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February 14, 2018 23:31
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using System.Collections.Generic; | |
/// <summary> | |
/// Modified Gradient effect script from http://answers.unity3d.com/questions/1086415/gradient-text-in-unity-522-basevertexeffect-is-obs.html | |
/// -Uses Unity's Gradient class to define the color | |
/// -Offset is now limited to -1,1 | |
/// -Multiple color blend modes | |
/// | |
/// Remember that the colors are applied per-vertex so if you have multiple points on your gradient where the color changes and there aren't enough vertices, you won't see all of the colors. | |
/// </summary> | |
namespace UnityEngine.UI { | |
[AddComponentMenu("UI/Effects/Gradient")] | |
public class Gradient : BaseMeshEffect { | |
[SerializeField] | |
Type _gradientType; | |
[SerializeField] | |
Blend _blendMode = Blend.Multiply; | |
[SerializeField] | |
[Range(-1, 1)] | |
float _offset = 0f; | |
[SerializeField] | |
UnityEngine.Gradient _effectGradient = new UnityEngine.Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.black, 0), new GradientColorKey(Color.white, 1) } }; | |
#region Properties | |
public Blend BlendMode { | |
get { return _blendMode; } | |
set { _blendMode = value; } | |
} | |
public UnityEngine.Gradient EffectGradient { | |
get { return _effectGradient; } | |
set { _effectGradient = value; } | |
} | |
public Type GradientType { | |
get { return _gradientType; } | |
set { _gradientType = value; } | |
} | |
public float Offset { | |
get { return _offset; } | |
set { _offset = value; } | |
} | |
#endregion | |
public override void ModifyMesh(VertexHelper helper) { | |
if(!IsActive() || helper.currentVertCount == 0) | |
return; | |
List<UIVertex> _vertexList = new List<UIVertex>(); | |
helper.GetUIVertexStream(_vertexList); | |
int nCount = _vertexList.Count; | |
switch(GradientType) { | |
case Type.Horizontal: { | |
float left = _vertexList[0].position.x; | |
float right = _vertexList[0].position.x; | |
float x = 0f; | |
for(int i = nCount - 1; i >= 1; --i) { | |
x = _vertexList[i].position.x; | |
if(x > right) right = x; | |
else if(x < left) left = x; | |
} | |
float width = 1f / (right - left); | |
UIVertex vertex = new UIVertex(); | |
for(int i = 0; i < helper.currentVertCount; i++) { | |
helper.PopulateUIVertex(ref vertex, i); | |
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((vertex.position.x - left) * width - Offset)); | |
helper.SetUIVertex(vertex, i); | |
} | |
} | |
break; | |
case Type.Vertical: { | |
float bottom = _vertexList[0].position.y; | |
float top = _vertexList[0].position.y; | |
float y = 0f; | |
for(int i = nCount - 1; i >= 1; --i) { | |
y = _vertexList[i].position.y; | |
if(y > top) top = y; | |
else if(y < bottom) bottom = y; | |
} | |
float height = 1f / (top - bottom); | |
UIVertex vertex = new UIVertex(); | |
for(int i = 0; i < helper.currentVertCount; i++) { | |
helper.PopulateUIVertex(ref vertex, i); | |
vertex.color = BlendColor(vertex.color, EffectGradient.Evaluate((vertex.position.y - bottom) * height - Offset)); | |
helper.SetUIVertex(vertex, i); | |
} | |
} | |
break; | |
} | |
} | |
Color BlendColor(Color colorA, Color colorB) { | |
switch(BlendMode) { | |
default: return colorB; | |
case Blend.Add: return colorA + colorB; | |
case Blend.Multiply: return colorA * colorB; | |
} | |
} | |
public enum Type { | |
Horizontal, | |
Vertical | |
} | |
public enum Blend { | |
Override, | |
Add, | |
Multiply | |
} | |
} | |
} |
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