using UnityEngine;
|
using UnityEngine.UI;
|
using System.Collections.Generic;
|
|
|
/// <summary>
|
/// UGUI描边
|
/// </summary>
|
public class OutlineEx : BaseMeshEffect
|
{
|
[Header("新shader描边")]
|
public Color OutlineColor = Color.white;
|
|
QualityTextColType m_ColorType = QualityTextColType.None;
|
public QualityTextColType colorType
|
{
|
get { return m_ColorType; }
|
set
|
{
|
if (m_ColorType != value)
|
{
|
m_ColorType = value;
|
OutlineColor = UIHelper.GetUIOutlineColor(value);
|
this._Refresh();
|
}
|
}
|
}
|
|
|
[Range(0, 15)]
|
public int OutlineWidth = 0;
|
|
private static List<UIVertex> m_VetexList = new List<UIVertex>();
|
// 材质池:Key为"颜色_宽度"格式的字符串,Value为对应的材质; 减少合批问题,又能保持不同的描边;共用材质会同时改变参数
|
private static Dictionary<string, Material> m_MaterialPool = new Dictionary<string, Material>();
|
private static Shader m_Shader;
|
|
protected override void Start()
|
{
|
base.Start();
|
if (m_Shader == null)
|
{
|
m_Shader = Shader.Find("TSF Shaders/UI/OutlineEx");
|
}
|
|
// 使用材质池获取或创建材质
|
string key = GetMaterialKey(OutlineColor, OutlineWidth);
|
if (!m_MaterialPool.TryGetValue(key, out Material material))
|
{
|
material = new Material(m_Shader);
|
material.SetColor("_OutlineColor", this.OutlineColor);
|
material.SetInt("_OutlineWidth", this.OutlineWidth);
|
m_MaterialPool[key] = material;
|
}
|
base.graphic.material = material;
|
|
var v1 = base.graphic.canvas.additionalShaderChannels;
|
var v2 = AdditionalCanvasShaderChannels.TexCoord1;
|
if ((v1 & v2) != v2)
|
{
|
base.graphic.canvas.additionalShaderChannels |= v2;
|
}
|
v2 = AdditionalCanvasShaderChannels.TexCoord2;
|
if ((v1 & v2) != v2)
|
{
|
base.graphic.canvas.additionalShaderChannels |= v2;
|
}
|
|
this._Refresh();
|
}
|
|
|
#if UNITY_EDITOR
|
protected override void OnValidate()
|
{
|
base.OnValidate();
|
|
if (base.graphic.material != null)
|
{
|
this._Refresh();
|
}
|
}
|
#endif
|
|
|
private void _Refresh()
|
{
|
// 检查当前材质是否与所需属性匹配,如果不匹配则从池中获取或创建新材质
|
string key = GetMaterialKey(OutlineColor, OutlineWidth);
|
Material material;
|
if (!m_MaterialPool.TryGetValue(key, out material))
|
{
|
// 如果池中没有对应的材质,创建新材质
|
var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
|
material = new Material(shader);
|
m_MaterialPool[key] = material;
|
}
|
|
material.SetColor("_OutlineColor", this.OutlineColor);
|
material.SetInt("_OutlineWidth", this.OutlineWidth);
|
|
// 更新图形材质
|
base.graphic.material = material;
|
base.graphic.SetVerticesDirty();
|
}
|
|
|
public override void ModifyMesh(VertexHelper vh)
|
{
|
vh.GetUIVertexStream(m_VetexList);
|
|
this._ProcessVertices();
|
|
vh.Clear();
|
vh.AddUIVertexTriangleStream(m_VetexList);
|
}
|
|
|
private void _ProcessVertices()
|
{
|
for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3)
|
{
|
var v1 = m_VetexList[i];
|
var v2 = m_VetexList[i + 1];
|
var v3 = m_VetexList[i + 2];
|
// 计算原顶点坐标中心点
|
//
|
var minX = _Min(v1.position.x, v2.position.x, v3.position.x);
|
var minY = _Min(v1.position.y, v2.position.y, v3.position.y);
|
var maxX = _Max(v1.position.x, v2.position.x, v3.position.x);
|
var maxY = _Max(v1.position.y, v2.position.y, v3.position.y);
|
var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f;
|
// 计算原始顶点坐标和UV的方向
|
//
|
Vector2 triX, triY, uvX, uvY;
|
Vector2 pos1 = v1.position;
|
Vector2 pos2 = v2.position;
|
Vector2 pos3 = v3.position;
|
if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right))
|
> Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right)))
|
{
|
triX = pos2 - pos1;
|
triY = pos3 - pos2;
|
uvX = v2.uv0 - v1.uv0;
|
uvY = v3.uv0 - v2.uv0;
|
}
|
else
|
{
|
triX = pos3 - pos2;
|
triY = pos2 - pos1;
|
uvX = v3.uv0 - v2.uv0;
|
uvY = v2.uv0 - v1.uv0;
|
}
|
// 计算原始UV框
|
//
|
var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0);
|
var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0);
|
var uvOrigin = new Vector4(uvMin.x, uvMin.y, uvMax.x, uvMax.y);
|
// 为每个顶点设置新的Position和UV,并传入原始UV框
|
//
|
v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin);
|
v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin);
|
v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin);
|
// 应用设置后的UIVertex
|
//
|
m_VetexList[i] = v1;
|
m_VetexList[i + 1] = v2;
|
m_VetexList[i + 2] = v3;
|
}
|
}
|
|
|
private static UIVertex _SetNewPosAndUV(UIVertex pVertex, int pOutLineWidth,
|
Vector2 pPosCenter,
|
Vector2 pTriangleX, Vector2 pTriangleY,
|
Vector2 pUVX, Vector2 pUVY,
|
Vector4 pUVOrigin)
|
{
|
// Position
|
var pos = pVertex.position;
|
var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth;
|
var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth;
|
pos.x += posXOffset;
|
pos.y += posYOffset;
|
pVertex.position = pos;
|
// UV
|
var uv = pVertex.uv0;
|
uv += new Vector4((pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).x, (pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).y, 0, 0);
|
uv += new Vector4((pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).x, (pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).y, 0, 0);
|
pVertex.uv0 = uv;
|
// 原始UV框
|
pVertex.uv1 = new Vector2(pUVOrigin.x, pUVOrigin.y);
|
pVertex.uv2 = new Vector2(pUVOrigin.z, pUVOrigin.w);
|
|
return pVertex;
|
}
|
|
|
private static float _Min(float pA, float pB, float pC)
|
{
|
return Mathf.Min(Mathf.Min(pA, pB), pC);
|
}
|
|
|
private static float _Max(float pA, float pB, float pC)
|
{
|
return Mathf.Max(Mathf.Max(pA, pB), pC);
|
}
|
|
|
private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC)
|
{
|
return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y));
|
}
|
|
|
private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC)
|
{
|
return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y));
|
}
|
|
|
// 生成材质池的键
|
private string GetMaterialKey(Color color, int width)
|
{
|
// 使用颜色的RGBA值和宽度生成唯一键
|
return string.Format("{0}_{1}_{2}_{3}_{4}",
|
color.r, color.g, color.b, color.a, width);
|
}
|
}
|