/* * 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/RoundedBoxWithGradientUI" { Properties { [PerRendererData] _MainTex ("Texture", 2D) = "white" {} [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(Off,0,On,1)]_ZWrite ("ZWrite", Float) = 1.0 [Space(20)] [Enum(Linear,0,Smooth,1)]_Interpolator ("Interpolator", Float) = 1.0 [Space(10)] _BorderColorA ("Color Border A", Color) = (1,1,1,1) _BorderColorB ("Color Border B", Color) = (1,1,1,1) _BorderLine ("Border Line Start End", Vector) = (0,0,0,0) _ColorA ("Color A", Color) = (1,1,1,1) _ColorB ("Color B", Color) = (1,1,1,1) _Line ("Line Start End", Vector) = (0,0,0,0) } 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 #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 _TextureSampleAdd; float4 _ClipRect; float _BorderWidth; float _Interpolator; fixed4 _BorderColorA; fixed4 _BorderColorB; float4 _BorderLine; fixed4 _ColorA; fixed4 _ColorB; float4 _Line; 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; 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 = 1.0 - 1.0 - sdRoundBox(uv, rectSize * 0.5, input.borderRadius); float2 ddDist = float2(ddx(dist), ddy(dist)); float ddDistLen = length(ddDist); float borderWidth = max(_BorderWidth, 0.0); float borderDist = borderWidth - dist; dist = dist / ddDistLen; borderDist = borderDist / ddDistLen; float4 scaledLine = _Line * float4(rectSize, rectSize) * 0.5; float2 innerStart = scaledLine.xy; float2 innerEnd = scaledLine.zw; float2 lineDir = innerEnd - innerStart; float sqrLen = dot(lineDir, lineDir); float4 innerColor = _ColorA; if (sqrLen > 0.0001) { float2 uvLine = uv - innerStart; float lineParam = dot(uvLine, lineDir) / sqrLen; if (_Interpolator < 0.5){ lineParam = saturate(lineParam); }else { lineParam = smoothstep(0.0, 1.0, lineParam); } innerColor = lerp(_ColorA, _ColorB, lineParam); } float4 scaledBorderLine = _BorderLine * float4(rectSize, rectSize) * 0.5; float2 outerStart = scaledBorderLine.xy; float2 outerEnd = scaledBorderLine.zw; float2 borderLineDir = outerEnd - outerStart; float sqrBorderLen = dot(borderLineDir, borderLineDir); float4 outerColor = _BorderColorA; if (sqrBorderLen > 0.0001) { float2 uvLine = uv - outerStart; float lineParam = dot(uvLine, borderLineDir) / sqrBorderLen; if (_Interpolator < 0.5){ lineParam = saturate(lineParam); }else { lineParam = smoothstep(0.0, 1.0, lineParam); } outerColor = lerp(_BorderColorA, _BorderColorB, lineParam); } half4 color = half4(0.0, 0.0, 0.0, 0.0); color = lerp(innerColor, outerColor, clamp(borderDist, 0.0, 1.0)); color.a *= clamp(dist, 0.0, 1.0); #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 } } }