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2025-03-27T14:30:48.4092150Z
|
2025-04-08T14:38:08.2853524Z
|
13491
Viagg-io/Assets/Scenes/0.0-Menu.unity
Normal file
7
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Normal file
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|
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|
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31
Viagg-io/Assets/Scripts/ChangeButtonColors.cs
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class ChangeButtonColors : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Tooltip("Drag the reference Button here whose colors you want to copy.")]
|
||||||
|
public Button referenceButton; // Drag & Drop the button in the inspector, that should be taken as color reference for all others
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if (referenceButton == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("No reference button assigned to ButtonColorAssigner.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ColorBlock referenceColors = referenceButton.colors;
|
||||||
|
|
||||||
|
Button[] buttons = GetComponents<Button>();
|
||||||
|
|
||||||
|
foreach (Button btn in buttons)
|
||||||
|
{
|
||||||
|
if (btn != referenceButton)
|
||||||
|
{
|
||||||
|
btn.colors = referenceColors;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
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Normal file
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|
|||||||
|
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|
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|
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|
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|
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|
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|
userData:
|
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|
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||||||
|
assetBundleVariant:
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53
Viagg-io/Assets/Scripts/ClickOnRenderTexture.cs
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
using UnityEngine.XR.Interaction.Toolkit;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
public class ClickOnRenderTexture : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Camera secondaryCamera; // The camera rendering the UI to the RenderTexture
|
||||||
|
public RenderTexture renderTexture; // The RenderTexture applied to the mesh
|
||||||
|
public MeshCollider meshCollider; // The mesh collider of the object showing the RenderTexture
|
||||||
|
public XRRayInteractor xrRayInteractor; // The XR Ray Interactor component attached to the controller
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
// Ensure XRRayInteractor is assigned
|
||||||
|
if (xrRayInteractor == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("XRRayInteractor not assigned!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if the XRRayInteractor is selecting an object
|
||||||
|
if (xrRayInteractor.hasSelection)
|
||||||
|
{
|
||||||
|
Ray ray = new Ray(xrRayInteractor.transform.position, xrRayInteractor.transform.forward);
|
||||||
|
|
||||||
|
// Raycast into the mesh displaying the RenderTexture
|
||||||
|
if (Physics.Raycast(ray, out RaycastHit hit))
|
||||||
|
{
|
||||||
|
if (hit.collider == meshCollider) // If the ray hits the mesh with the RenderTexture
|
||||||
|
{
|
||||||
|
// Get the UV coordinates of the hit point
|
||||||
|
Vector2 uv = hit.textureCoord;
|
||||||
|
Vector2 screenPoint = new Vector2(uv.x * renderTexture.width, uv.y * renderTexture.height);
|
||||||
|
|
||||||
|
// Simulate a UI click on the RenderTexture (mapped to the secondary camera's UI)
|
||||||
|
PointerEventData eventData = new PointerEventData(EventSystem.current);
|
||||||
|
eventData.position = screenPoint;
|
||||||
|
|
||||||
|
List<RaycastResult> results = new List<RaycastResult>();
|
||||||
|
EventSystem.current.RaycastAll(eventData, results);
|
||||||
|
|
||||||
|
// Execute the click event on the UI element under the ray
|
||||||
|
foreach (var result in results)
|
||||||
|
{
|
||||||
|
ExecuteEvents.Execute(result.gameObject, eventData, ExecuteEvents.pointerClickHandler);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
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Normal file
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|
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userData:
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|
assetBundleVariant:
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10
Viagg-io/Assets/Scripts/CloseApp.cs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CloseApp : MonoBehaviour
|
||||||
|
{ public void doExitGame()
|
||||||
|
{
|
||||||
|
Application.Quit();
|
||||||
|
}
|
||||||
|
}
|
11
Viagg-io/Assets/Scripts/CloseApp.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 1e8d6b88ac045804bbf1589abf3d5557
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||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
67
Viagg-io/Assets/Scripts/LevelManager.cs
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
using UnityEditor; // Needed to access SceneAsset in the editor
|
||||||
|
#endif
|
||||||
|
|
||||||
|
public class LevelManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
// A serializable structure that holds a UI button and its corresponding scene
|
||||||
|
[System.Serializable]
|
||||||
|
public class LevelEntry
|
||||||
|
{
|
||||||
|
public Button levelButton; // UI Button assigned in the inspector
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
public SceneAsset levelScene; // Reference to a .unity file, editable in the Inspector (Editor only)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
[HideInInspector]
|
||||||
|
public string sceneName; // Runtime scene name used for loading (stored automatically)
|
||||||
|
}
|
||||||
|
|
||||||
|
// A list of LevelEntry objects that can be filled in the inspector
|
||||||
|
public List<LevelEntry> levels = new List<LevelEntry>();
|
||||||
|
|
||||||
|
// Called when the GameObject is first initialized (before Start)
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
// In the editor, we convert SceneAsset references into usable scene names
|
||||||
|
foreach (var entry in levels)
|
||||||
|
{
|
||||||
|
if (entry.levelScene != null)
|
||||||
|
{
|
||||||
|
// Get the full path to the scene asset
|
||||||
|
entry.sceneName = AssetDatabase.GetAssetPath(entry.levelScene);
|
||||||
|
|
||||||
|
// Extract only the scene name (e.g., "Level1" from "Assets/Scenes/Level1.unity")
|
||||||
|
entry.sceneName = System.IO.Path.GetFileNameWithoutExtension(entry.sceneName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Loop through each level entry and hook up the button to load the correct scene
|
||||||
|
foreach (var entry in levels)
|
||||||
|
{
|
||||||
|
// Check if both the button and scene name are set
|
||||||
|
if (entry.levelButton != null && !string.IsNullOrEmpty(entry.sceneName))
|
||||||
|
{
|
||||||
|
// Store the scene name locally to avoid closure issues in the lambda
|
||||||
|
string sceneToLoad = entry.sceneName;
|
||||||
|
|
||||||
|
// Add an onClick listener that loads the correct scene when the button is clicked
|
||||||
|
entry.levelButton.onClick.AddListener(() => LoadLevel(sceneToLoad));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// This method is called when a button is clicked, and loads the given scene by name
|
||||||
|
public void LoadLevel(string sceneName)
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene(sceneName); // Load the scene using Unity’s SceneManager
|
||||||
|
}
|
||||||
|
}
|
11
Viagg-io/Assets/Scripts/LevelManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Viagg-io/Assets/UiRoundedCorners.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: aeb7a01b3825a7c4abf6d09ba04e24c6
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
17
Viagg-io/Assets/UiRoundedCorners/DestroyHelper.cs
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Nobi.UiRoundedCorners {
|
||||||
|
internal static class DestroyHelper {
|
||||||
|
internal static void Destroy(Object @object) {
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (Application.isPlaying) {
|
||||||
|
Object.Destroy(@object);
|
||||||
|
} else {
|
||||||
|
Object.DestroyImmediate(@object);
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
Object.Destroy(@object);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Viagg-io/Assets/UiRoundedCorners/DestroyHelper.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 374d389d769fe864c8aa8eccfa70b0b2
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
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|
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|
||||||
|
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|
||||||
|
assetBundleVariant:
|
8
Viagg-io/Assets/UiRoundedCorners/Editor.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bc55785c2d5655f4e839d5408f397028
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,21 @@
|
|||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
namespace Nobi.UiRoundedCorners.Editor {
|
||||||
|
[CustomEditor(typeof(ImageWithIndependentRoundedCorners)), CanEditMultipleObjects]
|
||||||
|
public class ImageWithIndependentRoundedCornersInspector : UnityEditor.Editor {
|
||||||
|
private ImageWithIndependentRoundedCorners script;
|
||||||
|
|
||||||
|
private void OnEnable() {
|
||||||
|
script = (ImageWithIndependentRoundedCorners)target;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnInspectorGUI() {
|
||||||
|
base.OnInspectorGUI();
|
||||||
|
|
||||||
|
if (!script.TryGetComponent<MaskableGraphic>(out var _)) {
|
||||||
|
EditorGUILayout.HelpBox("This script requires an MaskableGraphic (Image or RawImage) component on the same gameobject", MessageType.Warning);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
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|
||||||
|
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|
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|
||||||
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|
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|
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|
executionOrder: 0
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|
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|
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|
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,21 @@
|
|||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
namespace Nobi.UiRoundedCorners.Editor {
|
||||||
|
[CustomEditor(typeof(ImageWithRoundedCorners)), CanEditMultipleObjects]
|
||||||
|
public class ImageWithRoundedCornersInspector : UnityEditor.Editor {
|
||||||
|
private ImageWithRoundedCorners script;
|
||||||
|
|
||||||
|
private void OnEnable() {
|
||||||
|
script = (ImageWithRoundedCorners)target;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnInspectorGUI() {
|
||||||
|
base.OnInspectorGUI();
|
||||||
|
|
||||||
|
if (!script.TryGetComponent<MaskableGraphic>(out var _)) {
|
||||||
|
EditorGUILayout.HelpBox("This script requires an MaskableGraphic (Image or RawImage) component on the same gameobject", MessageType.Warning);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2b7cf3ef8317dd04eaff6d4b44a16520
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,18 @@
|
|||||||
|
{
|
||||||
|
"name": "Nobi.UiRoundedCorners.Editor",
|
||||||
|
"rootNamespace": "",
|
||||||
|
"references": [
|
||||||
|
"GUID:02fb846f82d73b64f884c961e8616088"
|
||||||
|
],
|
||||||
|
"includePlatforms": [
|
||||||
|
"Editor"
|
||||||
|
],
|
||||||
|
"excludePlatforms": [],
|
||||||
|
"allowUnsafeCode": false,
|
||||||
|
"overrideReferences": false,
|
||||||
|
"precompiledReferences": [],
|
||||||
|
"autoReferenced": true,
|
||||||
|
"defineConstraints": [],
|
||||||
|
"versionDefines": [],
|
||||||
|
"noEngineReferences": false
|
||||||
|
}
|
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 10725695f79a428429a1a3c374a5a230
|
||||||
|
AssemblyDefinitionImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,149 @@
|
|||||||
|
using Nobi.UiRoundedCorners;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
namespace Nobi.UiRoundedCorners {
|
||||||
|
[ExecuteInEditMode] //Required to do validation with OnEnable()
|
||||||
|
[DisallowMultipleComponent] //You can only have one of these in every object
|
||||||
|
[RequireComponent(typeof(RectTransform))]
|
||||||
|
public class ImageWithIndependentRoundedCorners : MonoBehaviour {
|
||||||
|
private static readonly int prop_halfSize = Shader.PropertyToID("_halfSize");
|
||||||
|
private static readonly int prop_radiuses = Shader.PropertyToID("_r");
|
||||||
|
private static readonly int prop_rect2props = Shader.PropertyToID("_rect2props");
|
||||||
|
private static readonly int prop_OuterUV = Shader.PropertyToID("_OuterUV");
|
||||||
|
|
||||||
|
// Vector2.right rotated clockwise by 45 degrees
|
||||||
|
private static readonly Vector2 wNorm = new Vector2(.7071068f, -.7071068f);
|
||||||
|
// Vector2.right rotated counter-clockwise by 45 degrees
|
||||||
|
private static readonly Vector2 hNorm = new Vector2(.7071068f, .7071068f);
|
||||||
|
|
||||||
|
public Vector4 r = new Vector4(40f, 40f, 40f, 40f);
|
||||||
|
private Material material;
|
||||||
|
private Vector4 outerUV = new Vector4(0, 0, 1, 1);
|
||||||
|
|
||||||
|
// xy - position,
|
||||||
|
// zw - halfSize
|
||||||
|
[HideInInspector, SerializeField] private Vector4 rect2props;
|
||||||
|
[HideInInspector, SerializeField] private MaskableGraphic image;
|
||||||
|
|
||||||
|
private void OnValidate() {
|
||||||
|
Validate();
|
||||||
|
Refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable() {
|
||||||
|
//You can only add either ImageWithRoundedCorners or ImageWithIndependentRoundedCorners
|
||||||
|
//It will replace the other component when added into the object.
|
||||||
|
var other = GetComponent<ImageWithRoundedCorners>();
|
||||||
|
if (other != null) {
|
||||||
|
r = Vector4.one * other.radius; //When it does, transfer the radius value to this script
|
||||||
|
DestroyHelper.Destroy(other);
|
||||||
|
}
|
||||||
|
|
||||||
|
Validate();
|
||||||
|
Refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnRectTransformDimensionsChange() {
|
||||||
|
if (enabled && material != null) {
|
||||||
|
Refresh();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy() {
|
||||||
|
if (image != null) {
|
||||||
|
image.material = null; //This makes so that when the component is removed, the UI material returns to null
|
||||||
|
}
|
||||||
|
|
||||||
|
DestroyHelper.Destroy(material);
|
||||||
|
image = null;
|
||||||
|
material = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Validate() {
|
||||||
|
if (material == null) {
|
||||||
|
material = new Material(Shader.Find("UI/RoundedCorners/IndependentRoundedCorners"));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (image == null) {
|
||||||
|
TryGetComponent(out image);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (image != null) {
|
||||||
|
image.material = material;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (image is Image uiImage && uiImage.sprite != null) {
|
||||||
|
outerUV = UnityEngine.Sprites.DataUtility.GetOuterUV(uiImage.sprite);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Refresh() {
|
||||||
|
var rect = ((RectTransform)transform).rect;
|
||||||
|
RecalculateProps(rect.size);
|
||||||
|
material.SetVector(prop_rect2props, rect2props);
|
||||||
|
material.SetVector(prop_halfSize, rect.size * .5f);
|
||||||
|
material.SetVector(prop_radiuses, r);
|
||||||
|
material.SetVector(prop_OuterUV, outerUV);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RecalculateProps(Vector2 size) {
|
||||||
|
// Vector that goes from left to right sides of rect2
|
||||||
|
var aVec = new Vector2(size.x, -size.y + r.x + r.z);
|
||||||
|
|
||||||
|
// Project vector aVec to wNorm to get magnitude of rect2 width vector
|
||||||
|
var halfWidth = Vector2.Dot(aVec, wNorm) * .5f;
|
||||||
|
rect2props.z = halfWidth;
|
||||||
|
|
||||||
|
|
||||||
|
// Vector that goes from bottom to top sides of rect2
|
||||||
|
var bVec = new Vector2(size.x, size.y - r.w - r.y);
|
||||||
|
|
||||||
|
// Project vector bVec to hNorm to get magnitude of rect2 height vector
|
||||||
|
var halfHeight = Vector2.Dot(bVec, hNorm) * .5f;
|
||||||
|
rect2props.w = halfHeight;
|
||||||
|
|
||||||
|
|
||||||
|
// Vector that goes from left to top sides of rect2
|
||||||
|
var efVec = new Vector2(size.x - r.x - r.y, 0);
|
||||||
|
|
||||||
|
// Vector that goes from point E to point G, which is top-left of rect2
|
||||||
|
var egVec = hNorm * Vector2.Dot(efVec, hNorm);
|
||||||
|
|
||||||
|
// Position of point E relative to center of coord system
|
||||||
|
var ePoint = new Vector2(r.x - (size.x / 2), size.y / 2);
|
||||||
|
|
||||||
|
// Origin of rect2 relative to center of coord system
|
||||||
|
// ePoint + egVec == vector to top-left corner of rect2
|
||||||
|
// wNorm * halfWidth + hNorm * -halfHeight == vector from top-left corner to center
|
||||||
|
var origin = ePoint + egVec + wNorm * halfWidth + hNorm * -halfHeight;
|
||||||
|
rect2props.x = origin.x;
|
||||||
|
rect2props.y = origin.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Display Vector4 as 4 separate fields for each corners.
|
||||||
|
/// It's way easier to use than w,x,y,z in Vector4.
|
||||||
|
/// </summary>
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
[CustomEditor(typeof(ImageWithIndependentRoundedCorners))]
|
||||||
|
public class Vector4Editor : Editor {
|
||||||
|
public override void OnInspectorGUI() {
|
||||||
|
//DrawDefaultInspector();
|
||||||
|
|
||||||
|
serializedObject.Update();
|
||||||
|
|
||||||
|
SerializedProperty vector4Prop = serializedObject.FindProperty("r");
|
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(vector4Prop.FindPropertyRelative("x"), new GUIContent("Top Left Corner"));
|
||||||
|
EditorGUILayout.PropertyField(vector4Prop.FindPropertyRelative("y"), new GUIContent("Top Right Corner"));
|
||||||
|
EditorGUILayout.PropertyField(vector4Prop.FindPropertyRelative("w"), new GUIContent("Bottom Left Corner"));
|
||||||
|
EditorGUILayout.PropertyField(vector4Prop.FindPropertyRelative("z"), new GUIContent("Bottom Right Corner"));
|
||||||
|
|
||||||
|
serializedObject.ApplyModifiedProperties();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 109c41f08973846429af681aea0a30c4
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
79
Viagg-io/Assets/UiRoundedCorners/ImageWithRoundedCorners.cs
Normal file
@ -0,0 +1,79 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
namespace Nobi.UiRoundedCorners {
|
||||||
|
[ExecuteInEditMode] //Required to check the OnEnable function
|
||||||
|
[DisallowMultipleComponent] //You can only have one of these in every object.
|
||||||
|
[RequireComponent(typeof(RectTransform))]
|
||||||
|
public class ImageWithRoundedCorners : MonoBehaviour {
|
||||||
|
private static readonly int Props = Shader.PropertyToID("_WidthHeightRadius");
|
||||||
|
private static readonly int prop_OuterUV = Shader.PropertyToID("_OuterUV");
|
||||||
|
|
||||||
|
public float radius = 40f;
|
||||||
|
private Material material;
|
||||||
|
private Vector4 outerUV = new Vector4(0, 0, 1, 1);
|
||||||
|
|
||||||
|
[HideInInspector, SerializeField] private MaskableGraphic image;
|
||||||
|
|
||||||
|
private void OnValidate() {
|
||||||
|
Validate();
|
||||||
|
Refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy() {
|
||||||
|
if (image != null) {
|
||||||
|
image.material = null; //This makes so that when the component is removed, the UI material returns to null
|
||||||
|
}
|
||||||
|
|
||||||
|
DestroyHelper.Destroy(material);
|
||||||
|
image = null;
|
||||||
|
material = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable() {
|
||||||
|
//You can only add either ImageWithRoundedCorners or ImageWithIndependentRoundedCorners
|
||||||
|
//It will replace the other component when added into the object.
|
||||||
|
var other = GetComponent<ImageWithIndependentRoundedCorners>();
|
||||||
|
if (other != null) {
|
||||||
|
radius = other.r.x; //When it does, transfer the radius value to this script
|
||||||
|
DestroyHelper.Destroy(other);
|
||||||
|
}
|
||||||
|
|
||||||
|
Validate();
|
||||||
|
Refresh();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnRectTransformDimensionsChange() {
|
||||||
|
if (enabled && material != null) {
|
||||||
|
Refresh();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Validate() {
|
||||||
|
if (material == null) {
|
||||||
|
material = new Material(Shader.Find("UI/RoundedCorners/RoundedCorners"));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (image == null) {
|
||||||
|
TryGetComponent(out image);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (image != null) {
|
||||||
|
image.material = material;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (image is Image uiImage && uiImage.sprite != null) {
|
||||||
|
outerUV = UnityEngine.Sprites.DataUtility.GetOuterUV(uiImage.sprite);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Refresh() {
|
||||||
|
var rect = ((RectTransform)transform).rect;
|
||||||
|
|
||||||
|
//Multiply radius value by 2 to make the radius value appear consistent with ImageWithIndependentRoundedCorners script.
|
||||||
|
//Right now, the ImageWithIndependentRoundedCorners appears to have double the radius than this.
|
||||||
|
material.SetVector(Props, new Vector4(rect.width, rect.height, radius * 2, 0));
|
||||||
|
material.SetVector(prop_OuterUV, outerUV);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: adb30198aa32dd140b5750692dd48104
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,98 @@
|
|||||||
|
Shader "UI/RoundedCorners/IndependentRoundedCorners" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
[HideInInspector] _MainTex ("Texture", 2D) = "white" {}
|
||||||
|
|
||||||
|
// --- Mask support ---
|
||||||
|
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||||
|
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||||
|
[HideInInspector] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||||
|
// Definition in Properties section is required to Mask works properly
|
||||||
|
_r ("r", Vector) = (0,0,0,0)
|
||||||
|
_halfSize ("halfSize", Vector) = (0,0,0,0)
|
||||||
|
_rect2props ("rect2props", Vector) = (0,0,0,0)
|
||||||
|
_OuterUV ("image outer uv", Vector) = (0, 0, 1, 1)
|
||||||
|
// ---
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags {
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
"Queue"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Mask support ---
|
||||||
|
Stencil {
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
Cull Off
|
||||||
|
Lighting Off
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
// ---
|
||||||
|
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "SDFUtils.cginc"
|
||||||
|
#include "ShaderSetup.cginc"
|
||||||
|
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
float4 _r;
|
||||||
|
float4 _halfSize;
|
||||||
|
float4 _rect2props;
|
||||||
|
float4 _OuterUV;
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _ClipRect;
|
||||||
|
fixed4 _TextureSampleAdd;
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target {
|
||||||
|
float2 uvSample = i.uv;
|
||||||
|
uvSample.x = (uvSample.x - _OuterUV.x) / (_OuterUV.z - _OuterUV.x);
|
||||||
|
uvSample.y = (uvSample.y - _OuterUV.y) / (_OuterUV.w - _OuterUV.y);
|
||||||
|
|
||||||
|
half4 color = (tex2D(_MainTex, i.uv) + _TextureSampleAdd) * i.color;
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_CLIP_RECT
|
||||||
|
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_ALPHACLIP
|
||||||
|
clip(color.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
if (color.a <= 0) {
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
float alpha = CalcAlphaForIndependentCorners(uvSample, _halfSize.xy, _rect2props, _r);
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_ALPHACLIP
|
||||||
|
clip(alpha - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return mixAlpha(tex2D(_MainTex, i.uv), i.color, alpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
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|
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|
fileFormatVersion: 2
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guid: d3beb88e61f88ca4393acdefb005fa70
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||||||
|
ShaderImporter:
|
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|
externalObjects: {}
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||||||
|
defaultTextures: []
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||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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|
|||||||
|
{
|
||||||
|
"name": "Nobi.UiRoundedCorners",
|
||||||
|
"references": [],
|
||||||
|
"optionalUnityReferences": [],
|
||||||
|
"includePlatforms": [],
|
||||||
|
"excludePlatforms": [],
|
||||||
|
"allowUnsafeCode": false
|
||||||
|
}
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|||||||
|
fileFormatVersion: 2
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|
guid: 02fb846f82d73b64f884c961e8616088
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||||||
|
AssemblyDefinitionImporter:
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||||||
|
externalObjects: {}
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|
userData:
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||||||
|
assetBundleName:
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||||||
|
assetBundleVariant:
|
94
Viagg-io/Assets/UiRoundedCorners/RoundedCorners.shader
Normal file
@ -0,0 +1,94 @@
|
|||||||
|
Shader "UI/RoundedCorners/RoundedCorners" {
|
||||||
|
Properties {
|
||||||
|
[HideInInspector] _MainTex ("Texture", 2D) = "white" {}
|
||||||
|
|
||||||
|
// --- Mask support ---
|
||||||
|
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||||
|
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||||
|
[HideInInspector] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||||
|
|
||||||
|
// Definition in Properties section is required to Mask works properly
|
||||||
|
_WidthHeightRadius ("WidthHeightRadius", Vector) = (0,0,0,0)
|
||||||
|
_OuterUV ("image outer uv", Vector) = (0, 0, 1, 1)
|
||||||
|
// ---
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags {
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
"Queue"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Mask support ---
|
||||||
|
Stencil {
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
Cull Off
|
||||||
|
Lighting Off
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
// ---
|
||||||
|
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "SDFUtils.cginc"
|
||||||
|
#include "ShaderSetup.cginc"
|
||||||
|
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
float4 _WidthHeightRadius;
|
||||||
|
float4 _OuterUV;
|
||||||
|
sampler2D _MainTex;
|
||||||
|
fixed4 _TextureSampleAdd;
|
||||||
|
float4 _ClipRect;
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target {
|
||||||
|
float2 uvSample = i.uv;
|
||||||
|
uvSample.x = (uvSample.x - _OuterUV.x) / (_OuterUV.z - _OuterUV.x);
|
||||||
|
uvSample.y = (uvSample.y - _OuterUV.y) / (_OuterUV.w - _OuterUV.y);
|
||||||
|
|
||||||
|
half4 color = (tex2D(_MainTex, i.uv) + _TextureSampleAdd) * i.color;
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_CLIP_RECT
|
||||||
|
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_ALPHACLIP
|
||||||
|
clip(color.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
if (color.a <= 0) {
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
float alpha = CalcAlpha(uvSample, _WidthHeightRadius.xy, _WidthHeightRadius.z);
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_ALPHACLIP
|
||||||
|
clip(alpha - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return mixAlpha(tex2D(_MainTex, i.uv), i.color, alpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,9 @@
|
|||||||
|
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|
guid: 0bd2ec5d73751e34a814274a454bec41
|
||||||
|
ShaderImporter:
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||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
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||||||
|
assetBundleVariant:
|
82
Viagg-io/Assets/UiRoundedCorners/SDFUtils.cginc
Normal file
@ -0,0 +1,82 @@
|
|||||||
|
// SDF Function for rectangle
|
||||||
|
float rectangle(float2 samplePosition, float2 halfSize){
|
||||||
|
// X component represents signed distance to closest vertical edge of rectangle
|
||||||
|
// Same for Y but for closest horizontal edge
|
||||||
|
// HalfSize represents two distances from each axis of 2d space to a сorresponding edge
|
||||||
|
float2 distanceToEdge = abs(samplePosition) - halfSize;
|
||||||
|
// max(n, 0) to remove distances that signed with minus (distances inside rectangle)
|
||||||
|
// length to calculate distance from outside (distances that > 0) to rectangle
|
||||||
|
float outsideDistance = length(max(distanceToEdge, 0));
|
||||||
|
// max(x,y) is a cheap way to calculate distance to closest edge inside rectangle
|
||||||
|
// with min we just make sure that inside distances would not impact on outside distances
|
||||||
|
float insideDistance = min(max(distanceToEdge.x, distanceToEdge.y), 0);
|
||||||
|
return outsideDistance + insideDistance;
|
||||||
|
}
|
||||||
|
|
||||||
|
// An extension of rectangle() function to modify signed distance (effect as a wrap around rectangle)
|
||||||
|
float roundedRectangle(float2 samplePosition, float absoluteRound, float2 halfSize){
|
||||||
|
// subtrancting value from final distance effects like a wrap around rectangle, so
|
||||||
|
// the solution is to decrease actual rectangle with `absoluteRound` value
|
||||||
|
// and then make an effect of wrap with size of `absoluteRound`
|
||||||
|
return rectangle(samplePosition, halfSize - absoluteRound) - absoluteRound;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Smoothstep function with antialiasing
|
||||||
|
float AntialiasedCutoff(float distance){
|
||||||
|
float distanceChange = fwidth(distance) * 0.5;
|
||||||
|
return smoothstep(distanceChange, -distanceChange, distance);
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalcAlpha(float2 samplePosition, float2 size, float radius){
|
||||||
|
// -.5 = translate origin of samplePositions from (0, 0) to (.5, .5)
|
||||||
|
// because for Image component (0,0) is bottom-right, not a center
|
||||||
|
// * size = scale samplePositions to localSpace of Image with this size
|
||||||
|
float2 samplePositionTranslated = (samplePosition - .5) * size;
|
||||||
|
float distToRect = roundedRectangle(samplePositionTranslated, radius * .5, size * .5);
|
||||||
|
return AntialiasedCutoff(distToRect);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline float2 translate(float2 samplePosition, float2 offset){
|
||||||
|
return samplePosition - offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
float intersect(float shape1, float shape2){
|
||||||
|
return max(shape1, shape2);
|
||||||
|
}
|
||||||
|
|
||||||
|
float2 rotate(float2 samplePosition, float rotation){
|
||||||
|
const float PI = 3.14159;
|
||||||
|
float angle = rotation * PI * 2 * -1;
|
||||||
|
float sine, cosine;
|
||||||
|
sincos(angle, sine, cosine);
|
||||||
|
return float2(cosine * samplePosition.x + sine * samplePosition.y, cosine * samplePosition.y - sine * samplePosition.x);
|
||||||
|
}
|
||||||
|
|
||||||
|
float circle(float2 position, float radius){
|
||||||
|
return length(position) - radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalcAlphaForIndependentCorners(float2 samplePosition, float2 halfSize, float4 rect2props, float4 r){
|
||||||
|
|
||||||
|
samplePosition = (samplePosition - .5) * halfSize * 2;
|
||||||
|
|
||||||
|
float r1 = rectangle(samplePosition, halfSize);
|
||||||
|
|
||||||
|
float2 r2Position = rotate(translate(samplePosition, rect2props.xy), .125);
|
||||||
|
float r2 = rectangle(r2Position, rect2props.zw);
|
||||||
|
|
||||||
|
float2 circle0Position = translate(samplePosition, float2(-halfSize.x + r.x, halfSize.y - r.x));
|
||||||
|
float c0 = circle(circle0Position, r.x);
|
||||||
|
|
||||||
|
float2 circle1Position = translate(samplePosition, float2(halfSize.x - r.y, halfSize.y - r.y));
|
||||||
|
float c1 = circle(circle1Position, r.y);
|
||||||
|
|
||||||
|
float2 circle2Position = translate(samplePosition, float2(halfSize.x - r.z, -halfSize.y + r.z));
|
||||||
|
float c2 = circle(circle2Position, r.z);
|
||||||
|
|
||||||
|
float2 circle3Position = translate(samplePosition, -halfSize + r.w);
|
||||||
|
float c3 = circle(circle3Position, r.w);
|
||||||
|
|
||||||
|
float dist = max(r1,min(min(min(min(r2, c0), c1), c2), c3));
|
||||||
|
return AntialiasedCutoff(dist);
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||||||
|
}
|
3
Viagg-io/Assets/UiRoundedCorners/SDFUtils.cginc.meta
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Viagg-io/Assets/UiRoundedCorners/ShaderSetup.cginc
Normal file
@ -0,0 +1,37 @@
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struct appdata {
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|
float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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|
UNITY_VERTEX_INPUT_INSTANCE_ID
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|
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|
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
|
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|
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int _UIVertexColorAlwaysGammaSpace;
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|
v2f vert (appdata v) {
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v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
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|
UNITY_INITIALIZE_OUTPUT(v2f, o);
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|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
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|
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|
||||||
|
if(!IsGammaSpace())
|
||||||
|
o.color = float4(UIGammaToLinear(o.color.xyz), o.color.w);
|
||||||
|
return o;
|
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|
}
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|
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||||||
|
inline fixed4 mixAlpha(fixed4 mainTexColor, fixed4 color, float sdfAlpha){
|
||||||
|
fixed4 col = mainTexColor * color;
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||||||
|
col.a = min(col.a, sdfAlpha);
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