Merge branch 'master' into programming

This commit is contained in:
Nadine Ganz 2025-04-09 09:38:06 +02:00
commit 782c3c1dc1
92 changed files with 35142 additions and 149 deletions

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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;
}
}
}
}

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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);
}
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CloseApp : MonoBehaviour
{ public void doExitGame()
{
Application.Quit();
}
}

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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 Unitys SceneManager
}
}

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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
}
}
}

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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);
}
}
}
}

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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);
}
}
}
}

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{
"name": "Nobi.UiRoundedCorners.Editor",
"rootNamespace": "",
"references": [
"GUID:02fb846f82d73b64f884c961e8616088"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
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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

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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);
}
}
}

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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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{
"name": "Nobi.UiRoundedCorners",
"references": [],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
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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
}
}
}

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// 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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struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR; // set from Image component property
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.color = v.color;
if (_UIVertexColorAlwaysGammaSpace)
if(!IsGammaSpace())
o.color = float4(UIGammaToLinear(o.color.xyz), o.color.w);
return o;
}
inline fixed4 mixAlpha(fixed4 mainTexColor, fixed4 color, float sdfAlpha){
fixed4 col = mainTexColor * color;
col.a = min(col.a, sdfAlpha);
return col;
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