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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "UI/Procedural UI Image"
- {
- Properties
- {
- [PerRendererData]_MainTex ("Base (RGB)", 2D) = "white" {}
- _Width("width", float) = 100
- _Height("height", float) = 100
- _Radius("radius", Vector) = (0,0,0,0)
- _LineWeight("line weight", float) = 0
- _PixelWorldScale("Pixel world scale", float) = 1
- // required for UI.Mask
- _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
- }
- 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
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- //#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
-
- //#pragma target 3.0
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
-
- };
- struct v2f
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- float2 uv : TEXCOORD2;
- };
-
- fixed4 _TextureSampleAdd;
-
- bool _UseClipRect;
- float4 _ClipRect;
- bool _UseAlphaClip;
-
- half _Width;
- half _Height;
- half _PixelWorldScale;
- half4 _Radius;
- half _LineWeight;
- sampler2D _MainTex;
-
- v2f vert(appdata_t IN){
- v2f OUT;
- OUT.worldPosition = IN.vertex;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = IN.texcoord*float2(_Width,_Height);
- OUT.uv = IN.texcoord;
- #ifdef UNITY_HALF_TEXEL_OFFSET
- OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
- #endif
- OUT.color = IN.color*(1+_TextureSampleAdd);
- return OUT;
- }
-
- // half visible(half2 pos,half4 r){
- // half4 p = half4(pos,_Width-pos.x,_Height-pos.y);
- // half v = min(min(min(p.x,p.y),p.z),p.w);
- // if(all(p.xw<r[0])){
- // //v = min(r[0]-distance(p.xw,half2(r[0],r[0])),v);
- // v = min(r[0]-length(p.xw-r[0]),v);
- // }
- // else if(all(p.zw<r[1])){
- // //v = min(r[1]-distance(p.zw,half2(r[1],r[1])),v);
- // v = min(r[1]-length(p.zw-r[1]),v);
- // }
- // if(all(p.zy<r[2])){
- // //v = min(r[2]-distance(p.zy,half2(r[2],r[2])),v);
- // v = min(r[2]-length(p.zy-r[2]),v);
- // }
- // else if(all(p.xy<r[3])){
- // //v = min(r[3]-distance(p.xy,half2(r[3],r[3])),v);
- // v = min(r[3]-length(p.xy-r[3]),v);
- // }
- // return v;
- // }
- //more optmised version without dynamic branching
- half visible(half2 pos,half4 r){
- half4 p = half4(pos,_Width-pos.x,_Height-pos.y);
- half v = min(min(min(p.x,p.y),p.z),p.w);
- bool4 b = bool4(all(p.xw<r[0]),all(p.zw<r[1]),all(p.zy<r[2]),all(p.xy<r[3]));
- half4 vis = r-half4(length(p.xw-r[0]),length(p.zw-r[1]),length(p.zy-r[2]),length(p.xy-r[3]));
- half4 foo = min(b*max(vis,0),v)+(1-b)*v;
- v = any(b)*min(min(min(foo.x,foo.y),foo.z),foo.w)+v*(1-any(b));
- return v;
- }
- fixed4 frag (v2f IN) : SV_Target
- {
- //half4 color = IN.color;
- half4 color = tex2D(_MainTex, IN.uv)*IN.color;
- if (_UseClipRect)
- color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
-
- if (_UseAlphaClip)
- clip (color.a - 0.001);
- if(_LineWeight>0){
- half l = (_LineWeight+1/_PixelWorldScale)/2;
- color.a *= saturate((l-distance(visible(IN.texcoord,_Radius),l))*_PixelWorldScale);
- }
- else{
- color.a *= saturate(visible(IN.texcoord,_Radius)*_PixelWorldScale);
- }
- return color;
- }
- ENDCG
- }
- }
- }
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