如果UGUI文字想实现复杂效果建议使用TextMeshPro。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using System;
[AddComponentMenu("UI/Effects/FontGradient")]
public class FontGradient : BaseMeshEffect
{
public Color32 topColor = Color.white;
public Color32 bottomColor = Color.black;
public bool useGraphicAlpha = true;
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
{
return;
}
var count = vh.currentVertCount;
if (count == 0)
return;
var vertexs = new List<UIVertex>();
for (var i = 0; i < count; i++)
{
var vertex = new UIVertex();
vh.PopulateUIVertex(ref vertex, i);
vertexs.Add(vertex);
}
var topY = vertexs[0].position.y;
var bottomY = vertexs[0].position.y;
for (var i = 1; i < count; i++)
{
var y = vertexs[i].position.y;
if (y > topY)
{
topY = y;
}
else if (y < bottomY)
{
bottomY = y;
}
}
var height = topY - bottomY;
for (var i = 0; i < count; i++)
{
var vertex = vertexs[i];
var color = Color32.Lerp(bottomColor, topColor, (vertex.position.y - bottomY) / height);
vertex.color = color;
vh.SetUIVertex(vertex, i);
}
}
}
老版本
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
[AddComponentMenu("UI/Effects/FontGradient")]
public class FontGradient : BaseMeshEffect
{
public Color32 topColor = Color.white;
public Color32 bottomColor = Color.black;
public override void ModifyMesh(VertexHelper vh)
{
}
public override void ModifyMesh(Mesh mesh)
{
if (!IsActive())
{
return;
}
Vector3[] vertexList = mesh.vertices;
int count = mesh.vertexCount;
if (count > 0)
{
float bottomY = vertexList[0].y;
float topY = vertexList[0].y;
for (int i = 1; i < count; i++)
{
float y = vertexList[i].y;
if (y > topY)
{
topY = y;
}
else if (y < bottomY)
{
bottomY = y;
}
}
List<Color32> colors = new List<Color32>();
float uiElementHeight = topY - bottomY;
for (int i = 0; i < count; i++)
{
colors.Add(Color32.Lerp(bottomColor, topColor, (vertexList[i].y - bottomY) / uiElementHeight));
}
mesh.SetColors(colors);
}
}
}