圆角shader

Shader "Custom/UI/RoundConorNew"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}

        _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

        _RoundedRadius("Rounded Radius", Range(0, 256)) = 64
        _Width("View Width", Float) = 200
        _Height("View Height", Float) = 200
        _BorderWidth("Border Width", Float) = 1
        _BorderColor("Boader Color", Color) = (1, 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 _TextureSampleAdd;
                float4 _ClipRect;

                float _RoundedRadius;
                float _Width;
                float _Height;
                float _BorderWidth;
                float4 _BorderColor;

                float4 _MainTex_TexelSize;//纹理的大小,可能没有纹理,只有顶点颜色

                v2f vert(appdata_t IN)
                {
                    v2f OUT;
                    OUT.worldPosition = IN.vertex;
                    OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

                    OUT.texcoord = IN.texcoord;

                    OUT.color = IN.color;
                    return OUT;
                }

                sampler2D _MainTex;

                fixed4 frag(v2f IN) : SV_Target
                {
                    half4 color = IN.color;
                    if (_MainTex_TexelSize.z > 0) {
                        //有纹理,则颜色从纹理读取, 并叠加顶点颜色
                        color = (tex2D(_MainTex, IN.texcoord)) * IN.color;
                    }
                    //float width = _MainTex_TexelSize.z;
                    //float height = _MainTex_TexelSize.w;

                    float width = _Width;
                    float height = _Height;

                    if (width <= 0 && _MainTex_TexelSize.z > 0)
                    {
                        //如果没定义宽度,而纹理又定义了宽度,则从纹理宽度读取
                        width = _MainTex_TexelSize.z;
                    }
                    if (height <= 0 && _MainTex_TexelSize.w > 0)
                    {
                        //同上
                        height = _MainTex_TexelSize.w;
                    }

                    float border_width = _BorderWidth;
                    half4 border_color = _BorderColor;

                    float x = IN.texcoord.x * width;
                    float y = IN.texcoord.y * height;

                    float r = _RoundedRadius;

                    float arc_size = 0;

                    //左下角
                    if (x < r && y < r)
                    {
                        arc_size = (x - r) * (x - r) + (y - r) * (y - r);
                        if (arc_size > r * r) {
                            color.a = 0;
                        } else if (border_width > 0 && arc_size > (r - border_width) * (r - border_width)) {
                            color = border_color;
                        }   
                    }

                    //左上角
                    if (x < r && y >(height - r))
                    {
                        arc_size = (x - r) * (x - r) + (y - (height - r)) * (y - (height - r));
                        if (arc_size > r * r) {
                            color.a = 0;
                        }
                        else if (border_width > 0 && arc_size > (r - border_width) * (r - border_width)) {
                            color = border_color;
                        }
                    }

                    //右下角
                    if (x > (width - r) && y < r)
                    {
                        arc_size = (x - (width - r)) * (x - (width - r)) + (y - r) * (y - r);
                        if (arc_size > r * r) {
                            color.a = 0;
                        }
                        else if (border_width > 0 && arc_size > (r - border_width) * (r - border_width)) {
                            color = border_color;
                        }
                    }

                    //右上角
                    if (x > (width - r) && y > (height - r))
                    {
                        arc_size = (x - (width - r)) * (x - (width - r)) + (y - (height - r)) * (y - (height - r));
                        if (arc_size > r * r) {
                            color.a = 0;
                        } else if (border_width > 0 && arc_size > (r - border_width) * (r - border_width)) {
                            color = border_color;
                        }
                    }


                    if (border_width > 0) {
                        //下边直线区域
                        if (x > r && x < (width - r) && y < border_width) {
                            color = border_color;
                        }
                        //上边直线区域
                        if (x > r && x < (width - r) && (height - y) < border_width) {
                            color = border_color;
                        }
                        //左边直线区域
                        if (y > r && y < (height - r) && x < border_width) {
                            color = border_color;
                        }
                        //右边直线区域
                        if (y > r && y < (height - r) && x > (width - border_width)) {
                            color = border_color;
                        }
                    }

                    return color;
                }
                ENDCG
            }
        }
}

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