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#if SHADERPASS != SHADERPASS_CUSTOM_UI
#error SHADERPASS_CUSTOM_UI_is_not_correctly_defined
#endif
#ifdef UNITY_UV_STARTS_AT_TOP
float4x4 unity_MatrixVP;
#endif
#define INCLUDE_ONLY_MV_FUNCTIONS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
// 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)
float4 TransformModelToHClip(float3 positionOS)
{
return mul(unity_MatrixVP, mul(GetRawUnityObjectToWorld(), 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);
// output.positionCS = TransformObjectToHClip(input.positionOS);
#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 HDCamera,
//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)
output.texCoord0 = input.uv0;
#endif
//UI "Mask"
#if defined(VARYINGS_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)
// Store previous CS position for MV calculation
float3 previousPositionRWS = TransformPreviousObjectToWorld(input.positionOS);
output.texCoord2 = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
#endif
#if defined(VARYINGS_NEED_TEXCOORD3)
output.texCoord3 = input.uv3;
#endif
#if defined(VARYINGS_NEED_TEXCOORD4)
output.texCoord4 = input.uv4;
#endif
#if defined(VARYINGS_NEED_TEXCOORD5)
output.texCoord5 = input.uv5;
#endif
#if defined(VARYINGS_NEED_TEXCOORD6)
output.texCoord6 = input.uv6;
#endif
#if defined(VARYINGS_NEED_TEXCOORD7)
output.texCoord7 = input.uv7;
#endif
#if defined(VARYINGS_NEED_COLOR)
output.color = input.color;
#endif
#ifdef VARYINGS_NEED_SCREENPOSITION
output.screenPosition = GetVertexPositionNDC(output.positionCS); // vertexInput.positionNDC;
#endif
// Apply MV bias
#if UNITY_REVERSED_Z
output.positionCS.z -= unity_MotionVectorsParams.z * output.positionCS.w;
#else
output.positionCS.z += unity_MotionVectorsParams.z * output.positionCS.w;
#endif
return output;
}
PackedVaryings vert(Attributes input)
{
Varyings output = BuildVaryings(input);
PackedVaryings packedOutput = PackVaryings(output);
return packedOutput;
}
//NOTE: some shaders set target1 to be
// Blend 1 SrcAlpha OneMinusSrcAlpha
//The reason for this blend mode is to let virtual texturing alpha dither work.
//Anything using Target1 should write 1.0 or 0.0 in alpha to write / not write into the target.
#ifdef UNITY_VIRTUAL_TEXTURING
#define VT_BUFFER_TARGET SV_Target1
#define EXTRA_BUFFER_TARGET SV_Target2
#if defined(SHADER_API_PSSL)
//For exact packing on pssl, we want to write exact 16 bit unorm (respect exact bit packing).
//In some sony platforms, the default is FMT_16_ABGR, which would incur in loss of precision.
//Thus, when VT is enabled, we force FMT_32_ABGR
#pragma PSSL_target_output_format(target 1 FMT_32_ABGR)
#endif
#else
#define EXTRA_BUFFER_TARGET SV_Target1
#endif
void frag(PackedVaryings packedInput,
out float4 outColor : SV_Target0
#ifdef UNITY_VIRTUAL_TEXTURING
, out float4 outVTFeedback : VT_BUFFER_TARGET
#endif
, out float4 outMotionVec : EXTRA_BUFFER_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;
outColor = half4(surfaceDescription.BaseColor + surfaceDescription.Emission, alpha) ;
#if !defined(HAVE_VFX_MODIFICATION) && !defined(_DISABLE_COLOR_TINT)
outColor *= unpacked.color;
#endif
#ifdef UNITY_UI_CLIP_RECT
//mask = Uv2
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(unpacked.texCoord1.xy)) * unpacked.texCoord1.zw);
outColor.a *= m.x * m.y;
#endif
#ifdef _ALPHATEST_ON
clip(alpha - surfaceDescription.AlphaClipThreshold);
#endif
outColor.rgb *= outColor.a;
// We don't support VT feedback on UI
#ifdef UNITY_VIRTUAL_TEXTURING
outVTFeedback = 0;
#endif
#if defined(UI_MOTION_VECTORS)
float4 previousPositionCS = unpacked.texCoord2;
float2 motionVector = CalculateMotionVector(unpacked.positionCS, previousPositionCS);
outMotionVec = float4(motionVector * 0.5, 1, 1);
#endif
}