/// Credit Breyer /// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1780095 using System.Collections.Generic; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Effects/Extensions/Gradient")] public class Gradient : BaseMeshEffect { public GradientMode gradientMode = GradientMode.Global; public GradientDir gradientDir = GradientDir.Vertical; public bool overwriteAllColor = false; public Color vertex1 = Color.white; public Color vertex2 = Color.black; private Graphic targetGraphic; protected override void Start() { targetGraphic = GetComponent(); } public override void ModifyMesh(Mesh mesh) { if (!IsActive() || mesh.vertexCount == 0) { return; } Vector3[] vertexList = mesh.vertices; Color[] vertexListColors = mesh.colors; int count = mesh.vertexCount; Vector3 uiVertex = vertexList[0]; Color uiVertexColor = vertexListColors[0]; if (gradientMode == GradientMode.Global) { if (gradientDir == GradientDir.DiagonalLeftToRight || gradientDir == GradientDir.DiagonalRightToLeft) { #if UNITY_EDITOR Debug.LogWarning("Diagonal dir is not supported in Global mode"); #endif gradientDir = GradientDir.Vertical; } float bottomY = gradientDir == GradientDir.Vertical ? vertexList[vertexList.Length - 1].y : vertexList[vertexList.Length - 1].x; float topY = gradientDir == GradientDir.Vertical ? vertexList[0].y : vertexList[0].x; float uiElementHeight = topY - bottomY; for (int i = 0; i < count; i++) { uiVertex = vertexList[i]; uiVertexColor = vertexListColors[i]; if (!overwriteAllColor && uiVertexColor != targetGraphic.color) continue; uiVertexColor *= Color.Lerp(vertex2, vertex1, ((gradientDir == GradientDir.Vertical ? uiVertex.y : uiVertex.x) - bottomY) / uiElementHeight); vertexListColors[i] = uiVertexColor; } } else { for (int i = 0; i < count; i++) { uiVertex = vertexList[i]; uiVertexColor = vertexListColors[i]; if (!overwriteAllColor && !CompareCarefully(uiVertexColor, targetGraphic.color)) continue; switch (gradientDir) { case GradientDir.Vertical: uiVertexColor *= (i % 4 == 0 || (i - 1) % 4 == 0) ? vertex1 : vertex2; break; case GradientDir.Horizontal: uiVertexColor *= (i % 4 == 0 || (i - 3) % 4 == 0) ? vertex1 : vertex2; break; case GradientDir.DiagonalLeftToRight: uiVertexColor *= (i % 4 == 0) ? vertex1 : ((i - 2) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f)); break; case GradientDir.DiagonalRightToLeft: uiVertexColor *= ((i - 1) % 4 == 0) ? vertex1 : ((i - 3) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f)); break; } vertexListColors[i] = uiVertexColor; } } mesh.colors = vertexListColors; } private bool CompareCarefully(Color col1, Color col2) { if (Mathf.Abs(col1.r - col2.r) < 0.003f && Mathf.Abs(col1.g - col2.g) < 0.003f && Mathf.Abs(col1.b - col2.b) < 0.003f && Mathf.Abs(col1.a - col2.a) < 0.003f) return true; return false; } } public enum GradientMode { Global, Local } public enum GradientDir { Vertical, Horizontal, DiagonalLeftToRight, DiagonalRightToLeft //Free } //enum color mode Additive, Multiply, Overwrite }