Shader "UI/Procedural UI Image" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", 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 { 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 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float2 uv3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float4 worldPosition : TEXCOORD0; float4 radius : TEXCOORD1; float2 texcoord : TEXCOORD2; float2 wh : TEXCOORD3; float lineWeight : TEXCOORD4; float pixelWorldScale : TEXCOORD5; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; float2 decode2(float value) { float2 kEncodeMul = float2(1.0, 65535.0f); float kEncodeBit = 1.0 / 65535.0f; float2 enc = kEncodeMul * value; enc = frac(enc); enc.x -= enc.y * kEncodeBit; return enc; } v2f vert(appdata_t IN){ v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.wh = IN.uv1; OUT.texcoord = TRANSFORM_TEX(IN.uv0, _MainTex); float minside = min(OUT.wh.x, OUT.wh.y); OUT.lineWeight = IN.uv3.x*minside/2; OUT.radius = float4(decode2(IN.uv2.x),decode2(IN.uv2.y))*minside; OUT.pixelWorldScale = clamp(IN.uv3.y,1/2048,2048); OUT.color = IN.color * _Color; return OUT; } half visible(float2 pos,float4 r,float2 wh){ half4 p = half4(pos,wh.x-pos.x,wh.y-pos.y); half v = min(min(min(p.x,p.y),p.z),p.w); bool4 b = bool4(all(p.xw