Support complex linear gradients, gradient zoom, and a switch of whether to modify vertices
parent
1f16a65f0f
commit
48acafbb85
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@ -5,29 +5,40 @@
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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 the 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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/// 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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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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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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@ -36,7 +47,8 @@ namespace UnityEngine.UI.Extensions
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}
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}
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public UnityEngine.Gradient EffectGradient {
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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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@ -45,7 +57,8 @@ namespace UnityEngine.UI.Extensions
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}
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}
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public Type GradientType {
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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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@ -54,7 +67,18 @@ namespace UnityEngine.UI.Extensions
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}
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}
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public float Offset {
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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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@ -62,10 +86,21 @@ namespace UnityEngine.UI.Extensions
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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 = value;
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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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if(!IsActive() || helper.currentVertCount == 0)
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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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@ -73,132 +108,97 @@ namespace UnityEngine.UI.Extensions
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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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case Type.Horizontal: {
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float left = _vertexList[0].position.x;
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float right = _vertexList[0].position.x;
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float x = 0f;
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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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for(int i = nCount - 1; i >= 1; --i) {
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x = _vertexList[i].position.x;
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if(x > right) right = x;
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else if(x < left) left = 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 = 1f / w / Zoom;
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float zoomOffset = ((w * Zoom) - w) * width * 0.5f;
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float offset = Offset - 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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float width = 1f / (right - left);
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UIVertex vertex = new UIVertex();
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for(int i = 0; i < helper.currentVertCount; i++) {
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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((vertex.position.x - left) * width - Offset));
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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.Vertical: {
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float bottom = _vertexList[0].position.y;
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float top = _vertexList[0].position.y;
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float y = 0f;
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case Type.Diamond:
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{
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Rect bounds = GetBounds(_vertexList);
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for(int i = nCount - 1; i >= 1; --i) {
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y = _vertexList[i].position.y;
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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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float height = 1f / (top - bottom);
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UIVertex vertex = new UIVertex();
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for(int i = 0; i < helper.currentVertCount; i++) {
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helper.PopulateUIVertex(ref vertex, i);
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vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((vertex.position.y - bottom) * 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.Diamond: {
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float bottom = _vertexList[0].position.y;
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float top = _vertexList[0].position.y;
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float y = 0f;
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for(int i = nCount - 1; i >= 1; --i) {
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y = _vertexList[i].position.y;
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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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float height = 1f / (top - bottom);
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float height = 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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float center = (bottom + top) / 2f;
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UIVertex centralVertex = new UIVertex();
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centralVertex.position = (Vector3.right + Vector3.up) * center + Vector3.forward * _vertexList[0].position.z;
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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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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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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, centralVertex.position) * height - Offset));
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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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case Type.Radial:
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{
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Rect bounds = GetBounds(_vertexList);
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float left = _vertexList[0].position.x;
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float right = _vertexList[0].position.x;
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float bottom = _vertexList[0].position.y;
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float top = _vertexList[0].position.y;
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float x = 0f;
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float y = 0f;
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for(int i = nCount - 1; i >= 1; --i) {
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x = _vertexList[i].position.x;
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if(x > right) right = x;
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else if(x < left) left = x;
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y = _vertexList[i].position.y;
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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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float width = 1f / (right - left);
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float height = 1f / (top - bottom);
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float width = 1f / bounds.width / Zoom;
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float height = 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 centerX = (right + left) / 2f;
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float centerY = (bottom + top) / 2f;
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float radiusX = (right - left) / 2f;
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float radiusY = (top - bottom) / 2f;
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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 * centerX + Vector3.up * centerY + Vector3.forward * _vertexList[0].position.z;
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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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{
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UIVertex curVertex = new UIVertex();
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float angle = (float)i * 360f / (float)steps;
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float curX = Mathf.Cos(Mathf.Deg2Rad * angle) * radiusX;
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float curY = Mathf.Sin(Mathf.Deg2Rad * angle) * radiusY;
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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 * curX + Vector3.up * curY + Vector3.forward * _vertexList[0].position.z;
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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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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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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 - centerX) * width, 2f) +
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Mathf.Pow(Mathf.Abs(vertex.position.y - centerY) * height, 2f)) * 2f - Offset));
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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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@ -237,22 +240,291 @@ namespace UnityEngine.UI.Extensions
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}
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}
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Color BlendColor(Color colorA, Color colorB) {
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switch(BlendMode) {
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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)
|
||||
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 scaledOffset = Offset * Zoom;
|
||||
foreach (var color in EffectGradient.colorKeys)
|
||||
{
|
||||
if (color.time >= (1 - (zoomOffset + scaledOffset)))
|
||||
break;
|
||||
if (color.time > (zoomOffset - scaledOffset))
|
||||
stops.Add(((color.time - 0.5f) * Zoom) + 0.5f + scaledOffset);
|
||||
}
|
||||
foreach (var alpha in EffectGradient.alphaKeys)
|
||||
{
|
||||
if (alpha.time >= (1 - (zoomOffset + scaledOffset)))
|
||||
break;
|
||||
if (alpha.time > (zoomOffset - scaledOffset))
|
||||
stops.Add(((alpha.time - 0.5f) * Zoom) + 0.5f + scaledOffset);
|
||||
}
|
||||
|
||||
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 {
|
||||
public enum Type
|
||||
{
|
||||
Horizontal,
|
||||
Vertical,
|
||||
Radial,
|
||||
Diamond
|
||||
}
|
||||
|
||||
public enum Blend {
|
||||
public enum Blend
|
||||
{
|
||||
Override,
|
||||
Add,
|
||||
Multiply
|
||||
|
|
Loading…
Reference in New Issue