using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; /// /// UGUI描边 /// public class OutlineEx : BaseMeshEffect { [Header("新shader描边")] public Color OutlineColor = new Color(0, 0, 0, 0.5f);// Color.black; 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, 30)] //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 public int OutlineWidth = 10; private static List m_VetexList = new List(); // 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 m_MaterialPool = new Dictionary(); 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)) { 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 //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) { 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; } 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.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); } }