Unity/UGUI底层绘制原理

UnityDraw.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UnityDraw : MonoBehaviour
{
    public Texture2D TestTexture;//测试用贴图
    void Start()
    {
        Vector3[] vertices = new Vector3[4];//设置顶点
        vertices[0] = Vector3.zero;
        vertices[1] = new Vector3(0, 0, 1);
        vertices[2] = new Vector3(1, 0, 1);
        vertices[3] = new Vector3(1, 0, 0);

        int[] triangles = new int[6];//设置三角面
        triangles[0] = 0;
        triangles[1] = 1;
        triangles[2] = 2;
        triangles[3] = 2;
        triangles[4] = 3;
        triangles[5] = 0;

        Vector2[] uv = new Vector2[4];//设置uv
        uv[0] = new Vector2(0, 0);
        uv[1] = new Vector2(1, 0);
        uv[2] = new Vector2(1, 1);
        uv[3] = new Vector2(0, 1);

        Mesh mesh = new Mesh();
        mesh.vertices = vertices;
        mesh.triangles = triangles;
        mesh.uv = uv;
        mesh.RecalculateBounds();

        MeshFilter filter = gameObject.AddComponent<MeshFilter>();
        if (filter != null)
            filter.sharedMesh = mesh;

        MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>();
        Shader shader = Shader.Find("Diffuse");
        meshRenderer.sharedMaterial = new Material(shader);
        meshRenderer.sharedMaterial.mainTexture = TestTexture;
    }

}

 

UGUIDraw.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UGUIDraw : MonoBehaviour

{
    public Texture2D texture2D;
    public Material material;

    void Start()
    {
        Vector3[] vertices = new Vector3[4];//设置顶点
        vertices[0] = new Vector3(0, 0, 0);
        vertices[1] = new Vector3(0, 1, 0);
        vertices[2] = new Vector3(1, 1, 0);
        vertices[3] = new Vector3(1, 0, 0);
        
        int[] triangles = new int[6];//设置三角面
        triangles[0] = 0;
        triangles[1] = 1;
        triangles[2] = 2;
        triangles[3] = 2;
        triangles[4] = 3;
        triangles[5] = 0;

        Vector2[] uv = new Vector2[4];//设置uv
        uv[0] = new Vector2(0, 0);
        uv[1] = new Vector2(0, 1);
        uv[2] = new Vector2(1, 1);
        uv[3] = new Vector2(1, 0);
        
        Mesh mesh = new Mesh();
        mesh.vertices = vertices;
        mesh.triangles = triangles;
        mesh.uv = uv;
        mesh.RecalculateBounds();

        CanvasRenderer canvasRenderer = GetComponent<CanvasRenderer>();
        canvasRenderer.SetMesh(mesh);
        canvasRenderer.materialCount = 1;
        material.shader = Shader.Find("UI/Default");
        canvasRenderer.SetMaterial(material, 0);
        canvasRenderer.SetTexture(texture2D);
    }
    
}

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值