# Rounded Rectangle Node ## Description Generates a rounded rectangle shape based on input **UV** at the size specified by inputs **Width** and **Height**. The radius of each corner is defined by input **Radius**. The generated shape can be offset or tiled by connecting a [Tiling And Offset Node](Tiling-And-Offset-Node.md). Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded rectangle effect first connect your input through a [Fraction Node](Fraction-Node.md). NOTE: This [Node](Node.md) can only be used in the **Fragment** [Shader Stage](Shader-Stage.md). ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | UV | Input | Vector 2 | UV | Input UV value | | Width | Input | Vector 1 | None | Rounded Rectangle width | | Height | Input | Vector 1 | None | Rounded Rectangle height | | Radius | Input | Vector 1 | None | Corner radius | | Out | Output | Vector 1 | None | Output value | ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_RoundedRectangle_float(float2 UV, float Width, float Height, float Radius, out float Out) { Radius = max(min(min(abs(Radius * 2), abs(Width)), abs(Height)), 1e-5); float2 uv = abs(UV * 2 - 1) - float2(Width, Height) + Radius; float d = length(max(0, uv)) / Radius; Out = saturate((1 - d) / fwidth(d)); } ```