/************************************************************************************ Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved. Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at https://developer.oculus.com/licenses/oculussdk/ Unless required by applicable law or agreed to in writing, the Utilities SDK distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ Shader "Interaction/RoundedBoxUnlit" { Properties { _Color("Color", Color) = (0, 0, 0, 1) _BorderColor("BorderColor", Color) = (0, 0, 0, 1) // width, height, border radius, unused _Dimensions("Dimensions", Vector) = (0, 0, 0, 0) // radius corners _Radii("Radii", Vector) = (0, 0, 0, 0) } SubShader { Tags {"Queue"="Transparent" "RenderType"="Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" #include "../ThirdParty/Box2DSignedDistance.cginc" struct appdata { UNITY_VERTEX_INPUT_INSTANCE_ID float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { UNITY_VERTEX_OUTPUT_STEREO float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; fixed4 color : COLOR; fixed4 borderColor : TEXCOORD1; fixed4 dimensions : TEXCOORD2; fixed4 radii : TEXCOORD3; }; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) UNITY_DEFINE_INSTANCED_PROP(fixed4, _BorderColor) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Dimensions) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Radii) UNITY_INSTANCING_BUFFER_END(Props) v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.radii = UNITY_ACCESS_INSTANCED_PROP(Props, _Radii); o.dimensions = UNITY_ACCESS_INSTANCED_PROP(Props, _Dimensions); o.borderColor = UNITY_ACCESS_INSTANCED_PROP(Props, _BorderColor); o.color = UNITY_ACCESS_INSTANCED_PROP(Props, _Color); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = (v.uv-float2(.5f,.5f))*2.0f*o.dimensions.xy; return o; } fixed4 frag (v2f i) : SV_Target { float sdResult = sdRoundBox(i.uv, i.dimensions.xy - i.dimensions.ww * 2.0f, i.radii); clip(i.dimensions.w * 2.0f - sdResult); if (-i.dimensions.z * 2.0f - sdResult < 0.0f) { return i.borderColor; } return i.color; } ENDCG } } }