| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486 | // Credit to Inigo Quilez (https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm) for many of the 2D functions usedShader "Unlit/MediaPlayerUI"{	Properties	{		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}		_Color("Tint", Color) = (1,1,1,1)		_StencilComp("Stencil Comparison", Float) = 8		_Stencil("Stencil ID", Float) = 0		_StencilOp("Stencil Operation", Float) = 0		_StencilWriteMask("Stencil Write Mask", Float) = 255		_StencilReadMask("Stencil Read Mask", Float) = 255		_ColorMask("Color Mask", Float) = 15		[KeywordEnum(Circle, Play, Pause, PlayPause, Buffering, Volume, Forward, Back, CC, Options, Spectrum)] UI("UI Element", Float) = 0		_Morph("Morph", Range(0, 1)) = 0		_Mute("Mute", Range(0, 1)) = 0		_Volume("Volume", Range(0, 1)) = 1		[Toggle(DRAW_OUTLINE)] _DrawOutline("Draw Outline", Float) = 0		_OutlineSize("Outline Size", Range(0, 0.1)) = 0.05		_OutlineOpacity("Outline Opacity", Range(0, 1)) = 0.25		_OutlineSoftness("Outline Softness", Range(0, 1)) = 0	}	SubShader	{		Tags		{ 			"Queue"="Transparent" 			"IgnoreProjector"="True" 			"RenderType"="Transparent" 			"PreviewType"="Plane"			"CanUseSpriteAtlas"="True"		}		Stencil		{			Ref[_Stencil]			Comp[_StencilComp]			Pass[_StencilOp]			ReadMask[_StencilReadMask]			WriteMask[_StencilWriteMask]		}		Cull Off		Lighting Off		ZWrite Off		ZTest[unity_GUIZTestMode]		Fog{ Mode Off }		Blend SrcAlpha OneMinusSrcAlpha		ColorMask[_ColorMask]		Pass		{			CGPROGRAM			#pragma vertex vert			#pragma fragment frag			#pragma multi_compile UI_CIRCLE UI_PLAY UI_PAUSE UI_PLAYPAUSE UI_BUFFERING UI_VOLUME UI_FORWARD UI_BACK UI_CC UI_OPTIONS UI_SPECTRUM			#pragma shader_feature DRAW_OUTLINE			#include "UnityCG.cginc"			struct appdata_t			{				float4 vertex   : POSITION;				float4 color    : COLOR;				float2 texcoord : TEXCOORD0;			};			struct v2f			{				float4 vertex   : SV_POSITION;				fixed4 color    : COLOR;				half2 uv  : TEXCOORD0;				float4 worldPosition : TEXCOORD1;			};			uniform fixed4 _Color;			uniform float _Morph;			uniform float _Volume;			uniform float _Mute;			uniform float _OutlineSize;			uniform float _OutlineOpacity;			uniform float _OutlineSoftness;#if UI_SPECTRUM			#if SHADER_API_GLES			uniform float _Spectrum[4];			#else			uniform float _Spectrum[128];			#endif			uniform float _SpectrumRange;			uniform float _SpectrumMax;#endif			sampler2D _MainTex;			float4 _MainTex_ST;						v2f vert(appdata_t IN)			{				v2f OUT;				OUT.worldPosition = IN.vertex;				OUT.vertex = UnityObjectToClipPos(IN.vertex);#ifdef UNITY_HALF_TEXEL_OFFSET				OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1, 1);#endif				OUT.uv.xy = IN.texcoord.xy;				OUT.color = IN.color * _Color;				return OUT;			}						float ndot(float2 a, float2 b) { return a.x*b.x - a.y*b.y; }			float opU(float d1, float d2) { return min(d1, d2); }			float opS(float d1, float d2) { return max(-d1, d2); }			float opI(float d1, float d2) { return max(d1, d2); }			float sdCircle(in float2 p, float r)			{				return length(p) - r;			}			float sdRhombus(in float2 p, in float2 b)			{				float2 q = abs(p);				float h = clamp((-2.0*ndot(q, b) + ndot(b, b)) / dot(b, b), -1.0, 1.0);				float d = length(q - 0.5*b*float2(1.0 - h, 1.0 + h));				return d * sign(q.x*b.y + q.y*b.x - b.x*b.y);			}			float sdEquilateralTriangle(in float2 p)			{				const float k = sqrt(3.0);				p.x = abs(p.x) - 1.0;				p.y = p.y + 1.0 / k;				if (p.x + k*p.y > 0.0) p = float2(p.x - k*p.y, -k*p.x - p.y) / 2.0;				p.x -= clamp(p.x, -2.0, 0.0);				return -length(p)*sign(p.y);			}			float sdTriangle(in float2 p, in float2 p0, in float2 p1, in float2 p2)			{				float2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;				float2 v0 = p - p0, v1 = p - p1, v2 = p - p2;				float2 pq0 = v0 - e0*clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);				float2 pq1 = v1 - e1*clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);				float2 pq2 = v2 - e2*clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);				float s = sign(e0.x*e2.y - e0.y*e2.x);				float2 d = min(min(float2(dot(pq0, pq0), s*(v0.x*e0.y - v0.y*e0.x)),					float2(dot(pq1, pq1), s*(v1.x*e1.y - v1.y*e1.x))),					float2(dot(pq2, pq2), s*(v2.x*e2.y - v2.y*e2.x)));				return -sqrt(d.x)*sign(d.y);			}			float sdTriangleIsosceles(in float2 p, in float2 q)			{				p.x = abs(p.x);				float2 a = p - q*clamp(dot(p, q) / dot(q, q), 0.0, 1.0);				float2 b = p - q*float2(clamp(p.x / q.x, 0.0, 1.0), 1.0);				float s = -sign(q.y);				float2 d = min(float2(dot(a, a), s*(p.x*q.y - p.y*q.x)),					float2(dot(b, b), s*(p.y - q.y)));				return -sqrt(d.x)*sign(d.y);			}			float sdBox(in float2 p, in float2 b)			{				float2 d = abs(p) - b;				return length(max(d, float2(0.0, 0.0))) + min(max(d.x, d.y), 0.0);			}			float sdRoundedBox(in float2 p, in float2 b, in float4 r)			{				r.xy = (p.x>0.0)?r.xy : r.zw;				r.x  = (p.y>0.0)?r.x  : r.y;				float2 q = abs(p)-b+r.x;				return min(max(q.x,q.y),0.0) + length(max(q,0.0)) - r.x;			}			float sdArc(in float2 p, in float2 sca, in float2 scb, in float ra, float rb)			{				p = mul(float2x2(sca.x,sca.y,-sca.y,sca.x), p);				p.x = abs(p.x);				float k = (scb.y*p.x>scb.x*p.y) ? dot(p.xy,scb) : length(p.xy);				return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;			}			float2 rotate2d(float2 v, float a) 			{				float s = sin(a);				float c = cos(a);				float2x2 m = float2x2(c, -s, s, c);				return mul(m,v);			}#if UI_FORWARD || UI_BACK			float forward(float2 uv)			{				float r1 = 100000.0;				r1 = sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333), float2(0.666, 0.666));				r1 = opS(r1, sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333 * 1.5), float2(0.666, 0.666)));				uv.x += 0.2;				float r2 = 100000.0;				r2 = sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333), float2(0.666, 0.666));				//r2 = opS(r2, sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333 * 1.5), float2(0.666, 0.666)));				float r = opU(r1, r2);				return r;			}#endif#if UI_VOLUME			float volume(float2 uv)			{				float r = 100000.0;				uv.x += 0.25;				// Cone				r = opU(r, sdBox(uv + float2(0.1, 0.0), float2(0.25, 0.25)));				r = opU(r, sdTriangleIsosceles(float2(uv.y, uv.x) + float2(0.0, 0.3), float2(0.6, 0.6)));				// Ripple occluder				float s = sdBox(uv + float2(0, 0.0), float2(0.4, 0.7));				// Ripple thickness				float rt = 0.15;				// Ripple 1				float offset = -0.25;				if (_Volume > 0.0)				{					float t = saturate(_Volume / 0.5);					r = opU(r, opS(s, sdCircle(uv + float2(offset, 0.0), rt*lerp(1, 2, t))));				}				// Ripple 2				float a;				//a = sdCircle(uv + float2(offset, 0.0), 0.6 - rt * 3);				//a = opS(a, opS(s, sdCircle(uv + float2(offset, 0.0), 0.6 - rt * 2)));				//r = opU(a, r);				// Ripple 3				if (_Volume > 0.5)				{					float t = saturate((_Volume - 0.5) / 0.5);					a = sdCircle(uv + float2(offset, 0.0), (0.6 - rt));					a = opS(a, opS(s, sdCircle(uv + float2(offset, 0.0), lerp(0.6-rt, 0.6, t))));					r = opU(a, r);				}				// Crossout				if (_Mute > 0.0)				{					float maxLength = 0.8;					float length = _Mute * maxLength;					{						// Cutout						r = opS(-r, -sdBox(rotate2d(uv - float2(0.25, 0), -3.14/4) + float2(-0.1, length/1 - maxLength/1), float2(0.1, length*1)));						// Line						r = opU(r, sdBox(rotate2d(uv - float2(0.25, 0), -3.14/4) + float2(0.0, length/1 - maxLength/1), float2(0.1, length*1)));					}				}				return r;			}#endif#if UI_CC			float ccbutton(float2 uv)			{				float r = 100000.0;				float barHeight = 0.1;				float boxSize = 0.65;				float r3 = sdRoundedBox(uv, float2(boxSize, boxSize * 0.9), float4(0.25, 0.25, 0.25, 0.25));				float angle1 = 0.0;				float angle2 = 2.3;				float thickeness = 0.08;				float size = 0.25;				float rLeftC = sdArc(float2(0.35 + uv.x*1.5, uv.y), float2(sin(angle1), cos(angle1)), float2(sin(angle2), cos(angle2)), size, thickeness);				float rRightC = sdArc(float2(-0.40 + uv.x*1.5, uv.y), float2(sin(angle1), cos(angle1)), float2(sin(angle2), cos(angle2)), size, thickeness);				r = opU(rLeftC, rRightC);				r = opS(r, r3);				if (_Morph > 0.0)				{					float barWidth = lerp(0.0, boxSize, _Morph);					float r4 = sdBox(uv + float2(0.0, boxSize + barHeight * 2.0), float2(barWidth, barHeight));					r = opU(r, r4);				}				return r;			}#endif#if UI_OPTIONS			float optionsgear(float2 uv, float radius, float discRatio, float holeRatio, float spokeRatio)			{				float r = 100000.0;				float r1 = sdCircle(uv, radius * holeRatio);				float r2 = sdCircle(uv, radius * discRatio);				float rotationOffset = lerp(0.0, 3.141592654/6.0, _Morph);				float b1 = sdBox(rotate2d(uv, (3.141592654 / 2.0) + rotationOffset), float2(radius, radius * spokeRatio));				float b2 = sdBox(rotate2d(uv, (3.141592654 / 6.0) + rotationOffset), float2(radius, radius * spokeRatio));				float b3 = sdBox(rotate2d(uv,-(3.141592654 / 6.0) + rotationOffset), float2(radius, radius * spokeRatio));				r = r2;				// Base circle				r = opU(r, b1);		// Spoke 1				r = opU(r, b2);		// Spoke 2				r = opU(r, b3);		// Spoke 3				r = opS(r1, r);		// Hole				return r;			}#endif#if UI_BUFFERING			float CircularDistance(float a, float b, float range)			{				float d1 = abs(a-b);				//float d2 = range - d1;				//return lerp((a-b), d2, d1 / (range/2));				if (d1 > range/2)				{					d1 = (range - d1);				}				else				{					d1 = a-b;				}				return d1;			}#endif			fixed4 getColorWithOutline(float d, float3 shapeColor, float3 outlineColor)			{				float dw = fwidth(d) * 0.5;				float shapeAlpha = smoothstep(dw, -dw, d);				#if !DRAW_OUTLINE				return float4(shapeColor, shapeAlpha);#else				float od = (d - _OutlineSize);				float dw2 = fwidth(od) * 0.5;				float outlineAlpha = smoothstep(dw2 + _OutlineSoftness, -dw2 - _OutlineSoftness, od);				return lerp(float4(outlineColor, outlineAlpha * _OutlineOpacity), float4(shapeColor, shapeAlpha), shapeAlpha);#endif			}			fixed4 frag(v2f i) : SV_Target			{#if UI_SPECTRUM			// In GLES2.0 indexing from the _Spectrum[] array is not supported			#if SHADER_API_GLES				float v = 0.0;				float d = 0.0;			#else				float x = (pow(i.uv.x, 1.0) * _SpectrumRange)-1.0;				//_Spectrum[0] = 0.0;				// Bilinear sample the values				float scale = (1.0+i.uv.x * 8.0);	// Scale higher freqs to give them more movement				float v1 = 0.0;				float v2 = 0.0;				int t1 = floor(x);				int t2 = ceil(x);				if (t1 >= 0)				{					v1 = (_Spectrum[t1] * scale);				}				if (t2 >= 0)				{					v2 = (_Spectrum[t2] * scale);				}				v1 = max(v1, 0.01);				v2 = max(v2, 0.01);				float2 uvn = float2(0.0, i.uv.y);				// Get vertical distance				float d1 = (abs(i.uv.y - 0.5) - (v1/1.0));				float d2 = (abs(i.uv.y - 0.5) - (v2/1.0));				// Interpolate 				float xf = frac(x);				float v = saturate(lerp(v1, v2, xf));				float d = lerp(d1, d2, xf);			#endif				// Get colour from texture				float yy2 = abs(i.uv.y - 0.5) * 2.0;				float yy = v;				float level = i.uv.y;// + pow(yy2+v, 8);				float3 col = level;//tex2D(_MainTex, float2(level, 0.0f));				//col.g += abs(i.uv.x);				return getColorWithOutline(d, col, float3(0.0, 0.0, 0.0)) * i.color;#else#if UI_CIRCLE				float2 uvn = (i.uv.xy - 0.5) / 0.5;				float d = sdCircle(uvn, 1.0);#elif UI_PLAY				float2 uvn = (i.uv.xy - float2(0.5, 0.5)) / 0.5;				float d = sdTriangle(uvn, float2(-0.6, 0.6), float2(0.6, 0), float2(-0.6, -0.6));				#elif UI_PAUSE				float d1 = sdBox(i.uv - 0.5 + float2(0.2, 0.0), float2(0.1, 0.3));				float d2 = sdBox(i.uv - 0.5 - float2(0.2, 0.0), float2(0.1, 0.3));				float d = min(d1, d2);				//c = 1.0 - saturate(smoothstep(dw-0.022, -dw, d))*0.2;#elif UI_PLAYPAUSE				float2 uvn = (i.uv.xy - float2(0.5, 0.5)) / 0.5;				float d3 = sdTriangle(uvn, float2(-0.6, 0.6), float2(0.6, 0), float2(-0.6, -0.6));				float d1 = sdBox(i.uv - 0.5 + float2(0.2, 0.0), float2(0.1, 0.3));				float d2 = sdBox(i.uv - 0.5 - float2(0.2, 0.0), float2(0.1, 0.3));				float d = min(d1, d2);				float dw1 = fwidth(d) * 0.5;				float dw3 = fwidth(d3) * 0.5;				float dw = lerp(dw1, dw3, _Morph);				//a = smoothstep(dw, -dw, lerp(d, d3, _Morph));				d = lerp(d, d3, _Morph);				//c = 1.0 - saturate(smoothstep(-0.025, 0, lerp(d, d3, _Morph)))*0.2;#elif UI_BUFFERING				float rsize = 0.05;				float r = 0.5;				float2 uvn = (i.uv.xy - 0.5) / 0.5;				// Inner radius				float d = sdCircle(uvn, r - rsize);				// Outer radius				d = opS(d, sdCircle(uvn, r + rsize));				// Animation angle				float za = -(_Time.x * 160) + cos(_Time.y*2.0);				float zz = sin(_Time.y);				// Create point at the animated angle, at the same radius as this UV				float2 dp = float2(sin(za), cos(za)) * length(uvn);				// Calculate angle between the UV and the new point and subtract offset				float dy = abs(atan((dp.x - uvn.x)/(dp.y - uvn.y))) - abs(zz);				d = opI(d, dy);#elif UI_VOLUME				float2 uvn = (i.uv.xy - 0.5) / 0.5;				float d = volume(uvn);#elif UI_FORWARD				float2 uvn = (i.uv.xy - 0.5) / 0.5;				float d = forward(uvn);#elif UI_BACK				float2 uvn = (i.uv.xy - 0.5) / 0.5;				float d = forward(float2(-uvn.x, uvn.y));#elif UI_CC				float2 uvn = (i.uv.xy - 0.5) / 0.5;				float d = ccbutton(uvn);#elif UI_OPTIONS				float2 uvn = (i.uv.xy - 0.5) / 0.5;				float d = optionsgear(uvn, 0.75, 0.75, 0.35, 0.25);#endif				return getColorWithOutline(d, float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0)) * i.color;#endif			}			ENDCG		}	}}
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