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

174 lines
5.8 KiB
Plaintext

/*
* 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
}
}
}