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- #ifndef UI_SOFTMASK_INCLUDED
- #define UI_SOFTMASK_INCLUDED
- sampler2D _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_EDITOR
- float SoftMaskInternal(float4 clipPos, float4 wpos)
- #else
- float 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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