/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ Shader "Unlit/RoundedBoxUI" { Properties { [PerRendererData] _MainTex ("Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [HideInInspector] _StencilComp ("Stencil Comparison", Float) = 0 [HideInInspector] _Stencil ("Stencil ID", Float) = 0 [HideInInspector] _StencilOp ("Stencil Operation", Float) = 0 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 _BorderWidth ("Border Width", Float) = 0 [Enum(NoBorder,0,OnlyBorder,1,Both,2)] _BorderColorType ("Border Type", Int) = 0 [Toggle(IMAGE_SDF)] _UseImageAsSDF ("Use Image as SDF", Float) = 0 [Enum(Off,0,On,1)]_ZWrite ("ZWrite", Float) = 1.0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite [_ZWrite] ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha, OneMinusDstAlpha One ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma multi_compile __ IMAGE_SDF #include "UnityCG.cginc" #include "UnityUI.cginc" #include "../../ThirdParty/Box2DSignedDistance.cginc" struct vertexInput { float4 vertex : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD0; //--- Custom float4 borderRadius : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct fragmentInput { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; //--- Custom float4 borderRadius : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float _BorderWidth; int _BorderColorType; fragmentInput vert(vertexInput input) { fragmentInput output; UNITY_INITIALIZE_OUTPUT(fragmentInput, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.worldPosition = input.vertex; output.vertex = UnityObjectToClipPos(output.worldPosition); output.texcoord = input.texcoord; output.color = input.color * _Color; output.borderRadius = input.borderRadius; return output; } fixed4 frag (fragmentInput input) : SV_Target { float2 rectSize = input.texcoord.zw; float2 uv = input.texcoord.xy * rectSize; uv = uv - rectSize * 0.5; float dist = sdRoundBox(uv, rectSize * 0.5 - (_BorderWidth).xx, input.borderRadius); float2 ddDist = float2(ddx(dist), ddy(dist)); float ddDistLen = length(ddDist); float alpha = saturate(((dist - _BorderWidth) / ddDistLen) + 1.0); float borderParam = saturate((dist) / ddDistLen); half4 color = half4(0.0, 0.0, 0.0, 0.0); #ifdef IMAGE_SDF float4 texSample = tex2D(_MainTex, input.texcoord) + _TextureSampleAdd; float c_dist = texSample.x - 0.1; float c_mask = smoothstep(0.00, 0.2, c_dist); color = input.color; color.a *= 1.0 - alpha; color.a *= saturate(c_mask); #else color = (tex2D(_MainTex, input.texcoord) + _TextureSampleAdd) * input.color; color.a *= 1.0 - alpha; #endif if (_BorderColorType == 1) { color.a *= borderParam; } //color.rgb *= 1.0 - borderParam; //color.a *= c_dist; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }