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@yasirkula
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Combining UI Image's Sliced+Filled features together in Unity
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
using UnityEngine.U2D;
#endif
using Sprites = UnityEngine.Sprites;
#if UNITY_EDITOR
using UnityEditor;
// Custom Editor to order the variables in the Inspector similar to Image component
[CustomEditor( typeof( SlicedFilledImage ) ), CanEditMultipleObjects]
public class SlicedFilledImageEditor : Editor
{
private SerializedProperty spriteProp, colorProp;
private GUIContent spriteLabel;
private void OnEnable()
{
spriteProp = serializedObject.FindProperty( "m_Sprite" );
colorProp = serializedObject.FindProperty( "m_Color" );
spriteLabel = new GUIContent( "Source Image" );
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField( spriteProp, spriteLabel );
EditorGUILayout.PropertyField( colorProp );
DrawPropertiesExcluding( serializedObject, "m_Script", "m_Sprite", "m_Color", "m_OnCullStateChanged" );
serializedObject.ApplyModifiedProperties();
}
}
#endif
// Credit: https://bitbucket.org/Unity-Technologies/ui/src/2018.4/UnityEngine.UI/UI/Core/Image.cs
[RequireComponent( typeof( CanvasRenderer ) )]
[AddComponentMenu( "UI/Sliced Filled Image", 11 )]
public class SlicedFilledImage : MaskableGraphic, ISerializationCallbackReceiver, ILayoutElement, ICanvasRaycastFilter
{
private static class SetPropertyUtility
{
public static bool SetStruct<T>( ref T currentValue, T newValue ) where T : struct
{
if( EqualityComparer<T>.Default.Equals( currentValue, newValue ) )
return false;
currentValue = newValue;
return true;
}
public static bool SetClass<T>( ref T currentValue, T newValue ) where T : class
{
if( ( currentValue == null && newValue == null ) || ( currentValue != null && currentValue.Equals( newValue ) ) )
return false;
currentValue = newValue;
return true;
}
}
public enum FillDirection { Right = 0, Left = 1, Up = 2, Down = 3 }
private static readonly Vector3[] s_Vertices = new Vector3[4];
private static readonly Vector2[] s_UVs = new Vector2[4];
private static readonly Vector2[] s_SlicedVertices = new Vector2[4];
private static readonly Vector2[] s_SlicedUVs = new Vector2[4];
#pragma warning disable 1692
#pragma warning disable IDE1006 // Suppress 'Naming rule violation' warnings
#pragma warning disable 0649
[SerializeField]
private Sprite m_Sprite;
public Sprite sprite
{
get { return m_Sprite; }
set
{
if( SetPropertyUtility.SetClass( ref m_Sprite, value ) )
{
SetAllDirty();
TrackImage();
}
}
}
[SerializeField]
private FillDirection m_FillDirection;
public FillDirection fillDirection
{
get { return m_FillDirection; }
set
{
if( SetPropertyUtility.SetStruct( ref m_FillDirection, value ) )
SetVerticesDirty();
}
}
[Range( 0, 1 )]
[SerializeField]
private float m_FillAmount = 1f;
public float fillAmount
{
get { return m_FillAmount; }
set
{
if( SetPropertyUtility.SetStruct( ref m_FillAmount, Mathf.Clamp01( value ) ) )
SetVerticesDirty();
}
}
[SerializeField]
private bool m_FillCenter = true;
public bool fillCenter
{
get { return m_FillCenter; }
set
{
if( SetPropertyUtility.SetStruct( ref m_FillCenter, value ) )
SetVerticesDirty();
}
}
[SerializeField]
private float m_PixelsPerUnitMultiplier = 1f;
public float pixelsPerUnitMultiplier
{
get { return m_PixelsPerUnitMultiplier; }
set { m_PixelsPerUnitMultiplier = Mathf.Max( 0.01f, value ); }
}
public float pixelsPerUnit
{
get
{
float spritePixelsPerUnit = 100;
if( activeSprite )
spritePixelsPerUnit = activeSprite.pixelsPerUnit;
float referencePixelsPerUnit = 100;
if( canvas )
referencePixelsPerUnit = canvas.referencePixelsPerUnit;
return m_PixelsPerUnitMultiplier * spritePixelsPerUnit / referencePixelsPerUnit;
}
}
#pragma warning restore 0649
[NonSerialized]
private Sprite m_OverrideSprite;
public Sprite overrideSprite
{
get { return activeSprite; }
set
{
if( SetPropertyUtility.SetClass( ref m_OverrideSprite, value ) )
{
SetAllDirty();
TrackImage();
}
}
}
private Sprite activeSprite { get { return m_OverrideSprite != null ? m_OverrideSprite : m_Sprite; } }
public override Texture mainTexture
{
get
{
if( activeSprite != null )
return activeSprite.texture;
return material != null && material.mainTexture != null ? material.mainTexture : s_WhiteTexture;
}
}
public bool hasBorder
{
get
{
if( activeSprite != null )
{
Vector4 v = activeSprite.border;
return v.sqrMagnitude > 0f;
}
return false;
}
}
public override Material material
{
get
{
if( m_Material != null )
return m_Material;
if( activeSprite && activeSprite.associatedAlphaSplitTexture != null )
{
#if UNITY_EDITOR
if( Application.isPlaying )
#endif
return Image.defaultETC1GraphicMaterial;
}
return defaultMaterial;
}
set { base.material = value; }
}
public float alphaHitTestMinimumThreshold { get; set; }
#pragma warning restore IDE1006
#pragma warning restore 1692
protected SlicedFilledImage()
{
useLegacyMeshGeneration = false;
}
protected override void OnEnable()
{
base.OnEnable();
TrackImage();
}
protected override void OnDisable()
{
base.OnDisable();
if( m_Tracked )
UnTrackImage();
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
m_PixelsPerUnitMultiplier = Mathf.Max( 0.01f, m_PixelsPerUnitMultiplier );
}
#endif
protected override void OnPopulateMesh( VertexHelper vh )
{
if( activeSprite == null )
{
base.OnPopulateMesh( vh );
return;
}
GenerateSlicedFilledSprite( vh );
}
/// <summary>
/// Update the renderer's material.
/// </summary>
protected override void UpdateMaterial()
{
base.UpdateMaterial();
// Check if this sprite has an associated alpha texture (generated when splitting RGBA = RGB + A as two textures without alpha)
if( activeSprite == null )
{
canvasRenderer.SetAlphaTexture( null );
return;
}
Texture2D alphaTex = activeSprite.associatedAlphaSplitTexture;
if( alphaTex != null )
canvasRenderer.SetAlphaTexture( alphaTex );
}
private void GenerateSlicedFilledSprite( VertexHelper vh )
{
vh.Clear();
if( m_FillAmount < 0.001f )
return;
Rect rect = GetPixelAdjustedRect();
Vector4 outer = Sprites.DataUtility.GetOuterUV( activeSprite );
Vector4 padding = Sprites.DataUtility.GetPadding( activeSprite );
if( !hasBorder )
{
Vector2 size = activeSprite.rect.size;
int spriteW = Mathf.RoundToInt( size.x );
int spriteH = Mathf.RoundToInt( size.y );
// Image's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.
Vector4 vertices = new Vector4(
rect.x + rect.width * ( padding.x / spriteW ),
rect.y + rect.height * ( padding.y / spriteH ),
rect.x + rect.width * ( ( spriteW - padding.z ) / spriteW ),
rect.y + rect.height * ( ( spriteH - padding.w ) / spriteH ) );
GenerateFilledSprite( vh, vertices, outer, m_FillAmount );
return;
}
Vector4 inner = Sprites.DataUtility.GetInnerUV( activeSprite );
Vector4 border = GetAdjustedBorders( activeSprite.border / pixelsPerUnit, rect );
padding = padding / pixelsPerUnit;
s_SlicedVertices[0] = new Vector2( padding.x, padding.y );
s_SlicedVertices[3] = new Vector2( rect.width - padding.z, rect.height - padding.w );
s_SlicedVertices[1].x = border.x;
s_SlicedVertices[1].y = border.y;
s_SlicedVertices[2].x = rect.width - border.z;
s_SlicedVertices[2].y = rect.height - border.w;
for( int i = 0; i < 4; ++i )
{
s_SlicedVertices[i].x += rect.x;
s_SlicedVertices[i].y += rect.y;
}
s_SlicedUVs[0] = new Vector2( outer.x, outer.y );
s_SlicedUVs[1] = new Vector2( inner.x, inner.y );
s_SlicedUVs[2] = new Vector2( inner.z, inner.w );
s_SlicedUVs[3] = new Vector2( outer.z, outer.w );
float rectStartPos;
float _1OverTotalSize;
if( m_FillDirection == FillDirection.Left || m_FillDirection == FillDirection.Right )
{
rectStartPos = s_SlicedVertices[0].x;
float totalSize = ( s_SlicedVertices[3].x - s_SlicedVertices[0].x );
_1OverTotalSize = totalSize > 0f ? 1f / totalSize : 1f;
}
else
{
rectStartPos = s_SlicedVertices[0].y;
float totalSize = ( s_SlicedVertices[3].y - s_SlicedVertices[0].y );
_1OverTotalSize = totalSize > 0f ? 1f / totalSize : 1f;
}
for( int x = 0; x < 3; x++ )
{
int x2 = x + 1;
for( int y = 0; y < 3; y++ )
{
if( !m_FillCenter && x == 1 && y == 1 )
continue;
int y2 = y + 1;
float sliceStart, sliceEnd;
switch( m_FillDirection )
{
case FillDirection.Right:
sliceStart = ( s_SlicedVertices[x].x - rectStartPos ) * _1OverTotalSize;
sliceEnd = ( s_SlicedVertices[x2].x - rectStartPos ) * _1OverTotalSize;
break;
case FillDirection.Up:
sliceStart = ( s_SlicedVertices[y].y - rectStartPos ) * _1OverTotalSize;
sliceEnd = ( s_SlicedVertices[y2].y - rectStartPos ) * _1OverTotalSize;
break;
case FillDirection.Left:
sliceStart = 1f - ( s_SlicedVertices[x2].x - rectStartPos ) * _1OverTotalSize;
sliceEnd = 1f - ( s_SlicedVertices[x].x - rectStartPos ) * _1OverTotalSize;
break;
case FillDirection.Down:
sliceStart = 1f - ( s_SlicedVertices[y2].y - rectStartPos ) * _1OverTotalSize;
sliceEnd = 1f - ( s_SlicedVertices[y].y - rectStartPos ) * _1OverTotalSize;
break;
default: // Just there to get rid of the "Use of unassigned local variable" compiler error
sliceStart = sliceEnd = 0f;
break;
}
if( sliceStart >= m_FillAmount )
continue;
Vector4 vertices = new Vector4( s_SlicedVertices[x].x, s_SlicedVertices[y].y, s_SlicedVertices[x2].x, s_SlicedVertices[y2].y );
Vector4 uvs = new Vector4( s_SlicedUVs[x].x, s_SlicedUVs[y].y, s_SlicedUVs[x2].x, s_SlicedUVs[y2].y );
float fillAmount = ( m_FillAmount - sliceStart ) / ( sliceEnd - sliceStart );
GenerateFilledSprite( vh, vertices, uvs, fillAmount );
}
}
}
private Vector4 GetAdjustedBorders( Vector4 border, Rect adjustedRect )
{
Rect originalRect = rectTransform.rect;
for( int axis = 0; axis <= 1; axis++ )
{
float borderScaleRatio;
// The adjusted rect (adjusted for pixel correctness) may be slightly larger than the original rect.
// Adjust the border to match the adjustedRect to avoid small gaps between borders (case 833201).
if( originalRect.size[axis] != 0 )
{
borderScaleRatio = adjustedRect.size[axis] / originalRect.size[axis];
border[axis] *= borderScaleRatio;
border[axis + 2] *= borderScaleRatio;
}
// If the rect is smaller than the combined borders, then there's not room for the borders at their normal size.
// In order to avoid artefacts with overlapping borders, we scale the borders down to fit.
float combinedBorders = border[axis] + border[axis + 2];
if( adjustedRect.size[axis] < combinedBorders && combinedBorders != 0 )
{
borderScaleRatio = adjustedRect.size[axis] / combinedBorders;
border[axis] *= borderScaleRatio;
border[axis + 2] *= borderScaleRatio;
}
}
return border;
}
private void GenerateFilledSprite( VertexHelper vh, Vector4 vertices, Vector4 uvs, float fillAmount )
{
if( m_FillAmount < 0.001f )
return;
float uvLeft = uvs.x;
float uvBottom = uvs.y;
float uvRight = uvs.z;
float uvTop = uvs.w;
if( fillAmount < 1f )
{
if( m_FillDirection == FillDirection.Left || m_FillDirection == FillDirection.Right )
{
if( m_FillDirection == FillDirection.Left )
{
vertices.x = vertices.z - ( vertices.z - vertices.x ) * fillAmount;
uvLeft = uvRight - ( uvRight - uvLeft ) * fillAmount;
}
else
{
vertices.z = vertices.x + ( vertices.z - vertices.x ) * fillAmount;
uvRight = uvLeft + ( uvRight - uvLeft ) * fillAmount;
}
}
else
{
if( m_FillDirection == FillDirection.Down )
{
vertices.y = vertices.w - ( vertices.w - vertices.y ) * fillAmount;
uvBottom = uvTop - ( uvTop - uvBottom ) * fillAmount;
}
else
{
vertices.w = vertices.y + ( vertices.w - vertices.y ) * fillAmount;
uvTop = uvBottom + ( uvTop - uvBottom ) * fillAmount;
}
}
}
s_Vertices[0] = new Vector3( vertices.x, vertices.y );
s_Vertices[1] = new Vector3( vertices.x, vertices.w );
s_Vertices[2] = new Vector3( vertices.z, vertices.w );
s_Vertices[3] = new Vector3( vertices.z, vertices.y );
s_UVs[0] = new Vector2( uvLeft, uvBottom );
s_UVs[1] = new Vector2( uvLeft, uvTop );
s_UVs[2] = new Vector2( uvRight, uvTop );
s_UVs[3] = new Vector2( uvRight, uvBottom );
int startIndex = vh.currentVertCount;
for( int i = 0; i < 4; i++ )
vh.AddVert( s_Vertices[i], color, s_UVs[i] );
vh.AddTriangle( startIndex, startIndex + 1, startIndex + 2 );
vh.AddTriangle( startIndex + 2, startIndex + 3, startIndex );
}
int ILayoutElement.layoutPriority { get { return 0; } }
float ILayoutElement.minWidth { get { return 0; } }
float ILayoutElement.minHeight { get { return 0; } }
float ILayoutElement.flexibleWidth { get { return -1; } }
float ILayoutElement.flexibleHeight { get { return -1; } }
float ILayoutElement.preferredWidth
{
get
{
if( activeSprite == null )
return 0;
return Sprites.DataUtility.GetMinSize( activeSprite ).x / pixelsPerUnit;
}
}
float ILayoutElement.preferredHeight
{
get
{
if( activeSprite == null )
return 0;
return Sprites.DataUtility.GetMinSize( activeSprite ).y / pixelsPerUnit;
}
}
void ILayoutElement.CalculateLayoutInputHorizontal() { }
void ILayoutElement.CalculateLayoutInputVertical() { }
bool ICanvasRaycastFilter.IsRaycastLocationValid( Vector2 screenPoint, Camera eventCamera )
{
if( alphaHitTestMinimumThreshold <= 0 )
return true;
if( alphaHitTestMinimumThreshold > 1 )
return false;
if( activeSprite == null )
return true;
Vector2 local;
if( !RectTransformUtility.ScreenPointToLocalPointInRectangle( rectTransform, screenPoint, eventCamera, out local ) )
return false;
Rect rect = GetPixelAdjustedRect();
// Convert to have lower left corner as reference point.
local.x += rectTransform.pivot.x * rect.width;
local.y += rectTransform.pivot.y * rect.height;
Rect spriteRect = activeSprite.rect;
Vector4 border = activeSprite.border;
Vector4 adjustedBorder = GetAdjustedBorders( border / pixelsPerUnit, rect );
for( int i = 0; i < 2; i++ )
{
if( local[i] <= adjustedBorder[i] )
continue;
if( rect.size[i] - local[i] <= adjustedBorder[i + 2] )
{
local[i] -= ( rect.size[i] - spriteRect.size[i] );
continue;
}
float lerp = Mathf.InverseLerp( adjustedBorder[i], rect.size[i] - adjustedBorder[i + 2], local[i] );
local[i] = Mathf.Lerp( border[i], spriteRect.size[i] - border[i + 2], lerp );
}
// Normalize local coordinates.
Rect textureRect = activeSprite.textureRect;
Vector2 normalized = new Vector2( local.x / textureRect.width, local.y / textureRect.height );
// Convert to texture space.
float x = Mathf.Lerp( textureRect.x, textureRect.xMax, normalized.x ) / activeSprite.texture.width;
float y = Mathf.Lerp( textureRect.y, textureRect.yMax, normalized.y ) / activeSprite.texture.height;
switch( m_FillDirection )
{
case FillDirection.Right:
if( x > m_FillAmount )
return false;
break;
case FillDirection.Left:
if( 1f - x > m_FillAmount )
return false;
break;
case FillDirection.Up:
if( y > m_FillAmount )
return false;
break;
case FillDirection.Down:
if( 1f - y > m_FillAmount )
return false;
break;
}
try
{
return activeSprite.texture.GetPixelBilinear( x, y ).a >= alphaHitTestMinimumThreshold;
}
catch( UnityException e )
{
Debug.LogError( "Using alphaHitTestMinimumThreshold greater than 0 on Image whose sprite texture cannot be read. " + e.Message + " Also make sure to disable sprite packing for this sprite.", this );
return true;
}
}
void ISerializationCallbackReceiver.OnBeforeSerialize() { }
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
m_FillAmount = Mathf.Clamp01( m_FillAmount );
}
// Whether this is being tracked for Atlas Binding
private bool m_Tracked = false;
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
private static List<SlicedFilledImage> m_TrackedTexturelessImages = new List<SlicedFilledImage>();
private static bool s_Initialized;
#endif
private void TrackImage()
{
if( activeSprite != null && activeSprite.texture == null )
{
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
if( !s_Initialized )
{
SpriteAtlasManager.atlasRegistered += RebuildImage;
s_Initialized = true;
}
m_TrackedTexturelessImages.Add( this );
#endif
m_Tracked = true;
}
}
private void UnTrackImage()
{
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
m_TrackedTexturelessImages.Remove( this );
#endif
m_Tracked = false;
}
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
private static void RebuildImage( SpriteAtlas spriteAtlas )
{
for( int i = m_TrackedTexturelessImages.Count - 1; i >= 0; i-- )
{
SlicedFilledImage image = m_TrackedTexturelessImages[i];
if( spriteAtlas.CanBindTo( image.activeSprite ) )
{
image.SetAllDirty();
m_TrackedTexturelessImages.RemoveAt( i );
}
}
}
#endif
}
@yasirkula
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Author

yasirkula commented Feb 22, 2020

How To

Simply add a Sliced Filled Image component to the desired UI object. Note that this component is an alternative to the Image component, so a GameObject can't have both components.

SlicedFilledImage

@Sasha2dx
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Many thanks! It's great.

@nakrthing
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Works perfectly. Thanks

@Kludgy
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Kludgy commented May 25, 2021

This looks really good. Would you be willing to include a license in the gist?

@yasirkula
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Author

Feel free to use it under 0BSD license.

@ZotInfo
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ZotInfo commented Aug 8, 2021

Very good, thanks for this support.

@dqshll
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dqshll commented Mar 13, 2022

Thanks, this is realy helpful

@jackcasey
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This is exactly what I needed and why on earth isn't it included in unity. Some of the glaring omissions in unity are insane.
Thank you.

@simonpaulkeating
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This looks great but when I add it nothing appears. I played with all the settings but nothing. I have an object with just this component and a canvas renderer as an object within my canvas. Any ideas? Does the object need some other component as well? Maybe it doesn't work anymore in Unity 2021.3.3f1 ?

@yasirkula
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Author

@simonpaulkeating It works on 2021.3.1f1. You must assign a sprite to Source Image if it's null.

@simonpaulkeating
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Hi, I got it working in the end Thanks. I just re-created it from scratch and it worked. Not sure why my first version didn't work. Thanks again! Great Work!

@BlindsidedGames
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Just wanted to say, you're a legend. Thank you!

@WhiteQueen-Deon
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Came from official unity forum, excellent script, thanks for sharing and your spirit of open-sourced.

@yasirkula
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Author

Thank you 🙂

@shji0318
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shji0318 commented May 8, 2023

Thank you 👍

@demirel-alper
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Works like a charm, thank you.

@Pheonix1202
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Thank you so much, you saved my day!

@adeelwitty
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Just <3 Thanks ton

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