Unity 字体二(三)颜色渐变

字体颜色渐变

我们先看看二颜色渐变效果:


二颜色渐变效果

我们看看三颜色渐变效果:


三颜色渐变效果

左面Scene场景是网格状态。

通过Scene场景我们可以看见,我们需要向中间插入两个点,做个顶点过渡。

顶点部署应该是这样的:

     *  TL--------TR
     *  |          |
     *  |          |
     *  CL--------CR
     *  |          |
     *  |          |
     *  BL--------BR

首先我们要知道,显示文本有个文本区域,而这个区域的坐标是基于局部坐标,所以我们要先转出到屏幕坐标,然后再换算。

准备的变量和枚举:

public enum GradientType
{
    TowColor = 0,
    ThreeColor,
}
    [SerializeField] private GradientType m_GradientType = GradientType.TowColor;
    [SerializeField] private Color32 m_TopColor = Color.white;
    [SerializeField] private Color32 m_MiddleColor = Color.white;
    [SerializeField] private Color32 m_BottomColor = Color.black;
    [Range(0f, 1f)] [SerializeField] private float m_ColorOffset = 0.5f;
    [SerializeField] private Camera m_UICamera;
    private List iVertices = new List();

核心换算代码:

vh.GetUIVertexStream(iVertices);
        vh.Clear();


        for (int i = 0; i < iVertices.Count; i += 6)
        {

            UIVertex TL = iVertices[i + 0];
            UIVertex TR = iVertices[i + 1];
            UIVertex CR = iVertices[i + 2];
            UIVertex CL = iVertices[i + 4];
            UIVertex BL = iVertices[i + 4];
            UIVertex BR = iVertices[i + 2];

            Vector2 uvTL = iVertices[i + 0].uv0;
            Vector2 uvTR = iVertices[i + 1].uv0;
            Vector2 uvBR = iVertices[i + 2].uv0;
            Vector2 uvBL = iVertices[i + 4].uv0;

            Vector3 TR_World_Pos = this.transform.TransformPoint(TR.position);
            Vector3 BR_World_Pos = this.transform.TransformPoint(BR.position);
            Vector3 TR_Screen_Pos = TR_World_Pos;
            Vector3 BR_Screen_Pos = BR_World_Pos;
            
            if (this.m_UICamera != null)
            {
                TR_Screen_Pos = this.m_UICamera.WorldToScreenPoint(TR_World_Pos);
                BR_Screen_Pos = this.m_UICamera.WorldToScreenPoint(BR_World_Pos);
            }

            float yHeight = (TR_Screen_Pos.y - BR_Screen_Pos.y) * this.m_ColorOffset;
            Vector2 C_Screen_Pos = new Vector2(TR_Screen_Pos.x, TR_Screen_Pos.y - yHeight);

            if (this.m_UICamera != null)
            {
                C_Screen_Pos = this.m_UICamera.ScreenToWorldPoint(C_Screen_Pos);
            }
            CR.position = this.transform.InverseTransformPoint(C_Screen_Pos);
            CL.position.y = CR.position.y;

            CR.uv0.y = CR.uv0.y * this.m_ColorOffset;
            CL.uv0.y = CL.uv0.y * this.m_ColorOffset;

            TL.color = this.m_TopColor;
            TR.color = this.m_TopColor;
            CR.color = this.m_MiddleColor;
            CL.color = this.m_MiddleColor;
            BL.color = this.m_BottomColor;
            BR.color = this.m_BottomColor;

            vh.AddVert(TL);
            vh.AddVert(TR);
            vh.AddVert(CR);
            vh.AddVert(CL);
            vh.AddVert(BL);
            vh.AddVert(BR);
        }

上面的代码意思就是先清理原始数据,然后把坐标转到屏幕坐标系上,需要经过两步 局部坐标 => 世界坐标 => 屏幕坐标,然后给y做某个点上距离缩放:

屏幕坐标计算

float yHeight = (TR_Screen_Pos.y - BR_Screen_Pos.y) * this.m_ColorOffset;在这个距离做个缩放,TR_Screen_Pos.y - yHeight 计算出来差值,就是我们需要的中点高度。(CR\CL的高度是一样的,计算一次即可,X值保留默认。)

接下来添加三角面:


        for (int i = 0; i < vh.currentVertCount; i += 6)
        {
            if (this.m_GradientType == GradientType.ThreeColor)
            {
                vh.AddTriangle(i + 0, i + 1, i + 2);
                vh.AddTriangle(i + 2, i + 3, i + 0);
                vh.AddTriangle(i + 3, i + 2, i + 5);
                vh.AddTriangle(i + 5, i + 4, i + 3);
            }
            else
            {
                vh.AddTriangle(i + 0, i + 1, i + 5);
                vh.AddTriangle(i + 0, i + 5, i + 4);
            }
        }

大致就是这些。

补充,上面版本有些bug,核心算法做个优化:

/*
         *  TL--------TR
         *  |          |
         *  |          |
         *  CL--------CR
         *  |          |
         *  |          |
         *  BL--------BR
         * **/


        for (int i = 0; i < count; i++)
        {
            UIVertex vertex = UIVertex.simpleVert;
            vh.PopulateUIVertex(ref vertex, i);
            this.iVertices.Add(vertex);
        }
        vh.Clear();

        for (int i = 0; i < this.iVertices.Count; i += 4)
        {

            UIVertex TL = this.GeneralUIVertex(this.iVertices[i + 0]);
            UIVertex TR = this.GeneralUIVertex(this.iVertices[i + 1]);
            UIVertex BR = this.GeneralUIVertex(this.iVertices[i + 2]);
            UIVertex BL = this.GeneralUIVertex(this.iVertices[i + 3]);

            TL.color = this.m_TopColor;
            TR.color = this.m_TopColor;
            BL.color = this.m_BottomColor;
            BR.color = this.m_BottomColor;


            vh.AddVert(TL);
            vh.AddVert(TR);

            if (this.m_GradientType == GradientType.ThreeColor)
            {
                UIVertex CR = this.GeneralUIVertex(this.iVertices[i + 2]);
                UIVertex CL = this.GeneralUIVertex(this.iVertices[i + 3]);

                CR.position = (TR.position + BR.position) * this.m_ColorOffset;
                CL.position = (TL.position + BL.position) * this.m_ColorOffset;
                CR.uv0 = (TR.uv0 + BR.uv0) * this.m_ColorOffset;
                CL.uv0 = (TL.uv0 + BL.uv0) * this.m_ColorOffset;
                CR.color = this.m_MiddleColor;
                CL.color = this.m_MiddleColor;

                vh.AddVert(CR);
                vh.AddVert(CL);
            }

            vh.AddVert(BR);
            vh.AddVert(BL);
        }

        int step = 4;
        if (this.m_GradientType == GradientType.ThreeColor)
        {
            step = 6;
        }

        for (int i = 0; i < vh.currentVertCount; i += step)
        {
            if (this.m_GradientType == GradientType.ThreeColor)
            {
                vh.AddTriangle(i + 0, i + 1, i + 2);
                vh.AddTriangle(i + 2, i + 3, i + 0);
                vh.AddTriangle(i + 3, i + 2, i + 4);
                vh.AddTriangle(i + 4, i + 5, i + 3);
            }
            else
            {
                vh.AddTriangle(i + 0, i + 1, i + 2);
                vh.AddTriangle(i + 2, i + 3, i + 0);
            }
        }
    private UIVertex GeneralUIVertex(UIVertex vertex)
    {
        UIVertex result     = UIVertex.simpleVert;
        result.normal       = new Vector3(vertex.normal.x, vertex.normal.y, vertex.normal.z);
        result.position     = new Vector3(vertex.position.x, vertex.position.y, vertex.position.z);
        result.tangent      = new Vector4(vertex.tangent.x, vertex.tangent.y, vertex.tangent.z, vertex.tangent.w);
        result.uv0          = new Vector2(vertex.uv0.x, vertex.uv0.y);
        result.uv1          = new Vector2(vertex.uv1.x, vertex.uv1.y);
        return result;
    }

最终代码:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using System;

public enum GradientType
{
    TowColor = 0,
    ThreeColor,
}

/// 
/// 渐变字体
/// 
public class Gradient : BaseMeshEffect
{
    [SerializeField] private GradientType m_GradientType = GradientType.TowColor;
    [SerializeField] private Color32 m_TopColor = Color.white;
    [SerializeField] private Color32 m_MiddleColor = Color.white;
    [SerializeField] private Color32 m_BottomColor = Color.black;
    [Range(0f, 1f)] [SerializeField] private float m_ColorOffset = 0.5f;
    [SerializeField] private Camera m_UICamera;
    private List iVertices = new List();

    public override void ModifyMesh(VertexHelper vh)
    {
        this.iVertices.Clear();

        if (!IsActive())
        {
            return;
        }

        var count = vh.currentVertCount;
        if (count == 0)
            return;

        /*
         *  TL--------TR
         *  |          |
         *  |          |
         *  CL--------CR
         *  |          |
         *  |          |
         *  BL--------BR
         * **/


        for (int i = 0; i < count; i++)
        {
            UIVertex vertex = UIVertex.simpleVert;
            vh.PopulateUIVertex(ref vertex, i);
            this.iVertices.Add(vertex);
        }
        vh.Clear();

        for (int i = 0; i < this.iVertices.Count; i += 4)
        {

            UIVertex TL = this.GeneralUIVertex(this.iVertices[i + 0]);
            UIVertex TR = this.GeneralUIVertex(this.iVertices[i + 1]);
            UIVertex BR = this.GeneralUIVertex(this.iVertices[i + 2]);
            UIVertex BL = this.GeneralUIVertex(this.iVertices[i + 3]);

            TL.color = this.m_TopColor;
            TR.color = this.m_TopColor;
            BL.color = this.m_BottomColor;
            BR.color = this.m_BottomColor;


            vh.AddVert(TL);
            vh.AddVert(TR);

            if (this.m_GradientType == GradientType.ThreeColor)
            {
                UIVertex CR = this.GeneralUIVertex(this.iVertices[i + 2]);
                UIVertex CL = this.GeneralUIVertex(this.iVertices[i + 3]);

                CR.position = (TR.position + BR.position) * this.m_ColorOffset;
                CL.position = (TL.position + BL.position) * this.m_ColorOffset;
                CR.uv0 = (TR.uv0 + BR.uv0) * this.m_ColorOffset;
                CL.uv0 = (TL.uv0 + BL.uv0) * this.m_ColorOffset;
                CR.color = this.m_MiddleColor;
                CL.color = this.m_MiddleColor;

                vh.AddVert(CR);
                vh.AddVert(CL);
            }

            vh.AddVert(BR);
            vh.AddVert(BL);
        }

        int step = 4;
        if (this.m_GradientType == GradientType.ThreeColor)
        {
            step = 6;
        }

        for (int i = 0; i < vh.currentVertCount; i += step)
        {
            if (this.m_GradientType == GradientType.ThreeColor)
            {
                vh.AddTriangle(i + 0, i + 1, i + 2);
                vh.AddTriangle(i + 2, i + 3, i + 0);
                vh.AddTriangle(i + 3, i + 2, i + 4);
                vh.AddTriangle(i + 4, i + 5, i + 3);
            }
            else
            {
                vh.AddTriangle(i + 0, i + 1, i + 2);
                vh.AddTriangle(i + 2, i + 3, i + 0);
            }
        }

    }

    private UIVertex GeneralUIVertex(UIVertex vertex)
    {
        UIVertex result     = UIVertex.simpleVert;
        result.normal       = new Vector3(vertex.normal.x, vertex.normal.y, vertex.normal.z);
        result.position     = new Vector3(vertex.position.x, vertex.position.y, vertex.position.z);
        result.tangent      = new Vector4(vertex.tangent.x, vertex.tangent.y, vertex.tangent.z, vertex.tangent.w);
        result.uv0          = new Vector2(vertex.uv0.x, vertex.uv0.y);
        result.uv1          = new Vector2(vertex.uv1.x, vertex.uv1.y);
        return result;
    }
}


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