Unity 实现UGUI 颜色渐变

实现 

public class GradientColorEffect : BaseMeshEffect
{
    public enum GradientType
    {
        Horizontal,
        Vertical
    }

    [SerializeField]
    public GradientType typeGradient = GradientType.Horizontal;

    [SerializeField]
    [Range(-1, 1)]
    public float offset = 0;

    [SerializeField]
    public Color32 colorBegin = Color.white;
    [SerializeField]
    public Color32 colorEnd = Color.black;

    public override void ModifyMesh(VertexHelper helper)
    {
        if (!IsActive() || helper.currentVertCount == 0) return;

        List<UIVertex> vertexs = new List<UIVertex>();
        helper.GetUIVertexStream(vertexs);

        int count = vertexs.Count;
        switch (typeGradient)
        {
            case GradientType.Horizontal:
                {
                    float xLeft = vertexs[0].position.x;
                    float xRight = vertexs[0].position.x;

                    float x;
                    for (int i = count - 1; i >= 1; --i)
                    {
                        x = vertexs[i].position.x;
                        if (x > xRight)
                            xRight = x;
                        else if (x < xLeft)
                            xLeft = x;
                    }

                    float width = 1f / (xRight - xLeft);

                    UIVertex vertex = new UIVertex();
                    for (int i = 0; i < helper.currentVertCount; i++)
                    {
                        helper.PopulateUIVertex(ref vertex, i);
                        vertex.color = Color32.Lerp(colorEnd, colorBegin, (vertex.position.x - xLeft) * width - offset);
                        helper.SetUIVertex(vertex, i);
                    }
                }
                break;
            case GradientType.Vertical:
                {
                    float yBottom = vertexs[0].position.y;
                    float yTop = vertexs[0].position.y;

                    float y;
                    for (int i = count - 1; i >= 1; --i)
                    {
                        y = vertexs[i].position.y;
                        if (y > yTop)
                            yTop = y;
                        else if (y < yBottom)
                            yBottom = y;
                    }

                    float height = 1f / (yTop - yBottom);

                    UIVertex vertex = new UIVertex();
                    for (int i = 0; i < helper.currentVertCount; i++)
                    {
                        helper.PopulateUIVertex(ref vertex, i);
                        vertex.color = Color32.Lerp(colorEnd, colorBegin, (vertex.position.y - yBottom) * height - offset);
                        helper.SetUIVertex(vertex, i);
                    }
                }
                break;
        }
    }
}

效果

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