Unity设置字体颜色渐变

unity开发程序在一些必要的的程序的时候需要实现一些简单的渐变效果,之前不太懂都是直接让美术那边出图片用图片来代替,用着用着就让工程中多了很多没有必要的图片。后面找到了一种很好优化包的方法就是直接用代码来实现颜色的渐变。
最开始在网上看到了一些设置颜色渐变的都是直接对整体进行颜色设置,后来无意间发现了每个字由6个顶点构成,然后就修改成了下面设置颜色渐变的代码。

 public class Gradient : BaseMeshEffect
    {
        /// <summary>
        /// 前的颜色
        /// </summary>
        public Color32 OneColor = Color.white;
        /// <summary>
        /// 后的颜色
        /// </summary>
        public Color32 TwoColor = Color.black;
        /// <summary>
        /// 设置颜色的方式
        /// </summary>
        public Whole m_Whole = Whole.Every;
        /// <summary>
        /// 设置文字的刷新类型
        /// </summary>
        public GradientType m_GradientType = GradientType.TopToDown;

        /// <summary>
        /// 每个字的顶点数
        /// </summary>
        private int m_Everyword = 6;
        /// <summary>
        /// 
        /// </summary>
        /// <param name="vh"></param>
        public override void ModifyMesh(VertexHelper vh)
        {
            if (!IsActive())
            {
                return;
            }
            var vertexList = new List<UIVertex>();
            vh.GetUIVertexStream(vertexList);
            int count = vertexList.Count;
            if (count == 0)
            {
                return;
            }
            ApplyGradient(vertexList, 0, count);
            vh.Clear();
            vh.AddUIVertexTriangleStream(vertexList);
        }

        private void ApplyGradient(List<UIVertex> vertexList, int start, int end)
        {
            Vector4 temp_Vector = new Vector4
            {
                leftx = vertexList[0].position.x,
                rightx = vertexList[0].position.x,
                topy = vertexList[0].position.y,
                bottomy = vertexList[0].position.y,
            };



            int idx = 0;
            for (int i = start; i < end; ++i)
            {
                float y = vertexList[i].position.y;
                float x = vertexList[i].position.x;
                if (y > temp_Vector.bottomy)
                {
                    temp_Vector.bottomy = y;
                }
                else if (y < temp_Vector.topy)
                {
                    temp_Vector.topy = y;
                }
                if (x > temp_Vector.leftx)
                {
                    temp_Vector.leftx = x;
                }
                else if (x < temp_Vector.rightx)
                {
                    temp_Vector.rightx = x;
                }
                if (m_Whole == Whole.Every)
                {
                    if ((i + 1) % m_Everyword == 0)
                    {
                        SettingEveryword(vertexList, temp_Vector, idx);
                        if (i != end - 1)
                        {
                            temp_Vector.topy = vertexList[i + 1].position.y;
                            temp_Vector.bottomy = vertexList[i + 1].position.y;
                            temp_Vector.leftx = vertexList[i + 1].position.x;
                            temp_Vector.rightx = vertexList[i + 1].position.x;
                        }
                        idx = i + 1;
                    }
                }
            }
            if (m_Whole == Whole.Whole)
            {
                SettingWholeWord(vertexList, temp_Vector, start, end);
            }
        }
        /// <summary>
        /// 设置每个字的颜色信息
        /// </summary>
        void SettingEveryword(List<UIVertex> vertexList,Vector4 vector,int idx)
        {
            for (int i = idx; i < idx + m_Everyword; i++)
            {
                UIVertex uiVertex = vertexList[i];
                vertexList[i] = SettingVertexColor(uiVertex, vector);
            }
        }
        /// <summary>
        /// 设置整体的颜色
        /// </summary>
        /// <param name="vertexList"></param>
        /// <param name="vector"></param>
        /// <param name="start">起点</param>
        /// <param name="end">终点</param>
        void SettingWholeWord(List<UIVertex> vertexList, Vector4 vector, int start, int end)
        {
            for (int i = start; i < end; ++i)
            {
                UIVertex uiVertex = vertexList[i];
                vertexList[i] = SettingVertexColor(uiVertex, vector);
            }
        }
        /// <summary>
        /// 设置顶点颜色
        /// </summary>
        /// <param name="uiVertex"></param>
        /// <param name="vector"></param>
        /// <returns></returns>
        private UIVertex SettingVertexColor(UIVertex uiVertex,Vector4 vector)
        {
            float uiElementHeight = Mathf.Abs(vector.topy - vector.bottomy);
            float uiElementWidth = Mathf.Abs(vector.leftx - vector.rightx);
            float temp_Value = 0;
            float temp_Width = 0;
            float temp_Hight = 0;
            switch (m_GradientType)
            {
                case GradientType.TopToDown:
                    temp_Hight = Mathf.Abs(vector.bottomy - uiVertex.position.y);
                    temp_Value = uiElementHeight;
                    break;
                case GradientType.DownToTop:
                    temp_Hight = Mathf.Abs(uiVertex.position.y - vector.topy);
                    temp_Value = uiElementHeight;
                    break;
                case GradientType.LeftToRight:
                    temp_Width = Mathf.Abs(vector.rightx - uiVertex.position.x);
                    temp_Value = uiElementWidth;
                    break;
                case GradientType.RightToLeft:
                    temp_Width = Mathf.Abs(uiVertex.position.x - vector.leftx);
                    temp_Value = uiElementWidth;
                    break;
                case GradientType.LeftSlope:
                    temp_Width = Mathf.Abs(vector.rightx - uiVertex.position.x);
                    temp_Hight = Mathf.Abs(vector.bottomy - uiVertex.position.y);
                    temp_Value = uiElementHeight + uiElementWidth;
                    break;
                case GradientType.RightSlope:
                    temp_Width = Mathf.Abs(uiVertex.position.x - vector.leftx);
                    temp_Hight = Mathf.Abs(vector.bottomy - uiVertex.position.y);
                    temp_Value = uiElementHeight + uiElementWidth;
                    break;
            }
            uiVertex.color = Color32.LerpUnclamped(OneColor, TwoColor, (temp_Width + temp_Hight) / temp_Value);
            return uiVertex;
        }

        /// <summary>
        /// 整体性
        /// </summary>
        public enum Whole
        {
            /// <summary>
            /// 单个字体
            /// </summary>
            Every,
            /// <summary>
            /// 整体
            /// </summary>
            Whole,
        }
        /// <summary>
        /// 渐变方向
        /// </summary>
        public enum GradientType
        {
            /// <summary>
            /// 上至下
            /// </summary>
            TopToDown,
            /// <summary>
            /// 下至上
            /// </summary>
            DownToTop,
            /// <summary>
            /// 左至右
            /// </summary>
            LeftToRight,
            /// <summary>
            /// 右至左
            /// </summary>
            RightToLeft,
            /// <summary>
            /// 左斜角
            /// </summary>
            LeftSlope,
            /// <summary>
            /// 右斜角
            /// </summary>
            RightSlope,
        }
        public struct Vector4
        {
            public float leftx;
            public float rightx;
            public float topy;
            public float bottomy;
        }
    }
 

有一次无意间将该脚本挂载到了图片上,发现该颜色渐变对图片也是有效的,就是他不是覆盖图片的颜色,而是在图片的原有的颜色上进行颜色叠加。

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