https://blog.csdn.net/gz_huangzl/article/details/52484611
Canvas Scaler
Canvas Scaler是Unity UI系統中,控制UI元素的總體大小和像素密度的Compoent,Canvas Scaler的縮放比例影響著Canvas下的元素,包含字體大小和圖像邊界。
Size
Reference Resolution:預設螢幕大小
Screen Size:目前螢幕大小
Canvas Size:Canvas Rect Transform 寬高
Scale Factor
http://docs.unity3d.com/ScriptReference/Canvas-scaleFactor.html
用於縮放整個Canvas,而且調整Canvas Size與Screen Size一樣
先來看一段官方程式碼
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protected void SetScaleFactor(float scaleFactor)
{
if (scaleFactor == m_PrevScaleFactor)
return;
m_Canvas.scaleFactor = scaleFactor;
m_PrevScaleFactor = scaleFactor;
}
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程式碼可以看出,Canvas Scaler 透過設定Canvas下的Scale Factor,縮放所有在此Canvas下的元素
當Scale Factor為1時,Screen Size (800*600)、Canvas Size(800*600),圖片大小1倍
當Scale Factor為2時,Screen Size (800*600)、Canvas Size(400*300),圖片大小2倍
在當Scale Factor為2時,Scale Factor 會調整整個Canvas 的大小,並讓他的大小跟Screen Size一樣,運算後Canvas Size放大2倍,剛好等於Screen Size,而底下的圖片會放大2倍
UI Scale Mode
Constant Pixel Size
Canvas Size 始終等於 Screen Size,透過Scale Factor直接縮放所有UI元素
1. Scale Factor:透過此Factor縮放所有在此Canvas下的元素
2. Reference Pixels Per Unit:
先介紹圖片檔設定中的Pixels Per Unit,意思是在這張Sprite中,世界座標中的一單位由幾個Pixel組成
這邊使用的測試圖片為原始大小100*100 的圖檔,這邊統稱測試圖
舉例來說,場景中有一個1*1 Cube ,與一個Sprite圖片指定為測試圖,兩者的Transform Scale 都為 1
當 Pixels Per Unit=100,每單位由 100 Pixel組成,Sprite 是100*100 Pixels,那 Sprite 在世界座標中大小就會變成 100/100 * 100/100 = 1*1 Unit
當 Pixels Per Unit=10,每單位由 10 Pixel組成,Sprite 是100*100 Pixels,那 Sprite 在世界座標中大小就會變成 100/10 * 100/10 = 10*10 Unit
結論:
■ Unity中一單位等於 100 Pixels
■ 由此可以推導出公式:
Sprite 在世界座標中大小 = 原圖大小(Pixels) / Pixels Per Unit
讓我們回到 Reference Pixels Per Unit,官方解釋是,如果圖片檔有設定Pixels Per Unit,則會將Sprite 的 1 pixel 轉換成 UI 中的 1 pixel
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public float pixelsPerUnit
{
get
{
float spritePixelsPerUnit = 100;
if (sprite)
spritePixelsPerUnit = sprite.pixelsPerUnit;
float referencePixelsPerUnit = 100;
if (canvas)
referencePixelsPerUnit = canvas.referencePixelsPerUnit;
return spritePixelsPerUnit / referencePixelsPerUnit;
}
}
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上面官方程式碼,可以看出 Image 透過 spritePixelsPerUnit / referencePixelsPerUnit 方式算出新的 pixelsPerUnit
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public override void SetNativeSize()
{
if (overrideSprite != null)
{
float w = overrideSprite.rect.width / pixelsPerUnit;
float h = overrideSprite.rect.height / pixelsPerUnit;
rectTransform.anchorMax = rectTransform.anchorMin;
rectTransform.sizeDelta = new Vector2(w, h);
SetAllDirty();
}
}
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在設定 Image 圖片大小時,是把 寬高 / pixelsPerUnit
實作一下,建立一個Canvas參數如下
Canvas底下建立一個Image,Sprite設定為測試圖,參數如下
這邊做4種不同的測試:測試方式是修改 Reference Pixels Per Unit 與 Pixels Per Unit 後,點下 Image Compoent 的 Set Native Size來設定圖片原始大小,藉此看到圖片變化
Reference Pixels Per Unit | Pixels Per Unit | Image Rect Transform(w*h) |
100 | 100 | 100*100 |
200 | 100 | 200*200 |
100 | 10 | 1000*1000 |
200 | 10 | 2000*2000 |
■ 上表可以看出當數值改變時,圖片預設大小也會改變
■ 由此可以推導出公式
UI大小 = 原圖大小(Pixels) / (Pixels Per Unit / Reference Pixels Per Unit)
Scale With Screen Size:
透過設定的Reference Resolution(預設螢幕大小)來縮放
1. Reference Resolution:預設螢幕大小
2. Screen Match Mode:縮放模式
先來看官方的算法
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Vector2 screenSize = new Vector2(Screen.width, Screen.height);
float scaleFactor = 0;
switch (m_ScreenMatchMode)
{
case ScreenMatchMode.MatchWidthOrHeight:
{
// We take the log of the relative width and height before taking the average.
// Then we transform it back in the original space.
// the reason to transform in and out of logarithmic space is to have better behavior.
// If one axis has twice resolution and the other has half, it should even out if widthOrHeight value is at 0.5.
// In normal space the average would be (0.5 + 2) / 2 = 1.25
// In logarithmic space the average is (-1 + 1) / 2 = 0
float logWidth = Mathf.Log(screenSize.x / m_ReferenceResolution.x, kLogBase);
float logHeight = Mathf.Log(screenSize.y / m_ReferenceResolution.y, kLogBase);
float logWeightedAverage = Mathf.Lerp(logWidth, logHeight, m_MatchWidthOrHeight);
scaleFactor = Mathf.Pow(kLogBase, logWeightedAverage);
break;
}
case ScreenMatchMode.Expand:
{
scaleFactor = Mathf.Min(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
break;
}
case ScreenMatchMode.Shrink:
{
scaleFactor = Mathf.Max(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
break;
}
}
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a. Expand(擴大):將Canvas Size進行寬或高擴大,讓他高於Reference Resolution,計算如下
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scaleFactor = Mathf.Min(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
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意思是分別算出長寬 ,”Screen Size” 佔了 “Reference Resolution” 的比例,在求小的
舉例來說,Reference Resolution為1280*720,Screen Size為800*600
ScaleFactor Width: 800/1280=0.625
ScaleFactor Height:600/720=0.83333
套用ScaleFactor公式:Canvas Size = Screen Size / Scale Factor
Canvas Width:800 / 0.625 = 1280
Canvas Height:600 / 0.625 = 960
Canvas Size 為 1280*960,高度從720變成了960,最大程度的放大(顯示所有元素)
b. Shrink(收縮):將Canvas Size進行寬或高收縮,讓他低於Reference Resolution,計算如下
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scaleFactor = Mathf.Max(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
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意思是分別算出長寬 ,”Screen Size” 佔了 “Reference Resolution” 的比例,在求大的
舉例來說,Reference Resolution為1280*720,Screen Size為800*600
ScaleFactor Width: 800/1280=0.625
ScaleFactor Height:600/720=0.83333
套用ScaleFactor公式:Canvas Size = Screen Size / Scale Factor
Canvas Width:800 / 0.83333 = 960
Canvas Height:600 / 0.83333 = 720
Canvas Size 為 960*720,寬度從1280變成了960,最大程度的縮小
c. Match Width or Height:根據Width或Height進行混合縮放,計算如下
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float logWidth = Mathf.Log(screenSize.x / m_ReferenceResolution.x, kLogBase);
float logHeight = Mathf.Log(screenSize.y / m_ReferenceResolution.y, kLogBase);
float logWeightedAverage = Mathf.Lerp(logWidth, logHeight, m_MatchWidthOrHeight);
scaleFactor = Mathf.Pow(kLogBase, logWeightedAverage);
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分別對ScaleFactor Width、Height取對數後,再進行平均混合,那為什麼不直接使用March對Width、Height進行混合呢??,讓我們來比較一下
假設Reference Resolution為400*300,Screen Size為200*600 大小關係是
Reference Resolution Width 是 Screen Size Width的2倍
Reference Resolution Height 是 Screen Size 的0.5倍
看起來會像下圖
當March為0.5時,ScaleFactor應該要是 1 (拉平)
ScaleFactor Width: 200/400=0.5
ScaleFactor Height:600/300=2
一般混合:
ScaleFactor = March * ScaleFactor Width + March * ScaleFactorHeight
ScaleFactor = 0.5 * 0.5 + 0.5 * 2 = 1.25
對數混合:
logWidth:log2(0.5) = -1
logHeight:log2(2) = 1
logWeightedAverage:0
ScaleFactor:20 = 1
scaleFactor一般混合為1.25,對數混合為1,結果很明顯,使用對數混合能更完美的修正大小
Constant Physical Size
透過硬體設備的Dpi(Dots Per Inch 每英吋點數),進行縮放
1. Physical Unit:使用的單位種類
單位種類 | 中文 | 與1英吋關係 |
Centimeters | 公分(cm,厘米) | 2.54 |
Millimeters | 公釐(mm,毫米) | 25.4 |
Inches | 英吋 | 1 |
Points | 點 | 72 |
Picas | 皮卡(十二點活字) | 6 |
2. Fallback Screen DPI:備用Dpi,當找不到設備Dpi時,使用此值
3. Default Sprite DPI:預設的圖片Dpi
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float currentDpi = Screen.dpi;
float dpi = (currentDpi == 0 ? m_FallbackScreenDPI : currentDpi);
float targetDPI = 1;
switch (m_PhysicalUnit)
{
case Unit.Centimeters: targetDPI = 2.54f; break;
case Unit.Millimeters: targetDPI = 25.4f; break;
case Unit.Inches: targetDPI = 1; break;
case Unit.Points: targetDPI = 72; break;
case Unit.Picas: targetDPI = 6; break;
}
SetScaleFactor(dpi / targetDPI);
SetReferencePixelsPerUnit(m_ReferencePixelsPerUnit * targetDPI / m_DefaultSpriteDPI);
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結論:
■ ScaleFactor 為 “目前硬體dpi” 佔了 “目標單位” 的比例
■ ReferencePixelsPerUnit 要與目前的Dpi在運算求出新的值,再傳入Canvas中求出大小,公式如下:
新的 Reference Pixels Per Unit = Reference Pixels Per Unit * Physical Unit / Default Sprite DPI
UI大小 = 原圖大小(Pixels) / (Pixels Per Unit / 新的 Reference Pixels Per Unit)