Shader "UI/RoundShape"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_RoundRadius("Round Radius", Range(0,0.5)) = 0.5
_Width("Width", Float) = 100
_Height("Height", Float) = 100
}
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
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _MainTex_ST;
float4 _ClipRect;
float _RoundRadius;
float _Width;
float _Height;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
//OUT.texcoord = IN.texcoord;
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
float aspect = _Height/_Width;
float2 center = float2(abs(round(IN.texcoord.x) - _RoundRadius*aspect),abs(round(IN.texcoord.y) - _RoundRadius));
float dis = distance(fixed2(IN.texcoord.x * _Width,IN.texcoord.y * _Height),fixed2(center.x * _Width,center.y * _Height));
float pwidth = fwidth(dis);
float alpha = saturate((_RoundRadius * _Height - dis) / pwidth);
//float alpha = step(dis,_RoundRadius * _Height);
float a = color.a* alpha;
float oy = max(step(IN.texcoord.y,_RoundRadius),step((1-_RoundRadius),IN.texcoord.y));
float ox = max(step(IN.texcoord.x,_RoundRadius*aspect),step((1-_RoundRadius*aspect),IN.texcoord.x));
color.a = ox * (oy * a + (1-oy) * color.a) + (1-ox) * color.a;
return color;
}
ENDCG
}
}
}
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