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lrss3 49f616f4c7 添加unity容器类,允许使用泛型控制界面上的值。
目前添加了一次最多三个项目的属性。
2025-07-23 20:08:59 +08:00

329 lines
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// Made with Amplify Shader Editor v1.9.9.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "LinRuochen/UI/RoundPolygon"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
[IntRange] _Sides( "Sides", Range( 3, 10 ) ) = 4
_Roundness( "Roundness", Range( 0, 1 ) ) = 0.32
_Width( "Width", Range( 0, 1.5 ) ) = 0.5
_Height( "Height", Range( 0, 1.5 ) ) = 0.5
_Rotation( "Rotation", Range( 0, 360 ) ) = 0
_ZeroColor( "Zero Color", Color ) = ( 0, 0, 0, 0 )
[Toggle( _ENABLEBORDER_ON )] _EnableBorder( "Enable Border", Float ) = 0
_DeltaWidth( "Delta Width", Range( 0, 0.75 ) ) = 0.5
_DeltaHeight( "Delta Height", Range( 0, 0.75 ) ) = 0.5
_BorderColor( "Border Color", Color ) = ( 1, 1, 1, 1 )
_Transform( "Transform", Vector ) = ( 1, 1, 0, 0 )
_TransformBorder( "Transform Border", Vector ) = ( 1, 1, 0, -0.2 )
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#define ASE_VERSION 19901
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#define ASE_NEEDS_FRAG_COLOR
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#pragma shader_feature_local _ENABLEBORDER_ON
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
uniform float4 _ZeroColor;
uniform float4 _Transform;
uniform float _Rotation;
uniform float _Width;
uniform float _Height;
uniform float _Sides;
uniform float _Roundness;
uniform float4 _BorderColor;
uniform float4 _TransformBorder;
uniform float _DeltaWidth;
uniform float _DeltaHeight;
v2f vert(appdata_t v )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
v.vertex.xyz += float3( 0, 0, 0 ) ;
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = v.texcoord;
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN ) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
float2 texCoord7 = IN.texcoord.xy * (_Transform).xy + (_Transform).zw;
float temp_output_11_0 = radians( _Rotation );
float cos8 = cos( temp_output_11_0 );
float sin8 = sin( temp_output_11_0 );
float2 rotator8 = mul( texCoord7 - float2( 0.5,0.5 ) , float2x2( cos8 , -sin8 , sin8 , cos8 )) + float2( 0.5,0.5 );
float2 break188_g2 = ( ( rotator8 * float2( 2,2 ) ) - float2( 1,1 ) );
float temp_output_197_0_g2 = _Width;
float temp_output_191_0_g2 = _Height;
float2 appendResult181_g2 = (float2(( break188_g2.x / ( temp_output_197_0_g2 + ( temp_output_197_0_g2 * 1E-06 ) ) ) , ( break188_g2.y / ( temp_output_191_0_g2 + ( temp_output_191_0_g2 * 1E-06 ) ) )));
float fullAngle201_g2 = ( 6.28318548202515 / floor( abs( _Sides ) ) );
float temp_output_122_0_g2 = ( fullAngle201_g2 / 2.0 );
float temp_output_120_0_g2 = cos( temp_output_122_0_g2 );
#if ( SHADER_TARGET >= 50 )
float recip118_g2 = rcp( temp_output_120_0_g2 );
#else
float recip118_g2 = 1.0 / temp_output_120_0_g2;
#endif
float diagonal182_g2 = recip118_g2;
float2 temp_output_180_0_g2 = ( appendResult181_g2 * diagonal182_g2 );
float2 break179_g2 = temp_output_180_0_g2;
float2 appendResult103_g2 = (float2(atan2( break179_g2.y , break179_g2.x ) , length( temp_output_180_0_g2 )));
float2 break104_g2 = appendResult103_g2;
float Half_Angle135_g2 = temp_output_122_0_g2;
float polaruvx170_g2 = abs( ( ( ( ( ( ( UNITY_PI * 0.5 ) + UNITY_PI ) + break104_g2.x ) + Half_Angle135_g2 ) % fullAngle201_g2 ) - Half_Angle135_g2 ) );
float clampResult130_g2 = clamp( _Roundness , 1E-06 , 1.0 );
float chamferAngle172_g2 = ( clampResult130_g2 * Half_Angle135_g2 );
float remainingAngle175_g2 = ( Half_Angle135_g2 - chamferAngle172_g2 );
float2 appendResult121_g2 = (float2(temp_output_120_0_g2 , sin( Half_Angle135_g2 )));
float2 temp_output_112_0_g2 = ( ( tan( remainingAngle175_g2 ) / tan( Half_Angle135_g2 ) ) * ( diagonal182_g2 * appendResult121_g2 ) );
float temp_output_111_0_g2 = length( temp_output_112_0_g2 );
float temp_output_90_0_g2 = ( 1.0 - temp_output_112_0_g2.x );
float lerpResult71_g2 = lerp( ( cos( polaruvx170_g2 ) * break104_g2.y ) , ( break104_g2.y / sqrt( ( ( ( temp_output_111_0_g2 * temp_output_111_0_g2 ) + ( temp_output_90_0_g2 * temp_output_90_0_g2 ) ) - ( ( ( cos( ( UNITY_PI - ( ( 1.0 - ( ( polaruvx170_g2 - remainingAngle175_g2 ) / chamferAngle172_g2 ) ) * Half_Angle135_g2 ) ) ) * temp_output_111_0_g2 ) * temp_output_90_0_g2 ) * 2.0 ) ) ) ) , ( ( Half_Angle135_g2 - polaruvx170_g2 ) < chamferAngle172_g2 ? 1.0 : 0.0 ));
float temp_output_2_0 = saturate( ( ( 1.0 - lerpResult71_g2 ) / fwidth( lerpResult71_g2 ) ) );
float4 lerpResult12 = lerp( _ZeroColor , IN.color , temp_output_2_0);
float2 texCoord36 = IN.texcoord.xy * (_TransformBorder).xy + (_TransformBorder).zw;
float cos37 = cos( temp_output_11_0 );
float sin37 = sin( temp_output_11_0 );
float2 rotator37 = mul( texCoord36 - float2( 0.5,0.5 ) , float2x2( cos37 , -sin37 , sin37 , cos37 )) + float2( 0.5,0.5 );
float2 break188_g3 = ( ( rotator37 * float2( 2,2 ) ) - float2( 1,1 ) );
float temp_output_197_0_g3 = ( _Width - ( _DeltaWidth * 0.5 ) );
float temp_output_191_0_g3 = ( _Height - ( _DeltaHeight * 0.5 ) );
float2 appendResult181_g3 = (float2(( break188_g3.x / ( temp_output_197_0_g3 + ( temp_output_197_0_g3 * 1E-06 ) ) ) , ( break188_g3.y / ( temp_output_191_0_g3 + ( temp_output_191_0_g3 * 1E-06 ) ) )));
float fullAngle201_g3 = ( 6.28318548202515 / floor( abs( _Sides ) ) );
float temp_output_122_0_g3 = ( fullAngle201_g3 / 2.0 );
float temp_output_120_0_g3 = cos( temp_output_122_0_g3 );
#if ( SHADER_TARGET >= 50 )
float recip118_g3 = rcp( temp_output_120_0_g3 );
#else
float recip118_g3 = 1.0 / temp_output_120_0_g3;
#endif
float diagonal182_g3 = recip118_g3;
float2 temp_output_180_0_g3 = ( appendResult181_g3 * diagonal182_g3 );
float2 break179_g3 = temp_output_180_0_g3;
float2 appendResult103_g3 = (float2(atan2( break179_g3.y , break179_g3.x ) , length( temp_output_180_0_g3 )));
float2 break104_g3 = appendResult103_g3;
float Half_Angle135_g3 = temp_output_122_0_g3;
float polaruvx170_g3 = abs( ( ( ( ( ( ( UNITY_PI * 0.5 ) + UNITY_PI ) + break104_g3.x ) + Half_Angle135_g3 ) % fullAngle201_g3 ) - Half_Angle135_g3 ) );
float clampResult130_g3 = clamp( _Roundness , 1E-06 , 1.0 );
float chamferAngle172_g3 = ( clampResult130_g3 * Half_Angle135_g3 );
float remainingAngle175_g3 = ( Half_Angle135_g3 - chamferAngle172_g3 );
float2 appendResult121_g3 = (float2(temp_output_120_0_g3 , sin( Half_Angle135_g3 )));
float2 temp_output_112_0_g3 = ( ( tan( remainingAngle175_g3 ) / tan( Half_Angle135_g3 ) ) * ( diagonal182_g3 * appendResult121_g3 ) );
float temp_output_111_0_g3 = length( temp_output_112_0_g3 );
float temp_output_90_0_g3 = ( 1.0 - temp_output_112_0_g3.x );
float lerpResult71_g3 = lerp( ( cos( polaruvx170_g3 ) * break104_g3.y ) , ( break104_g3.y / sqrt( ( ( ( temp_output_111_0_g3 * temp_output_111_0_g3 ) + ( temp_output_90_0_g3 * temp_output_90_0_g3 ) ) - ( ( ( cos( ( UNITY_PI - ( ( 1.0 - ( ( polaruvx170_g3 - remainingAngle175_g3 ) / chamferAngle172_g3 ) ) * Half_Angle135_g3 ) ) ) * temp_output_111_0_g3 ) * temp_output_90_0_g3 ) * 2.0 ) ) ) ) , ( ( Half_Angle135_g3 - polaruvx170_g3 ) < chamferAngle172_g3 ? 1.0 : 0.0 ));
float4 lerpResult29 = lerp( lerpResult12 , _BorderColor , saturate( ( temp_output_2_0 - saturate( ( ( 1.0 - lerpResult71_g3 ) / fwidth( lerpResult71_g3 ) ) ) ) ));
#ifdef _ENABLEBORDER_ON
float4 staticSwitch24 = lerpResult29;
#else
float4 staticSwitch24 = lerpResult12;
#endif
half4 color = staticSwitch24;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
Fallback Off
}
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WireConnection;2;197;4;0
WireConnection;2;191;5;0
WireConnection;2;128;6;0
WireConnection;16;36;37;0
WireConnection;16;126;3;0
WireConnection;16;197;19;0
WireConnection;16;191;22;0
WireConnection;16;128;6;0
WireConnection;27;0;2;0
WireConnection;27;1;16;0
WireConnection;12;0;14;0
WireConnection;12;1;13;0
WireConnection;12;2;2;0
WireConnection;38;0;27;0
WireConnection;29;0;12;0
WireConnection;29;1;25;0
WireConnection;29;2;38;0
WireConnection;24;1;12;0
WireConnection;24;0;29;0
WireConnection;0;0;24;0
ASEEND*/
//CHKSM=433F3A80DC4479B363CCE115625C4C9858BF5EBF