// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) // Quick modification of the Unity builtin UI shader to fix MSAA falling out of bounds on interpolating text quads - Merlin, also MIT license Shader "UI/MUI" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [HDR]_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" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag // Target 3.5 for centroid support on OpenGL ES #pragma target 3.5 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ 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; float2 generatedtexcoord : TEXCOORD2; centroid float2 centroidtexcoord : TEXCOORD3; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; v2f vert(appdata_t v, uint vertID : SV_VertexID) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = v.texcoord; OUT.centroidtexcoord = v.texcoord; OUT.color = v.color * _Color; const float2 generatedCoords[4] = { float2(0, 0), float2(1, 0), float2(1, 1), float2(0, 1), }; OUT.generatedtexcoord = generatedCoords[vertID % 4]; return OUT; } sampler2D _MainTex; half4 frag(v2f IN) : SV_Target { float2 texcoord = IN.texcoord; // Use Valve method of falling back to centroid interpolation if you fall out of valid interpolation range // Based on slide 44 of http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf if (any(IN.generatedtexcoord > 1.0) || any(IN.generatedtexcoord < 0.0) ) texcoord = IN.centroidtexcoord; half4 color = (tex2D(_MainTex, texcoord) + _TextureSampleAdd) * IN.color; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } Fallback "UI/Default" }