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4844bee735
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efcb3982a2
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||||||
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||||||
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||||||
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||||||
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||||||
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@ -1 +1 @@
|
|||||||
2025-04-08T14:38:08.2853524Z
|
2025-03-27T14:30:48.4092150Z
|
@ -1,7 +0,0 @@
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|||||||
fileFormatVersion: 2
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||||||
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externalObjects: {}
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|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
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|
@ -1,31 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
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guid: c09a1c709fca5154c83d64a8f427b4ea
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externalObjects: {}
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serializedVersion: 2
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|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,53 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 3110330af3567f240a813827e138a293
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externalObjects: {}
|
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|
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assetBundleName:
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||||||
assetBundleVariant:
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|
@ -1,10 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class CloseApp : MonoBehaviour
|
|
||||||
{ public void doExitGame()
|
|
||||||
{
|
|
||||||
Application.Quit();
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
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guid: 1e8d6b88ac045804bbf1589abf3d5557
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
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||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
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|
@ -1,67 +0,0 @@
|
|||||||
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
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
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|
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serializedVersion: 2
|
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executionOrder: 0
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|
@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: aeb7a01b3825a7c4abf6d09ba04e24c6
|
|
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folderAsset: yes
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|
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|
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externalObjects: {}
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|
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assetBundleName:
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|
||||||
assetBundleVariant:
|
|
@ -1,17 +0,0 @@
|
|||||||
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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 374d389d769fe864c8aa8eccfa70b0b2
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -1,8 +0,0 @@
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fileFormatVersion: 2
|
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guid: bc55785c2d5655f4e839d5408f397028
|
|
||||||
folderAsset: yes
|
|
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DefaultImporter:
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|
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externalObjects: {}
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userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,21 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2364a6676566e7842a1a053d02d5ec5b
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,21 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2b7cf3ef8317dd04eaff6d4b44a16520
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,18 +0,0 @@
|
|||||||
{
|
|
||||||
"name": "Nobi.UiRoundedCorners.Editor",
|
|
||||||
"rootNamespace": "",
|
|
||||||
"references": [
|
|
||||||
"GUID:02fb846f82d73b64f884c961e8616088"
|
|
||||||
],
|
|
||||||
"includePlatforms": [
|
|
||||||
"Editor"
|
|
||||||
],
|
|
||||||
"excludePlatforms": [],
|
|
||||||
"allowUnsafeCode": false,
|
|
||||||
"overrideReferences": false,
|
|
||||||
"precompiledReferences": [],
|
|
||||||
"autoReferenced": true,
|
|
||||||
"defineConstraints": [],
|
|
||||||
"versionDefines": [],
|
|
||||||
"noEngineReferences": false
|
|
||||||
}
|
|
@ -1,7 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 10725695f79a428429a1a3c374a5a230
|
|
||||||
AssemblyDefinitionImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,149 +0,0 @@
|
|||||||
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
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 109c41f08973846429af681aea0a30c4
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,79 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: adb30198aa32dd140b5750692dd48104
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,98 +0,0 @@
|
|||||||
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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d3beb88e61f88ca4393acdefb005fa70
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,8 +0,0 @@
|
|||||||
{
|
|
||||||
"name": "Nobi.UiRoundedCorners",
|
|
||||||
"references": [],
|
|
||||||
"optionalUnityReferences": [],
|
|
||||||
"includePlatforms": [],
|
|
||||||
"excludePlatforms": [],
|
|
||||||
"allowUnsafeCode": false
|
|
||||||
}
|
|
@ -1,7 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 02fb846f82d73b64f884c961e8616088
|
|
||||||
AssemblyDefinitionImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,94 +0,0 @@
|
|||||||
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
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Pass {
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|
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CGPROGRAM
|
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||||||
|
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#include "UnityCG.cginc"
|
|
||||||
#include "UnityUI.cginc"
|
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||||||
#include "SDFUtils.cginc"
|
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||||||
#include "ShaderSetup.cginc"
|
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||||||
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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||||||
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||||||
float4 _WidthHeightRadius;
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float4 _OuterUV;
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sampler2D _MainTex;
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fixed4 _TextureSampleAdd;
|
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||||||
float4 _ClipRect;
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||||||
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||||||
fixed4 frag (v2f i) : SV_Target {
|
|
||||||
float2 uvSample = i.uv;
|
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||||||
uvSample.x = (uvSample.x - _OuterUV.x) / (_OuterUV.z - _OuterUV.x);
|
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||||||
uvSample.y = (uvSample.y - _OuterUV.y) / (_OuterUV.w - _OuterUV.y);
|
|
||||||
|
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||||||
half4 color = (tex2D(_MainTex, i.uv) + _TextureSampleAdd) * i.color;
|
|
||||||
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#ifdef UNITY_UI_CLIP_RECT
|
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||||||
color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
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#endif
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||||||
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#ifdef UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
|
|
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#endif
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if (color.a <= 0) {
|
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return color;
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}
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||||||
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float alpha = CalcAlpha(uvSample, _WidthHeightRadius.xy, _WidthHeightRadius.z);
|
|
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|
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||||||
#ifdef UNITY_UI_ALPHACLIP
|
|
||||||
clip(alpha - 0.001);
|
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#endif
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||||||
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return mixAlpha(tex2D(_MainTex, i.uv), i.color, alpha);
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}
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ENDCG
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@ -1,82 +0,0 @@
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// SDF Function for rectangle
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float rectangle(float2 samplePosition, float2 halfSize){
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// X component represents signed distance to closest vertical edge of rectangle
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// Same for Y but for closest horizontal edge
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// length to calculate distance from outside (distances that > 0) to rectangle
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float outsideDistance = length(max(distanceToEdge, 0));
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// max(x,y) is a cheap way to calculate distance to closest edge inside rectangle
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|
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|
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return outsideDistance + insideDistance;
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float roundedRectangle(float2 samplePosition, float absoluteRound, float2 halfSize){
|
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// subtrancting value from final distance effects like a wrap around rectangle, so
|
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||||||
// the solution is to decrease actual rectangle with `absoluteRound` value
|
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// Smoothstep function with antialiasing
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float AntialiasedCutoff(float distance){
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float CalcAlpha(float2 samplePosition, float2 size, float radius){
|
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// -.5 = translate origin of samplePositions from (0, 0) to (.5, .5)
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// because for Image component (0,0) is bottom-right, not a center
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|
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float2 samplePositionTranslated = (samplePosition - .5) * size;
|
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float distToRect = roundedRectangle(samplePositionTranslated, radius * .5, size * .5);
|
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return AntialiasedCutoff(distToRect);
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}
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inline float2 translate(float2 samplePosition, float2 offset){
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return samplePosition - offset;
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float intersect(float shape1, float shape2){
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return max(shape1, shape2);
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}
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float2 rotate(float2 samplePosition, float rotation){
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const float PI = 3.14159;
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float angle = rotation * PI * 2 * -1;
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float sine, cosine;
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sincos(angle, sine, cosine);
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return float2(cosine * samplePosition.x + sine * samplePosition.y, cosine * samplePosition.y - sine * samplePosition.x);
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}
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float circle(float2 position, float radius){
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return length(position) - radius;
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}
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float CalcAlphaForIndependentCorners(float2 samplePosition, float2 halfSize, float4 rect2props, float4 r){
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|
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samplePosition = (samplePosition - .5) * halfSize * 2;
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float r1 = rectangle(samplePosition, halfSize);
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float2 r2Position = rotate(translate(samplePosition, rect2props.xy), .125);
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float r2 = rectangle(r2Position, rect2props.zw);
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float2 circle0Position = translate(samplePosition, float2(-halfSize.x + r.x, halfSize.y - r.x));
|
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float c0 = circle(circle0Position, r.x);
|
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||||||
|
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float2 circle1Position = translate(samplePosition, float2(halfSize.x - r.y, halfSize.y - r.y));
|
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float c1 = circle(circle1Position, r.y);
|
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||||||
|
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float2 circle2Position = translate(samplePosition, float2(halfSize.x - r.z, -halfSize.y + r.z));
|
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float c2 = circle(circle2Position, r.z);
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float2 circle3Position = translate(samplePosition, -halfSize + r.w);
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float c3 = circle(circle3Position, r.w);
|
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|
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float dist = max(r1,min(min(min(min(r2, c0), c1), c2), c3));
|
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR; // set from Image component property
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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int _UIVertexColorAlwaysGammaSpace;
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v2f vert (appdata v) {
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v2f o;
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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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o.worldPosition = v.vertex;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.color = v.color;
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if (_UIVertexColorAlwaysGammaSpace)
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if(!IsGammaSpace())
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return o;
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inline fixed4 mixAlpha(fixed4 mainTexColor, fixed4 color, float sdfAlpha){
|
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fixed4 col = mainTexColor * color;
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col.a = min(col.a, sdfAlpha);
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@ -39,11 +39,7 @@ PlayerSettings:
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m_VirtualRealitySplashScreen: {fileID: 0}
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m_VirtualRealitySplashScreen: {fileID: 0}
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