用Shader做UGUI字体描边的算法改进
- 作者:admin
- /
- 时间:2022年03月23日
- /
- 浏览:2541 次
- /
- 分类:厚积薄发
Unity自带的Outline效率实在太差。找了一篇文章《基于Shader实现的UGUI描边解决方案》,效果还不错,Overdraw和顶点数都不高。这篇文章主要介绍了Shader实现Outline的原理和优劣点,感兴趣的读者可以阅读。
http://www.cnblogs.com/GuyaWeiren/p/9665106.html
不过方案有2个问题,我自己尝试调整了一下,提供代码以供参考。
注:把UI存储Prefab,运行时动态挂到一个Canvas上,如果这个Canvas上的additionalShaderChannels没有添加Texcoord1、Texcoord2这些额外Channel,主Canvas上需要预先设置好。
问题一:tangent normal x y 会因为UI缩放而变化(z轴有缩放的情况下也会变化),所以不能用它来传递值。
另外发现Unity 5.6.6上的uv2和uv3也没法传过去。
方案一:适用Unity 5.6.6,使用了uv1和tangent.zw传递字原来的uv大小(即uvMin、uvMax)。
OutlineEx.cs代码:
//————————————————————————————————————————————
// OutlineEx.cs
//
// Created by Chiyu Ren on 2018/9/12 23:03:51
// Modify by zhenmu on 2019/3/26
//————————————————————————————————————————————
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
namespace TooSimpleFramework.UI
{
/// <summary>
/// UGUI描边
/// </summary>
public class OutlineEx : BaseMeshEffect
{
public Color OutlineColor = Color.white;
[Range(0, 6)]
public int OutlineWidth = 0;
private static List<UIVertex> m_VetexList = new List<UIVertex>();
protected override void Awake()
{
base.Awake();
if (base.graphic)
{
if (base.graphic.material == null || base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx")
{
var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
base.graphic.material = new Material(shader);
}
if (base.graphic.canvas)
{
var v1 = base.graphic.canvas.additionalShaderChannels;
var v2 = AdditionalCanvasShaderChannels.Tangent;
if ((v1 & v2) != v2)
{
base.graphic.canvas.additionalShaderChannels |= v2;
}
v2 = AdditionalCanvasShaderChannels.TexCoord1;
if ((v1 & v2) != v2)
{
base.graphic.canvas.additionalShaderChannels |= v2;
}
}
this._Refresh();
}
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (base.graphic.material != null)
{
if(base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx")
{
var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
base.graphic.material = new Material(shader);
}
this._Refresh();
}
}
#endif
private void _Refresh()
{
if (base.graphic.material.GetInt("_OutlineWidth") != this.OutlineWidth || base.graphic.material.GetColor("_OutlineColor") != this.OutlineColor)
{
base.graphic.material.SetColor("_OutlineColor", this.OutlineColor);
base.graphic.material.SetInt("_OutlineWidth", this.OutlineWidth);
}
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];
// 计算原顶点坐标中心点
//
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;
// 计算原始顶点坐标和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;
}
// 计算原始UV框
//
var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0);
var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0);
Vector4 pUVOriginMax = new Vector4(0, 0, uvMax.x, uvMax.y); //前两位UI缩放了会有问题,所以只取zw
// 为每个顶点设置新的Position和UV,并传入原始UV框
//
v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, pUVOriginMax);
v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, pUVOriginMax);
v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, pUVOriginMax);
// 应用设置后的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, Vector4 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 可用 uv2 uv3 不可用
pVertex.tangent = pUVOriginMax; //前两位UI缩放了会有问题,所以只取zw
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));
}
}
}
OutlineEx.shader
Shader "TSF Shaders/UI/OutlineEx"
{
Properties
{
_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
ColorMask [_ColorMask]
Pass
{
Name "OUTLINE"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//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;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
//Add for RectMask2D
float4 worldPosition : TEXCOORD2;
//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.tangent.xy = IN.uv1;//传递原始UV矩形时,tangent 缩放时x,y 有问题,uv2 uv3传不过来,只好用到uv1和 IN.tangent.zw
o.texcoord = IN.texcoord;
o.color = IN.color * _Color;
return o;
}
fixed IsInRect(float2 pPos, float4 pClipRect)
{
pPos = step(pClipRect.xy, pPos) * step(pPos, pClipRect.zw);
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;
return IsInRect(pos, IN.tangent) * (tex2D(_MainTex, pos) + _TextureSampleAdd).w * _OutlineColor.w;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
if (_OutlineWidth > 0)
{
color.w *= IsInRect(IN.texcoord, IN.tangent);
half4 val = half4(_OutlineColor.x, _OutlineColor.y, _OutlineColor.z, 0);
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 *= IN.color.a*IN.color.a*IN.color.a;//字逐渐隐藏时,描边也要隐藏
}
//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
}
}
}
这个方案需要UI z轴方向不能有缩放,且UI和所在Canvas要平(Unity 2017之后改用uv1和uv2传递,uv裁剪区域就不用这个限制了)。
问题二:上面的方案,如果颜色或宽度不一样,就变成2个Material(美术如果单个添加脚本,就算配置一样也会是不同的Material)会造成不能合批,增加Draw Call。做的时候一般相同的描边做一个通用的材质球,绑好脚本后再拖上去。
描边颜色和宽度最好是不要用material.SetColor方式,但是UGUI的绘制材质球不能用MaterialPropertyBlock方式来设置属性,避免创建新的材质实例。所以考虑是否也能用上面讨巧的方案传递color和border。
Unity 5.6里UIVertex里能用的都被用尽了,只能使用时小心。Unity 2017之后uv2和uv3可以用,那就有办法了。
方案二:适合Unity 2017之后的描边方案,编辑模式添加脚本时自动绑定一个OutlineEx的材质球(路径自己改代码)。
就是用uv1和uv2传原始uv区域;uv3和tangent.zw传递bordercolor;normal.z传递borderwidth。所以这个方案同样UI z轴方向不能有缩放,且UI和所在Canvas要平。
OutlineEx.cs
//————————————————————————————————————————————
// OutlineEx.cs
//
// Created by Chiyu Ren on 2018/9/12 23:03:51
// Modify by zhenmu on 2019/3/26
//————————————————————————————————————————————
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
namespace TooSimpleFramework.UI
{
/// <summary>
/// UGUI描边
/// </summary>
public class OutlineEx : BaseMeshEffect
{
public Color OutlineColor = Color.white;
[Range(0, 6)]
public int OutlineWidth = 0;
private static List<UIVertex> m_VetexList = new List<UIVertex>();
protected override void Awake()
{
base.Awake();
if (base.graphic)
{
if (base.graphic.material == null || base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx")
{
#if UNITY_EDITOR
var texMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>("Assets/OutlineMat.mat");
if (texMaterial != null)
{
base.graphic.material = texMaterial;
}
else
{
Debug.LogError("没有找到材质OutlineMat.mat");
}
#else
var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
base.graphic.material = new Material(shader);
#endif
}
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;
}
v2 = AdditionalCanvasShaderChannels.TexCoord3;
if ((v1 & v2) != v2)
{
base.graphic.canvas.additionalShaderChannels |= v2;
}
v2 = AdditionalCanvasShaderChannels.Tangent;
if ((v1 & v2) != v2)
{
base.graphic.canvas.additionalShaderChannels |= v2;
}
v2 = AdditionalCanvasShaderChannels.Normal;
if ((v1 & v2) != v2)
{
base.graphic.canvas.additionalShaderChannels |= v2;
}
}
this._Refresh();
}
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (base.graphic.material != null)
{
if(base.graphic.material.shader.name != "TSF Shaders/UI/OutlineEx")
{
var texMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>("Assets/OutlineMat.mat");
if (texMaterial != null)
{
base.graphic.material = texMaterial;
}
else
{
Debug.LogError("没有找到材质OutlineMat.mat");
}
//var shader = Shader.Find("TSF Shaders/UI/OutlineEx");
//base.graphic.material = new Material(shader);
}
this._Refresh();
}
}
#endif
private void _Refresh()
{
/*if (base.graphic.material.GetInt("_OutlineWidth") != this.OutlineWidth || base.graphic.material.GetColor("_OutlineColor") != this.OutlineColor)
{
base.graphic.material.SetColor("_OutlineColor", this.OutlineColor);
base.graphic.material.SetInt("_OutlineWidth", this.OutlineWidth);
}*/
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];
// 计算原顶点坐标中心点
//
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;
// 计算原始顶点坐标和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;
}
// 计算原始UV框
var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0);
var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0);
//OutlineColor 和 OutlineWidth 也传入,避免出现不同的材质球
var col_rg = new Vector2(OutlineColor.r, OutlineColor.g); //描边颜色 用uv3 和 tangent的 zw传递
var col_ba = new Vector4(0,0,OutlineColor.b, OutlineColor.a);
var normal = new Vector3(0, 0, OutlineWidth); //描边的宽度 用normal的z传递
// 为每个顶点设置新的Position和UV,并传入原始UV框
v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
v1.uv3 = col_rg;
v1.tangent = col_ba;
v1.normal = normal;
v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
v2.uv3 = col_rg;
v2.tangent = col_ba;
v2.normal = normal;
v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax);
v3.uv3 = col_rg;
v3.tangent = col_ba;
v3.normal = normal;
// 应用设置后的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 在缩放情况 会有问题
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));
}
}
}
OutlineEx.shader
Shader "TSF Shaders/UI/OutlineEx"
{
Properties
{
_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
ColorMask [_ColorMask]
Pass
{
Name "OUTLINE"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//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 * _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]) * IN.normal.z;//normal.z 存放 _OutlineWidth
return IsInRect(pos, IN.uv1, IN.uv2) * (tex2D(_MainTex, pos) + _TextureSampleAdd).w * IN.tangent.w;//tangent.w 存放 _OutlineColor.w
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
if (IN.normal.z > 0)//normal.z 存放 _OutlineWidth
{
color.w *= IsInRect(IN.texcoord, IN.uv1, IN.uv2);//uv1 uv2 存着原始字的uv长方形区域大小
half4 val = half4(IN.uv3.x, IN.uv3.y, IN.tangent.z, 0);//uv3.xy tangent.z 分别存放着 _OutlineColor的rgb
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 *= IN.color.a*IN.color.a*IN.color.a;//字逐渐隐藏时,描边也要隐藏
}
//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
}
}
}
这个方案只要一个描边的材质球,可以套用到所有的字体或者图片描边上,一些文字绘制就能合批。
实例项目用的2018:
https://download.csdn.net/download/zhenmu/11619613
也可以直接从这里下载:
https://uwa-public.oss-cn-beijing.aliyuncs.com/answer/attachment/public/106126/1566891237132.rar
补充问题,这个Shader发现在RectMask2D组件下,裁剪有些问题, 需要改一下。Unity 5.6.6里的版本 (2017之后的见上面的示例项目):添加了//Add for RectMask2D部分的代码,另外美术做动画显隐有些问题也做了处理。
Shader "TSF Shaders/UI/OutlineEx"
{
Properties
{
_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
ColorMask [_ColorMask]
Pass
{
Name "OUTLINE"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//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;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
//Add for RectMask2D
float4 worldPosition : TEXCOORD2;
//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.tangent.xy = IN.uv1;//传递原始UV矩形时,tangent 缩放时x,y 有问题,uv2 uv3传不过来,只好用到uv1和 IN.tangent.zw
o.texcoord = IN.texcoord;
o.color = IN.color * _Color;
return o;
}
fixed IsInRect(float2 pPos, float4 pClipRect)
{
pPos = step(pClipRect.xy, pPos) * step(pPos, pClipRect.zw);
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;
return IsInRect(pos, IN.tangent) * (tex2D(_MainTex, pos) + _TextureSampleAdd).w * _OutlineColor.w;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
if (_OutlineWidth > 0)
{
color.w *= IsInRect(IN.texcoord, IN.tangent);
half4 val = half4(_OutlineColor.x, _OutlineColor.y, _OutlineColor.z, 0);
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 *= IN.color.a*IN.color.a*IN.color.a;//字逐渐隐藏时,描边也要隐藏
}
//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
}
}
}
这是侑虎科技第1095篇文章,感谢作者zhenmu供稿。欢迎转发分享,未经作者授权请勿转载。如果您有任何独到的见解或者发现也欢迎联系我们,一起探讨。(QQ群:793972859)
作者主页:https://blog.csdn.net/zhenmu?type=blog,再次感谢zhenmu的分享,如果您有任何独到的见解或者发现也欢迎联系我们,一起探讨。(QQ群:793972859)