Unity UI-Default.shader源码阅读

unity版本2022.3.27

先列出本人加上注释的源码:

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "UI/Default"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        //模板测试,可单独研究下
        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend One OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP


            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                float4  mask : TEXCOORD2;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;   //位于顶点空间的Rect,(x,y)为左下角位置,(z,w)为右上角位置
            float4 _MainTex_ST;
            float _UIMaskSoftnessX;
            float _UIMaskSoftnessY;
            int _UIVertexColorAlwaysGammaSpace;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                float4 vPosition = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex;
                OUT.vertex = vPosition;

                /*
                float2 pixelSize = vPosition.w;
                pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
                */
                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                //float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);     //多余未删的代码
                OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);

                //pixelSize几何意义不明,发现去掉也没啥影响的样子,暂不知道用来干啥
                //OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
                //xy为顶点相对于clampedRect中心的矢量,zw用来实现边缘羽化的效果,把一些计算从片元提取到顶点
                OUT.mask = float4(v.vertex.xy - 0.5 * (clampedRect.xy + clampedRect.zw), 1 / (0.5 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) ));

                if (_UIVertexColorAlwaysGammaSpace)
                {
                    if(!IsGammaSpace())
                    {
                        v.color.rgb = UIGammaToLinear(v.color.rgb);
                    }
                }

                OUT.color = v.color * _Color;
                return OUT;
            }

            fixed4 frag(v2f IN) : SV_Target
            {
                //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);
                IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;

                half4 color = IN.color * (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);

                #ifdef UNITY_UI_CLIP_RECT
                //half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                //计算顶点与矩形裁剪区域边沿的距离,再乘以缩放系数IN.mask.zw,以实现在0.5倍_UIMaskSoftness距离内的羽化效果
                half2 m = saturate((0.5 * (_ClipRect.zw - _ClipRect.xy) - abs(IN.mask.xy)) * IN.mask.zw);
                color.a *= m.x * m.y;
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                color.rgb *= color.a;

                return color;
            }
        ENDCG
        }
    }
}

这个shader的难点在于实现RectMask2D的裁剪,作者为了性能,将代码写得不是很直观;

实践时建立如下场景,一个RectMask2D下面两个Image:

        (关闭RectMask2D的显示)

首先介绍shader的输入变量:

float4 _ClipRect;   //位于顶点空间的Rect,(x,y)为左下角位置,(z,w)为右上角位置
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;

_ClipRect为RectMask2D限定的矩形区域,xy表示矩形区域的左下角,zw表示矩形区域的右上角,_ClipRect位于Canvas中的局部位置,对应Shader中的顶点空间;

_UIMaskSoftnessX和_UIMaskSoftnessY表示边沿羽化区域的大小:

如图所示,_UIMaskSoftnessX设置为200,则x一侧的羽化长度为100,对应红色方块的长度100;

然后我们看顶点着色器计算mask的代码:

                /*
                float2 pixelSize = vPosition.w;
                pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
                */
                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                //float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);     //多余未删的代码
                OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);

                //pixelSize几何意义不明,发现去掉也没啥影响的样子,暂不知道用来干啥
                //OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
                //xy为顶点相对于clampedRect中心的矢量,zw用来实现边缘羽化的效果,把一些计算从片元提取到顶点
                OUT.mask = float4(v.vertex.xy - 0.5 * (clampedRect.xy + clampedRect.zw), 1 / (0.5 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) ));

原作者为了性能,计算不是很直观,在下修改了下实现,以便于理解几何意义;

OUT.mask.xy保存当前顶点位置相对于裁剪矩形区域中心的矢量:

OUT.mask.zw = 1 / (0.5 * UIMaskSoftness),用于在片元着色器中实现羽化效果,羽化长度为0.5 * UIMaskSoftness;

shader实现还有个pixelSize,暂不理解其几何意义,只知道去掉也没有明显影响的样子,如下:

最后看片元着色器:

                #ifdef UNITY_UI_CLIP_RECT
                //half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                //顶点相对于矩形裁剪区域边沿的距离,再乘以缩放系数IN.mask.zw,以实现在0.5倍_UIMaskSoftness距离内的羽化效果
                half2 m = saturate((0.5 * (_ClipRect.zw - _ClipRect.xy) - abs(IN.mask.xy)) * IN.mask.zw);
                color.a *= m.x * m.y;
                #endif

0.5 * (_ClipRect.zw - _ClipRect.xy) - abs(IN.mask.xy) 用于计算顶点xy分别相对于矩形边沿的距离,再乘以缩放系数IN.mask.zw,实现在长度为0.5 * UIMaskSoftness的区域内羽化效果;

以上就是个人对Unity UI-Default.shader源码阅读理解,另外想看Unity Standard Shader源码的请

Unity Standard Shader源码阅读(一) BasePass

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转载自blog.csdn.net/qilin598866753/article/details/139736263