chore: Project Restructuring & Theatre
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Tags
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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ReadMask [_StencilReadMask]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma shader_feature __ GLOW_ON
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityUI.cginc"
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#include "TMPro_Properties.cginc"
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#include "TMPro.cginc"
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// ---- Portal Clipping (inlined from PortalClipping.hlsl, adapted for CGPROGRAM) ----
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// Global matrices set by Portal.cs via Shader.SetGlobalMatrix
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float4x4 _PortalMatrix;
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float4x4 _CameraMatrix;
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// unity_RenderingLayer is part of the UnityPerDraw cbuffer fed by URP.
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// In CGPROGRAM it is not auto-declared, so we declare it manually here.
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float4 unity_RenderingLayer;
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float PortalClipValue(float3 worldPos)
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{
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// Detect shadow pass
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float3 currentCamPos = UNITY_MATRIX_I_V._m03_m13_m23;
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float3 mainCamPos = float3(_CameraMatrix[0][3], _CameraMatrix[1][3], _CameraMatrix[2][3]);
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float distanceBetweenCams = length(currentCamPos - mainCamPos);
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bool isShadowPass = (distanceBetweenCams > 0.01);
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if (isShadowPass)
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{
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if ((UNITY_MATRIX_P[0][0] != _CameraMatrix[0][0]))
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isShadowPass = false;
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}
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|
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if (isShadowPass)
|
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return 1;
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float3 camPosWorld = float3(_CameraMatrix[0][3], _CameraMatrix[1][3], _CameraMatrix[2][3]);
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float3 localPixelPos = mul(_PortalMatrix, float4(worldPos, 1)).xyz;
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float t = -localCamPos.z / rayDir.z;
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bool pixelBehind = localPixelPos.z > 0;
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bool camBehind = localCamPos.z < 0;
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// Read rendering layer — same as GetMeshRenderingLayer() in HLSL
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uint renderingLayer = asuint(unity_RenderingLayer.x);
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// -------------------------------------------------------------------------------
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struct vertex_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 position : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float4 texcoord0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 mask : TEXCOORD2;
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float3 viewDir : TEXCOORD3;
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fixed4 underlayColor : COLOR1;
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float3 worldPos : TEXCOORD6;
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float4 _FaceTex_ST;
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float4 _OutlineTex_ST;
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float _UIMaskSoftnessX;
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float _UIMaskSoftnessY;
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int _UIVertexColorAlwaysGammaSpace;
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pixel_t VertShader(vertex_t input)
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{
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pixel_t output;
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UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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vert.y += _VertexOffsetY;
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// Compute world position for portal clipping
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output.worldPos = mul(unity_ObjectToWorld, vert).xyz;
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return faceColor * input.color.a;
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}
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ENDCG
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user