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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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