├── .gitattributes
├── Images
├── epb_demo.PNG
└── epb_editor.PNG
├── EasyProgressBar.unitypackage
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── EditorBuildSettings.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── AudioManager.asset
├── TagManager.asset
├── UnityConnectSettings.asset
├── EditorSettings.asset
├── PackageManagerSettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── QualitySettings.asset
└── ProjectSettings.asset
├── Assets
├── EasyProgressBar
│ ├── Scenes
│ │ ├── Demo.unity.meta
│ │ └── Demo.unity
│ ├── Scenes.meta
│ ├── Scripts.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── Easy Progress Bar.shader.meta
│ │ └── Easy Progress Bar.shader
│ └── Scripts
│ │ ├── ProgressBar.cs.meta
│ │ └── ProgressBar.cs
└── EasyProgressBar.meta
├── README.md
├── .gitignore
├── UserSettings
└── EditorUserSettings.asset
├── .vscode
└── settings.json
└── Packages
├── manifest.json
└── packages-lock.json
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/README.md:
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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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/Assets/EasyProgressBar/Shaders/Easy Progress Bar.shader:
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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/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 | }
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