Alpha conversion from Gamma space to Linner space under URP (1) - Alpha maps do not overlap

Problem Description

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The middle is the default UI texture. Because Unity checks SRBG and does not process the Alpha channel, the texture Alpha and PS display may be inconsistent in linear space.

Solution:

Add the calculation of alpha channel Gamma color space to Linner space in UIShader.

AESshader
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Go find the shader source code of UI/Defailt and find your own version of Shader, address:

https://unity3d.com/get-unity/download/archive

file

Add GammaToLinearSpace conversion and add three sentences

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Complete Shader:

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

Shader "UI/GammaToLinner"
{
    
    
    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"
            }

            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;
                    half4  mask : TEXCOORD2;
                    UNITY_VERTEX_OUTPUT_STEREO
                };

                sampler2D _MainTex;
                fixed4 _Color;
                fixed4 _TextureSampleAdd;
                float4 _ClipRect;
                float4 _MainTex_ST;
                float _UIMaskSoftnessX;
                float _UIMaskSoftnessY;

                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 /= float2(1, 1) * 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);
                    OUT.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
                    OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));

                    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);
                    color.a *= m.x * m.y;
                    #endif

                    #ifdef UNITY_UI_ALPHACLIP
                    clip(color.a - 0.001);
                    #endif
                    float3 temp_cast_2 = (color.a).xxx;
                    float3 gammaToLinear8 = GammaToLinearSpace(temp_cast_2);
                    color.a = gammaToLinear8;
                    color.rgb *= color.a;
                    return color;
                }
            ENDCG
            }
        }
}

After adding GammaToLinner calculation, the effect of Alpha in Linnner space is consistent with Unity Gamma space
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Origin blog.csdn.net/euphorias/article/details/125338756