138 lines
4.3 KiB
Plaintext
138 lines
4.3 KiB
Plaintext
Shader "UI/RoundShape"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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_RoundRadius("Round Radius", Range(0,0.5)) = 0.5
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_Width("Width", Float) = 100
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_Height("Height", Float) = 100
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _MainTex_ST;
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float4 _ClipRect;
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float _RoundRadius;
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float _Width;
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float _Height;
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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//OUT.texcoord = IN.texcoord;
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OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
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OUT.color = IN.color * _Color;
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return OUT;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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float aspect = _Height/_Width;
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float2 center = float2(abs(round(IN.texcoord.x) - _RoundRadius*aspect),abs(round(IN.texcoord.y) - _RoundRadius));
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float dis = distance(fixed2(IN.texcoord.x * _Width,IN.texcoord.y * _Height),fixed2(center.x * _Width,center.y * _Height));
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float pwidth = fwidth(dis);
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float alpha = saturate((_RoundRadius * _Height - dis) / pwidth);
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//float alpha = step(dis,_RoundRadius * _Height);
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float a = color.a* alpha;
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float oy = max(step(IN.texcoord.y,_RoundRadius),step((1-_RoundRadius),IN.texcoord.y));
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float ox = max(step(IN.texcoord.x,_RoundRadius*aspect),step((1-_RoundRadius*aspect),IN.texcoord.x));
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color.a = ox * (oy * a + (1-oy) * color.a) + (1-ox) * color.a;
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return color;
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}
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ENDCG
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}
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}
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} |