using UnityEngine; 
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using UnityEngine.UI; 
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using System.Collections.Generic; 
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/// <summary> 
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/// UGUI描边 
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/// </summary> 
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public class OutlineEx : BaseMeshEffect 
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{ 
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    [Header("新shader描边")] 
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    public Color OutlineColor = new Color(0, 0, 0, 0.5f);// Color.black; 
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    QualityTextColType m_ColorType = QualityTextColType.None; 
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    public QualityTextColType colorType 
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    { 
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        get { return m_ColorType; } 
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        set 
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        { 
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            if (m_ColorType != value) 
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            { 
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                m_ColorType = value; 
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                OutlineColor = UIHelper.GetUIOutlineColor(value); 
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                this._Refresh(); 
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            } 
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        } 
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    } 
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    [Range(0, 30)] 
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    //默认10,不同的颜色(包括调整alpha)视觉上描边粗细有差异,故shader里乘以0.2适应不同情况 
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    public int OutlineWidth = 10;     
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    private static List<UIVertex> m_VetexList = new List<UIVertex>(); 
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    // 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 
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    private static Dictionary<string, Material> m_MaterialPool = new Dictionary<string, Material>(); 
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    static Shader m_tmpShader; 
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    private static Shader m_Shader 
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    { 
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        get 
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        { 
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            if (m_tmpShader == null) 
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            { 
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                m_tmpShader = Shader.Find("TSF Shaders/UI/OutlineEx"); 
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            } 
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            return m_tmpShader; 
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        } 
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    } 
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    protected override void Start() 
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    { 
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        base.Start(); 
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        // 使用材质池获取或创建材质 
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        string key = GetMaterialKey(OutlineColor, OutlineWidth); 
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        if (!m_MaterialPool.TryGetValue(key, out Material material)) 
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        { 
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            material = new Material(m_Shader); 
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            material.SetColor("_OutlineColor", this.OutlineColor); 
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            material.SetInt("_OutlineWidth", this.OutlineWidth); 
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            m_MaterialPool[key] = material; 
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        } 
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        base.graphic.material = material; 
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        var v1 = base.graphic.canvas.additionalShaderChannels; 
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        var v2 = AdditionalCanvasShaderChannels.TexCoord1; 
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        if ((v1 & v2) != v2) 
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        { 
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            base.graphic.canvas.additionalShaderChannels |= v2; 
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        } 
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        v2 = AdditionalCanvasShaderChannels.TexCoord2; 
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        if ((v1 & v2) != v2) 
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        { 
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            base.graphic.canvas.additionalShaderChannels |= v2; 
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        } 
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        this._Refresh(); 
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    } 
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#if UNITY_EDITOR 
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    //在编辑器下打开也刷新下 
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    // protected override void OnEnable() 
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    // { 
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    //     base.OnEnable(); 
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    //     this._Refresh(); 
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    // } 
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    protected override void OnValidate() 
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    { 
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        base.OnValidate(); 
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        if (base.graphic.material != null) 
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        { 
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            this._Refresh(); 
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        } 
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    } 
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#endif 
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    private void _Refresh() 
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    { 
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        // 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 
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        string key = GetMaterialKey(OutlineColor, OutlineWidth); 
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        Material material; 
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        if (!m_MaterialPool.TryGetValue(key, out material)) 
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        { 
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            // 如果池中没有对应的材质,创建新材质 
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            var shader = Shader.Find("TSF Shaders/UI/OutlineEx"); 
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            material = new Material(shader); 
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            m_MaterialPool[key] = material; 
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        } 
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        if (material == null) 
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        { 
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            // 防范材质被删的情况,创建新材质 
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            material = new Material(m_Shader); 
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            m_MaterialPool[key] = material; 
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        } 
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        material.SetColor("_OutlineColor", this.OutlineColor); 
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        material.SetInt("_OutlineWidth", this.OutlineWidth); 
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        // 更新图形材质 
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        base.graphic.material = material; 
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        base.graphic.SetVerticesDirty(); 
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    } 
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    public override void ModifyMesh(VertexHelper vh) 
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    { 
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        vh.GetUIVertexStream(m_VetexList); 
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        this._ProcessVertices(); 
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        vh.Clear(); 
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        vh.AddUIVertexTriangleStream(m_VetexList); 
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    } 
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    private void _ProcessVertices() 
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    { 
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        for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3) 
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        { 
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            var v1 = m_VetexList[i]; 
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            var v2 = m_VetexList[i + 1]; 
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            var v3 = m_VetexList[i + 2]; 
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            // 计算原顶点坐标中心点 
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            // 
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            var minX = _Min(v1.position.x, v2.position.x, v3.position.x); 
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            var minY = _Min(v1.position.y, v2.position.y, v3.position.y); 
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            var maxX = _Max(v1.position.x, v2.position.x, v3.position.x); 
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            var maxY = _Max(v1.position.y, v2.position.y, v3.position.y); 
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            var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f; 
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            // 计算原始顶点坐标和UV的方向 
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            // 
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            Vector2 triX, triY, uvX, uvY; 
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            Vector2 pos1 = v1.position; 
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            Vector2 pos2 = v2.position; 
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            Vector2 pos3 = v3.position; 
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            if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right)) 
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                > Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right))) 
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            { 
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                triX = pos2 - pos1; 
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                triY = pos3 - pos2; 
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                uvX = v2.uv0 - v1.uv0; 
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                uvY = v3.uv0 - v2.uv0; 
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            } 
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            else 
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            { 
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                triX = pos3 - pos2; 
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                triY = pos2 - pos1; 
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                uvX = v3.uv0 - v2.uv0; 
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                uvY = v2.uv0 - v1.uv0; 
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            } 
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            // 计算原始UV框 
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            // 
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            var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0); 
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            var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0); 
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            var uvOrigin = new Vector4(uvMin.x, uvMin.y, uvMax.x, uvMax.y); 
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            // 为每个顶点设置新的Position和UV,并传入原始UV框 
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            // 
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            v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin); 
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            v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin); 
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            v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvOrigin); 
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            // 应用设置后的UIVertex 
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            // 
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            m_VetexList[i] = v1; 
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            m_VetexList[i + 1] = v2; 
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            m_VetexList[i + 2] = v3; 
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        } 
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    } 
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    private static UIVertex _SetNewPosAndUV(UIVertex pVertex, int pOutLineWidth, 
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        Vector2 pPosCenter, 
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        Vector2 pTriangleX, Vector2 pTriangleY, 
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        Vector2 pUVX, Vector2 pUVY, 
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        Vector4 pUVOrigin) 
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    { 
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        // Position 
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        var pos = pVertex.position; 
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        var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth; 
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        var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth; 
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        pos.x += posXOffset; 
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        pos.y += posYOffset; 
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        pVertex.position = pos; 
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        // UV 
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        var uv = pVertex.uv0; 
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        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); 
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        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); 
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        pVertex.uv0 = uv; 
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        // 原始UV框 
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        pVertex.uv1 = new Vector2(pUVOrigin.x, pUVOrigin.y); 
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        pVertex.uv2 = new Vector2(pUVOrigin.z, pUVOrigin.w); 
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        return pVertex; 
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    } 
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    private static float _Min(float pA, float pB, float pC) 
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    { 
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        return Mathf.Min(Mathf.Min(pA, pB), pC); 
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    } 
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    private static float _Max(float pA, float pB, float pC) 
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    { 
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        return Mathf.Max(Mathf.Max(pA, pB), pC); 
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    } 
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    private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC) 
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    { 
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        return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y)); 
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    } 
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    private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC) 
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    { 
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        return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y)); 
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    } 
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    // 生成材质池的键 
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    private string GetMaterialKey(Color color, int width) 
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    { 
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        // 使用颜色的RGBA值和宽度生成唯一键 
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        return string.Format("{0}_{1}_{2}_{3}_{4}",  
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            color.r, color.g, color.b, color.a, width); 
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    } 
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} 
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