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										137
									
								
								Viagg-io/Assets/LoadingScreenContent/background-hemisphere.mat
									
									
									
									
									
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 | 
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 | 
				
			||||||
							
								
								
									
										13491
									
								
								Viagg-io/Assets/Scenes/0.0-Menu.unity
									
									
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										7
									
								
								Viagg-io/Assets/Scenes/0.0-Menu.unity.meta
									
									
									
									
									
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										31
									
								
								Viagg-io/Assets/Scripts/ChangeButtonColors.cs
									
									
									
									
									
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						@ -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
									
								
								Viagg-io/Assets/Scripts/ChangeButtonColors.cs.meta
									
									
									
									
									
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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
									
								
								Viagg-io/Assets/Scripts/ClickOnRenderTexture.cs.meta
									
									
									
									
									
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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
									
									
									
									
									
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			||||||
							
								
								
									
										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
									
									
									
									
									
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										8
									
								
								Viagg-io/Assets/UiRoundedCorners.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
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			||||||
							
								
								
									
										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
									
									
									
									
									
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 | 
				
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										8
									
								
								Viagg-io/Assets/UiRoundedCorners/Editor.meta
									
									
									
									
									
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 | 
				
			|||||||
 | 
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					guid: bc55785c2d5655f4e839d5408f397028
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					DefaultImporter:
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 | 
				
			||||||
 | 
					  assetBundleVariant: 
 | 
				
			||||||
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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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 | 
				
			|||||||
 | 
					fileFormatVersion: 2
 | 
				
			||||||
 | 
					guid: 2364a6676566e7842a1a053d02d5ec5b
 | 
				
			||||||
 | 
					MonoImporter:
 | 
				
			||||||
 | 
					  externalObjects: {}
 | 
				
			||||||
 | 
					  serializedVersion: 2
 | 
				
			||||||
 | 
					  defaultReferences: []
 | 
				
			||||||
 | 
					  executionOrder: 0
 | 
				
			||||||
 | 
					  icon: {instanceID: 0}
 | 
				
			||||||
 | 
					  userData: 
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 | 
				
			||||||
 | 
					  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 @@
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			|||||||
 | 
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					  externalObjects: {}
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					  defaultReferences: []
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@ -0,0 +1,18 @@
 | 
				
			|||||||
 | 
					{
 | 
				
			||||||
 | 
					    "name": "Nobi.UiRoundedCorners.Editor",
 | 
				
			||||||
 | 
					    "rootNamespace": "",
 | 
				
			||||||
 | 
					    "references": [
 | 
				
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					        "GUID:02fb846f82d73b64f884c961e8616088"
 | 
				
			||||||
 | 
					    ],
 | 
				
			||||||
 | 
					    "includePlatforms": [
 | 
				
			||||||
 | 
					        "Editor"
 | 
				
			||||||
 | 
					    ],
 | 
				
			||||||
 | 
					    "excludePlatforms": [],
 | 
				
			||||||
 | 
					    "allowUnsafeCode": false,
 | 
				
			||||||
 | 
					    "overrideReferences": false,
 | 
				
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 | 
					    "precompiledReferences": [],
 | 
				
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 | 
					    "autoReferenced": true,
 | 
				
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 | 
					    "defineConstraints": [],
 | 
				
			||||||
 | 
					    "versionDefines": [],
 | 
				
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 | 
					    "noEngineReferences": false
 | 
				
			||||||
 | 
					}
 | 
				
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@ -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 @@
 | 
				
			|||||||
 | 
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 | 
				
			||||||
 | 
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 | 
				
			||||||
 | 
					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
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
@ -0,0 +1,9 @@
 | 
				
			|||||||
 | 
					fileFormatVersion: 2
 | 
				
			||||||
 | 
					guid: d3beb88e61f88ca4393acdefb005fa70
 | 
				
			||||||
 | 
					ShaderImporter:
 | 
				
			||||||
 | 
					  externalObjects: {}
 | 
				
			||||||
 | 
					  defaultTextures: []
 | 
				
			||||||
 | 
					  nonModifiableTextures: []
 | 
				
			||||||
 | 
					  userData: 
 | 
				
			||||||
 | 
					  assetBundleName: 
 | 
				
			||||||
 | 
					  assetBundleVariant: 
 | 
				
			||||||
@ -0,0 +1,8 @@
 | 
				
			|||||||
 | 
					{
 | 
				
			||||||
 | 
					    "name": "Nobi.UiRoundedCorners",
 | 
				
			||||||
 | 
					    "references": [],
 | 
				
			||||||
 | 
					    "optionalUnityReferences": [],
 | 
				
			||||||
 | 
					    "includePlatforms": [],
 | 
				
			||||||
 | 
					    "excludePlatforms": [],
 | 
				
			||||||
 | 
					    "allowUnsafeCode": false
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
@ -0,0 +1,7 @@
 | 
				
			|||||||
 | 
					fileFormatVersion: 2
 | 
				
			||||||
 | 
					guid: 02fb846f82d73b64f884c961e8616088
 | 
				
			||||||
 | 
					AssemblyDefinitionImporter:
 | 
				
			||||||
 | 
					  externalObjects: {}
 | 
				
			||||||
 | 
					  userData: 
 | 
				
			||||||
 | 
					  assetBundleName: 
 | 
				
			||||||
 | 
					  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 @@
 | 
				
			|||||||
 | 
					fileFormatVersion: 2
 | 
				
			||||||
 | 
					guid: 0bd2ec5d73751e34a814274a454bec41
 | 
				
			||||||
 | 
					ShaderImporter:
 | 
				
			||||||
 | 
					  externalObjects: {}
 | 
				
			||||||
 | 
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										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);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
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 | 
				
			||||||
 | 
					inline float2 translate(float2 samplePosition, float2 offset){
 | 
				
			||||||
 | 
					    return samplePosition - offset;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					float intersect(float shape1, float shape2){
 | 
				
			||||||
 | 
					    return max(shape1, shape2);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
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 | 
				
			||||||
 | 
					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;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
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 | 
				
			||||||
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					float CalcAlphaForIndependentCorners(float2 samplePosition, float2 halfSize, float4 rect2props, float4 r){
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    samplePosition = (samplePosition - .5) * halfSize * 2;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    float r1 = rectangle(samplePosition, halfSize);
 | 
				
			||||||
 | 
					                
 | 
				
			||||||
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					    float2 r2Position = rotate(translate(samplePosition, rect2props.xy), .125);
 | 
				
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 | 
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 | 
				
			||||||
 | 
					    
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 | 
					    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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					}
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			||||||
							
								
								
									
										3
									
								
								Viagg-io/Assets/UiRoundedCorners/SDFUtils.cginc.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
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										37
									
								
								Viagg-io/Assets/UiRoundedCorners/ShaderSetup.cginc
									
									
									
									
									
										Normal file
									
								
							
							
						
						@ -0,0 +1,37 @@
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								Viagg-io/Assets/UiRoundedCorners/ShaderSetup.cginc.meta
									
									
									
									
									
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@ -39,7 +39,11 @@ PlayerSettings:
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@ -796,7 +802,7 @@ PlayerSettings:
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