UGUI Image适配
如果在Image中放入一个图片,但是Image的长宽比和sprite的长宽比不一样,就会出现拉伸现象。
正常图片
长宽比不一样时
所以做了一个工具来适配,有两种适配模式
如果用两种布局方式,同样生效
布局1
布局2
shader
// A code block
Shader "UI/Image"
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
C#
// A code block
namespace Game.UI
{
public enum AdapterType
{
Max,
Min,
}
}
using System;
using Unity.Mathematics;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.UI;
namespace Game.UI
{
[ExecuteInEditMode]
public class ImageAdapter : MonoBehaviour
{
public AdapterType AdapterType = AdapterType.Max;
public void Refresh()
{
var img = GetComponent<Image>();
var m_Material = img.material;
var tf = transform as RectTransform;
float2 w_h;
if (Mathf.Abs(tf.anchorMin.x - tf.anchorMax.x) < 0.001f)
w_h.x = tf.sizeDelta.x;
else
w_h.x = tf.rect.width;
if (Mathf.Abs(tf.anchorMin.y - tf.anchorMax.y)< 0.001f)
w_h.y = tf.sizeDelta.y;
else
w_h.y = tf.rect.height;
float curRatio = w_h.y / w_h.x;
float spRatio = img.sprite.rect.height / img.sprite.rect.width;
Vector4 offset;
offset.x = 1;
offset.y = 1;
offset.z = 0;
offset.w = 0;
switch (AdapterType)
{
case AdapterType.Max:
if (curRatio <= spRatio)
{
offset.y = curRatio / spRatio;
offset.w = 0.5f - 0.5f * offset.y;
}
else
{
offset.x = spRatio / curRatio;
offset.z = 0.5f - 0.5f * offset.x;
}
break;
case AdapterType.Min:
if (curRatio <= spRatio)
{
offset.x = spRatio / curRatio;
offset.z = 0.5f - 0.5f * offset.x;
}
else
{
offset.y = curRatio / spRatio;
offset.w = 0.5f - 0.5f * offset.y;
}
break;
default:
throw new ArgumentOutOfRangeException();
}
m_Material.SetVector("_MainTex_ST" ,offset);
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(ImageAdapter))]
[CanEditMultipleObjects]
public class MyPlayerEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if(GUILayout.Button("刷新")) {
((ImageAdapter)target).Refresh();
}
}
}
#endif
}