NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/Internal-GUIRoundedRect.shader

176 lines
5.2 KiB
GLSL

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/Internal-GUIRoundedRect"
{
Properties {
_MainTex ("Texture", any) = "white" {}
_SrcBlend("SrcBlend", Int) = 5 // SrcAlpha
_DstBlend("DstBlend", Int) = 10 // OneMinusSrcAlpha
}
CGINCLUDE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.5
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 clipUV : TEXCOORD1;
float4 pos : TEXCOORD2;
};
sampler2D _MainTex;
sampler2D _GUIClipTexture;
uniform bool _ManualTex2SRGB;
uniform int _SrcBlend;
uniform float4 _MainTex_ST;
uniform float4x4 unity_GUIClipTextureMatrix;
uniform float _CornerRadiuses[4];
uniform float _BorderWidths[4];
uniform float _Rect[4];
uniform bool _SmoothCorners;
half GetCornerAlpha(float2 p, float2 center, float borderWidth1, float borderWidth2, float radius, float pixelScale)
{
bool hasBorder = borderWidth1 > 0.0f || borderWidth2 > 0.0f;
float2 v = p - center;
float pixelCenterDist = length(v);
float outRad = radius;
float outerDist = (pixelCenterDist - outRad) * pixelScale;
half outerDistAlpha = hasBorder ? saturate(0.5f + outerDist) : 0.0f;
float a = radius - borderWidth1;
float b = radius - borderWidth2;
v.y *= a/b;
half rawDist = (length(v) - a) * pixelScale;
half alpha = saturate(rawDist+0.5f);
half innerDistAlpha = hasBorder ? ((a > 0 && b > 0) ? alpha : 1.0f) : 0.0f;
return (outerDistAlpha == 0.0f) ? innerDistAlpha : (_SmoothCorners ? (1.0f - outerDistAlpha) : 0.0);
}
bool IsPointInside(float2 p, float4 rect)
{
return p.x >= rect.x && p.x <= (rect.x+rect.z) && p.y >= rect.y && p.y <= (rect.y+rect.w);
}
v2f vert (appdata_t v)
{
float3 eyePos = UnityObjectToViewPos(v.vertex);
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
o.pos = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float pixelScale = 1.0f/abs(ddx(i.pos.x));
half4 col = tex2D(_MainTex, i.texcoord);
if (_ManualTex2SRGB)
col.rgb = LinearToGammaSpace(col.rgb);
col *= i.color;
float2 p = i.pos.xy;
float cornerRadius2 = _CornerRadiuses[0] * 2.0f;
float middleWidth = _Rect[2] - cornerRadius2;
float middleHeight = _Rect[3] - cornerRadius2;
bool xIsLeft = (p.x - _Rect[0] - _Rect[2]/2.0f) <= 0.0f;
bool yIsTop = (p.y - _Rect[1] - _Rect[3]/2.0f) <= 0.0f;
float bw1 = _BorderWidths[0];
float bw2 = _BorderWidths[1];
int radiusIndex = 0;
if (xIsLeft)
radiusIndex = yIsTop ? 0 : 3;
else
radiusIndex = yIsTop ? 1 : 2;
float activeRadius = _CornerRadiuses[radiusIndex];
float2 center = float2(_Rect[0]+activeRadius, _Rect[1]+activeRadius);
if (!xIsLeft)
{
center.x = (_Rect[0]+_Rect[2]-activeRadius);
bw1 = _BorderWidths[2];
}
if (!yIsTop)
{
center.y = (_Rect[1]+_Rect[3]-activeRadius);
bw2 = _BorderWidths[3];
}
bool isInCorner = (xIsLeft ? p.x <= center.x : p.x >= center.x) && (yIsTop ? p.y <= center.y : p.y >= center.y);
float cornerAlpha = isInCorner ? GetCornerAlpha(p, center, bw1, bw2, activeRadius, pixelScale) : 1.0f;
col.a *= cornerAlpha;
float4 centerRect = float4(_Rect[0]+_BorderWidths[0], _Rect[1]+_BorderWidths[1], _Rect[2]-(_BorderWidths[0]+_BorderWidths[2]), _Rect[3]-(_BorderWidths[1]+_BorderWidths[3]));
bool isPointInCenter = IsPointInside(p, centerRect);
half middleMask = isPointInCenter ? 0.0f : 1.0f;
bool hasBorder = _BorderWidths[0] > 0 || _BorderWidths[1] > 0 || _BorderWidths[2] > 0 || _BorderWidths[3] > 0;
float borderAlpha = hasBorder ? (isInCorner ? 1.0f : middleMask) : 1.0f;
col.a *= borderAlpha;
float clipAlpha = tex2D(_GUIClipTexture, i.clipUV).a;
col.a *= clipAlpha;
// If the source blend is not SrcAlpha (default) we need to multiply the color by the rounded corner
// alpha factors for clipping, since it will not be done at the blending stage.
if (_SrcBlend != 5) // 5 SrcAlpha
{
col.rgb *= cornerAlpha * borderAlpha * clipAlpha;
}
return col;
}
ENDCG
SubShader {
Blend [_SrcBlend] [_DstBlend], One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
SubShader {
Blend [_SrcBlend] [_DstBlend]
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
ENDCG
}
}
FallBack "Hidden/Internal-GUITextureClip"
}