Created
February 15, 2019 17:17
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Shader "Unlit/SliderBar" | |
{ | |
Properties | |
{ | |
_MainTex ("Use any fully opaque image. Doesn't effect look.", 2D) = "white" {} | |
_SlugTex ("Slug Texture", 2D) = "white" {} | |
_XRepeats ("_XRepeats", Range(1, 50) ) = 10.0 | |
_MainColor ("_Color", Color) = (1.0, 1.0, 1.0, 1.0) | |
_EmptyColor ("_EmptyColor", Color) = (0.0, 0.0, 0.0, 0.0) | |
_Value ("_Value", Range(0,1)) = .4 | |
_CutoffAngle("_CutoffAngle", Range(-90, 90)) = 0 | |
[Toggle] _CutoffShouldSkew("_CutoffShouldSkew", Float) = 1 | |
[Toggle] _LeftCuttoff("_LeftCuttoff", Float) = 1 | |
} | |
SubShader | |
{ | |
/* | |
* *********************************************** | |
* A 'slug style' UI slider. | |
* Meant to be used as the material | |
* attached to a Unity ui panel (Image) | |
* | |
* GIANT CAVEAT: | |
* _MainTex has no effect other than existing and being opaque. | |
* | |
* Use the default UISprite (or any opaque square) as the panel's Sprite (i.e. _MainTex) | |
* Entirely transparent columns along the edges in _MainTex can lead to distortions/masking and, in any case, | |
* it has no effect on the look of the slider beyond telling Unity where to paint. | |
* | |
* Transparency in _SlugTex is fine (and expected; use it to create divisions between slugs, for example). | |
* *********************************************** | |
*/ | |
Tags { "Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" } | |
LOD 100 | |
Pass | |
{ | |
ZWrite Off | |
Blend SrcAlpha OneMinusSrcAlpha | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
#define DEG2RAD 0.01745329251 | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
sampler2D _SlugTex; | |
float4 _SlugTex_ST; | |
float _XRepeats; | |
float _Value; | |
float4 _MainColor; | |
float4 _EmptyColor; | |
float _CutoffAngle; | |
fixed _CutoffShouldSkew; | |
fixed _LeftCuttoff; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed2 uv = i.uv; | |
fixed skew = i.uv.y * sin(_CutoffAngle * DEG2RAD); | |
fixed sampleSkew = (_CutoffAngle > 0) * skew + (_CutoffAngle < 0) * (1 - i.uv.y) * sin(-_CutoffAngle * DEG2RAD); | |
fixed nuggX = 1/_XRepeats; | |
fixed totalWidth01 = 1 - sin(abs(_CutoffAngle) * DEG2RAD); | |
fixed reps = (totalWidth01) * _XRepeats; | |
reps = floor(reps); | |
half ux = (uv.x - sampleSkew * floor(_CutoffShouldSkew + .5)) * _XRepeats; | |
uv.x = fmod(ux, 1); | |
fixed leftCutoff = (ux > reps) * _LeftCuttoff; | |
fixed rightCutoff = i.uv.x < sampleSkew; | |
fixed4 col = tex2D(_SlugTex, uv); | |
fixed t = ux > reps * _Value; | |
fixed4 shade = | |
_MainColor * ((1 - t) * (1 - leftCutoff)) + | |
_EmptyColor * saturate(t + ( leftCutoff)); | |
return col * shade * (1 - leftCutoff) * (1 - rightCutoff); | |
} | |
ENDCG | |
} | |
} | |
} |
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