【unity shader】基於UGUI字體的outline優化

基於Shader實現的UGUI描邊解決方案

找了一下outline的一些優化的實現方案,但是那個方案的兩層text疊加或者是image疊在上面會出現顏色偏差問題。

目前已找到對應的問題並進行了一些修復。

歸咎原因就是:

color = (val * (1.0 - color.a)) + (color * color.a);

這裏計算color值時,沒有考慮到color.a大於1的情況,加入這個color.a大於1,或者小於0,實際算出的color值,他的alpha就有可能小於0。然後就會出現兩層疊加出問題的情況。

所以需要對這個color.a進行一些限制,保證這個color.a的值必須要0-1之間。

解決方案:

color.a = saturate(color.a);

並且,給頂點信息傳遞outline的width還有outline的color,着實效率不高,實際不如直接在properties裏面定義2個變量,這樣的效率會更高。

順帶講解一下shader和腳本里面的一些知識點,幫助一下理解:

C#腳本中:

    void SetShaderChannels()
    {
        if (base.graphic.canvas)
        {
            var v1 = base.graphic.canvas.additionalShaderChannels;
            var v2 = AdditionalCanvasShaderChannels.TexCoord1;
            if ((v1 & v2) != v2)
            {
                base.graphic.canvas.additionalShaderChannels |= v2;
            }
            v2 = AdditionalCanvasShaderChannels.TexCoord2;
            if ((v1 & v2) != v2)
            {
                base.graphic.canvas.additionalShaderChannels |= v2;
            }
        }
    }

SetShaderChannels() 方法的作用是給這個text文本的所渲染的canvas添加對應的通道,因爲只有添加了對應的通道,在shader中才能正常取到頂點的一些texcoord1-n ,否則在shader中是沒法正常取到正確的值。(如下圖所示)

_ProcessVertices:

    private void _ProcessVertices()
    {
        for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3)
        {
            var v1 = m_VetexList[i];
            var v2 = m_VetexList[i + 1];
            var v3 = m_VetexList[i + 2];

            //進行頂點計算...

            m_VetexList[i] = v1;
            m_VetexList[i + 1] = v2;
            m_VetexList[i + 2] = v3;

        }
    }

_ProcessVertices 這個方法的作用就是重新計算文本的頂點數據,因爲默認文本加了描邊之後,有可能你這個描邊的寬度會超出原來text所顯示的區域(如下圖所示),所以必須對頂點的位置進行擴大。也就是vertex的position要變大。然後因爲頂點位置變大之後,裏面的文字內容也會相應變化,所以想要保持裏面文本內容跟原來的渲染一致,就需要改變vertex的UV座標,來讓他的表現跟原來一致。這樣就能保證文字的範圍變大了,同時裏面顯示的內容還保持不變。

之後是另一個知識點,爲什麼要一次性取三個m_VetexList裏面的值呢?那是因爲,unity裏面不管是UI還是3D物體,都是由三角面構成的,可以看到下圖右邊,每個文本的char(字母),都會對應一個正方形的面,這個正方形的面可以看到就是由2個三角面構成,一個每個三角面就對應會有3個頂點,所以一次性取三個m_VetexList裏的值,就是可以保證,每次取的這三個值是同一個三角面裏的3個頂點數據。然後就可以對應的對這三個頂點進行position和uv的改變,就能達到我們所需要的效果了。

第三個知識點,代碼中會由一個uvmin和uvmax,這兩個是什麼意思呢?爲啥要當成uv1和uv2傳進去頂點數據呢?原因就是這兩個參數是對應每個頂點原來(未進行頂點擴大前)的範圍。有了這個範圍就能保證在描邊繪製的時候,描邊屬性不會超出範圍。這兩個參數會被帶進shader來進行範圍驗證(下面的IsInRect函數),只有在範圍內的,對應頂點纔會由alpha值,否則alpha只會是0。

var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0);
var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0);        
//這裏uvMin=pUVOriginMin  uvMax=pUVOriginMax
pVertex.uv1 = pUVOriginMin;     //uv1 uv2 可用  tangent  normal 在縮放情況 會有問題
pVertex.uv2 = pUVOriginMax;

接下來是shader腳本解釋:

            fixed IsInRect(float2 pPos, float2 pClipRectMin, float2 pClipRectMax)
            {
                pPos = step(pClipRectMin, pPos) * step(pPos, pClipRectMax);
                return pPos.x * pPos.y;
            }

IsInRect函數,就是前面介紹的範圍驗證的函數,返回值只會是0或1。0就表示第一個參數pPos這個點不在對應的範圍內,1就表示這個點在範圍內。(下圖是去掉IsInRect範圍判斷時的對比圖)如果沒有了這個IsInRect或者這個IsInRect返回值直接返回1,那麼效果就會如下圖右邊圖所示,會有一些髒東西在上面,就是因爲我們描邊取uv的時候,取到一些不該取的uv範圍,纔會導致下圖的問題。所以IsInRect是非常必要的。

另一個知識點:

            fixed SampleAlpha(int pIndex, v2f IN)
            {
                const fixed sinArray[12] = { 0, 0.5, 0.866, 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5 };
                const fixed cosArray[12] = { 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5, 0, 0.5, 0.866 };
                float2 pos = IN.texcoord + _MainTex_TexelSize.xy * float2(cosArray[pIndex], sinArray[pIndex]) * _OutlineWidth;	//normal.z 存放 _OutlineWidth
                return IsInRect(pos, IN.uv1, IN.uv2) * (tex2D(_MainTex, pos) + _TextureSampleAdd).a * _OutlineColor.a;		//tangent.w 存放 _OutlineColor.w
            }

SampleAlpha方法,這個方法的含義就是對原來uv的值進行12項偏移取對應顏色的alpha值。對應的sinArray跟cosArray是三角函數,對應12個點的x和y的偏移係數。(如下圖所示)是取對應偏移點的alpha值。

取到SampleAlpha的alpha值後,對應的就會將取得的12項偏移的alpha進行一次總和,總和的alpha值就直接當成outline顏色的alpha。(所以這個alpha值的範圍是[0,12])

所以這個shader算法就是:

1.取到text的原本顏色和alpha(alpha值取決於IsInRect)

2.取到描邊顏色,描邊顏色的alpha值是uv的12項偏移的alpha的總和(這個outline的alpha值很有可能大於1)

3.對原本顏色和描邊顏色進行alpha混合,混合係數是第一步取到的alpha值。

4.最後做一些裁剪工作。

5.輸出第三步混合後的顏色。

 

最後,是對應優化過的腳本代碼:

C#腳本:

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;


[AddComponentMenu("UI/Effects/Outline")]
public class OutlineScript : BaseMeshEffect
{
    public Color OutlineColor = Color.white;
    [Range(0, 8)]
    public int OutlineWidth = 0;

    private static List<UIVertex> m_VetexList = new List<UIVertex>();


    protected override void Awake()
    {
        base.Awake();

        if (CheckShader())
        {
            this.SetShaderChannels();
            this.SetParams();
            this._Refresh();
        }
    }


    bool CheckShader()
    {
        if (base.graphic == null)
        {
            Debug.LogError("No Graphic Component !");
            return false;
        }
        if (base.graphic.material == null)
        {
            Debug.LogError("No Material !");
            return false;
        }
        if (base.graphic.material.shader.name != "Unlit/OutlineShader")
        {
            Debug.LogError("Shader is Not Unlit/OutlineShader");
            return false;
        }
        return true;
    }

    void SetParams()
    {
        if (base.graphic.material != null)
        {
            base.graphic.material.SetColor("_OutlineColor", OutlineColor);
            base.graphic.material.SetFloat("_OutlineWidth", OutlineWidth);
        }

    }

    void SetShaderChannels()
    {
        if (base.graphic.canvas)
        {
            var v1 = base.graphic.canvas.additionalShaderChannels;
            var v2 = AdditionalCanvasShaderChannels.TexCoord1;
            if ((v1 & v2) != v2)
            {
                base.graphic.canvas.additionalShaderChannels |= v2;
            }
            v2 = AdditionalCanvasShaderChannels.TexCoord2;
            if ((v1 & v2) != v2)
            {
                base.graphic.canvas.additionalShaderChannels |= v2;
            }
        }
    }

#if UNITY_EDITOR
        protected override void OnValidate()
        {
            base.OnValidate();
            if (CheckShader())
            {
                this.SetParams();
                this._Refresh();
            }
        }
#endif


    private void _Refresh()
    {
        base.graphic.SetVerticesDirty();
    }


    public override void ModifyMesh(VertexHelper vh)
    {
        vh.GetUIVertexStream(m_VetexList);

        this._ProcessVertices();

        vh.Clear();
        vh.AddUIVertexTriangleStream(m_VetexList);
    }


    private void _ProcessVertices()
    {
        for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3)
        {
            var v1 = m_VetexList[i];
            var v2 = m_VetexList[i + 1];
            var v3 = m_VetexList[i + 2];
            // 計算原頂點座標中心點
            //
            var minX = _Min(v1.position.x, v2.position.x, v3.position.x);
            var minY = _Min(v1.position.y, v2.position.y, v3.position.y);
            var maxX = _Max(v1.position.x, v2.position.x, v3.position.x);
            var maxY = _Max(v1.position.y, v2.position.y, v3.position.y);
            var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f;
            // 計算原始頂點座標和UV的方向
            //
            Vector2 triX, triY, uvX, uvY;
            Vector2 pos1 = v1.position;
            Vector2 pos2 = v2.position;
            Vector2 pos3 = v3.position;
            if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right))
                > Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right)))
            {
                triX = pos2 - pos1;
                triY = pos3 - pos2;
                uvX = v2.uv0 - v1.uv0;
                uvY = v3.uv0 - v2.uv0;
            }
            else
            {
                triX = pos3 - pos2;
                triY = pos2 - pos1;
                uvX = v3.uv0 - v2.uv0;
                uvY = v2.uv0 - v1.uv0;
            }
            // 計算原始UV框
            var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0);
            var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0);
            //OutlineColor 和 OutlineWidth 也傳入,避免出現不同的材質球
            //var col_rg = new Vector2(OutlineColor.r, OutlineColor.g);       //描邊顏色 用uv3 和 tangent的 zw傳遞
            //var col_ba = new Vector4(0, 0, OutlineColor.b, OutlineColor.a);
            //var normal = new Vector3(0, 0, OutlineWidth);                   //描邊的寬度 用normal的z傳遞

            // 爲每個頂點設置新的Position和UV,並傳入原始UV框
            v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
            v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
            v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);

            // 應用設置後的UIVertex
            //
            m_VetexList[i] = v1;
            m_VetexList[i + 1] = v2;
            m_VetexList[i + 2] = v3;
        }
    }


    private static UIVertex _SetNewPosAndUV(UIVertex pVertex, int pOutLineWidth,
        Vector2 pPosCenter,
        Vector2 pTriangleX, Vector2 pTriangleY,
        Vector2 pUVX, Vector2 pUVY,
        Vector2 pUVOriginMin, Vector2 pUVOriginMax)
    {
        // Position
        var pos = pVertex.position;
        var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth;
        var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth;
        pos.x += posXOffset;
        pos.y += posYOffset;
        pVertex.position = pos;
        // UV
        var uv = pVertex.uv0;
        uv += pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1);
        uv += pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1);
        pVertex.uv0 = uv;

        pVertex.uv1 = pUVOriginMin;     //uv1 uv2 可用  tangent  normal 在縮放情況 會有問題
        pVertex.uv2 = pUVOriginMax;

        return pVertex;
    }


    private static float _Min(float pA, float pB, float pC)
    {
        return Mathf.Min(Mathf.Min(pA, pB), pC);
    }


    private static float _Max(float pA, float pB, float pC)
    {
        return Mathf.Max(Mathf.Max(pA, pB), pC);
    }


    private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC)
    {
        return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y));
    }


    private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC)
    {
        return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y));
    }
}

shader腳本:

Shader "Unlit/OutlineShader" 
{
    Properties
    {
        [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1, 1, 1, 1)
        _OutlineColor ("Outline Color", Color) = (1, 1, 1, 1)
        _OutlineWidth ("Outline Width", Int) = 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
        // Blend Off
        ColorMask [_ColorMask]
        
        Pass
        {
            Name "OUTLINE"
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
            
            //Add for RectMask2D  
            #include "UnityUI.cginc"
            //End for RectMask2D  
            
            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _MainTex_TexelSize;
            
            float4 _OutlineColor;
            int _OutlineWidth;
            
            //Add for RectMask2D  
            float4 _ClipRect;
            //End for RectMask2D
            
            struct appdata
            {
                float4 vertex : POSITION;
                float4 tangent : TANGENT;
                float4 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float2 uv3 : TEXCOORD3;
                fixed4 color : COLOR;
            };
            
            
            struct v2f
            {
                float4 vertex : SV_POSITION;
                float4 tangent : TANGENT;
                float4 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float2 uv3 : TEXCOORD3;
                //Add for RectMask2D  
                float4 worldPosition : TEXCOORD4;
                //End for RectMask2D
                fixed4 color : COLOR;
            };
            
            v2f vert(appdata IN)
            {
                v2f o;
                
                //Add for RectMask2D  
                o.worldPosition = IN.vertex;
                //End for RectMask2D 
                
                o.vertex = UnityObjectToClipPos(IN.vertex);
                o.tangent = IN.tangent;
                o.texcoord = IN.texcoord;
                o.color = IN.color;
                o.uv1 = IN.uv1;
                o.uv2 = IN.uv2;
                o.uv3 = IN.uv3;
                o.normal = IN.normal;
                
                return o;
            }
            /*
            fixed IsInRect(float2 pPos, float4 pClipRect)
            {
                pPos = step(pClipRect.xy, pPos) * step(pPos, pClipRect.zw);
                return pPos.x * pPos.y;
            }
            */
            fixed IsInRect(float2 pPos, float2 pClipRectMin, float2 pClipRectMax)
            {
                pPos = step(pClipRectMin, pPos) * step(pPos, pClipRectMax);
                return pPos.x * pPos.y;
            }
            
            fixed SampleAlpha(int pIndex, v2f IN)
            {
                const fixed sinArray[12] = { 0, 0.5, 0.866, 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5 };
                const fixed cosArray[12] = { 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5, 0, 0.5, 0.866 };
                float2 pos = IN.texcoord + _MainTex_TexelSize.xy * float2(cosArray[pIndex], sinArray[pIndex]) * _OutlineWidth;	//normal.z 存放 _OutlineWidth
                return IsInRect(pos, IN.uv1, IN.uv2) * (tex2D(_MainTex, pos) + _TextureSampleAdd).a * _OutlineColor.a;		//tangent.w 存放 _OutlineColor.w
            }

            
            fixed4 frag(v2f IN) : SV_Target
            {
                fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;//默認的文字顏色
                if (_OutlineWidth > 0)	//normal.z 存放 _OutlineWidth
                {
                    color.w *= IsInRect(IN.texcoord, IN.uv1, IN.uv2);	//uv1 uv2 存着原始字的uv長方形區域大小
                    
                    half4 val = half4(_OutlineColor.rgb, 0);		//uv3.xy tangent.z 分別存放着 _OutlineColor的rgb
                    //val 是 _OutlineColor的rgb,a是後面計算的
                    val.w += SampleAlpha(0, IN);
                    val.w += SampleAlpha(1, IN);
                    val.w += SampleAlpha(2, IN);
                    val.w += SampleAlpha(3, IN);
                    val.w += SampleAlpha(4, IN);
                    val.w += SampleAlpha(5, IN);
                    val.w += SampleAlpha(6, IN);
                    val.w += SampleAlpha(7, IN);
                    val.w += SampleAlpha(8, IN);
                    val.w += SampleAlpha(9, IN);
                    val.w += SampleAlpha(10, IN);
                    val.w += SampleAlpha(11, IN);

                    color = (val * (1.0 - color.a)) + (color * color.a);
                    color.a = saturate(color.a);
                    color.a *= IN.color.a;	//字逐漸隱藏時,描邊也要隱藏
                    
                }
                
                //Add for RectMask2D 
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #ifdef UNITY_UI_ALPHACLIP
                    clip(color.a - 0.001);
                #endif
                //End for RectMask2D 
                
                return color;
            }
            
            ENDCG
        }
    }
}

參考文獻:

https://blog.csdn.net/zhenmu/article/details/88821562#comments

http://www.cnblogs.com/GuyaWeiren/p/9665106.html

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