Shader "ConformalDecals/UI/HSV Square" { Properties { _Color("Color", Color) = (0,0,0,0) _Radius("Radius", Float) = 4 _OutlineGradient("Outline Gradient Step", Range (0, 1)) = 0.6 _OutlineOpacity("Outline Opacity", Range (0, 0.5)) = 0.1 _OutlineWidth("Outline Width", Float) = 3 _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 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma require integers #include "UnityCG.cginc" #include "UnityUI.cginc" #include "HSL.cginc" #include "SDF.cginc" #pragma multi_compile_local _ UNITY_UI_CLIP_RECT #pragma multi_compile_local _ UNITY_UI_ALPHACLIP float4 _ClipRect; float _Radius; float4 _Color; float _OutlineGradient; float _OutlineOpacity; float _OutlineWidth; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.worldPosition = v.vertex; o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 color = 1; color.a = saturate(0.5 - sdRoundedUVBox(i.uv, _Radius)); color.rgb = HSV2RGB(float3(_Color.x, i.uv.x, i.uv.y)); float rrect = sdRoundedUVBox(i.uv, _Radius); float gradient = smoothstep(_OutlineGradient, 1 - _OutlineGradient, i.uv.y); float outlineOpacity = _OutlineOpacity * smoothstep(-1*_OutlineWidth, 0, rrect); color.rgb = lerp(color.rgb, gradient, outlineOpacity); #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif return color; } ENDCG } } }