Shader "UI/RoundShape" { 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 _CullMode ("Cull Mode", Float) = 0 _ColorMask ("Color Mask", Float) = 15 _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 _RoundRadius("Round Radius", Range(0,0.5)) = 0.5 _Width("Width", Float) = 100 _Height("Height", Float) = 100 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull [_CullMode] 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 __ 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 }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _MainTex_ST; float4 _ClipRect; float _RoundRadius; float _Width; float _Height; v2f vert(appdata_t IN) { v2f 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; OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif float aspect = _Height/_Width; float2 center = float2(abs(round(IN.texcoord.x) - _RoundRadius*aspect),abs(round(IN.texcoord.y) - _RoundRadius)); float dis = distance(fixed2(IN.texcoord.x * _Width,IN.texcoord.y * _Height),fixed2(center.x * _Width,center.y * _Height)); float pwidth = fwidth(dis); float alpha = saturate((_RoundRadius * _Height - dis) / pwidth); //float alpha = step(dis,_RoundRadius * _Height); float a = color.a* alpha; float oy = max(step(IN.texcoord.y,_RoundRadius),step((1-_RoundRadius),IN.texcoord.y)); float ox = max(step(IN.texcoord.x,_RoundRadius*aspect),step((1-_RoundRadius*aspect),IN.texcoord.x)); color.a = ox * (oy * a + (1-oy) * color.a) + (1-ox) * color.a; return color; } ENDCG } } }