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- Shader "MPUI/Procedural Image"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" { }
- _Color ("Tint", Color) = (1, 1, 1, 1)
- _TextureSize ("Texture Size", Vector) = (1, 1, 1, 1)
-
- _DrawShape ("Draw Shape", int) = 2
-
- _StrokeWidth ("Stroke Width", float) = 0
- _FalloffDistance ("Falloff Distance", float) = 0.5
- _PixelWorldScale ("Pixel world scale", Range(0.01, 5)) = 1
- _ShapeRotation ("shape Rotation", float) = 0
- _ConstrainRotation("Constrained Rotation", int) = 0
- _FlipHorizontal ("Flip Horizontal", int) = 0
- _FlipVertical ("Flip Vertical", int) = 0
-
- _RectangleCornerRadius ("Rectangle Corner Radius", Vector) = (0, 0, 0, 0)
- _CircleRadius ("Circle Radius", float) = 0
- _CircleFitRadius ("Fit Circle Radius", float) = 0
- _PentagonCornerRadius ("Pentagon Corner Radius", Vector) = (0, 0, 0, 0)
- _PentagonTipRadius ("Pentagon Triangle Radius", float) = 0
- _PentagonTipSize ("Pentagon Triangle Size", float) = 0
- _TriangleCornerRadius ("Triangle Radius", Vector) = (0, 0, 0, 0)
- _HexagonTipSize ("Hexagon Tip Size", Vector) = (0, 0, 0, 0)
- _HexagonTipRadius ("Hexagon Tip Radius", Vector) = (0, 0, 0, 0)
- _HexagonCornerRadius ("Hexagon Corner Radius", Vector) = (0, 0, 0, 0)
- _NStarPolygonSideCount ("NStar Polygon Side Count", float) = 3
- _NStarPolygonInset ("Nstar Polygon Inset", float) = 2
- _NStarPolygonCornerRadius ("Nstar Polygon Corner Radius", float) = 0
- _NStarPolygonOffset ("Nstar Polygon Offset", Vector) = (0, 0, 0, 0)
-
- _EnableGradient ("Enable GradientEffect", int) = 0
- _GradientType ("GradientEffect Type", int) = 0
- _GradientInterpolationType ("GradientEffect Interpolation Type", int) = 0
- _GradientRotation ("_GradientRotation", float) = 0
- _GradientColor0 ("GradientColor0", Vector) = (0, 0, 0, 0)
- _GradientColor1 ("GradientColor1", Vector) = (1, 1, 1, 1)
- _GradientColor2 ("GradientColor2", Vector) = (0, 0, 0, 0)
- _GradientColor3 ("GradientColor3", Vector) = (0, 0, 0, 0)
- _GradientColor4 ("GradientColor4", Vector) = (0, 0, 0, 0)
- _GradientColor5 ("GradientColor5", Vector) = (0, 0, 0, 0)
- _GradientColor6 ("GradientColor6", Vector) = (0, 0, 0, 0)
- _GradientColor7 ("GradientColor7", Vector) = (0, 0, 0, 0)
- _GradientColorLength ("GradientColorLength", int) = 0
- _GradientAlpha0 ("GradientAlpha0", Vector) = (1, 0, 0, 0)
- _GradientAlpha1 ("GradientAlpha1", Vector) = (1, 1, 0, 0)
- _GradientAlpha2 ("GradientAlpha2", Vector) = (0, 0, 0, 0)
- _GradientAlpha3 ("GradientAlpha3", Vector) = (0, 0, 0, 0)
- _GradientAlpha4 ("GradientAlpha4", Vector) = (0, 0, 0, 0)
- _GradientAlpha5 ("GradientAlpha5", Vector) = (0, 0, 0, 0)
- _GradientAlpha6 ("GradientAlpha6", Vector) = (0, 0, 0, 0)
- _GradientAlpha7 ("GradientAlpha7", Vector) = (0, 0, 0, 0)
- _GradientAlphaLength ("GradientAlphaLength", int) = 0
- _CornerGradientColor0 ("CornerGradientColor0", Color) = (1, 0, 0, 1)
- _CornerGradientColor1 ("CornerGradientColor1", Color) = (0, 1, 0, 1)
- _CornerGradientColor2 ("CornerGradientColor2", Color) = (0, 0, 1, 1)
- _CornerGradientColor3 ("CornerGradientColor3", Color) = (0, 0, 0, 1)
-
- _OutlineWidth ("Outline Width", float) = 0
- _OutlineColor ("Outline Color", Color) = (0, 0, 0, 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
-
- /* //SOFTMASK_HANDLE_START
- [PerRendererData] _SoftMask ("Mask", 2D) = "white" {}
- */ //SOFTMASK_HANDLE_END
-
- [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 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]
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask [_ColorMask]
-
- Pass
- {
- Name "Default"
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #include "2D_SDF.cginc"
- /* //SOFTMASK_HANDLE_START
- #include "Assets/SoftMask/Shaders/SoftMask.cginc" //SOFTMASK_INCLUDE_HANDLE
- */ //SOFTMASK_HANDLE_END
-
-
- #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
- #pragma multi_compile_local _ UNITY_UI_ALPHACLIP
-
- #pragma multi_compile_local _ CIRCLE TRIANGLE RECTANGLE PENTAGON HEXAGON NSTAR_POLYGON
-
- #pragma multi_compile_local _ STROKE OUTLINED OUTLINED_STROKE
- #pragma multi_compile_local _ GRADIENT_LINEAR GRADIENT_RADIAL GRADIENT_CORNER
- /* //SOFTMASK_HANDLE_START
- #pragma multi_compile _ SOFTMASK_SIMPLE
- */ //SOFTMASK_HANDLE_END
-
- struct appdata_t
- {
- float4 vertex: POSITION;
- float4 color: COLOR;
- float2 texcoord: TEXCOORD0;
- float2 uv1: TEXCOORD1;
- float2 size: TEXCOORD2;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f
- {
- float4 vertex: SV_POSITION;
- fixed4 color: COLOR;
- float2 texcoord: TEXCOORD0;
- float4 shapeData: TEXCOORD1;
- float2 effectsUv: TEXCOORD2;
- float4 worldPosition : TEXCOORD3;
- /* //SOFTMASK_HANDLE_START
- SOFTMASK_COORDS(4)
- */ //SOFTMASK_HANDLE_END
-
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- sampler2D _MainTex; float4 _MainTex_ST;
- fixed4 _Color;
- fixed4 _TextureSize;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- half _PixelWorldScale;
- half _StrokeWidth;
- half _OutlineWidth;
- half4 _OutlineColor;
- half _FalloffDistance;
- half _ShapeRotation;
- half _ConstrainRotation;
- half _FlipHorizontal;
- half _FlipVertical;
-
- #if RECTANGLE
- float4 _RectangleCornerRadius;
- #endif
-
- #if CIRCLE
- float _CircleRadius;
- float _CircleFitRadius;
- #endif
-
- #if PENTAGON
- float4 _PentagonCornerRadius;
- float _PentagonTipRadius;
- float _PentagonTipSize;
- #endif
-
- #if TRIANGLE
- float3 _TriangleCornerRadius;
- #endif
-
- #if HEXAGON
- half2 _HexagonTipSize;
- half2 _HexagonTipRadius;
- half4 _HexagonCornerRadius;
- #endif
-
- #if NSTAR_POLYGON
- float _NStarPolygonSideCount;
- float _NStarPolygonCornerRadius;
- float _NStarPolygonInset;
- float2 _NStarPolygonOffset;
- #endif
-
- #if GRADIENT_LINEAR || GRADIENT_RADIAL
- half4 colors[8];
- half4 alphas[8];
- half _GradientInterpolationType;
- half _GradientColorLength;
- half _GradientAlphaLength;
- half _GradientRotation;
-
- half4 _GradientColor0;
- half4 _GradientColor1;
- half4 _GradientColor2;
- half4 _GradientColor3;
- half4 _GradientColor4;
- half4 _GradientColor5;
- half4 _GradientColor6;
- half4 _GradientColor7;
-
- half4 _GradientAlpha0;
- half4 _GradientAlpha1;
- half4 _GradientAlpha2;
- half4 _GradientAlpha3;
- half4 _GradientAlpha4;
- half4 _GradientAlpha5;
- half4 _GradientAlpha6;
- half4 _GradientAlpha7;
- #endif
-
- #if GRADIENT_CORNER
- half4 _CornerGradientColor0;
- half4 _CornerGradientColor1;
- half4 _CornerGradientColor2;
- half4 _CornerGradientColor3;
- #endif
-
-
-
-
-
- #if GRADIENT_LINEAR || GRADIENT_RADIAL
- float4 SampleGradient(float Time)
- {
- float3 color = colors[0].rgb;
- [unroll]
- for (int c = 1; c < 8; c ++)
- {
- float colorPos = saturate((Time - colors[c - 1].w) / (colors[c].w - colors[c - 1].w)) * step(c, _GradientColorLength - 1);
- color = lerp(color, colors[c].rgb, lerp(colorPos, step(0.01, colorPos), _GradientInterpolationType));
- }
-
- float alpha = alphas[0].x;
- [unroll]
- for (int a = 1; a < 8; a ++)
- {
- float alphaPos = saturate((Time - alphas[a - 1].y) / (alphas[a].y - alphas[a - 1].y)) * step(a, _GradientAlphaLength - 1);
- alpha = lerp(alpha, alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), _GradientInterpolationType));
- }
- return float4(color, alpha);
- }
- #endif
-
- #if RECTANGLE
- half rectangleScene(float4 _additionalData)
- {
- float2 _texcoord = _additionalData.xy;
- float2 _size = float2(_additionalData.z, _additionalData.w);
- float4 radius = _RectangleCornerRadius;
- half4 c = half4(_texcoord, _size - _texcoord);
- half rect = min(min(min(c.x, c.y), c.z), c.w);
- bool4 cornerRects;
- cornerRects.x = _texcoord.x < radius.x && _texcoord.y < radius.x;
- cornerRects.y = _texcoord.x > _size.x - radius.y && _texcoord.y < radius.y;
- cornerRects.z = _texcoord.x > _size.x - radius.z && _texcoord.y > _size.y - radius.z;
- cornerRects.w = _texcoord.x < radius.w && _texcoord.y > _size.y - radius.w;
- half cornerMask = any(cornerRects);
- half4 cornerCircles;
- cornerCircles.x = radius.x - length(_texcoord - radius.xx);
- cornerCircles.y = radius.y - length(_texcoord - half2(_size.x - radius.y, radius.y));
- cornerCircles.z = radius.z - length(_texcoord - (half2(_size.x, _size.y) - radius.zz));
- cornerCircles.w = radius.w - length(_texcoord - half2(radius.w, _size.y - radius.w));
- cornerCircles = min(max(cornerCircles, 0) * cornerRects, rect);
- half corners = max(max(max(cornerCircles.x, cornerCircles.y), cornerCircles.z), cornerCircles.w);
- corners = max(corners, 0.0) * cornerMask;
- return rect*(cornerMask-1) - corners;
- /*
- float2 _texcoord = _additionalData.xy;
- float2 _size = float2(_additionalData.z, _additionalData.w);
- float4 radius = _RectangleCornerRadius;
-
-
- half rect = rectanlge(_texcoord - half2(_size.x / 2.0, _size.y / 2.0), _size.x, _size.y);
- half cornerCircle = circle(_texcoord - radius.xx, radius.x);
- rect = _texcoord.x < radius.x && _texcoord.y < radius.x ? cornerCircle: rect;
- cornerCircle = circle(_texcoord - half2(_size.x - radius.y, radius.y), radius.y);
- rect = _texcoord.x > _size.x - radius.y && _texcoord.y < radius.y ? cornerCircle: rect;
- cornerCircle = circle(_texcoord - (half2(_size.x, _size.y) - radius.zz), radius.z);
- rect = _texcoord.x > _size.x - radius.z && _texcoord.y > _size.y - radius.z ? cornerCircle: rect;
- cornerCircle = circle(_texcoord - half2(radius.w, _size.y - radius.w), radius.w);
- rect = _texcoord.x < radius.w && _texcoord.y > _size.y - radius.w ? cornerCircle: rect;
-
- return rect;
- */
- }
- #endif
-
- #if CIRCLE
- float circleScene(float4 _additionalData)
- {
- float2 _texcoord = _additionalData.xy;
- float2 _size = float2(_additionalData.z, _additionalData.w);
- float width = _size.x;
- float height = _size.y;
- float radius = lerp(_CircleRadius, min(width, height) / 2.0, _CircleFitRadius);
- half sdf = circle(_texcoord - float2(width / 2.0, height / 2.0), radius);
- return sdf;
- }
- #endif
-
- #if TRIANGLE
- half triangleScene(float4 _additionalData)
- {
- float2 _texcoord = _additionalData.xy;
- float2 _size = float2(_additionalData.z, _additionalData.w);
- float width = _size.x;//_additionalData.z;
- float height = _size.y;//_additionalData.w;
-
- half sdf = sdTriangleIsosceles(_texcoord - half2(width / 2.0, height), half2(width / 2.0, -height));
- //return sdf;
-
- _TriangleCornerRadius = max(_TriangleCornerRadius, half3(0.001, 0.001, 0.001));
- // Left Corner
- half halfWidth = width / 2.0;
- half m = height / halfWidth;
- half d = sqrt(1.0 + m * m);
- half c = 0.0;
- half k = -_TriangleCornerRadius.x * d + c;
- half x = (_TriangleCornerRadius.x - k) / m;
- half2 circlePivot = half2(x, _TriangleCornerRadius.x);
- half cornerCircle = circle(_texcoord - circlePivot, _TriangleCornerRadius.x);
- //sdf = sdfDifference(sdf, cornerCircle);
- //return sdf;
- x = (circlePivot.y + circlePivot.x / m - c) / (m + 1.0 / m);
- half y = m * x + c;
- half fy = map(_texcoord.x, x, circlePivot.x, y, circlePivot.y);
- sdf = _texcoord.y < fy && _texcoord.x < circlePivot.x ? cornerCircle: sdf;
- //return sdf;
- // Right Corner
- m = -m; c = 2.0 * height;
- k = -_TriangleCornerRadius.y * d + c;
- x = (_TriangleCornerRadius.y - k) / m;
- circlePivot = half2(x, _TriangleCornerRadius.y);
- cornerCircle = circle(_texcoord - circlePivot, _TriangleCornerRadius.y);
- x = (circlePivot.y + circlePivot.x / m - c) / (m + 1.0 / m); y = m * x + c;
- fy = map(_texcoord.x, circlePivot.x, x, circlePivot.y, y);
- sdf = _texcoord.x > circlePivot.x && _texcoord.y < fy ? cornerCircle: sdf;
-
- //Top Corner
- k = -_TriangleCornerRadius.z * sqrt(1.0 + m * m) + c;
- y = m * (width / 2.0) + k;
- circlePivot = half2(halfWidth, y);
- cornerCircle = circle(_texcoord - circlePivot, _TriangleCornerRadius.z);
- x = (circlePivot.y + circlePivot.x / m - c) / (m + 1.0 / m); y = m * x + c;
- fy = map(_texcoord.x, width - x, x, -1.0, 1.0);
- fy = lerp(circlePivot.y, y, abs(fy));
- sdf = _texcoord.y > fy ? cornerCircle: sdf;
-
- return sdf;
- }
- #endif
-
- #if PENTAGON
- half pentagonScene(float4 _additionalData)
- {
-
- float2 _texcoord = _additionalData.xy;
- float2 _size = float2(_additionalData.z, _additionalData.w);
- float width = _size.x;
- float height = _size.y;
-
- // solid pentagon
- half baseRect = rectanlge(_texcoord - half2(width / 2.0, height / 2.0), width, height);
- half scale = height / _PentagonTipSize;
- half rhombus = sdRhombus(_texcoord - float2(width / 2, _PentagonTipSize * scale), float2(width / 2, _PentagonTipSize) * scale);
- half sdfPentagon = sdfDifference(baseRect, sdfDifference(baseRect, rhombus));
-
- // Bottom rounded corner
- _PentagonTipRadius = max(_PentagonTipRadius, 0.001);
- float halfWidth = width / 2;
- float m = -_PentagonTipSize / halfWidth;
- float d = sqrt(1 + m * m);
- float c = _PentagonTipSize;
- float k = _PentagonTipRadius * d + _PentagonTipSize;
-
- half2 circlePivot = half2(halfWidth, m * halfWidth + k);
- half cornerCircle = circle(_texcoord - circlePivot, _PentagonTipRadius);
- half x = (circlePivot.y + circlePivot.x / m - c) / (m + 1 / m);
- half y = m * x + c;
- half fy = map(_texcoord.x, x, width - x, -1, 1);
- fy = lerp(_PentagonTipRadius, y, abs(fy));
- sdfPentagon = _texcoord.y < fy ? cornerCircle: sdfPentagon;
-
- // Mid Left rounded corner
- k = _PentagonCornerRadius.w * d + _PentagonTipSize;
- circlePivot = half2(_PentagonCornerRadius.w, m * _PentagonCornerRadius.w + k);
- cornerCircle = circle(_texcoord - circlePivot, _PentagonCornerRadius.w);
- x = (circlePivot.y + circlePivot.x / m - c) / (m + 1 / m); y = m * x + c;
- fy = map(_texcoord.x, x, circlePivot.x, y, circlePivot.y);
- sdfPentagon = _texcoord.y > fy && _texcoord.y < circlePivot.y ? cornerCircle: sdfPentagon;
-
- // Mid Right rounded corner
- m = -m; k = _PentagonCornerRadius.z * d - _PentagonTipSize;
- circlePivot = half2(width - _PentagonCornerRadius.z, m * (width - _PentagonCornerRadius.z) + k);
- cornerCircle = circle(_texcoord - circlePivot, _PentagonCornerRadius.z);
- x = (circlePivot.y + circlePivot.x / m - c) / (m + 1 / m); y = m * x + c;
- fy = map(_texcoord.x, circlePivot.x, x, circlePivot.y, y);
- sdfPentagon = _texcoord.y > fy && _texcoord.y < circlePivot.y ? cornerCircle: sdfPentagon;
-
- // Top rounded corners
- cornerCircle = circle(_texcoord - half2(_PentagonCornerRadius.x, height - _PentagonCornerRadius.x), _PentagonCornerRadius.x);
- bool mask = _texcoord.x < _PentagonCornerRadius.x && _texcoord.y > height - _PentagonCornerRadius.x;
- sdfPentagon = mask ? cornerCircle: sdfPentagon;
- cornerCircle = circle(_texcoord - half2(width - _PentagonCornerRadius.y, height - _PentagonCornerRadius.y), _PentagonCornerRadius.y);
- mask = _texcoord.x > width - _PentagonCornerRadius.y && _texcoord.y > height - _PentagonCornerRadius.y;
- sdfPentagon = mask ? cornerCircle: sdfPentagon;
-
- return sdfPentagon;
- }
- #endif
-
- #if HEXAGON
- half hexagonScene(float4 _additionalData)
- {
- float2 _texcoord = _additionalData.xy;
- float2 _size = float2(_additionalData.z, _additionalData.w);
- float width = _size.x;//_additionalData.z;
- float height = _size.y;//_additionalData.w;
-
- half baseRect = rectanlge(_texcoord - half2(width / 2.0, height / 2.0), width, height);
- half scale = width / _HexagonTipSize.x;
- half rhombus1 = sdRhombus(_texcoord - float2(_HexagonTipSize.x * scale, height / 2.0), float2(_HexagonTipSize.x, height / 2.0) * scale);
- scale = width / _HexagonTipSize.y;
- half rhombus2 = sdRhombus(_texcoord - float2(width - _HexagonTipSize.y * scale, height / 2.0), float2(_HexagonTipSize.y, height / 2.0) * scale);
- half sdfHexagon = sdfDifference(sdfDifference(baseRect, -rhombus1), -rhombus2);
-
-
- //Left Rounded Corners
- float halfHeight = height / 2.0;
- float m = -halfHeight / _HexagonTipSize.x;
- float c = halfHeight;
- float d = sqrt(1.0 + m * m);
- float k = _HexagonTipRadius.x * d + c;
- //middle
- half2 circlePivot = half2((halfHeight - k) / m, halfHeight);
- half cornerCircle = circle(_texcoord - circlePivot, _HexagonTipRadius.x);
- half x = (circlePivot.y + circlePivot.x / m - c) / (m + 1.0 / m);
- half y = m * x + c;
- half fy = map(_texcoord.x, x, circlePivot.x, y, circlePivot.y);
- sdfHexagon = _texcoord.y > fy && _texcoord.y < height - fy ? cornerCircle: sdfHexagon;
- //return sdfHexagon;
-
- //bottom
- k = _HexagonCornerRadius.x * d + c;
- circlePivot = half2((_HexagonCornerRadius.x - k) / m, _HexagonCornerRadius.x);
- cornerCircle = circle(_texcoord - circlePivot, _HexagonCornerRadius.x);
- x = (circlePivot.y + circlePivot.x / m - c) / (m + 1.0 / m); y = m * x + c;
- fy = map(_texcoord.x, x, circlePivot.x, y, circlePivot.y);
- sdfHexagon = _texcoord.y < fy && _texcoord.x < circlePivot.x ? cornerCircle: sdfHexagon;
- //return sdfHexagon;
- //top
- k = _HexagonCornerRadius.w * d + c;
- circlePivot = half2((_HexagonCornerRadius.w - k) / m, height - _HexagonCornerRadius.w);
- cornerCircle = circle(_texcoord - circlePivot, _HexagonCornerRadius.w);
- x = (_HexagonCornerRadius.w + circlePivot.x / m - c) / (m + 1.0 / m); y = m * x + c;
- fy = map(_texcoord.x, x, circlePivot.x, height - y, circlePivot.y);
- sdfHexagon = _texcoord.y > fy && _texcoord.x < circlePivot.x ? cornerCircle: sdfHexagon;
- //return sdfHexagon;
- //Right Rounded Corners
- m = halfHeight / _HexagonTipSize.y;
- d = sqrt(1.0 + m * m);
- c = halfHeight - m * width;
- k = _HexagonTipRadius.y * d + c;
-
- //middle
- circlePivot = half2((halfHeight - k) / m, halfHeight);
- cornerCircle = circle(_texcoord - circlePivot, _HexagonTipRadius.y);
- x = (circlePivot.y + circlePivot.x / m - c) / (m + 1.0 / m); y = m * x + c;
- fy = map(_texcoord.x, circlePivot.x, x, circlePivot.y, y);
- sdfHexagon = _texcoord.y > fy && _texcoord.y < height - fy ? cornerCircle: sdfHexagon;
- //return sdfHexagon;
- //bottom
- k = _HexagonCornerRadius.y * d + c;
- circlePivot = half2((_HexagonCornerRadius.y - k) / m, _HexagonCornerRadius.y);
- cornerCircle = circle(_texcoord - circlePivot, _HexagonCornerRadius.y);
- x = (circlePivot.y + circlePivot.x / m - c) / (m + 1.0 / m); y = m * x + c;
- fy = map(_texcoord.x, circlePivot.x, x, circlePivot.y, y);
- sdfHexagon = _texcoord.y < fy && _texcoord.x > circlePivot.x ? cornerCircle: sdfHexagon;
- //return sdfHexagon;
- //top
- k = _HexagonCornerRadius.z * d + c;
- circlePivot = half2((_HexagonCornerRadius.z - k) / m, height - _HexagonCornerRadius.z);
- cornerCircle = circle(_texcoord - circlePivot, _HexagonCornerRadius.z);
- x = (_HexagonCornerRadius.z + circlePivot.x / m - c) / (m + 1.0 / m); y = m * x + c;
- fy = map(_texcoord.x, circlePivot.x, x, circlePivot.y, height - y);
- sdfHexagon = _texcoord.y > fy && _texcoord.x > circlePivot.x ? cornerCircle: sdfHexagon;
-
- return sdfHexagon;
- }
-
- #endif
-
-
- #if NSTAR_POLYGON
- half nStarPolygonScene(float4 _additionalData)
- {
- float2 _texcoord = _additionalData.xy;
- float width = _additionalData.z;
- float height = _additionalData.w;
- float size = height / 2 - _NStarPolygonCornerRadius;
- half str = sdNStarPolygon(_texcoord - half2(width / 2, height / 2) - _NStarPolygonOffset, size, _NStarPolygonSideCount, _NStarPolygonInset) - _NStarPolygonCornerRadius;
- return str;
- }
- #endif
-
- float2 rotateUV(float2 uv, float rotation, float2 mid)
- {
- return float2(
- cos(rotation) * (uv.x - mid.x) + sin(rotation) * (uv.y - mid.y) + mid.x,
- cos(rotation) * (uv.y - mid.y) - sin(rotation) * (uv.x - mid.x) + mid.y
- );
- }
-
- v2f vert(appdata_t v)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = v.vertex;
- OUT.vertex = UnityObjectToClipPos(v.vertex);
- OUT.texcoord = v.texcoord;
- OUT.effectsUv = v.uv1;
-
- float2 size = float2(v.size.x + _FalloffDistance, v.size.y + _FalloffDistance);
- float shapeRotation = radians(_ShapeRotation);
- size = _ConstrainRotation > 0.0 && frac(abs(shapeRotation) / 3.14159) > 0.1? float2(size.y, size.x) : size;
-
- float2 shapeUv = _ConstrainRotation > 0 ? v.uv1 : v.uv1 * size;
- shapeUv = rotateUV(shapeUv, shapeRotation, _ConstrainRotation > 0? float2(0.5, 0.5) : size * 0.5);
- shapeUv*= _ConstrainRotation > 0.0? size : 1.0;
-
- shapeUv.x = lerp(shapeUv.x, abs(size.x - shapeUv.x), _FlipHorizontal);
- shapeUv.y = lerp(shapeUv.y, abs(size.y - shapeUv.y), _FlipVertical);
-
- OUT.shapeData = float4(shapeUv.x, shapeUv.y, size.x, size.y);
-
- #ifdef UNITY_HALF_TEXEL_OFFSET
- OUT.vertex.xy += (_ScreenParams.zw - 1.0) * float2(-1.0, 1.0);
- #endif
- OUT.color = v.color * _Color;
- /* //SOFTMASK_HANDLE_START
- SOFTMASK_CALCULATE_COORDS(OUT, v.vertex);
- */ //SOFTMASK_HANDLE_END
- return OUT;
- }
-
- fixed4 frag(v2f IN): SV_Target
- {
- half4 color = IN.color;
- half2 texcoord = IN.texcoord;
- color = (tex2D(_MainTex, texcoord) + _TextureSampleAdd) * color;
-
-
- #if GRADIENT_LINEAR || GRADIENT_RADIAL
- colors[0] = _GradientColor0;
- colors[1] = _GradientColor1;
- colors[2] = _GradientColor2;
- colors[3] = _GradientColor3;
- colors[4] = _GradientColor4;
- colors[5] = _GradientColor5;
- colors[6] = _GradientColor6;
- colors[7] = _GradientColor7;
-
- alphas[0] = _GradientAlpha0;
- alphas[1] = _GradientAlpha1;
- alphas[2] = _GradientAlpha2;
- alphas[3] = _GradientAlpha3;
- alphas[4] = _GradientAlpha4;
- alphas[5] = _GradientAlpha5;
- alphas[6] = _GradientAlpha6;
- alphas[7] = _GradientAlpha7;
- #endif
-
- #if GRADIENT_LINEAR
- half gradientRotation = radians(_GradientRotation);
- half t = cos(gradientRotation) * (IN.effectsUv.x - 0.5) +
- sin(gradientRotation) * (IN.effectsUv.y - 0.5) + 0.5;
- half4 grad = SampleGradient(t);
- color *= grad;
- #endif
- #if GRADIENT_RADIAL
- half fac = saturate(length(IN.effectsUv - float2(.5, .5)) * 2);
- half4 grad = SampleGradient(clamp(fac, 0, 1));
- color *= grad;
- #endif
-
- #if GRADIENT_CORNER
- half4 topCol = lerp(_CornerGradientColor2, _CornerGradientColor3, IN.effectsUv.x);
- half4 bottomCol = lerp(_CornerGradientColor0, _CornerGradientColor1, IN.effectsUv.x);
- half4 finalCol = lerp(topCol, bottomCol, IN.effectsUv.y);
-
- color *= finalCol;
- #endif
-
- #if RECTANGLE || CIRCLE || PENTAGON || TRIANGLE || HEXAGON || NSTAR_POLYGON
- float sdfData = 0;
- float pixelScale = clamp(1.0/_FalloffDistance, 1.0/2048.0, 2048.0);
- #if RECTANGLE
- sdfData = rectangleScene(IN.shapeData);
- #elif CIRCLE
- sdfData = circleScene(IN.shapeData);
- #elif PENTAGON
- sdfData = pentagonScene(IN.shapeData);
- #elif TRIANGLE
- sdfData = triangleScene(IN.shapeData);
- #elif HEXAGON
- sdfData = hexagonScene(IN.shapeData);
- #elif NSTAR_POLYGON
- sdfData = nStarPolygonScene(IN.shapeData);
- #endif
-
- #if !OUTLINED && !STROKE && !OUTLINED_STROKE
- float sdf = sampleSdf(sdfData, pixelScale);
- color.a *= sdf;
- #endif
- #if STROKE
- float sdf = sampleSdfStrip(sdfData, _StrokeWidth + _OutlineWidth, pixelScale);
- color.a *= sdf;
- #endif
-
- #if OUTLINED
- float alpha = sampleSdf(sdfData, pixelScale);
- float lerpFac = sampleSdf(sdfData + _OutlineWidth, pixelScale);
- color = half4(lerp(_OutlineColor.rgb, color.rgb, lerpFac), lerp(_OutlineColor.a * color.a, color.a, lerpFac));
- color.a *= alpha;
- #endif
-
- #if OUTLINED_STROKE
- float alpha = sampleSdfStrip(sdfData, _OutlineWidth + _StrokeWidth, pixelScale);
- float lerpFac = sampleSdfStrip(sdfData + _OutlineWidth, _StrokeWidth + _FalloffDistance, pixelScale);
- lerpFac = clamp(lerpFac, 0, 1);
- color = half4(lerp(_OutlineColor.rgb, color.rgb, lerpFac), lerp(_OutlineColor.a * color.a, color.a, lerpFac));
- color.a *= alpha;
- #endif
- #endif
- /* //SOFTMASK_HANDLE_START
- color.a *= SOFTMASK_GET_MASK(IN);
- */ //SOFTMASK_HANDLE_END
-
- #ifdef UNITY_UI_CLIP_RECT
- color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #endif
-
- #ifdef UNITY_UI_ALPHACLIP
- clip(color.a - 0.001);
- #endif
-
- return fixed4(color);
- }
- ENDCG
-
- }
- }
- CustomEditor "MPUIKIT.Editor.MPImageShaderGUI"
- }
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