I'm trying to add Soft Mask support to our Spine Shader.
Here's the documentation for adding Soft Mask support to shaders:
https://docs.google.com/document/d/1mFEml0JWhR968GG1gVBBTLsJ8ubf_oraW5MBbrvkrb0/edit
Here's our Spine Shader with the Soft Mask additions:
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic SoftMask (Premultiply Alpha)"
{
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
_SoftMask ("Mask", 2D) = "white" {}
[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]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "Assets/ThirdParty/SoftMask/Shaders/SoftMask.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#pragma multi_compile __ SOFTMASK_SIMPLE SOFTMASK_SLICED SOFTMASK_TILED
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
SOFTMASK_COORDS(2)
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
OUT.color = IN.color * _Color;
SOFTMASK_CALCULATE_COORDS(OUT, IN.vertex);
return OUT;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect) * SOFTMASK_GET_MASK(IN);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
Please see the attached image for the current results. The semi-transparent parts outside the rounded rectangle are supposed to be fully transparent.
I've seen this unwanted additive symptom related to transparency when adjusting a parent Canvas Group, which is well detailed in the following thread:
http://en.esotericsoftware.com/forum/CanvasGroup-s-alpha-does-not-affect-SkeletonGraphic-9467
I feel like this could be related? The final reply in that thread shows a CanvasGroup Compatible setting in the latest Spine, so it appears there could be a shader fix. I'm hoping we can apply that fix to the shader above, as we are currently running a pretty old version of Spine (3.6.x.x). We hope to update this soon.
Anyway, any help getting Soft Mask to work with our Spine Shader would be greatly appreciated!