├── .gitattributes ├── .gitignore ├── .vscode └── settings.json ├── Assets ├── EasyProgressBar.meta └── EasyProgressBar │ ├── Scenes.meta │ ├── Scenes │ ├── Demo.unity │ └── Demo.unity.meta │ ├── Scripts.meta │ ├── Scripts │ ├── ProgressBar.cs │ └── ProgressBar.cs.meta │ ├── Shaders.meta │ └── Shaders │ ├── Easy Progress Bar.shader │ └── Easy Progress Bar.shader.meta ├── EasyProgressBar.unitypackage ├── Images ├── epb_demo.PNG └── epb_editor.PNG ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | *.VC.db 27 | 28 | # Unity3D generated meta files 29 | *.pidb.meta 30 | *.pdb.meta 31 | 32 | # Unity3D Generated File On Crash 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/Assets/EasyProgressBar/Scenes/Demo.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 386697a8d0e5cde49a70e2c1c55ff5ea 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/EasyProgressBar/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b649dcb77b769c46aa49c52d7a764b6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/EasyProgressBar/Scripts/ProgressBar.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | namespace EasyProgressBar 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent(typeof(Image))] 8 | public class ProgressBar : MonoBehaviour 9 | { 10 | private const string ShaderName = "Unlit/Easy Progress Bar"; 11 | 12 | private int _mainTexPropertyID; 13 | private int _mainColorPropertyID; 14 | private int _startColorPropertyID; 15 | private int _endColorPropertyID; 16 | private int _backColorPropertyID; 17 | private int _gradientPropertyID; 18 | private int _roundnessSizePropertyID; 19 | private int _borderSizePropertyID; 20 | private int _fillAmountPropertyID; 21 | private int _sizePropertyID; 22 | 23 | private Image _image; 24 | private Material _material; 25 | private bool _useGradient; 26 | 27 | [SerializeField] private Color _startColor = Color.white; 28 | [SerializeField] private Color _endColor = Color.white; 29 | [SerializeField] private Color _backColor = Color.black; 30 | [SerializeField] [Range(0f, 1f)] private float _gradient = 0f; 31 | [SerializeField] [Range(0f, 1f)] private float _roundness = 0.5f; 32 | [SerializeField] [Range(0f, 1f)] private float _borderSize = 0.15f; 33 | [SerializeField] [Range(0f, 1f)] private float _fillAmount = 1f; 34 | 35 | public float Gradient 36 | { 37 | get => _gradient; 38 | set => _gradient = value; 39 | } 40 | 41 | public float BorderSize 42 | { 43 | get => _borderSize; 44 | set => _borderSize = value; 45 | } 46 | 47 | public float Roundness 48 | { 49 | get => _roundness; 50 | set => _roundness = value; 51 | } 52 | 53 | public float FillAmount 54 | { 55 | get => _fillAmount; 56 | set => _fillAmount = value; 57 | } 58 | 59 | private void Awake() 60 | { 61 | _mainTexPropertyID = Shader.PropertyToID("_MainTex"); 62 | _mainColorPropertyID = Shader.PropertyToID("_MainColor"); 63 | _startColorPropertyID = Shader.PropertyToID("_StartColor"); 64 | _endColorPropertyID = Shader.PropertyToID("_EndColor"); 65 | _backColorPropertyID = Shader.PropertyToID("_BackColor"); 66 | _gradientPropertyID = Shader.PropertyToID("_Gradient"); 67 | _roundnessSizePropertyID = Shader.PropertyToID("_Roundness"); 68 | _borderSizePropertyID = Shader.PropertyToID("_BorderSize"); 69 | _fillAmountPropertyID = Shader.PropertyToID("_FillAmount"); 70 | _sizePropertyID = Shader.PropertyToID("_Size"); 71 | 72 | _image = GetComponent(); 73 | _image.material = _material = new Material(Shader.Find(ShaderName)); 74 | 75 | UpdateView(); 76 | } 77 | 78 | private void Update() 79 | { 80 | UpdateView(); 81 | } 82 | 83 | private void UpdateView() 84 | { 85 | if (_image != null && _material != null) 86 | { 87 | var texture = _material.GetTexture(_mainTexPropertyID); 88 | if (texture != null) 89 | { 90 | if (_image.sprite != null && _image.sprite.texture != texture) 91 | { 92 | _material.SetTexture(_mainTexPropertyID, _image.sprite.texture); 93 | } 94 | else 95 | { 96 | _material.SetTexture(_mainTexPropertyID, null); 97 | } 98 | } 99 | 100 | _material.SetColor(_mainColorPropertyID, _image.color); 101 | _material.SetColor(_startColorPropertyID, _startColor); 102 | _material.SetColor(_endColorPropertyID, _endColor); 103 | _material.SetColor(_backColorPropertyID, _backColor); 104 | _material.SetFloat(_gradientPropertyID, _gradient); 105 | _material.SetFloat(_roundnessSizePropertyID, _roundness); 106 | _material.SetFloat(_borderSizePropertyID, _borderSize); 107 | _material.SetFloat(_fillAmountPropertyID, _fillAmount); 108 | 109 | var scale = transform.lossyScale; 110 | var rect = _image.rectTransform.rect; 111 | 112 | _material.SetVector(_sizePropertyID, new Vector4(scale.x * rect.width, scale.y * rect.height, 0, 0)); 113 | } 114 | } 115 | 116 | private void OnDestroy() 117 | { 118 | if (_material != null) 119 | { 120 | if (Application.isPlaying) 121 | { 122 | Destroy(_material); 123 | } 124 | else 125 | { 126 | DestroyImmediate(_material); 127 | } 128 | 129 | _material = null; 130 | } 131 | } 132 | } 133 | } -------------------------------------------------------------------------------- /Assets/EasyProgressBar/Scripts/ProgressBar.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d72847e236670544a9fe6a4046a98a4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - _shader: {fileID: 4800000, guid: 7f9b9a861e7ba614ea2b76a469c58d2c, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/EasyProgressBar/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 598b52a55a69f5449b55088671cd580a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/EasyProgressBar/Shaders/Easy Progress Bar.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Easy Progress Bar" 2 | { 3 | Properties 4 | { 5 | [HideInInspector] _MainTex ("Texture", 2D) = "white" {} 6 | [HideInInspector] _MainColor ("Main Color", Color) = (1, 1, 1, 1) 7 | [HideInInspector] _StartColor ("Start Color", Color) = (1, 1, 1, 1) 8 | [HideInInspector] _EndColor ("End Color", Color) = (1, 1, 1, 1) 9 | [HideInInspector] _BackColor ("Back Color", Color) = (1, 1, 1, 1) 10 | [HideInInspector] _Gradient ("Gradient", Range(0, 1)) = 0 11 | [HideInInspector] _Roundness ("Roundness", Range(0, 1)) = 0.5 12 | [HideInInspector] _BorderSize ("Border Size", Range(0, 1)) = 0.2 13 | [HideInInspector] _FillAmount ("Fill Amount", Range(0, 1)) = 0 14 | [HideInInspector] _Size ("Size", Vector) = (1, 1, 1, 1) 15 | } 16 | SubShader 17 | { 18 | Tags 19 | { 20 | "RenderType"="Transparent" 21 | "Queue"="Transparent" 22 | } 23 | 24 | Pass 25 | { 26 | Blend SrcAlpha OneMinusSrcAlpha 27 | ZWrite Off 28 | 29 | CGPROGRAM 30 | #pragma vertex vert 31 | #pragma fragment frag 32 | 33 | #include "UnityCG.cginc" 34 | 35 | struct appdata 36 | { 37 | float4 vertex : POSITION; 38 | float2 uv : TEXCOORD0; 39 | }; 40 | 41 | struct v2f 42 | { 43 | float2 uv : TEXCOORD0; 44 | float4 vertex : SV_POSITION; 45 | }; 46 | 47 | sampler2D _MainTex; 48 | float4 _MainTex_ST; 49 | float4 _MainColor; 50 | float4 _StartColor; 51 | float4 _EndColor; 52 | float4 _BackColor; 53 | fixed _Gradient; 54 | fixed _Roundness; 55 | fixed _BorderSize; 56 | fixed _FillAmount; 57 | float4 _Size; 58 | 59 | v2f vert(appdata v) 60 | { 61 | v2f o; 62 | o.vertex = UnityObjectToClipPos(v.vertex); 63 | o.uv = v.uv; 64 | return o; 65 | } 66 | 67 | fixed CalculateDistance(float2 position, float roundness, float2 halfSize) 68 | { 69 | float2 edge = abs(position) - (halfSize - roundness); 70 | float outDistance = length(max(edge, 0)); 71 | float insDistance = min(max(edge.x, edge.y), 0); 72 | 73 | return outDistance + insDistance - roundness; 74 | } 75 | 76 | float ApplyAntialiasing(float distance) 77 | { 78 | float f = fwidth(distance) * 0.5; 79 | return smoothstep(f, -f, distance); 80 | } 81 | 82 | fixed4 frag(v2f i) : SV_Target 83 | { 84 | fixed uvPos; 85 | float axisHalfSize; 86 | 87 | if (_Size.x < _Size.y) 88 | { 89 | uvPos = i.uv.y; 90 | axisHalfSize = _Size.x * 0.5; 91 | } 92 | else 93 | { 94 | uvPos = i.uv.x; 95 | axisHalfSize = _Size.y * 0.5; 96 | } 97 | 98 | fixed frameDistance = CalculateDistance((i.uv - 0.5) * _Size, _Roundness * axisHalfSize, _Size * 0.5); 99 | fixed frameMask = ApplyAntialiasing(frameDistance); 100 | 101 | fixed borderDistance = frameDistance + _BorderSize * axisHalfSize; 102 | fixed borderMask = ApplyAntialiasing(borderDistance); 103 | 104 | fixed fillMask = _FillAmount > uvPos; 105 | 106 | fixed4 fill = lerp(_StartColor, _EndColor, uvPos * _Gradient + _FillAmount * (1 - _Gradient)); 107 | fixed4 fillColor = fixed4(fill.xyz, fill.a * borderMask * fillMask); 108 | fixed4 backColor = fixed4(_BackColor.xyz, _BackColor.a * frameMask); 109 | 110 | fixed4 mainColor = tex2D(_MainTex, float2(i.uv.x, i.uv.y)) * _MainColor; 111 | fixed4 color = lerp(backColor, fillColor, max(fillColor.a, (_BorderSize <= 0 && fillMask) * fill.a)); 112 | fixed alpha = max(backColor.a, fillColor.a); 113 | 114 | return mainColor * fixed4(color.xyz, alpha); 115 | } 116 | ENDCG 117 | } 118 | } 119 | } -------------------------------------------------------------------------------- /Assets/EasyProgressBar/Shaders/Easy Progress Bar.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f9b9a861e7ba614ea2b76a469c58d2c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /EasyProgressBar.unitypackage: 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-Easy-Progress-Bar 2 | 3 | Procedural progress bar shader for Unity UI. 4 | 5 | * [Demo](https://drive.google.com/file/d/1DgCD72ZsK51jtRe2RFqxR1wCM5CaHYsJ/view?usp=sharing) 6 | 7 | Features: 8 | 9 | - Super easy to use 10 | - No graphics needed 11 | - Adjusts and scales automatically (horizontally & vertically) 12 | - Supports gradient, edge roundness and adjustable border size 13 | - Lightweight and supports all rendering pipelines 14 | - 1 progress bar = 1 draw call 15 | 16 | 17 | -------------------------------------------------------------------------------- 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