unity UGUI 正交相机实现图片的透视旋转效果
UI透视效果常见的就是绕x轴或y轴旋转,来达到近大远小的效果。正经要做透视UI的话肯定直接用透视相机,如果透视效果用的极少(就一张图)不改动相机类型才按这种思路进行。
最简单直接的想法就是把矩形的图片顶点扭成梯形,在PS里面扭一下很直观的就是透视效果嘛。但是在unity里面不行,一个矩形实际是两个三角面,改了顶点位置之后明显是能看出来扭曲的,所以要按照径向方向再切分,来削弱扭曲效果。
大概切8刀(分成9份)效果就还不错了,当然如果放一个正方形、圆形这种标准图形还是能明显看出来 需要再提高切分次数。
贴出主要思路 要用的话需要再补全一下
public class UIRawImagePerspective : BaseMeshEffect
{
[SerializeField]
private float m_DeltaRate = 0.1f;
[SerializeField]
private int m_SplitCount = 8;
// Properties 略
private Graphic m_Graphic;
private Vector3 m_LastRotation;
protected override void OnEnable()
{
base.OnEnable();
m_LastRotation = transform.rotation.eulerAngles;
m_Graphic = this.GetComponent<Graphic>();
}
private void Update()
{
if (!IsActive()) return;
Vector3 rotation = transform.rotation.eulerAngles;
if (rotation != m_LastRotation)
{
m_LastRotation = rotation;
m_Graphic.SetVerticesDirty();
}
}
private override void ModifyMesh(VertexHelper vh)
{
if (!IsActive()) return;
if (m_SplitCount <= 0) return;
Vector3 rotation = m_LastRotation;
if (rotation.x == 0 && rotation.y == 0) return;
if (vh.currentVertCount > 4)
{
// 不是单个矩形的不处理
return;
}
// 这个函数是自定义的,因为直接用GetUIVertexStream()比较讨厌,写法也很别扭,实际逻辑就是取出数据
List<UIVertex> vertices = vh.GetUIVerticesEx();
List<int> indices = new List<int>();
UIVertex v;
if (rotation.x != 0)
{
float left = vertices[0].position.x;
float right = vertices[2].position.x;
Vector4 uvLeftBottom = vertices[0].uv0;
Vector4 uvRightBottom = vertices[3].uv0;
float delta = Mathf.Sin((rotation.x / 180) * Mathf.PI) * m_DeltaRate;
float length = right - left;
UIVertex tempBottom = vertices[0];
UIVertex tempTop = vertices[1];
vertices.Clear();
int parts = m_SplitCount + 1;
float topLeft = left + delta * length * 0.5f;
float bottomLeft = left - delta * length * 0.5f;
for (int i = 0; i < m_SplitCount + 2; i++)
{
float partFactor = (float)i / parts;
float uvx = uvLeftBottom.x + partFactor * (uvRightBottom.x - uvLeftBottom.x);
v = tempBottom;
v.position.x = bottomLeft + partFactor * length * (1 + delta);
v.uv0.x = uvx;
vertices.Add(v);
v = tempTop;
v.position.x = topLeft + partFactor * length * (1 - delta);
v.uv0.x = uvx;
vertices.Add(v);
if (i > 0)
{
int count = vertices.Count;
indices.Add(count - 4);
indices.Add(count - 3);
indices.Add(count - 1);
indices.Add(count - 1);
indices.Add(count - 2);
indices.Add(count - 4);
}
}
}
else
{
// 绕y轴旋转 换个方向再来一遍 略
}
vh.Clear();
// 这个函数是自定义的,也是因为AddUIVertexStream()用起来比较讨厌
vh.SetFullData(vertices, indices);
}
}
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