Shader "AdLucem/UI/RoundedImage" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [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 } 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 "RoundedCorners.cginc" //#pragma multi_compile_local _ UNITY_UI_ALPHACLIP struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 uv1 : TEXCOORD1; float3 uv2 : TEXCOORD2; float4 color : COLOR; // set from Image component property }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float3 uv1 : TEXCOORD1; float3 uv2 : TEXCOORD2; float4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uv1 = v.uv1; o.uv2 = v.uv2; o.color = v.color; return o; } fixed4 frag (v2f i) : SV_Target { //#ifdef UNITY_UI_ALPHACLIP RoundClip(i.uv, i.uv1.x, i.uv1.y, i.uv2.x); //#endif return tex2D(_MainTex, i.uv) * i.color; } ENDCG } } }