9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
32 lines
1.5 KiB
Markdown
32 lines
1.5 KiB
Markdown
# Rounded Rectangle Node
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## Description
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Generates a rounded rectangle shape based on input **UV** at the size specified by inputs **Width** and **Height**. The radius of each corner is defined by input **Radius**. The generated shape can be offset or tiled by connecting a [Tiling And Offset Node](Tiling-And-Offset-Node.md). Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded rectangle effect first connect your input through a [Fraction Node](Fraction-Node.md).
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NOTE: This [Node](Node.md) can only be used in the **Fragment** [Shader Stage](Shader-Stage.md).
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| UV | Input | Vector 2 | UV | Input UV value |
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| Width | Input | Float | None | Rounded Rectangle width |
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| Height | Input | Float | None | Rounded Rectangle height |
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| Radius | Input | Float | None | Corner radius |
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| Out | Output | Float | None | Output value |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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void Unity_RoundedRectangle_float(float2 UV, float Width, float Height, float Radius, out float Out)
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{
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Radius = max(min(min(abs(Radius * 2), abs(Width)), abs(Height)), 1e-5);
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float2 uv = abs(UV * 2 - 1) - float2(Width, Height) + Radius;
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float d = length(max(0, uv)) / Radius;
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Out = saturate((1 - d) / fwidth(d));
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}
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```
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