前言

​ 想在战棋demo中增加UI的血条效果,原本用的是之前所用的直接slider制作或直接修改UI中sizedelta.x的方法来实现,但是却发现会不可避免的造成Image中的sprite拉伸的情况,后来自己尝试的同时问了下同事得到了两种方案。

方案1:slider+Rect Mask蒙版

制作思路:

直接对UGUI中的slider结构进行一个小修改,新加入前景色和后景色作为血条颜色和背景色,同时在原Slider中的Fill加入了Rect Mask,对前景色进行蒙版处理,用于解决UGUI中Slider中Fill在修改value时会rect Transform定死为Stretch Left的情况,前景色和后景色的RectTransform都设置为 Middle Left。

image-20211129135359031

实际效果:

image-20211129135815544

image-20211129135841193

方案2:通过shader进行蒙版剔除

制作思路:

​ 通过UI Shader中的uv.x与参数_Clip做一个剔除,即Clip(i.uv.x-_Clip),来达到类似于slider的效果,感谢同事的思路,感觉挺方便的。

​ 在明确了思路的情况下,直接找到builtin中UI-Default.shader并对其进行一些修改:

​ UIClip.shader:

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "UI/UIClip"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)

_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

//MARKER:用于处理UI的剔除效果的参数
_Clip("Clip Mask",Range(0,1))=1

_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 "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0

#include "UnityCG.cginc"
#include "UnityUI.cginc"

#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP

struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float2 clipuv :TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};

sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _Clip;

v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

OUT.clipuv=v.texcoord; //记录uv
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

OUT.color = v.color * _Color;
return OUT;
}

fixed4 frag(v2f IN) : SV_Target
{
clip (_Clip-IN.clipuv.x); //根据uv进行剔除
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif

#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif

return color;
}
ENDCG
}
}
}

实际效果:

image-20211129141458108

方案2在使用时需要对每个slider新生成一个mat增加了dc,在问了大佬后发现其实有通过RawImageData绘制Texture后通过IParameterTexture来访问ParameterTexture对应像素点获取到任意通道(比如a)作为每个slider的_Clip的思路,后续优化再考虑吧。