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- //————————————————————————————————————————————
- // OutlineEx.cs
- //
- // Created by Chiyu Ren on 2018/9/12 23:03:51
- // Modify by zhenmu on 2019/3/26
- //————————————————————————————————————————————
- using UnityEngine;
- using UnityEngine.UI;
- using System.Collections.Generic;
- namespace UnityEngine.UI {
- /// <summary>
- /// UGUI描边
- /// </summary>
- public class OutlineEx : BaseMeshEffect {
- public Color OutlineColor = Color.white;
- [Range(0, 6)]
- public float OutlineWidth = 0;
- private static List<UIVertex> m_VetexList = new List<UIVertex>();
- protected override void Awake() {
- base.Awake();
- if (base.graphic) {
- if (base.graphic.material == null || base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx") {
- var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
- base.graphic.material = new Material(shader);
- }
- 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();
- }
- }
- private void _Refresh() {
- /*if (base.graphic.material.GetInt("_OutlineWidth") != this.OutlineWidth || base.graphic.material.GetColor("_OutlineColor") != this.OutlineColor)
- {
- base.graphic.material.SetColor("_OutlineColor", this.OutlineColor);
- base.graphic.material.SetInt("_OutlineWidth", this.OutlineWidth);
- }*/
- 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);
- //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(OutlineWidth, 0, OutlineColor.b, OutlineColor.a);
- // 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, uvMin, uvMax);
- v1.uv3 = col_rg;
- v1.tangent = col_ba;
- v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
- v2.uv3 = col_rg;
- v2.tangent = col_ba;
- v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
- v3.uv3 = col_rg;
- v3.tangent = col_ba;
- // 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, float pOutLineWidth,
- Vector2 pPosCenter,
- Vector2 pTriangleX, Vector2 pTriangleY,
- Vector2 pUVX, Vector2 pUVY,
- Vector2 pUVOriginMin, Vector2 pUVOriginMax) {
- // 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
- Vector2 uv = pVertex.uv0;
- uv += pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1);
- uv += pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1);
- pVertex.uv0 = uv;
- pVertex.uv1 = pUVOriginMin; //uv1 uv2 可用 tangent normal 在缩放情况 会有问题
- pVertex.uv2 = pUVOriginMax;
- 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));
- }
- public static void SetCanvasShaderChannels(Canvas canvas) {
- canvas.additionalShaderChannels = AdditionalCanvasShaderChannels.Normal
- | AdditionalCanvasShaderChannels.Tangent
- | AdditionalCanvasShaderChannels.TexCoord1
- | AdditionalCanvasShaderChannels.TexCoord2
- | AdditionalCanvasShaderChannels.TexCoord3;
- }
- }
- }
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