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unity-game-engineshaderhlslsmoothing

Smoothing pixels on Unity's Images component using a customized Default UI shader


I'm looking to create a fade in/fade out effect for UI images using a customized shader.

Right now I'm working with this code:

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

Shader "Custom/FadeShader"
{
    Properties
    {
    [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
    [PerRendererData] _Cutoff("Cutoff", Range(0, 1)) = 0
    _Color("Tint", Color) = (1,1,1,1)

    _TransitionTex("Transition Texture", 2D) = "white" {}

    _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
            #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;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;

            sampler2D _TransitionTex;
            float _Cutoff;

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

                OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

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

            fixed4 frag(v2f IN) : SV_Target
            {
                fixed4 transit = tex2D(_TransitionTex, IN.texcoord);

                half4 color = (tex2D(_MainTex, IN.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

                if (transit.b < _Cutoff)
                    color = lerp(0, color, saturate(_Cutoff - transit));

                clip(color.a - _Cutoff+0.1f);

                return color;
            }
        ENDCG
        }
    }

}

Which is essentially Unity's default UI shader with added cutoff value and a transition texture which decide how much the Image is faded in or out.

The current version of the shader produces this effect: Result image after using the shader Which is very pixelated on the edges in comparison to the source transition texture: Source transition texture

I would like the edges to be smoothed out as I'm trying to achieve a hand drawn/comic style.

This thread proposes using modifying the shader to work like the SoftOcclusion shader from Unity, I haven't had much luck with making it work however.

EDIT

For reference, I'm looking to create an effect like the one in Hades seen in this video (timestamped).

Hades reference 1 Hades reference 2


Solution

  • I've managed to solve the issue by introducing another value (_CutoffRange) to the shader and changing the alpha of the color depending on the _CutoffRange value.

    The full code for the working shader:

    Shader "Custom/FadeShader"
    {
        Properties
        {
            [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
            _Color("Tint", Color) = (1,1,1,1)
    
            _TransitionTex("Transition Texture", 2D) = "white" {}
            _Cutoff("Cutoff", Range(0, 1)) = 0
            _CutoffRange("Cutoff Range", Range(0,1)) = 0.1
    
            _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
                #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;
                    UNITY_VERTEX_OUTPUT_STEREO
                };
    
                sampler2D _MainTex;
                fixed4 _Color;
                fixed4 _TextureSampleAdd;
                float4 _ClipRect;
                float4 _MainTex_ST;
    
                sampler2D _TransitionTex;
                half _Cutoff;
                half _CutoffRange;
    
                v2f vert(appdata_t v)
                {
                    v2f OUT;
                    UNITY_SETUP_INSTANCE_ID(v);
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                    OUT.worldPosition = v.vertex;
                    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
    
                    OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
    
                    OUT.color = v.color * _Color;
                    return OUT;
                }
    
                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 transit = tex2D(_TransitionTex, IN.texcoord);
                    half4 color = (tex2D(_MainTex, IN.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
    
                    half r = _Cutoff * (1 + _CutoffRange * 2) - _CutoffRange;
                    color.a *= saturate((transit.b - _Cutoff) / _CutoffRange);
    
                    return color;
                }
            ENDCG
            }
        }
    }