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- float4 _Roundness; // tl, tr, bl, br
- fixed4 frag(v2f i) : SV_Target {
- float2 pos = prepare(i.uv, i.modelPos.z);
- // get the roundness for this corner in world units, avoiding conditionals because
- // they tend to break things on various platforms (gles3) and they are slow in
- // shaders anyway
- float tl = and(when_le(pos.x, 0), when_ge(pos.y, 0)) * _Roundness.x;
- float tr = and(when_ge(pos.x, 0), when_ge(pos.y, 0)) * _Roundness.y;
- float bl = and(when_le(pos.x, 0), when_le(pos.y, 0)) * _Roundness.z;
- float br = and(when_ge(pos.x, 0), when_le(pos.y, 0)) * _Roundness.w;
- float roundness = tl + tr + bl + br;
- // radius of the circle at this corner, making sure not to go past halfway
- float radius = min(min(_XScale / 2, roundness), _YScale / 2);
-
- // handy distance to round rectangle formula
- float2 extents = float2(_XScale, _YScale) / 2 - radius;
- float2 delta = abs(pos) - extents;
- // first component is distance to closest side when not in a corner circle, second
- // is distance to the rounded part when in a corner circle
- float dist = radius - (min(max(delta.x, delta.y), 0) + length(max(delta, 0)));
- fixed4 color = color_from_distance(dist, fill(i.uv), _OutlineColor) * i.color;
- if (_PreMultiplyAlpha == 1)
- color.rgb *= color.a;
- if (_UseClipRect == 1)
- color.a *= UnityGet2DClipping(i.modelPos.xy, _ClipRect);
- clip(color.a - 0.001);
-
- return color;
- }
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