mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
536 lines
21 KiB
C#
536 lines
21 KiB
C#
|
/// Credit Brad Nelson (playemgames - bitbucket)
|
||
|
/// Modified Gradient effect script from http://answers.unity3d.com/questions/1086415/gradient-text-in-unity-522-basevertexeffect-is-obs.html
|
||
|
/// <summary>
|
||
|
/// -Uses Unity's Gradient class to define the color
|
||
|
/// -Offset is now limited to -1,1
|
||
|
/// -Multiple color blend modes
|
||
|
///
|
||
|
/// Remember that for radial and diamond gradients, colors are applied per-vertex so if you have multiple points on your gradient where the color changes and there aren't enough vertices, you won't see all of the colors.
|
||
|
/// </summary>
|
||
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
|
||
|
namespace UnityEngine.UI.Extensions
|
||
|
{
|
||
|
[AddComponentMenu("UI/Effects/Extensions/Gradient2")]
|
||
|
public class Gradient2 : BaseMeshEffect
|
||
|
{
|
||
|
[SerializeField]
|
||
|
Type _gradientType;
|
||
|
|
||
|
[SerializeField]
|
||
|
Blend _blendMode = Blend.Multiply;
|
||
|
|
||
|
[SerializeField]
|
||
|
[Tooltip("Add vertices to display complex gradients. Turn off if your shape is already very complex, like text.")]
|
||
|
bool _modifyVertices = true;
|
||
|
|
||
|
[SerializeField]
|
||
|
[Range(-1, 1)]
|
||
|
float _offset = 0f;
|
||
|
|
||
|
[SerializeField]
|
||
|
[Range(0.1f, 10)]
|
||
|
float _zoom = 1f;
|
||
|
|
||
|
[SerializeField]
|
||
|
UnityEngine.Gradient _effectGradient = new UnityEngine.Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.black, 0), new GradientColorKey(Color.white, 1) } };
|
||
|
|
||
|
#region Properties
|
||
|
public Blend BlendMode
|
||
|
{
|
||
|
get { return _blendMode; }
|
||
|
set
|
||
|
{
|
||
|
_blendMode = value;
|
||
|
graphic.SetVerticesDirty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public UnityEngine.Gradient EffectGradient
|
||
|
{
|
||
|
get { return _effectGradient; }
|
||
|
set
|
||
|
{
|
||
|
_effectGradient = value;
|
||
|
graphic.SetVerticesDirty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public Type GradientType
|
||
|
{
|
||
|
get { return _gradientType; }
|
||
|
set
|
||
|
{
|
||
|
_gradientType = value;
|
||
|
graphic.SetVerticesDirty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public bool ModifyVertices
|
||
|
{
|
||
|
get { return _modifyVertices; }
|
||
|
set
|
||
|
{
|
||
|
_modifyVertices = value;
|
||
|
graphic.SetVerticesDirty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public float Offset
|
||
|
{
|
||
|
get { return _offset; }
|
||
|
set
|
||
|
{
|
||
|
_offset = Mathf.Clamp(value, -1f, 1f);
|
||
|
graphic.SetVerticesDirty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public float Zoom
|
||
|
{
|
||
|
get { return _zoom; }
|
||
|
set
|
||
|
{
|
||
|
_zoom = Mathf.Clamp(value, 0.1f, 10f);
|
||
|
graphic.SetVerticesDirty();
|
||
|
}
|
||
|
}
|
||
|
#endregion
|
||
|
|
||
|
public override void ModifyMesh(VertexHelper helper)
|
||
|
{
|
||
|
if (!IsActive() || helper.currentVertCount == 0)
|
||
|
return;
|
||
|
|
||
|
List<UIVertex> _vertexList = new List<UIVertex>();
|
||
|
|
||
|
helper.GetUIVertexStream(_vertexList);
|
||
|
|
||
|
int nCount = _vertexList.Count;
|
||
|
switch (GradientType)
|
||
|
{
|
||
|
case Type.Horizontal:
|
||
|
case Type.Vertical:
|
||
|
{
|
||
|
Rect bounds = GetBounds(_vertexList);
|
||
|
float min = bounds.xMin;
|
||
|
float w = bounds.width;
|
||
|
Func<UIVertex, float> GetPosition = v => v.position.x;
|
||
|
|
||
|
if (GradientType == Type.Vertical)
|
||
|
{
|
||
|
min = bounds.yMin;
|
||
|
w = bounds.height;
|
||
|
GetPosition = v => v.position.y;
|
||
|
}
|
||
|
|
||
|
float width = w == 0f ? 0f : 1f / w / Zoom;
|
||
|
float zoomOffset = (1 - (1 / Zoom)) * 0.5f;
|
||
|
float offset = (Offset * (1 - zoomOffset)) - zoomOffset;
|
||
|
|
||
|
if (ModifyVertices)
|
||
|
{
|
||
|
SplitTrianglesAtGradientStops(_vertexList, bounds, zoomOffset, helper);
|
||
|
}
|
||
|
|
||
|
UIVertex vertex = new UIVertex();
|
||
|
for (int i = 0; i < helper.currentVertCount; i++)
|
||
|
{
|
||
|
helper.PopulateUIVertex(ref vertex, i);
|
||
|
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((GetPosition(vertex) - min) * width - offset));
|
||
|
helper.SetUIVertex(vertex, i);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case Type.Diamond:
|
||
|
{
|
||
|
Rect bounds = GetBounds(_vertexList);
|
||
|
|
||
|
float height = bounds.height == 0f ? 0f : 1f / bounds.height / Zoom;
|
||
|
float radius = bounds.center.y / 2f;
|
||
|
Vector3 center = (Vector3.right + Vector3.up) * radius + Vector3.forward * _vertexList[0].position.z;
|
||
|
|
||
|
if (ModifyVertices)
|
||
|
{
|
||
|
helper.Clear();
|
||
|
for (int i = 0; i < nCount; i++) helper.AddVert(_vertexList[i]);
|
||
|
|
||
|
UIVertex centralVertex = new UIVertex();
|
||
|
centralVertex.position = center;
|
||
|
centralVertex.normal = _vertexList[0].normal;
|
||
|
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
|
||
|
centralVertex.color = Color.white;
|
||
|
helper.AddVert(centralVertex);
|
||
|
|
||
|
for (int i = 1; i < nCount; i++) helper.AddTriangle(i - 1, i, nCount);
|
||
|
helper.AddTriangle(0, nCount - 1, nCount);
|
||
|
}
|
||
|
|
||
|
UIVertex vertex = new UIVertex();
|
||
|
|
||
|
for (int i = 0; i < helper.currentVertCount; i++)
|
||
|
{
|
||
|
helper.PopulateUIVertex(ref vertex, i);
|
||
|
|
||
|
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
|
||
|
Vector3.Distance(vertex.position, center) * height - Offset));
|
||
|
|
||
|
helper.SetUIVertex(vertex, i);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case Type.Radial:
|
||
|
{
|
||
|
Rect bounds = GetBounds(_vertexList);
|
||
|
|
||
|
float width = bounds.width == 0f ? 0f : 1f / bounds.width / Zoom;
|
||
|
float height = bounds.height == 0f ? 0f : 1f / bounds.height / Zoom;
|
||
|
|
||
|
if (ModifyVertices)
|
||
|
{
|
||
|
helper.Clear();
|
||
|
|
||
|
float radiusX = bounds.width / 2f;
|
||
|
float radiusY = bounds.height / 2f;
|
||
|
UIVertex centralVertex = new UIVertex();
|
||
|
centralVertex.position = Vector3.right * bounds.center.x + Vector3.up * bounds.center.y + Vector3.forward * _vertexList[0].position.z;
|
||
|
centralVertex.normal = _vertexList[0].normal;
|
||
|
centralVertex.uv0 = new Vector2(0.5f, 0.5f);
|
||
|
centralVertex.color = Color.white;
|
||
|
|
||
|
int steps = 64;
|
||
|
for (int i = 0; i < steps; i++)
|
||
|
{
|
||
|
UIVertex curVertex = new UIVertex();
|
||
|
float angle = (float)i * 360f / (float)steps;
|
||
|
float cosX = Mathf.Cos(Mathf.Deg2Rad * angle);
|
||
|
float cosY = Mathf.Sin(Mathf.Deg2Rad * angle);
|
||
|
|
||
|
curVertex.position = Vector3.right * cosX * radiusX + Vector3.up * cosY * radiusY + Vector3.forward * _vertexList[0].position.z;
|
||
|
curVertex.normal = _vertexList[0].normal;
|
||
|
curVertex.uv0 = new Vector2((cosX + 1) * 0.5f, (cosY + 1) * 0.5f);
|
||
|
curVertex.color = Color.white;
|
||
|
helper.AddVert(curVertex);
|
||
|
}
|
||
|
|
||
|
helper.AddVert(centralVertex);
|
||
|
|
||
|
for (int i = 1; i < steps; i++) helper.AddTriangle(i - 1, i, steps);
|
||
|
helper.AddTriangle(0, steps - 1, steps);
|
||
|
}
|
||
|
|
||
|
UIVertex vertex = new UIVertex();
|
||
|
|
||
|
for (int i = 0; i < helper.currentVertCount; i++)
|
||
|
{
|
||
|
helper.PopulateUIVertex(ref vertex, i);
|
||
|
|
||
|
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate(
|
||
|
Mathf.Sqrt(
|
||
|
Mathf.Pow(Mathf.Abs(vertex.position.x - bounds.center.x) * width, 2f) +
|
||
|
Mathf.Pow(Mathf.Abs(vertex.position.y - bounds.center.y) * height, 2f)) * 2f - Offset));
|
||
|
|
||
|
helper.SetUIVertex(vertex, i);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Rect GetBounds(List<UIVertex> vertices)
|
||
|
{
|
||
|
float left = vertices[0].position.x;
|
||
|
float right = left;
|
||
|
float bottom = vertices[0].position.y;
|
||
|
float top = bottom;
|
||
|
|
||
|
for (int i = vertices.Count - 1; i >= 1; --i)
|
||
|
{
|
||
|
float x = vertices[i].position.x;
|
||
|
float y = vertices[i].position.y;
|
||
|
|
||
|
if (x > right) right = x;
|
||
|
else if (x < left) left = x;
|
||
|
|
||
|
if (y > top) top = y;
|
||
|
else if (y < bottom) bottom = y;
|
||
|
}
|
||
|
|
||
|
return new Rect(left, bottom, right - left, top - bottom);
|
||
|
}
|
||
|
|
||
|
void SplitTrianglesAtGradientStops(List<UIVertex> _vertexList, Rect bounds, float zoomOffset, VertexHelper helper)
|
||
|
{
|
||
|
List<float> stops = FindStops(zoomOffset, bounds);
|
||
|
if (stops.Count > 0)
|
||
|
{
|
||
|
helper.Clear();
|
||
|
|
||
|
int nCount = _vertexList.Count;
|
||
|
for (int i = 0; i < nCount; i += 3)
|
||
|
{
|
||
|
float[] positions = GetPositions(_vertexList, i);
|
||
|
List<int> originIndices = new List<int>(3);
|
||
|
List<UIVertex> starts = new List<UIVertex>(3);
|
||
|
List<UIVertex> ends = new List<UIVertex>(2);
|
||
|
|
||
|
for (int s = 0; s < stops.Count; s++)
|
||
|
{
|
||
|
int initialCount = helper.currentVertCount;
|
||
|
bool hadEnds = ends.Count > 0;
|
||
|
bool earlyStart = false;
|
||
|
|
||
|
// find any start vertices for this stop
|
||
|
for (int p = 0; p < 3; p++)
|
||
|
{
|
||
|
if (!originIndices.Contains(p) && positions[p] < stops[s])
|
||
|
{
|
||
|
// make sure the first index crosses the stop
|
||
|
int p1 = (p + 1) % 3;
|
||
|
var start = _vertexList[p + i];
|
||
|
if (positions[p1] > stops[s])
|
||
|
{
|
||
|
originIndices.Insert(0, p);
|
||
|
starts.Insert(0, start);
|
||
|
earlyStart = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
originIndices.Add(p);
|
||
|
starts.Add(start);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// bail if all before or after the stop
|
||
|
if (originIndices.Count == 0)
|
||
|
continue;
|
||
|
if (originIndices.Count == 3)
|
||
|
break;
|
||
|
|
||
|
// report any start vertices
|
||
|
foreach (var start in starts)
|
||
|
helper.AddVert(start);
|
||
|
|
||
|
// make two ends, splitting at the stop
|
||
|
ends.Clear();
|
||
|
foreach (int index in originIndices)
|
||
|
{
|
||
|
int oppositeIndex = (index + 1) % 3;
|
||
|
if (positions[oppositeIndex] < stops[s])
|
||
|
oppositeIndex = (oppositeIndex + 1) % 3;
|
||
|
ends.Add(CreateSplitVertex(_vertexList[index + i], _vertexList[oppositeIndex + i], stops[s]));
|
||
|
}
|
||
|
if (ends.Count == 1)
|
||
|
{
|
||
|
int oppositeIndex = (originIndices[0] + 2) % 3;
|
||
|
ends.Add(CreateSplitVertex(_vertexList[originIndices[0] + i], _vertexList[oppositeIndex + i], stops[s]));
|
||
|
}
|
||
|
|
||
|
// report end vertices
|
||
|
foreach (var end in ends)
|
||
|
helper.AddVert(end);
|
||
|
|
||
|
// make triangles
|
||
|
if (hadEnds)
|
||
|
{
|
||
|
helper.AddTriangle(initialCount - 2, initialCount, initialCount + 1);
|
||
|
helper.AddTriangle(initialCount - 2, initialCount + 1, initialCount - 1);
|
||
|
if (starts.Count > 0)
|
||
|
{
|
||
|
if (earlyStart)
|
||
|
helper.AddTriangle(initialCount - 2, initialCount + 3, initialCount);
|
||
|
else
|
||
|
helper.AddTriangle(initialCount + 1, initialCount + 3, initialCount - 1);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int vertexCount = helper.currentVertCount;
|
||
|
helper.AddTriangle(initialCount, vertexCount - 2, vertexCount - 1);
|
||
|
if (starts.Count > 1)
|
||
|
helper.AddTriangle(initialCount, vertexCount - 1, initialCount + 1);
|
||
|
}
|
||
|
|
||
|
starts.Clear();
|
||
|
}
|
||
|
|
||
|
// clean up after looping through gradient stops
|
||
|
if (ends.Count > 0)
|
||
|
{
|
||
|
// find any final vertices after the gradient stops
|
||
|
if (starts.Count == 0)
|
||
|
{
|
||
|
for (int p = 0; p < 3; p++)
|
||
|
{
|
||
|
if (!originIndices.Contains(p) && positions[p] > stops[stops.Count - 1])
|
||
|
{
|
||
|
int p1 = (p + 1) % 3;
|
||
|
UIVertex end = _vertexList[p + i];
|
||
|
if (positions[p1] > stops[stops.Count - 1])
|
||
|
starts.Insert(0, end);
|
||
|
else
|
||
|
starts.Add(end);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// report final vertices
|
||
|
foreach (var start in starts)
|
||
|
helper.AddVert(start);
|
||
|
|
||
|
// make final triangle(s)
|
||
|
int vertexCount = helper.currentVertCount;
|
||
|
if (starts.Count > 1)
|
||
|
{
|
||
|
helper.AddTriangle(vertexCount - 4, vertexCount - 2, vertexCount - 1);
|
||
|
helper.AddTriangle(vertexCount - 4, vertexCount - 1, vertexCount - 3);
|
||
|
}
|
||
|
else if (starts.Count > 0)
|
||
|
{
|
||
|
helper.AddTriangle(vertexCount - 3, vertexCount - 1, vertexCount - 2);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if the triangle wasn't split, add it as-is
|
||
|
helper.AddVert(_vertexList[i]);
|
||
|
helper.AddVert(_vertexList[i + 1]);
|
||
|
helper.AddVert(_vertexList[i + 2]);
|
||
|
int vertexCount = helper.currentVertCount;
|
||
|
helper.AddTriangle(vertexCount - 3, vertexCount - 2, vertexCount - 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float[] GetPositions(List<UIVertex> _vertexList, int index)
|
||
|
{
|
||
|
float[] positions = new float[3];
|
||
|
if (GradientType == Type.Horizontal)
|
||
|
{
|
||
|
positions[0] = _vertexList[index].position.x;
|
||
|
positions[1] = _vertexList[index + 1].position.x;
|
||
|
positions[2] = _vertexList[index + 2].position.x;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
positions[0] = _vertexList[index].position.y;
|
||
|
positions[1] = _vertexList[index + 1].position.y;
|
||
|
positions[2] = _vertexList[index + 2].position.y;
|
||
|
}
|
||
|
return positions;
|
||
|
}
|
||
|
|
||
|
List<float> FindStops(float zoomOffset, Rect bounds)
|
||
|
{
|
||
|
List<float> stops = new List<float>();
|
||
|
var offset = Offset * (1 - zoomOffset);
|
||
|
var startBoundary = zoomOffset - offset;
|
||
|
var endBoundary = (1 - zoomOffset) - offset;
|
||
|
|
||
|
foreach (var color in EffectGradient.colorKeys)
|
||
|
{
|
||
|
if (color.time >= endBoundary)
|
||
|
break;
|
||
|
if (color.time > startBoundary)
|
||
|
stops.Add((color.time - startBoundary) * Zoom);
|
||
|
}
|
||
|
foreach (var alpha in EffectGradient.alphaKeys)
|
||
|
{
|
||
|
if (alpha.time >= endBoundary)
|
||
|
break;
|
||
|
if (alpha.time > startBoundary)
|
||
|
stops.Add((alpha.time - startBoundary) * Zoom);
|
||
|
}
|
||
|
|
||
|
float min = bounds.xMin;
|
||
|
float size = bounds.width;
|
||
|
if (GradientType == Type.Vertical)
|
||
|
{
|
||
|
min = bounds.yMin;
|
||
|
size = bounds.height;
|
||
|
}
|
||
|
|
||
|
stops.Sort();
|
||
|
for (int i = 0; i < stops.Count; i++)
|
||
|
{
|
||
|
stops[i] = (stops[i] * size) + min;
|
||
|
|
||
|
if (i > 0 && Math.Abs(stops[i] - stops[i - 1]) < 2)
|
||
|
{
|
||
|
stops.RemoveAt(i);
|
||
|
--i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return stops;
|
||
|
}
|
||
|
|
||
|
UIVertex CreateSplitVertex(UIVertex vertex1, UIVertex vertex2, float stop)
|
||
|
{
|
||
|
if (GradientType == Type.Horizontal)
|
||
|
{
|
||
|
float sx = vertex1.position.x - stop;
|
||
|
float dx = vertex1.position.x - vertex2.position.x;
|
||
|
float dy = vertex1.position.y - vertex2.position.y;
|
||
|
float uvx = vertex1.uv0.x - vertex2.uv0.x;
|
||
|
float uvy = vertex1.uv0.y - vertex2.uv0.y;
|
||
|
float ratio = sx / dx;
|
||
|
float splitY = vertex1.position.y - (dy * ratio);
|
||
|
|
||
|
UIVertex splitVertex = new UIVertex();
|
||
|
splitVertex.position = new Vector3(stop, splitY, vertex1.position.z);
|
||
|
splitVertex.normal = vertex1.normal;
|
||
|
splitVertex.uv0 = new Vector2(vertex1.uv0.x - (uvx * ratio), vertex1.uv0.y - (uvy * ratio));
|
||
|
splitVertex.color = Color.white;
|
||
|
return splitVertex;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float sy = vertex1.position.y - stop;
|
||
|
float dy = vertex1.position.y - vertex2.position.y;
|
||
|
float dx = vertex1.position.x - vertex2.position.x;
|
||
|
float uvx = vertex1.uv0.x - vertex2.uv0.x;
|
||
|
float uvy = vertex1.uv0.y - vertex2.uv0.y;
|
||
|
float ratio = sy / dy;
|
||
|
float splitX = vertex1.position.x - (dx * ratio);
|
||
|
|
||
|
UIVertex splitVertex = new UIVertex();
|
||
|
splitVertex.position = new Vector3(splitX, stop, vertex1.position.z);
|
||
|
splitVertex.normal = vertex1.normal;
|
||
|
splitVertex.uv0 = new Vector2(vertex1.uv0.x - (uvx * ratio), vertex1.uv0.y - (uvy * ratio));
|
||
|
splitVertex.color = Color.white;
|
||
|
return splitVertex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Color BlendColor(Color colorA, Color colorB)
|
||
|
{
|
||
|
switch (BlendMode)
|
||
|
{
|
||
|
default: return colorB;
|
||
|
case Blend.Add: return colorA + colorB;
|
||
|
case Blend.Multiply: return colorA * colorB;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public enum Type
|
||
|
{
|
||
|
Horizontal,
|
||
|
Vertical,
|
||
|
Radial,
|
||
|
Diamond
|
||
|
}
|
||
|
|
||
|
public enum Blend
|
||
|
{
|
||
|
Override,
|
||
|
Add,
|
||
|
Multiply
|
||
|
}
|
||
|
}
|
||
|
}
|