介紹
項目中使用了很多圓角矩形的純色的按鈕,背景之類的圖片,如果使用傳統的九宮格的拉伸,那麼不通的圓角半徑必須使用不通的圖片,而且拉伸後邊緣容易出現狗牙(鋸齒)。於是想到了使用shader來實現該功能,利用算法生成圓角矩形。
最終效果
shader的實現
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的差別只是增加了三個參數,並且在片源着色器中加入了一套算法用於修正alpha。
_RoundRadius("Round Radius", Range(0,0.5)) = 0.25
_Width("Width", Float) = 100
_Height("Height", Float) = 100
三個參數分別對應
- _RoundRadius 圓角半徑
- _Width 控件寬度
- _Height 控件高度
這裏的圓角半徑是UV.y = 1 爲單位的。變化範圍0~0.5。
有了shader,那麼還需要一個腳本來實現MaskableGraphic。當大小改變的時候修改Width和Height兩個參數,同時可以直接控制圓角半徑。
控制腳本實現
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);
}
//根據shader創建用於屏幕特效的材質
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);
}
}
}
總結
由於實現了默認的MaskableGraphic,相對Image少了九宮格填充的功能。而且由於每個控件使用單獨的材質傳入寬高,導致不能動態合併,Drawcall較高,當然還是有改進方法的。可以在修改寬度時重新寫入mesh中vertex的數據,將寬,高,半徑作爲一個textcrood寫入,由於UGUI控件只有四個頂點,時間消耗可以忽略不計,並且四個頂點數據相同,那麼每個片源就都可以拿到寬高。這樣只需要一個材質就可以處理了。
struct appdata_t
中加入float2 texcoord2 : TEXCOORD1;
- 修改頂點着色器,增加
OUT.properties = IN.texcoord2;
- 片源着色器中增加如下代碼
float _RoundRadius = IN.properties.y;
float _Width = IN.properties.x;
float _Height = 1;
- C# 中重寫代碼 對Mesh的UV傳入
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;
經過修改Drawcall成功的降了下來,4個圖形共用了一個Drawcall
修改派生關係爲繼承自Image並重寫Inspector之後
還可以做遮罩