Snaparazzi/Assets/MPUIKit/Runtime/Resources/Shaders/MPImage.shader

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2024-02-29 20:33:27 +00:00
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"
}