VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Sample/Materials/Shaders/RoundedBoxWithGradientUI.shader
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

215 lines
7.3 KiB
GLSL

/*
* 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
}
}
}