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@geniuszxy
Last active December 30, 2021 06:06
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Rounded corner rectangle shader (support different radius for each corner), idea from https://www.shadertoy.com/view/WtdSDs
Shader "Hidden/RoundedRectangle"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Radius("Radius %", Range(0, 0.5)) = 0.2
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 p : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Radius;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.p = o.uv - float2(0.5, 0.5); // origin to center of the image.
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float2 p = abs(i.p); // convert point to first quadrant.
p -= float2(0.5, 0.5) - _Radius; // reduce the inner rectangle.
p = max(p, 0.0); // limit the point in the first quad after translate.
clip(_Radius - length(p)); // radius test
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}
// Different radius for each corner
Shader "Hidden/RoundedRectangle4"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Radius("Radius %", Vector) = (0.1, 0.2, 0.3, 0.4)
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 p : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Radius;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.p = o.uv - float2(0.5, 0.5);
return o;
}
float rectangularPulse(float x, float min, float max)
{
return x < min ? 0 : (x > max ? 0 : 1);
}
fixed4 frag(v2f i) : SV_Target
{
float ang = atan2(i.p.y, i.p.x);
// select raidus based on angle
float radius = dot(_Radius, float4(
rectangularPulse(ang, -UNITY_PI, -UNITY_HALF_PI),
rectangularPulse(ang, -UNITY_HALF_PI, 0),
rectangularPulse(ang, 0, UNITY_HALF_PI),
rectangularPulse(ang, UNITY_HALF_PI, UNITY_PI)
));
clip(radius - length(max(abs(i.p) - float2(0.5, 0.5) + radius, 0.0)));
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}
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