Shader "UIWidgets/GUIRoundedRect" { Properties { _MainTex("Texture", any) = "white" {} _SrcBlend("SrcBlend", Int) = 5 // SrcAlpha _DstBlend("DstBlend", Int) = 10 // OneMinusSrcAlpha } CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma target 2.5 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 clipUV : TEXCOORD1; float4 pos : TEXCOORD2; }; sampler2D _MainTex; uniform float4 _MainTex_ST; uniform bool _ManualTex2SRGB; uniform int _SrcBlend; uniform float _Rect[4]; uniform float UIWidgets_BorderWidth[4]; uniform float UIWidgets_CornerRadius[4]; #include "UIWidgets_CG.cginc" half getCornerAlpha (float2 p, float2 center, float borderWidth1, float borderWidth2, float radius, float pixelScale) { float2 v = p - center; float outerDist = (length(v) - radius) * pixelScale; half outerDistAlpha = saturate(0.5f - outerDist); bool hasBorder = borderWidth1 > 0.0f || borderWidth2 > 0.0f; float a = radius - borderWidth1; float b = radius - borderWidth2; v.y *= a / b; half rawDist = (length(v) - a) * pixelScale; half alpha = saturate(0.5f + rawDist); half innerDistAlpha = (hasBorder && a > 0 && b > 0) ? alpha : 1.0f; return (outerDistAlpha == 1.0f) ? innerDistAlpha : outerDistAlpha; } bool isPointInside (float2 p, float4 rect) { return p.x >= rect.x && p.x <= (rect.x+rect.z) && p.y >= rect.y && p.y <= (rect.y+rect.w); } v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); float3 eyePos = UnityObjectToViewPos(v.vertex); o.clipUV = mul(UIWidgets_GUIClipMatrix, float4(eyePos.xy, 0, 1.0)); o.pos = v.vertex; return o; } fixed4 frag (v2f i) : SV_Target { half4 col = tex2D(_MainTex, i.texcoord); if (_ManualTex2SRGB) { col.rgb = LinearToGammaSpace(col.rgb); } col *= i.color; float2 p = i.pos.xy; bool xIsLeft = (p.x - _Rect[0] - _Rect[2] / 2.0f) <= 0.0f; bool yIsTop = (p.y - _Rect[1] - _Rect[3] / 2.0f) <= 0.0f; float bw1 = UIWidgets_BorderWidth[0]; float bw2 = UIWidgets_BorderWidth[1]; int radiusIndex = 0; if (xIsLeft) { radiusIndex = yIsTop ? 0 : 3; } else { radiusIndex = yIsTop ? 1 : 2; } float activeRadius = UIWidgets_CornerRadius[radiusIndex]; float2 center = float2(_Rect[0] + activeRadius, _Rect[1] + activeRadius); if (!xIsLeft) { center.x = (_Rect[0] + _Rect[2] - activeRadius); bw1 = UIWidgets_BorderWidth[2]; } if (!yIsTop) { center.y = (_Rect[1] + _Rect[3] - activeRadius); bw2 = UIWidgets_BorderWidth[3]; } bool isInCorner = (xIsLeft ? p.x <= center.x : p.x >= center.x) && (yIsTop ? p.y <= center.y : p.y >= center.y); float pixelScale = 1.0f / abs(ddx(i.pos.x)); float cornerAlpha = isInCorner ? getCornerAlpha(p, center, bw1, bw2, activeRadius, pixelScale) : 1.0f; col.a *= cornerAlpha; float4 centerRect = float4( _Rect[0] + UIWidgets_BorderWidth[0], _Rect[1] + UIWidgets_BorderWidth[1], _Rect[2] - (UIWidgets_BorderWidth[0] + UIWidgets_BorderWidth[2]), _Rect[3] - (UIWidgets_BorderWidth[1] + UIWidgets_BorderWidth[3])); bool isPointInCenter = isPointInside(p, centerRect); half middleMask = isPointInCenter ? 0.0f : 1.0f; bool hasBorder = UIWidgets_BorderWidth[0] > 0 || UIWidgets_BorderWidth[1] > 0 || UIWidgets_BorderWidth[2] > 0 || UIWidgets_BorderWidth[3] > 0; float borderAlpha = hasBorder ? (isInCorner ? 1.0f : middleMask) : 1.0f; col.a *= borderAlpha; pixelScale = 1.0f / abs(ddx(i.clipUV.x)); float clipAlpha = getClipAlpha(i.clipUV, pixelScale); col.a *= clipAlpha; // If the source blend is not SrcAlpha (default) we need to multiply the color by the rounded corner // alpha factors for clipping, since it will not be done at the blending stage. if (_SrcBlend != 5) { // 5 SrcAlpha col.rgb *= cornerAlpha * borderAlpha * clipAlpha; } return col; } ENDCG SubShader { Blend [_SrcBlend] [_DstBlend], One OneMinusSrcAlpha Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM ENDCG } } SubShader { Blend [_SrcBlend] [_DstBlend] Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM ENDCG } } FallBack "UIWidgets/GUITextureClip" }