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