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