//矩形边界(圆角、描边) Shader "JC/UI/RectBorder" { 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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 _NodeWidth("Node Width", Float) = 100 _NodeHeight("Node Height", Float) = 100 _BorderRadius("Border Radius", Float) = 20 _BorderRadiusSwitch("Border Radius Switch", Int) = 15 _BorderWidth("Border Width", Float) = 2 _BorderColor("Border Color", Color) = (0,0,0,1) } 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 { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float _NodeWidth; float _NodeHeight; float _BorderRadius; int _BorderRadiusSwitch; float _BorderWidth; fixed4 _BorderColor; float4 _MainTex_TexelSize; v2f vert(appdata_t IN) { v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1); #endif OUT.color = IN.color * _Color; return OUT; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif // float w = _MainTex_TexelSize.z; // float h = _MainTex_TexelSize.w; float w = _NodeWidth; float h = _NodeHeight; float r = _BorderRadius; float x = IN.texcoord.x * w; float y = IN.texcoord.y * h; float bw = _BorderWidth; bool switch_lt = (_BorderRadiusSwitch & 1) == 1; //左上角是否要圆角处理 bool switch_rt = (_BorderRadiusSwitch & 2) == 2; //右上角是否要圆角处理 bool switch_rb = (_BorderRadiusSwitch & 4) == 4; //右下角是否要圆角处理 bool switch_lb = (_BorderRadiusSwitch & 8) == 8; //左下角是否要圆角处理 //左下角 if (switch_lb && x < r && y < r) { if ((x - r) * (x - r) + (y - r) * (y - r) > (r - bw) * (r - bw)) { if ((x - r) * (x - r) + (y - r) * (y - r) > r * r) color.a = 0; else color.rgba = _BorderColor.rgba; } } //左上角 else if (switch_lt && x < r && y > (h - r)) { if ((x - r) * (x - r) + (y - (h - r)) * (y - (h - r)) > (r - bw) * (r - bw)) { if ((x - r) * (x - r) + (y - (h - r)) * (y - (h - r)) > r * r) color.a = 0; else color.rgba = _BorderColor.rgba; } } //右下角 else if (switch_rb && x > (w - r) && y < r) { if ((x - (w - r)) * (x - (w - r)) + (y - r) * (y - r) > (r - bw) * (r - bw)) { if ((x - (w - r)) * (x - (w - r)) + (y - r) * (y - r) > r * r) color.a = 0; else color.rgba = _BorderColor.rgba; } } //右上角 else if (switch_rt && x > (w - r) && y > (h - r)) { if ((x - (w - r)) * (x - (w - r)) + (y - (h - r)) * (y - (h - r)) > (r - bw) * (r - bw)) { if ((x - (w - r)) * (x - (w - r)) + (y - (h - r)) * (y - (h - r)) > r * r) color.a = 0; else color.rgba = _BorderColor.rgba; } } //边界上色 else if (bw > 0 && x < bw || x > w - bw || y < bw || y > h - bw) color.rgba = _BorderColor.rgba; return color; } ENDCG } } }