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- //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
- }
- }
- }
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