Created
March 4, 2021 18:03
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Shader for Unity UI that uses a four-color gradient, and custom Image component for using the shader with Sliced images.
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using UnityEngine; | |
using UnityEngine.UI; | |
// Based on the Unity built-in image source (Unity Reference-Only License, https://unity3d.com/legal/licenses/Unity_Reference_Only_License) | |
// Modified to add full-mesh UVs by Brian MacIntosh | |
namespace UI | |
{ | |
/// <summary> | |
/// Image override that fills the second UV channel with uniform UVs over the entire image. | |
/// These are the same as the normal UVs for Simple images, but different for Tiled and Sliced images. | |
/// </summary> | |
/// <remarks>Much code duplicated from UnityEngine.UI.Image.</remarks> | |
public class Image2 : Image | |
{ | |
#if UNITY_EDITOR | |
protected override void OnValidate() | |
{ | |
base.OnValidate(); | |
if (canvas) | |
{ | |
canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1; | |
} | |
} | |
#endif | |
protected override void OnPopulateMesh(VertexHelper toFill) | |
{ | |
if (overrideSprite == null) | |
{ | |
base.OnPopulateMesh(toFill); | |
return; | |
} | |
switch (type) | |
{ | |
case Type.Simple: | |
base.OnPopulateMesh(toFill); | |
return; | |
case Type.Sliced: | |
GenerateSlicedSprite(toFill); | |
return; | |
case Type.Tiled: | |
//TODO: | |
base.OnPopulateMesh(toFill); | |
return; | |
case Type.Filled: | |
//TODO? | |
base.OnPopulateMesh(toFill); | |
return; | |
} | |
} | |
static readonly Vector2[] s_VertScratch = new Vector2[4]; | |
static readonly Vector2[] s_UVScratch = new Vector2[4]; | |
static readonly Vector2[] s_UV2Scratch = new Vector2[4]; | |
private void GenerateSlicedSprite(VertexHelper toFill) | |
{ | |
// COPIED from base class Image | |
if (!hasBorder) | |
{ | |
//HACK: | |
base.OnPopulateMesh(toFill); | |
return; | |
} | |
Vector4 outer, inner, padding, border; | |
if (overrideSprite != null) | |
{ | |
outer = UnityEngine.Sprites.DataUtility.GetOuterUV(overrideSprite); | |
inner = UnityEngine.Sprites.DataUtility.GetInnerUV(overrideSprite); | |
padding = UnityEngine.Sprites.DataUtility.GetPadding(overrideSprite); | |
border = overrideSprite.border; | |
} | |
else | |
{ | |
outer = Vector4.zero; | |
inner = Vector4.zero; | |
padding = Vector4.zero; | |
border = Vector4.zero; | |
} | |
Rect rect = GetPixelAdjustedRect(); | |
Vector4 adjustedBorders = GetAdjustedBorders(border / pixelsPerUnit, rect); | |
padding = padding / pixelsPerUnit; | |
s_VertScratch[0] = new Vector2(padding.x, padding.y); | |
s_VertScratch[3] = new Vector2(rect.width - padding.z, rect.height - padding.w); | |
s_VertScratch[1].x = adjustedBorders.x; | |
s_VertScratch[1].y = adjustedBorders.y; | |
s_VertScratch[2].x = rect.width - adjustedBorders.z; | |
s_VertScratch[2].y = rect.height - adjustedBorders.w; | |
for (int i = 0; i < 4; ++i) | |
{ | |
s_VertScratch[i].x += rect.x; | |
s_VertScratch[i].y += rect.y; | |
} | |
s_UVScratch[0] = new Vector2(outer.x, outer.y); | |
s_UVScratch[1] = new Vector2(inner.x, inner.y); | |
s_UVScratch[2] = new Vector2(inner.z, inner.w); | |
s_UVScratch[3] = new Vector2(outer.z, outer.w); | |
// ADDED: Produce UV2 based on vertex positions | |
Vector2 vertexSize = s_VertScratch[3] - s_VertScratch[0]; | |
s_UV2Scratch[0] = Vector3.zero; | |
s_UV2Scratch[1] = (s_VertScratch[1] - s_VertScratch[0]) / vertexSize; | |
s_UV2Scratch[2] = (s_VertScratch[2] - s_VertScratch[0]) / vertexSize; | |
s_UV2Scratch[3] = (s_VertScratch[3] - s_VertScratch[0]) / vertexSize; | |
// END ADDED | |
toFill.Clear(); | |
for (int x = 0; x < 3; ++x) | |
{ | |
int x2 = x + 1; | |
for (int y = 0; y < 3; ++y) | |
{ | |
if (!fillCenter && x == 1 && y == 1) | |
continue; | |
int y2 = y + 1; | |
// MODIFIED: Added UV2s | |
AddQuad(toFill, | |
new Vector2(s_VertScratch[x].x, s_VertScratch[y].y), | |
new Vector2(s_VertScratch[x2].x, s_VertScratch[y2].y), | |
color, | |
new Vector2(s_UVScratch[x].x, s_UVScratch[y].y), | |
new Vector2(s_UVScratch[x2].x, s_UVScratch[y2].y), | |
new Vector2(s_UV2Scratch[x].x, s_UV2Scratch[y].y), | |
new Vector2(s_UV2Scratch[x2].x, s_UV2Scratch[y2].y)); | |
} | |
} | |
} | |
static void AddQuad(VertexHelper vertexHelper, Vector2 posMin, Vector2 posMax, Color32 color, | |
Vector2 uvMin, Vector2 uvMax, | |
Vector2 uv2Min, Vector2 uv2Max) | |
{ | |
int startIndex = vertexHelper.currentVertCount; | |
// MODIFIED to add uv2 | |
vertexHelper.AddVert(new Vector3(posMin.x, posMin.y, 0), color, new Vector2(uvMin.x, uvMin.y), new Vector2(uv2Min.x, uv2Min.y), Vector3.forward, Vector4.zero); | |
vertexHelper.AddVert(new Vector3(posMin.x, posMax.y, 0), color, new Vector2(uvMin.x, uvMax.y), new Vector2(uv2Min.x, uv2Max.y), Vector3.forward, Vector4.zero); | |
vertexHelper.AddVert(new Vector3(posMax.x, posMax.y, 0), color, new Vector2(uvMax.x, uvMax.y), new Vector2(uv2Max.x, uv2Max.y), Vector3.forward, Vector4.zero); | |
vertexHelper.AddVert(new Vector3(posMax.x, posMin.y, 0), color, new Vector2(uvMax.x, uvMin.y), new Vector2(uv2Max.x, uv2Min.y), Vector3.forward, Vector4.zero); | |
vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2); | |
vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex); | |
} | |
private Vector4 GetAdjustedBorders(Vector4 border, Rect adjustedRect) | |
{ | |
// COPIED from base class Image | |
Rect originalRect = rectTransform.rect; | |
for (int axis = 0; axis <= 1; axis++) | |
{ | |
float borderScaleRatio; | |
// The adjusted rect (adjusted for pixel correctness) | |
// may be slightly larger than the original rect. | |
// Adjust the border to match the adjustedRect to avoid | |
// small gaps between borders (case 833201). | |
if (originalRect.size[axis] != 0) | |
{ | |
borderScaleRatio = adjustedRect.size[axis] / originalRect.size[axis]; | |
border[axis] *= borderScaleRatio; | |
border[axis + 2] *= borderScaleRatio; | |
} | |
// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size. | |
// In order to avoid artefacts with overlapping borders, we scale the borders down to fit. | |
float combinedBorders = border[axis] + border[axis + 2]; | |
if (adjustedRect.size[axis] < combinedBorders && combinedBorders != 0) | |
{ | |
borderScaleRatio = adjustedRect.size[axis] / combinedBorders; | |
border[axis] *= borderScaleRatio; | |
border[axis + 2] *= borderScaleRatio; | |
} | |
} | |
return border; | |
} | |
} | |
} |
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// Modified to add gradient color by Brian MacIntosh | |
Shader "UI/Gradient2" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_TopLeftColor("Gradient Top Left", Color) = (1,1,1,1) | |
_TopRightColor("Gradient Top Right", Color) = (1,1,1,1) | |
_BottomLeftColor("Gradient Bottom Left", Color) = (1,1,1,1) | |
_BottomRightColor("Gradient Bottom Right", 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 | |
} | |
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 | |
{ | |
Name "Default" | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 2.0 | |
#include "UnityCG.cginc" | |
#include "UnityUI.cginc" | |
#pragma multi_compile __ UNITY_UI_CLIP_RECT | |
#pragma multi_compile __ UNITY_UI_ALPHACLIP | |
struct appdata_t | |
{ | |
float4 vertex : POSITION; | |
float4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; // uv2 is filled by Image2 | |
UNITY_VERTEX_INPUT_INSTANCE_ID | |
}; | |
struct v2f | |
{ | |
float4 vertex : SV_POSITION; | |
fixed4 color : COLOR; | |
float2 texcoord : TEXCOORD0; | |
float4 worldPosition : TEXCOORD1; | |
float2 texcoord2 : TEXCOORD2; | |
UNITY_VERTEX_OUTPUT_STEREO | |
}; | |
sampler2D _MainTex; | |
fixed4 _TopLeftColor; | |
fixed4 _TopRightColor; | |
fixed4 _BottomLeftColor; | |
fixed4 _BottomRightColor; | |
fixed4 _TextureSampleAdd; | |
float4 _ClipRect; | |
float4 _MainTex_ST; | |
v2f vert(appdata_t v) | |
{ | |
v2f OUT; | |
UNITY_SETUP_INSTANCE_ID(v); | |
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); | |
OUT.worldPosition = v.vertex; | |
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); | |
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | |
OUT.texcoord2 = v.texcoord1; | |
OUT.color = v.color; | |
return OUT; | |
} | |
fixed4 frag(v2f IN) : SV_Target | |
{ | |
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; | |
fixed4 topColor = _TopRightColor * IN.texcoord2.x + _TopLeftColor * (1 - IN.texcoord2.x); | |
fixed4 bottomColor = _BottomRightColor * IN.texcoord2.x + _BottomLeftColor * (1 - IN.texcoord2.x); | |
color = color * (topColor * IN.texcoord2.y + bottomColor * (1 - IN.texcoord2.y)); | |
#ifdef UNITY_UI_CLIP_RECT | |
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); | |
#endif | |
#ifdef UNITY_UI_ALPHACLIP | |
clip(color.a - 0.001); | |
#endif | |
return color; | |
} | |
ENDCG | |
} | |
} | |
} |
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