Создайте плавно скругленный прямоугольник с Texture2D - PullRequest
0 голосов
/ 02 октября 2018

Я пытаюсь нарисовать прямоугольники со скругленными углами, которые можно использовать в качестве текстуры для любого компонента пользовательского интерфейса.Моя цель - создать закругленную текстуру с классом Texture2D, установив пиксели с помощью функции SetPixels32.Я не хочу делать это с шейдером.

Этот пост сделал это, но с XNA вместо Unity.Я портировал его в Unity , но Edge неровный .

Вот как это выглядит в Unity:

enter image description here

Ниже приведен перенесенный код:

public int width = 256;
public int height = 140;
public int borderThickness = 1;  //Cannot be < 1
//Border shadow cannot be more than Border Radius
public int borderRadius = 40; //Cannot be < 1
public int borderShadow = 2;
public List<Color32> backgroundColors = new List<Color32>();
public List<Color32> borderColors = new List<Color32>();
public float initialShadowIntensity = 5f;
public float finalShadowIntensity = 5f;


private Texture2D resultTex;
public RawImage display;

void Start()
{
    backgroundColors.Add(new Color32(171, 0, 0, 255));
    backgroundColors.Add(new Color32(9, 48, 173, 255));

    borderColors.Add(new Color32(111, 8, 99, 255));
    borderColors.Add(new Color32(171, 4, 161, 255));

    resultTex = RectangleCreator.
        CreateRoundedRectangleTexture(width, height, borderThickness,
        borderRadius, borderShadow, backgroundColors, borderColors,
        initialShadowIntensity, finalShadowIntensity);

    display.texture = resultTex;
    display.SetNativeSize();
}



public class RectangleCreator
{
    public static Texture2D CreateRoundedRectangleTexture(int width, int height, int borderThickness, int borderRadius, int borderShadow, List<Color32> backgroundColors, List<Color32> borderColors, float initialShadowIntensity, float finalShadowIntensity)
    {
        if (backgroundColors == null || backgroundColors.Count == 0) throw new ArgumentException("Must define at least one background color (up to four).");
        if (borderColors == null || borderColors.Count == 0) throw new ArgumentException("Must define at least one border color (up to three).");
        if (borderRadius < 1) throw new ArgumentException("Must define a border radius (rounds off edges).");
        if (borderThickness < 1) throw new ArgumentException("Must define border thikness.");
        if (borderThickness + borderRadius > height / 2 || borderThickness + borderRadius > width / 2) throw new ArgumentException("Border will be too thick and/or rounded to fit on the texture.");
        if (borderShadow > borderRadius) throw new ArgumentException("Border shadow must be lesser in magnitude than the border radius (suggeted: shadow <= 0.25 * radius).");

        Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false);
        Color32[] color = new Color32[width * height];

        for (int x = 0; x < texture.width; x++)
        {
            for (int y = 0; y < texture.height; y++)
            {
                switch (backgroundColors.Count)
                {
                    case 4:
                        Color32 leftColor0 = Color32.Lerp(backgroundColors[0], backgroundColors[1], ((float)y / (width - 1)));
                        Color32 rightColor0 = Color32.Lerp(backgroundColors[2], backgroundColors[3], ((float)y / (height - 1)));
                        color[x + width * y] = Color32.Lerp(leftColor0, rightColor0, ((float)x / (width - 1)));
                        break;
                    case 3:
                        Color32 leftColor1 = Color32.Lerp(backgroundColors[0], backgroundColors[1], ((float)y / (width - 1)));
                        Color32 rightColor1 = Color32.Lerp(backgroundColors[1], backgroundColors[2], ((float)y / (height - 1)));
                        color[x + width * y] = Color32.Lerp(leftColor1, rightColor1, ((float)x / (width - 1)));
                        break;
                    case 2:
                        color[x + width * y] = Color32.Lerp(backgroundColors[0], backgroundColors[1], ((float)x / (width - 1)));
                        break;
                    default:
                        color[x + width * y] = backgroundColors[0];
                        break;
                }

                color[x + width * y] = ColorBorder(x, y, width, height, borderThickness, borderRadius, borderShadow, color[x + width * y], borderColors, initialShadowIntensity, finalShadowIntensity);
            }
        }

        texture.SetPixels32(color);
        texture.Apply();
        return texture;
    }

    private static Color32 ColorBorder(int x, int y, int width, int height, int borderThickness, int borderRadius, int borderShadow, Color32 initialColor, List<Color32> borderColors, float initialShadowIntensity, float finalShadowIntensity)
    {
        Rect internalRectangle = new Rect((borderThickness + borderRadius), (borderThickness + borderRadius), width - 2 * (borderThickness + borderRadius), height - 2 * (borderThickness + borderRadius));


        Vector2 point = new Vector2(x, y);
        if (internalRectangle.Contains(point)) return initialColor;

        Vector2 origin = Vector2.zero;

        if (x < borderThickness + borderRadius)
        {
            if (y < borderRadius + borderThickness)
                origin = new Vector2(borderRadius + borderThickness, borderRadius + borderThickness);
            else if (y > height - (borderRadius + borderThickness))
                origin = new Vector2(borderRadius + borderThickness, height - (borderRadius + borderThickness));
            else
                origin = new Vector2(borderRadius + borderThickness, y);
        }
        else if (x > width - (borderRadius + borderThickness))
        {
            if (y < borderRadius + borderThickness)
                origin = new Vector2(width - (borderRadius + borderThickness), borderRadius + borderThickness);
            else if (y > height - (borderRadius + borderThickness))
                origin = new Vector2(width - (borderRadius + borderThickness), height - (borderRadius + borderThickness));
            else
                origin = new Vector2(width - (borderRadius + borderThickness), y);
        }
        else
        {
            if (y < borderRadius + borderThickness)
                origin = new Vector2(x, borderRadius + borderThickness);
            else if (y > height - (borderRadius + borderThickness))
                origin = new Vector2(x, height - (borderRadius + borderThickness));
        }

        if (!origin.Equals(Vector2.zero))
        {
            float distance = Vector2.Distance(point, origin);

            if (distance > borderRadius + borderThickness + 1)
            {
                return Color.clear;
            }
            else if (distance > borderRadius + 1)
            {
                if (borderColors.Count > 2)
                {
                    float modNum = distance - borderRadius;

                    if (modNum < borderThickness / 2)
                    {
                        return Color32.Lerp(borderColors[2], borderColors[1], (float)((modNum) / (borderThickness / 2.0)));
                    }
                    else
                    {
                        return Color32.Lerp(borderColors[1], borderColors[0], (float)((modNum - (borderThickness / 2.0)) / (borderThickness / 2.0)));
                    }
                }


                if (borderColors.Count > 0)
                    return borderColors[0];
            }
            else if (distance > borderRadius - borderShadow + 1)
            {
                float mod = (distance - (borderRadius - borderShadow)) / borderShadow;
                float shadowDiff = initialShadowIntensity - finalShadowIntensity;
                return DarkenColor(initialColor, ((shadowDiff * mod) + finalShadowIntensity));
            }
        }

        return initialColor;
    }

    private static Color32 DarkenColor(Color32 color, float shadowIntensity)
    {
        return Color32.Lerp(color, Color.black, shadowIntensity);
    }
}

Я попытался исправить черный зазубренный край, заменив

return Color32.Lerp(color, Color.black, shadowIntensity);

на

return Color32.Lerp(color, Color.clear, shadowIntensity);

, но это не сгладило его с прозрачным цветом.Он убрал черный цвет, но сделал его более неровным.

Вот как это выглядит:

enter image description here

Как можно сгладить край текстуры?

1 Ответ

0 голосов
/ 04 октября 2018

Когда я беру этот код и помещаю его в RawImage в UICanvas, он выглядит нормально.Это настройка по умолчанию, которую вы получаете с Game Object -> UI -> Raw Image

Я просто прикрепил компонент к rawimage и установил свойство Display для себя;

My hierarchy

My Results

Zoomed with pixel grid

Если вы хотите, чтобы в Unity было какое-то сглаживание, вы можетеувеличьте разрешение необработанного изображения и удалите вызов до display.SetNativeSize();. Но тогда вам нужно будет установить фактический размер прямоугольника, используя его компонент преобразования.

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

public class NewBehaviourScript : MonoBehaviour {


public int width = 256;
public int height = 140;
public int borderThickness = 1;  //Cannot be < 1
//Border shadow cannot be more than Border Radius
public int borderRadius = 40; //Cannot be < 1
public int borderShadow = 2;
public List<Color32> backgroundColors = new List<Color32>();
public List<Color32> borderColors = new List<Color32>();
public float initialShadowIntensity = 5f;
public float finalShadowIntensity = 5f;

public float resolutionmultiplier = 4f;


private Texture2D resultTex;
public RawImage display;

public RectTransform rt;

void Start()
{
    backgroundColors.Add(new Color32(171, 0, 0, 255));
    backgroundColors.Add(new Color32(9, 48, 173, 255));

    borderColors.Add(new Color32(111, 8, 99, 255));
    borderColors.Add(new Color32(171, 4, 161, 255));

    resultTex = RectangleCreator.
        CreateRoundedRectangleTexture(4, width, height, borderThickness,
        borderRadius, borderShadow, backgroundColors, borderColors,
        initialShadowIntensity, finalShadowIntensity);

    display.texture = resultTex;
    rt.sizeDelta = new Vector2(width, height);
}



public class RectangleCreator
{
    public static Texture2D CreateRoundedRectangleTexture(int resolutionmultiplier, int width, int height, int borderThickness, int borderRadius, int borderShadow, List<Color32> backgroundColors, List<Color32> borderColors, float initialShadowIntensity, float finalShadowIntensity)
    {
       // if (backgroundColors == null || backgroundColors.Count == 0) throw new ArgumentException("Must define at least one background color (up to four).");
      //  if (borderColors == null || borderColors.Count == 0) throw new ArgumentException("Must define at least one border color (up to three).");
      //  if (borderRadius < 1) throw new ArgumentException("Must define a border radius (rounds off edges).");
      //  if (borderThickness < 1) throw new ArgumentException("Must define border thikness.");
     //   if (borderThickness + borderRadius > height / 2 || borderThickness + borderRadius > width / 2) throw new ArgumentException("Border will be too thick and/or rounded to fit on the texture.");
     //   if (borderShadow > borderRadius) throw new ArgumentException("Border shadow must be lesser in magnitude than the border radius (suggeted: shadow <= 0.25 * radius).");

        width = width * resolutionmultiplier;
        height = height * resolutionmultiplier;

        Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false);
        Color32[] color = new Color32[width * height];

        for (int x = 0; x < texture.width; x++)
        {
            for (int y = 0; y < texture.height; y++)
            {
                switch (backgroundColors.Count)
                {
                    case 4:
                        Color32 leftColor0 = Color32.Lerp(backgroundColors[0], backgroundColors[1], ((float)y / (width - 1)));
                        Color32 rightColor0 = Color32.Lerp(backgroundColors[2], backgroundColors[3], ((float)y / (height - 1)));
                        color[x + width * y] = Color32.Lerp(leftColor0, rightColor0, ((float)x / (width - 1)));
                        break;
                    case 3:
                        Color32 leftColor1 = Color32.Lerp(backgroundColors[0], backgroundColors[1], ((float)y / (width - 1)));
                        Color32 rightColor1 = Color32.Lerp(backgroundColors[1], backgroundColors[2], ((float)y / (height - 1)));
                        color[x + width * y] = Color32.Lerp(leftColor1, rightColor1, ((float)x / (width - 1)));
                        break;
                    case 2:
                        color[x + width * y] = Color32.Lerp(backgroundColors[0], backgroundColors[1], ((float)x / (width - 1)));
                        break;
                    default:
                        color[x + width * y] = backgroundColors[0];
                        break;
                }

                color[x + width * y] = ColorBorder(x, y, width, height, borderThickness, borderRadius, borderShadow, color[x + width * y], borderColors, initialShadowIntensity, finalShadowIntensity);
            }
        }

        texture.SetPixels32(color);
        texture.Apply();
        return texture;
    }

    private static Color32 ColorBorder(int x, int y, int width, int height, int borderThickness, int borderRadius, int borderShadow, Color32 initialColor, List<Color32> borderColors, float initialShadowIntensity, float finalShadowIntensity)
    {
        Rect internalRectangle = new Rect((borderThickness + borderRadius), (borderThickness + borderRadius), width - 2 * (borderThickness + borderRadius), height - 2 * (borderThickness + borderRadius));


        Vector2 point = new Vector2(x, y);
        if (internalRectangle.Contains(point)) return initialColor;

        Vector2 origin = Vector2.zero;

        if (x < borderThickness + borderRadius)
        {
            if (y < borderRadius + borderThickness)
                origin = new Vector2(borderRadius + borderThickness, borderRadius + borderThickness);
            else if (y > height - (borderRadius + borderThickness))
                origin = new Vector2(borderRadius + borderThickness, height - (borderRadius + borderThickness));
            else
                origin = new Vector2(borderRadius + borderThickness, y);
        }
        else if (x > width - (borderRadius + borderThickness))
        {
            if (y < borderRadius + borderThickness)
                origin = new Vector2(width - (borderRadius + borderThickness), borderRadius + borderThickness);
            else if (y > height - (borderRadius + borderThickness))
                origin = new Vector2(width - (borderRadius + borderThickness), height - (borderRadius + borderThickness));
            else
                origin = new Vector2(width - (borderRadius + borderThickness), y);
        }
        else
        {
            if (y < borderRadius + borderThickness)
                origin = new Vector2(x, borderRadius + borderThickness);
            else if (y > height - (borderRadius + borderThickness))
                origin = new Vector2(x, height - (borderRadius + borderThickness));
        }

        if (!origin.Equals(Vector2.zero))
        {
            float distance = Vector2.Distance(point, origin);

            if (distance > borderRadius + borderThickness + 1)
            {
                return Color.clear;
            }
            else if (distance > borderRadius + 1)
            {
                if (borderColors.Count > 2)
                {
                    float modNum = distance - borderRadius;

                    if (modNum < borderThickness / 2)
                    {
                        return Color32.Lerp(borderColors[2], borderColors[1], (float)((modNum) / (borderThickness / 2.0)));
                    }
                    else
                    {
                        return Color32.Lerp(borderColors[1], borderColors[0], (float)((modNum - (borderThickness / 2.0)) / (borderThickness / 2.0)));
                    }
                }


                if (borderColors.Count > 0)
                    return borderColors[0];
            }
            else if (distance > borderRadius - borderShadow + 1)
            {
                float mod = (distance - (borderRadius - borderShadow)) / borderShadow;
                float shadowDiff = initialShadowIntensity - finalShadowIntensity;
                return DarkenColor(initialColor, ((shadowDiff * mod) + finalShadowIntensity));
            }
        }

        return initialColor;
    }

    private static Color32 DarkenColor(Color32 color, float shadowIntensity)
    {
        return Color32.Lerp(color, Color.black, shadowIntensity);
    }
}
}

Anti aliased version

РЕДАКТИРОВАТЬ:

После увеличения ширины разрешения текстуры, высота примерно до 2048, 624, увеличьте borderRadius до 300.Наконец, убедитесь, что «Аспекты с низким разрешением» не активированы в режиме просмотра игры.Это приводит к тому, что изображение становится размытым.

enter image description here

...