MaskInteraction - 1), _MaskInteraction));	#if SOFTMASK_EDITOR	alpha *= CustomStep(0, view.x) * CustomStep(view.x, 1) * CustomStep(0, view.y) * CustomStep(view.y, 1);	#endif	return alpha.x * alpha.y * alpha.z * alpha.w;}#if SOFTMASK_EDITOR	#define SOFTMASK_EDITOR_ONLY(x) x	#define SoftMask(clipPos, worldPosition) SoftMaskInternal(clipPos, worldPosition)#else	#define SOFTMASK_EDITOR_ONLY(x)	#define SoftMask(clipPos, worldPosition) SoftMaskInternal(clipPos)#endif#endif // UI_SOFTMASK_INCLUDED
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