介绍
项目中使用了很多圆角矩形的纯色的按钮,背景之类的图片,如果使用传统的九宫格的拉伸,那么不通的圆角半径必须使用不通的图片,而且拉伸后边缘容易出现狗牙(锯齿)。于是想到了使用shader来实现该功能,利用算法生成圆角矩形。
最终效果
shader的实现
Shader "UI/RoundMask"
{
Properties
{
[PerRendererData] _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
_RoundRadius("Round Radius", Range(0,0.5)) = 0.25
_Width("Width", Float) = 100
_Height("Height", Float) = 100
}
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 __ 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
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _RoundRadius;
float _Width;
float _Height;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
float aspect = _Height/_Width;
float2 center = float2(abs(round(IN.texcoord.x) - _RoundRadius*aspect),abs(round(IN.texcoord.y) - _RoundRadius));
float a = color.a*step(distance(fixed2(IN.texcoord.x * _Width,IN.texcoord.y * _Height),fixed2(center.x * _Width,center.y * _Height)),_RoundRadius * _Height);
float oy = max(step(IN.texcoord.y,_RoundRadius),step((1-_RoundRadius),IN.texcoord.y));
float ox = max(step(IN.texcoord.x,_RoundRadius*aspect),step((1-_RoundRadius*aspect),IN.texcoord.x));
color.a = ox * (oy * a + (1-oy) * color.a) + (1-ox) * color.a;
;
return color;
}
ENDCG
}
}
}
可以看到和UI-Default.shader的差别只是增加了三个参数,并且在片源着色器中加入了一套算法用于修正alpha。
_RoundRadius("Round Radius", Range(0,0.5)) = 0.25
_Width("Width", Float) = 100
_Height("Height", Float) = 100
三个参数分别对应
- _RoundRadius 圆角半径
- _Width 控件宽度
- _Height 控件高度
这里的圆角半径是UV.y = 1 为单位的。变化范围0~0.5。
有了shader,那么还需要一个脚本来实现MaskableGraphic。当大小改变的时候修改Width和Height两个参数,同时可以直接控制圆角半径。
控制脚本实现
using UnityEngine;
using UnityEngine.UI;
namespace PTGame.UIExtensions
{
[ExecuteInEditMode, RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
[AddComponentMenu("PTUI/RoundCorner (Unity UI Canvas)")]
public class PTRoundRectGraphic : MaskableGraphic
{
//Inspector面板上直接拖入
public Shader shader = null;
[Range(0, 0.5f)] public float _cornerArea = 0;
protected override void Start()
{
base.Start();
material = GenerateMaterial(shader);
material.SetFloat("_Width", rectTransform.rect.width);
material.SetFloat("_Height", rectTransform.rect.height);
}
private void Update()
{
material.SetFloat("_RoundRadius", _cornerArea);
}
protected override void OnRectTransformDimensionsChange()
{
base.OnRectTransformDimensionsChange();
material.SetFloat("_Width", rectTransform.rect.width);
material.SetFloat("_Height", rectTransform.rect.height);
}
//根据shader创建用于屏幕特效的材质
protected Material GenerateMaterial(Shader shader)
{
if (shader == null)
return null;
if (shader.isSupported == false)
return null;
Material material = new Material(shader);
material.hideFlags = HideFlags.DontSave;
if (material)
return material;
return null;
}
protected override void OnDestroy()
{
base.OnDestroy();
if (material != null)
Object.DestroyImmediate(material);
}
}
}
总结
由于实现了默认的MaskableGraphic,相对Image少了九宫格填充的功能。而且由于每个控件使用单独的材质传入宽高,导致不能动态合并,Drawcall较高,当然还是有改进方法的。可以在修改宽度时重新写入mesh中vertex的数据,将宽,高,半径作为一个textcrood写入,由于UGUI控件只有四个顶点,时间消耗可以忽略不计,并且四个顶点数据相同,那么每个片源就都可以拿到宽高。这样只需要一个材质就可以处理了。
struct appdata_t
中加入float2 texcoord2 : TEXCOORD1;
- 修改顶点着色器,增加
OUT.properties = IN.texcoord2;
- 片源着色器中增加如下代码
float _RoundRadius = IN.properties.y;
float _Width = IN.properties.x;
float _Height = 1;
- C# 中重写代码 对Mesh的UV传入
Vector2 property = new Vector2(rectTransform.rect.width/rectTransform.rect.height, _cornerArea);
Vector2[] propertys = new Vector2[workerMesh.vertexCount];
for (int i = 0; i < workerMesh.vertexCount; i++)
{
propertys[i] = property;
}
workerMesh.uv2 = propertys;
经过修改Drawcall成功的降了下来,4个图形共用了一个Drawcall
修改派生关系为继承自Image并重写Inspector之后
还可以做遮罩