Triangle.cginc 1.2 KB

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  1. float _TriangleOffset; // the position of the top point of the triangle
  2. float distance_to_triangle(float2 pos, float top_offset, float2 size) {
  3. float2 p1 = float2(size.x / 2, -size.y / 2);
  4. float2 p2 = float2(top_offset * size.x - size.x / 2, size.y / 2);
  5. float2 p3 = float2(-size.x / 2, -size.y / 2);
  6. float c1 = cross2(p2 - p1, pos - p1);
  7. float c2 = cross2(p3 - p2, pos - p2);
  8. float is_inside = and(when_ge(c1, 0), when_ge(c2, 0));
  9. float dist1 = distance_to_line(pos, p1, p2);
  10. float dist2 = distance_to_line(pos, p3, p2);
  11. float dist3 = distance_to_line(pos, p1, p3);
  12. return (1 - is_inside) * -1 + is_inside * min(min(dist1, dist2), dist3);
  13. }
  14. fixed4 frag(v2f i) : SV_Target {
  15. float2 pos = prepare(i.uv, i.modelPos.z);
  16. float dist = distance_to_triangle(pos, _TriangleOffset, float2(_XScale, _YScale));
  17. float is_outside = when_le(dist, 0);
  18. fixed4 color = color_from_distance(dist, fill(i.uv), _OutlineColor) * i.color;
  19. if (_PreMultiplyAlpha == 1)
  20. color.rgb *= color.a;
  21. if (_UseClipRect == 1)
  22. color.a *= UnityGet2DClipping(i.modelPos.xy, _ClipRect);
  23. clip(color.a - 0.001);
  24. return (1 - is_outside) * color + is_outside * fixed4(0, 0, 0, 0);
  25. }