【问题标题】:Create smoothly rounded rectangle with Texture2D使用 Texture2D 创建平滑圆角矩形
【发布时间】:2019-03-08 00:20:01
【问题描述】:

我正在尝试绘制可用作任何 UI 组件的纹理的圆角矩形。我的目标是通过使用SetPixels32 函数设置像素,使用Texture2D 类创建这个圆形纹理。我不想用着色器来做这个。

这个post 做到了,但使用 XNA 而不是 Unity。我将它移植到 Unity 但 Edge 是锯齿状的

这就是它在 Unity 中的样子:

以下是移植代码:

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);
    }
}

我尝试通过替换来修复黑色锯齿状边缘

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

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

但这并没有用透明颜色平滑它。它去除了黑色,但使它更加锯齿状。

这是它的样子:

如何平滑纹理边缘?

【问题讨论】:

  • Texture2D的FilterMode是什么?你能把它设置为“点”再试一次,还是你已经试过了?
  • 听起来是个好主意,我刚刚做了,但看起来还是更好。锯齿状的问题仍然存在。它只是改进了一点。
  • 如果你想深入了解,你可以实现这个着色器:steamcdn-a.akamaihd.net/apps/valve/2007/…
  • @LeoBartkus 是的,我知道我可以为此使用着色器,但我在问题中提到我不想使用着色器。我更喜欢为此使用 Texture 类。
  • 啊,我会尝试将分辨率加倍并使用设置为剪切模式的材质进行渲染。您也可能遇到半像素问题或原始代码库的解决方法。 drilian.com/2008/11/25/…

标签: c# unity3d textures smoothing


【解决方案1】:

当我将此代码放在 UICanvas 中的 RawImage 上时,它看起来很好。这是您使用 Game Object -> UI -> Raw Image

获得的默认设置

我只是将组件附加到 rawimage 并将 Display 属性设置为自身;

如果你想让 unity 做一些抗锯齿,你可以增加原始图像的分辨率并删除对display.SetNativeSize(); 的调用,但是你需要使用它的变换组件来设置矩形的实际大小。

   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);
    }
}
}

编辑:

将纹理分辨率宽度、高度增加到2048624左右后,将borderRadius增加到300。最后确保“Low Resolution Aspect Ratios”没有在游戏视图上启用。这会导致图像模糊。

【讨论】:

  • 我得到了我的第一个屏幕截图中的圆形锯齿边缘
  • 您的代码在屏幕空间中精确排列像素。就像在 XNA 中一样。
  • 等一下,你的视口比例是否在游戏视图选项卡中设置为 1 倍?
  • 不。在发布此内容时,这不是问题。当我回到我的电脑时,我会做你建议的更改
  • 我不敢相信我在这上面浪费了这么多时间。 Unity 中有一个名为 “Low Resolution Aspect Ratios” 的新复选框,默认启用。我只是禁用了它,并且在按照您的建议增加纹理大小后它工作正常。我还不得不将borderRadius 更改为大约300,因为我更改了分辨率。现在很顺利。谢谢。
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