/* * 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/LinearGradientUI" { 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 _LinearGradientColor1 ("Linear Gradient Color 1", Color) = (1, 1, 1, 1) _LinearGradientColor2 ("Linear Gradient Color 2", Color) = (1, 1, 1, 1) _LinearGradientStart ("Linear Gradient Start", Vector) = (0, 0, 0, 0) _LinearGradientEnd ("Linear Gradient End", Vector) = (1, 1, 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 Off 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" struct vertexInput { float4 vertex : POSITION; float4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct fragmentInput { float4 vertex : SV_POSITION; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _LinearGradientColor1; float4 _LinearGradientColor2; float2 _LinearGradientStart; float2 _LinearGradientEnd; 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; return output; } float4 gradient(float2 uv, float2 center, float radius, float4 color) { float dist = 1.0 - saturate(length(center - uv) / radius); return lerp(float4(color.rgb, 0.0), color, dist); } fixed4 frag (fragmentInput input) : SV_Target { float2 uv = input.texcoord.xy; half4 color = half4(0.0, 0.0, 0.0, 0.0); // Calculate the linear gradient float t = dot(uv - _LinearGradientStart, _LinearGradientEnd - _LinearGradientStart) / dot(_LinearGradientEnd - _LinearGradientStart, _LinearGradientEnd - _LinearGradientStart); t = clamp(t, 0, 1); color = lerp(_LinearGradientColor1, _LinearGradientColor2, t); // Blend with the Image component's color color = color + input.color; #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 } } }