| | |
| | | public int OutlineWidth = 10; |
| | | |
| | | 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>(); |
| | | |
| | | static Shader m_tmpShader; |
| | | private static Shader m_Shader |
| | | { |
| | | get |
| | | { |
| | | if (m_tmpShader == null) |
| | | { |
| | | m_tmpShader = Shader.Find("TSF Shaders/UI/OutlineEx"); |
| | | } |
| | | return m_tmpShader; |
| | | } |
| | | } |
| | | |
| | | protected override void Start() |
| | | { |
| | | base.Start(); |
| | | |
| | | // 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)) |
| | | if (base.graphic) |
| | | { |
| | | material = new Material(m_Shader); |
| | | material.SetColor("_OutlineColor", this.OutlineColor); |
| | | material.SetInt("_OutlineWidth", this.OutlineWidth); |
| | | m_MaterialPool[key] = material; |
| | | } |
| | | base.graphic.material = material; |
| | | if (base.graphic.material == null || base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx") |
| | | { |
| | | // #if UNITY_EDITOR |
| | | |
| | | 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; |
| | | } |
| | | var texMaterial = ResManager.Instance.LoadAsset<Material>("Materials", "OutlineMat"); |
| | | if (texMaterial != null) |
| | | { |
| | | base.graphic.material = texMaterial; |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("没有找到材质OutlineMat.mat"); |
| | | } |
| | | // #else |
| | | // var shader = Shader.Find("TSF Shaders/UI/OutlineEx"); |
| | | // base.graphic.material = new Material(shader); |
| | | // #endif |
| | | } |
| | | |
| | | this._Refresh(); |
| | | if (base.graphic.canvas) |
| | | { |
| | | 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; |
| | | } |
| | | v2 = AdditionalCanvasShaderChannels.TexCoord3; |
| | | if ((v1 & v2) != v2) |
| | | { |
| | | base.graphic.canvas.additionalShaderChannels |= v2; |
| | | } |
| | | v2 = AdditionalCanvasShaderChannels.Tangent; |
| | | if ((v1 & v2) != v2) |
| | | { |
| | | base.graphic.canvas.additionalShaderChannels |= v2; |
| | | } |
| | | v2 = AdditionalCanvasShaderChannels.Normal; |
| | | if ((v1 & v2) != v2) |
| | | { |
| | | base.graphic.canvas.additionalShaderChannels |= v2; |
| | | } |
| | | } |
| | | this._Refresh(); |
| | | } |
| | | } |
| | | |
| | | |
| | | #if UNITY_EDITOR |
| | | //在编辑器下打开也刷新下 |
| | | // protected override void OnEnable() |
| | | // { |
| | | // base.OnEnable(); |
| | | // this._Refresh(); |
| | | // } |
| | | |
| | | protected override void OnValidate() |
| | | { |
| | | base.OnValidate(); |
| | | |
| | | if (base.graphic.material != null) |
| | | { |
| | | if (base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx") |
| | | { |
| | | var texMaterial = ResManager.Instance.LoadAsset<Material>("Materials", "OutlineMat"); |
| | | if (texMaterial != null) |
| | | { |
| | | base.graphic.material = texMaterial; |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("没有找到材质OutlineMat.mat"); |
| | | } |
| | | //var shader = Shader.Find("TSF Shaders/UI/OutlineEx"); |
| | | //base.graphic.material = new Material(shader); |
| | | } |
| | | this._Refresh(); |
| | | } |
| | | } |
| | |
| | | |
| | | 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)) |
| | | /*if (base.graphic.material.GetInt("_OutlineWidth") != this.OutlineWidth || base.graphic.material.GetColor("_OutlineColor") != this.OutlineColor) |
| | | { |
| | | // 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; |
| | | } |
| | | |
| | | if (material == null) |
| | | { |
| | | // 防范材质被删的情况,创建新材质 |
| | | material = new Material(m_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.material.SetColor("_OutlineColor", this.OutlineColor); |
| | | base.graphic.material.SetInt("_OutlineWidth", this.OutlineWidth); |
| | | }*/ |
| | | base.graphic.SetVerticesDirty(); |
| | | } |
| | | |
| | |
| | | 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); |
| | | //OutlineColor 和 OutlineWidth 也传入,避免出现不同的材质球 |
| | | var col_rg = new Vector2(OutlineColor.r, OutlineColor.g); //描边颜色 用uv3 和 tangent的 zw传递 |
| | | var col_ba = new Vector4(0,0,OutlineColor.b, OutlineColor.a); |
| | | var normal = new Vector3(0, 0, OutlineWidth); //描边的宽度 用normal的z传递 |
| | | |
| | | // 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); |
| | | v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v1.uv3 = col_rg; |
| | | v1.tangent = col_ba; |
| | | v1.normal = normal; |
| | | v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v2.uv3 = col_rg; |
| | | v2.tangent = col_ba; |
| | | v2.normal = normal; |
| | | v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v3.uv3 = col_rg; |
| | | v3.tangent = col_ba; |
| | | v3.normal = normal; |
| | | |
| | | |
| | | // 应用设置后的UIVertex |
| | | // |
| | | m_VetexList[i] = v1; |
| | |
| | | Vector2 pPosCenter, |
| | | Vector2 pTriangleX, Vector2 pTriangleY, |
| | | Vector2 pUVX, Vector2 pUVY, |
| | | Vector4 pUVOrigin) |
| | | Vector2 pUVOriginMin, Vector2 pUVOriginMax) |
| | | { |
| | | // Position |
| | | var pos = pVertex.position; |
| | |
| | | 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); |
| | | |
| | | |
| | | 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); |
| | | |
| | | pVertex.uv1 = pUVOriginMin; //uv1 uv2 可用 tangent normal 在缩放情况 会有问题 |
| | | pVertex.uv2 = pUVOriginMax; |
| | | |
| | | return pVertex; |
| | | } |
| | |
| | | } |
| | | |
| | | |
| | | // 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); |
| | | } |
| | | } |