浏览器嵌入,国旗文件

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Caiyanpeng committed 2021-04-09 09:19:04 +08:00
1 parent e7a3214cb5
commit 07feba912c
552 files changed
+39279 -8128

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using DG.Tweening;
using System;
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode]
public class ImageWithRoundedCorners : MonoBehaviour {
private static readonly int Props = Shader.PropertyToID("_WidthHeightRadius");
private Material material;
public float radius;
private void Start()
{
}
void OnRectTransformDimensionsChange(){
Refresh();
}
private void OnValidate(){
Refresh();
}
private void Refresh(){
if (material != null)
{
var rect = ((RectTransform)transform).rect;
material.SetVector(Props, new Vector4(rect.width, rect.height, radius*2, 0));
if (gameObject.GetComponent<Image>() != null)
{
gameObject.GetComponent<Image>().material = material;
gameObject.GetComponent<Image>().sprite = null;
}
else if (gameObject.GetComponent<RawImage>()!=null)
{
gameObject.GetComponent<RawImage>().material = material;
}
}
else
{
material = Instantiate(Resources.Load<Material>("UI/Material/RoundedCornersTextureMaterial"));
}
}
}
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Shader "UI/RoundedCorners/RoundedCorners" {
Properties {
[HideInInspector] _MainTex ("Texture", 2D) = "white" {}
// --- Mask support ---
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[HideInInspector] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Definition in Properties section is required to Mask works properly
_WidthHeightRadius ("WidthHeightRadius", Vector) = (0,0,0,0)
// ---
}
SubShader {
Tags {
"RenderType"="Transparent"
"Queue"="Transparent"
}
// --- Mask support ---
Stencil {
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZTest [unity_GUIZTestMode]
ColorMask [_ColorMask]
// ---
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Pass {
CGPROGRAM
#include "UnityCG.cginc"
#include "SDFUtils.cginc"
#include "ShaderSetup.cginc"
#pragma vertex vert
#pragma fragment frag
float4 _WidthHeightRadius;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target {
float alpha = CalcAlpha(i.uv, _WidthHeightRadius.xy, _WidthHeightRadius.z);
return mixAlpha(tex2D(_MainTex, i.uv), i.color, alpha);
}
ENDCG
}
}
}
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// SDF Function for rectangle
float rectangle(float2 samplePosition, float2 halfSize){
// X component represents signed distance to closest vertical edge of rectangle
// Same for Y but for closest horizontal edge
// HalfSize represents two distances from each axis of 2d space to a сorresponding edge
float2 distanceToEdge = abs(samplePosition) - halfSize;
// max(n, 0) to remove distances that signed with minus (distances inside rectangle)
// length to calculate distance from outside (distances that > 0) to rectangle
float outsideDistance = length(max(distanceToEdge, 0));
// max(x,y) is a cheap way to calculate distance to closest edge inside rectangle
// with min we just make sure that inside distances would not impact on outside distances
float insideDistance = min(max(distanceToEdge.x, distanceToEdge.y), 0);
return outsideDistance + insideDistance;
}
// An extension of rectangle() function to modify signed distance (effect as a wrap around rectangle)
float roundedRectangle(float2 samplePosition, float absoluteRound, float2 halfSize){
// subtrancting value from final distance effects like a wrap around rectangle, so
// the solution is to decrease actual rectangle with `absoluteRound` value
// and then make an effect of wrap with size of `absoluteRound`
return rectangle(samplePosition, halfSize - absoluteRound) - absoluteRound;
}
// Smoothstep function with antialiasing
float AntialiasedCutoff(float distance){
float distanceChange = fwidth(distance) * 0.5;
return smoothstep(distanceChange, -distanceChange, distance);
}
float CalcAlpha(float2 samplePosition, float2 size, float radius){
// -.5 = translate origin of samplePositions from (0, 0) to (.5, .5)
// because for Image component (0,0) is bottom-right, not a center
// * size = scale samplePositions to localSpace of Image with this size
float2 samplePositionTranslated = (samplePosition - .5) * size;
float distToRect = roundedRectangle(samplePositionTranslated, radius * .5, size * .5);
return AntialiasedCutoff(distToRect);
}
inline float2 translate(float2 samplePosition, float2 offset){
return samplePosition - offset;
}
float intersect(float shape1, float shape2){
return max(shape1, shape2);
}
float2 rotate(float2 samplePosition, float rotation){
const float PI = 3.14159;
float angle = rotation * PI * 2 * -1;
float sine, cosine;
sincos(angle, sine, cosine);
return float2(cosine * samplePosition.x + sine * samplePosition.y, cosine * samplePosition.y - sine * samplePosition.x);
}
float circle(float2 position, float radius){
return length(position) - radius;
}
float CalcAlphaForIndependentCorners(float2 samplePosition, float2 halfSize, float4 rect2props, float4 r){
samplePosition = (samplePosition - .5) * halfSize * 2;
float r1 = rectangle(samplePosition, halfSize);
float2 r2Position = rotate(translate(samplePosition, rect2props.xy), .125);
float r2 = rectangle(r2Position, rect2props.zw);
float2 circle0Position = translate(samplePosition, float2(-halfSize.x + r.x, halfSize.y - r.x));
float c0 = circle(circle0Position, r.x);
float2 circle1Position = translate(samplePosition, float2(halfSize.x - r.y, halfSize.y - r.y));
float c1 = circle(circle1Position, r.y);
float2 circle2Position = translate(samplePosition, float2(halfSize.x - r.z, -halfSize.y + r.z));
float c2 = circle(circle2Position, r.z);
float2 circle3Position = translate(samplePosition, -halfSize + r.w);
float c3 = circle(circle3Position, r.w);
float dist = max(r1,min(min(min(min(r2, c0), c1), c2), c3));
return AntialiasedCutoff(dist);
}
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struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR; // set from Image component property
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.color = v.color;
return o;
}
inline fixed4 mixAlpha(fixed4 mainTexColor, fixed4 color, float sdfAlpha){
fixed4 col = mainTexColor * color;
col.a = min(col.a, sdfAlpha);
return col;
}
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