using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GradientColor : BaseMeshEffect
{
private const int ONE_TEXT_VERTEX = 6;
[SerializeField]
private Color m_colorTop = Color.white;
[SerializeField]
private Color m_colorBottom = Color.white;
[SerializeField]
private Color m_colorLeft = Color.white;
[SerializeField]
private Color m_colorRight = Color.white;
[SerializeField, Range(-1f, 1f)]
private float m_gradientOffsetVertical = 0f;
[SerializeField, Range(-1f, 1f)]
private float m_gradientOffsetHorizontal = 0f;
[SerializeField]
private bool m_splitTextGradient = false;
public Color colorTop {
get {
return m_colorTop; } set {
if (m_colorTop != value) {
m_colorTop = value; Refresh(); } } }
public Color colorBottom {
get {
return m_colorBottom; } set {
if (m_colorBottom != value) {
m_colorBottom = value; Refresh(); } } }
public Color colorLeft {
get {
return m_colorLeft; } set {
if (m_colorLeft != value) {
m_colorLeft = value; Refresh(); } } }
public Color colorRight {
get {
return m_colorRight; } set {
if (m_colorRight != value) {
m_colorRight = value; Refresh(); } } }
public float gradientOffsetVertical {
get {
return m_gradientOffsetVertical; } set {
if (m_gradientOffsetVertical != value) {
m_gradientOffsetVertical = Mathf.Clamp(value, -1f, 1f); Refresh(); } } }
public float gradientOffsetHorizontal {
get {
return m_gradientOffsetHorizontal; } set {
if (m_gradientOffsetHorizontal != value) {
m_gradientOffsetHorizontal = Mathf.Clamp(value, -1f, 1f); Refresh(); } } }
public bool splitTextGradient {
get {
return m_splitTextGradient; } set {
if (m_splitTextGradient != value) {
m_splitTextGradient = value; Refresh(); } } }
public override void ModifyMesh(VertexHelper vh)
{
if (IsActive() == false)
{
return;
}
List<UIVertex> vList = new List<UIVertex>();
vh.GetUIVertexStream(vList);
ModifyVertices(vList);
vh.Clear();
vh.AddUIVertexTriangleStream(vList);
vList.Clear();
}
private void ModifyVertices(List<UIVertex> vList)
{
if (IsActive() == false || vList == null || vList.Count == 0)
{
return;
}
float minX = 0f, minY = 0f, maxX = 0f, maxY = 0f, width = 0f, height = 0;
UIVertex newVertex;
for (int i = 0; i < vList.Count; i++)
{
if (i == 0 || (m_splitTextGradient && i % ONE_TEXT_VERTEX == 0))
{
minX = vList[i].position.x;
minY = vList[i].position.y;
maxX = vList[i].position.x;
maxY = vList[i].position.y;
int vertNum = m_splitTextGradient ? i + ONE_TEXT_VERTEX : vList.Count;
for (int k = i; k < vertNum; k++)
{
if (k >= vList.Count)
{
break;
}
UIVertex vertex = vList[k];
minX = Mathf.Min(minX, vertex.position.x);
minY = Mathf.Min(minY, vertex.position.y);
maxX = Mathf.Max(maxX, vertex.position.x);
maxY = Mathf.Max(maxY, vertex.position.y);
}
width = maxX - minX;
height = maxY - minY;
}
newVertex = vList[i];
Color colorOriginal = newVertex.color;
Color colorVertical = Color.Lerp(m_colorBottom, m_colorTop, (height > 0 ? (newVertex.position.y - minY) / height : 0) + m_gradientOffsetVertical);
Color colorHorizontal = Color.Lerp(m_colorLeft, m_colorRight, (width > 0 ? (newVertex.position.x - minX) / width : 0) + m_gradientOffsetHorizontal);
newVertex.color = colorOriginal * colorVertical * colorHorizontal;
vList[i] = newVertex;
}
}
private void Refresh()
{
if (graphic != null)
{
graphic.SetVerticesDirty();
}
}
}
将此脚本挂载在需要渐变效果的ui下
注意:因为涉及颜色混合,需要把物体原有的颜色改为白色