代码如下:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Sprites;
/// <summary>
/// 矩形遮罩
/// </summary>
[RequireComponent(typeof(Image))]
public class ImageMaskRect : UnityEngine.UI.BaseMeshEffect
{
[SerializeField]
private float offX = 0;
[SerializeField]
private float offY = 0;
[SerializeField]
private float maskWidth = 0;
[SerializeField]
private float maskHeight = 0;
[SerializeField]
[Tooltip("mask方式,true:视觉上mash相对位置不变,图片在mask内滑动 false:视觉上图片不动,mask在图片上滑动")]
private bool _fixMaskViewPort = false;
public bool fixMaskViewPort
{
get { return this._fixMaskViewPort; }
set
{
this._fixMaskViewPort = value;
this.graphic.SetVerticesDirty();
}
}
[Tooltip("isInner true:不包含渐变边缘(会导致uv大于1,产生放大) false:包含渐变边缘")]
public bool isInner = false;
private Vector3[] vertices;
private Vector3[] triangles;
private Vector2 uvs;
private Image _image;
// --------------------------------------------
override protected void Awake()
{
base.Awake();
this._image = this.GetComponent<Image>();
var size = _image.rectTransform.sizeDelta;
this.SetMaskRectQuick(size.x, size.y);
}
internal void FixedUpdate()
{
#if UNITY_EDITOR
this.SetRect(this.offX, this.offY, this.maskWidth, this.maskHeight);
// this.SetMaskRectQuick(this.maskWidth, this.maskHeight);
#endif
}
/// 使fixMaskViewPort为false,且根据image的anchor自动设置offx/offy,达到只通过width/height来设置mask的效果
public void SetMaskRectQuick(float width, float height)
{
this._fixMaskViewPort = false;
var pivot = this._image.rectTransform.pivot;
var size = _image.rectTransform.sizeDelta;
var offX = -pivot.x * size.x;
var offY = -pivot.y * size.y;
this.SetRect(offX, offY, width, height);
}
public void SetRect(float offX, float offY, float width, float height)
{
this.offX = offX;
this.offY = offY;
this.maskWidth = width;
this.maskHeight = height;
if (this.vertices == null || this.vertices.Length != 4)
{
this.vertices = new Vector3[4];
}
if (triangles == null || this.triangles.Length != 2)
{
triangles = new Vector3[2];
this.triangles[0] = new Vector3(0, 1, 2);
this.triangles[1] = new Vector3(2, 3, 0);
}
if (uvs == null)
{
uvs = new Vector2(0, 0);
}
var _offx = this._fixMaskViewPort ? 0 : this.offX;
var _offy = this._fixMaskViewPort ? 0 : this.offY;
this.vertices[0].x = _offx; this.vertices[0].y = _offy;
this.vertices[1].x = _offx + maskWidth; this.vertices[1].y = this.vertices[0].y;
this.vertices[2].x = this.vertices[1].x; this.vertices[2].y = _offy + maskHeight;
this.vertices[3].x = this.vertices[0].x; this.vertices[3].y = this.vertices[2].y;
this.graphic.SetVerticesDirty();
}
override public void ModifyMesh(VertexHelper vh)
{
if (!this.enabled || this._image == null) return;
vh.Clear();
float tw = _image.rectTransform.rect.width;
float th = _image.rectTransform.rect.height;
// uv映射得到宽高. GetOuterUV获取到包含所有像素的UV, GetInnerUV在遇到渐变图片时返回的uv可能大于1,最终会产生放大效果
Vector4 uv = _image.overrideSprite != null ? (isInner ? DataUtility.GetInnerUV(_image.overrideSprite) : DataUtility.GetOuterUV(_image.overrideSprite)) : Vector4.zero;
float w = uv.z - uv.x;
float h = uv.w - uv.y;
float uvScaleX = w / tw; // 宽的比例
float uvScaleY = h / th; // 高的比例
float uvCenterX = uv.x + w * _image.rectTransform.pivot.x;
float uvCenterY = uv.y + h * _image.rectTransform.pivot.y;
UIVertex uivert = UIVertex.simpleVert;
for (int i = 0; i < (this.vertices == null ? 0 : this.vertices.Length); i++)
{
uivert.color = _image.color;
uivert.position = this.vertices[i];
if (this._fixMaskViewPort)
{
this.uvs.x = (this.vertices[i].x + offX) * uvScaleX + uvCenterX;
this.uvs.y = (this.vertices[i].y + offY) * uvScaleY + uvCenterY;
}
else
{
this.uvs.x = this.vertices[i].x * uvScaleX + uvCenterX;
this.uvs.y = this.vertices[i].y * uvScaleY + uvCenterY;
}
uivert.uv0 = this.uvs;
vh.AddVert(uivert);
}
for (int i = 0; i < (this.triangles == null ? 0 : this.triangles.Length); i++)
{
var tri = this.triangles[i];
vh.AddTriangle((int)tri.x, (int)tri.y, (int)tri.z);
}
}
}
使用以下属性:
得到: