using System; namespace UnityEngine.UI { public class UXImage : Image { public enum ColorType { Solid_Color, Gradient_Color } [SerializeField] public ColorType m_ColorType = ColorType.Solid_Color; [SerializeField] private Gradient m_GradientColor = new Gradient() { colorKeys = new GradientColorKey[2] { // Add your colour and specify the stop point new GradientColorKey(new Color(0, 0, 0), 0), new GradientColorKey(new Color(1, 1, 1), 1) }, // This sets the alpha to 1 at both ends of the gradient alphaKeys = new GradientAlphaKey[2] { new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 1) } }; public Gradient gradient { get { return m_GradientColor; } set { if (m_GradientColor == value) return; m_GradientColor = value; CacheGradientKeys(); SetVerticesDirty(); } } public enum GradientDirection { Vertical, Horizontal } [SerializeField] private GradientDirection m_Direction = GradientDirection.Vertical; public GradientDirection Direction { get { return m_Direction; } set { if (m_Direction == value) return; m_Direction = value; SetVerticesDirty(); } } //这个用于标记属于哪个镜像区域 public enum FlipPart { Part1 = 0, Part2 = 1, Part3 = 2, Part4 = 3, } public enum FlipDirection { None = 0, Horziontal = 1, Vertical = 2, FourCorner = 3, HorizontalNotCopy = 4, VerticalNotCopy = 5, DiagonalNotCopy = 6, } public enum FlipMode { None = 0, Horziontal = 1, Vertical = 2, FourCorner = 3, } public enum FlipEdge { None = -1, Left = 0, HorzMiddle = 1, Right = 2, Up = 3, VertMiddle = 4, Down = 5 } public enum FlipEdgeHorizontal { Left = 0, Middle = 1, Right = 2, } public enum FlipEdgeVertical { Up = 3, Middle = 4, Down = 5 } public enum FlipFillCenter { LeftTop, RightTop, RightBottom, LeftBottom } public FlipMode m_OriginFlipMode = FlipMode.None; public FlipMode m_FlipMode = FlipMode.None; public FlipMode flipMode { get { return m_FlipMode; } set { if (m_FlipMode == value) return; m_FlipMode = value; SetVerticesDirty(); } } public bool m_FlipWithCopy = true; public bool flipWithCopy { get { return m_FlipWithCopy; } set { if (m_FlipWithCopy == value) return; m_FlipWithCopy = value; SetVerticesDirty(); } } public FlipEdge flipEdge { get { if (m_FlipMode == FlipMode.Horziontal) { return (FlipEdge)(int)m_FlipEdgeHorizontal; } if (m_FlipMode == FlipMode.Vertical) { return (FlipEdge)(int)m_FlipEdgeVertical; } return FlipEdge.None; } set { if (m_FlipMode == FlipMode.Horziontal) { FlipEdgeHorizontal next = value == FlipEdge.HorzMiddle ? FlipEdgeHorizontal.Middle : (FlipEdgeHorizontal)(int)value; if (m_FlipEdgeHorizontal == next) return; m_FlipEdgeHorizontal = next; SetVerticesDirty(); } else if (m_FlipMode == FlipMode.Vertical) { FlipEdgeVertical next = value == FlipEdge.VertMiddle ? FlipEdgeVertical.Middle : (FlipEdgeVertical)(int)value; if (m_FlipEdgeVertical == next) return; m_FlipEdgeVertical = next; SetVerticesDirty(); } } } public FlipEdgeHorizontal m_FlipEdgeHorizontal = FlipEdgeHorizontal.Right; public FlipEdgeHorizontal flipEdgeHorizontal { get { return m_FlipEdgeHorizontal; } set { if (m_FlipEdgeHorizontal == value) return; m_FlipEdgeHorizontal = value; SetVerticesDirty(); } } public FlipEdgeVertical m_FlipEdgeVertical = FlipEdgeVertical.Down; public FlipEdgeVertical flipEdgeVertical { get { return m_FlipEdgeVertical; } set { if (m_FlipEdgeVertical == value) return; m_FlipEdgeVertical = value; SetVerticesDirty(); } } public FlipFillCenter m_FlipFillCenter = FlipFillCenter.LeftBottom; public FlipFillCenter flipFillCenter { get { return m_FlipFillCenter; } set { if (m_FlipFillCenter == value) return; m_FlipFillCenter = value; SetVerticesDirty(); } } [SerializeField] public FlipDirection m_FlipDirection = FlipDirection.FourCorner; public FlipDirection flipDirection { get { return m_FlipDirection; } set { if (m_FlipDirection == value) return; m_FlipDirection = value; SetVerticesDirty(); } } private Rect m_WorkRect; private UIVertex m_WorkVert; private static readonly Vector4 s_DefaultTangent = new Vector4(1.0f, 0.0f, 0.0f, -1.0f); private static readonly Vector3 s_DefaultNormal = Vector3.back; private const string ProfilerPopulateMesh = "UXImage.OnPopulateMesh"; private const string ProfilerGenerateSimpleSprite = "UXImage.GenerateSimpleSprite"; private const string ProfilerGenerateSprite = "UXImage.GenerateSprite"; private GradientColorKey[] m_CachedColorKeys; private GradientAlphaKey[] m_CachedAlphaKeys; private readonly Vector2[] m_VertScratch = new Vector2[4]; private readonly Vector2[] m_UvScratch = new Vector2[4]; private readonly Vector3[] m_Xy = new Vector3[4]; private readonly Vector3[] m_Uv = new Vector3[4]; private readonly Vector3[] m_Uv1 = new Vector3[4]; /// Image's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top. private Vector4 GetDrawingDimensions(bool shouldPreserveAspect) { var padding = overrideSprite == null ? Vector4.zero : Sprites.DataUtility.GetPadding(overrideSprite); var size = overrideSprite == null ? new Vector2(rectTransform.rect.width, rectTransform.rect.height) : new Vector2(overrideSprite.rect.width, overrideSprite.rect.height); Rect r = GetPixelRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter); int spriteW = Mathf.RoundToInt(size.x); int spriteH = Mathf.RoundToInt(size.y); var v = new Vector4( padding.x / spriteW, padding.y / spriteH, (spriteW - padding.z) / spriteW, (spriteH - padding.w) / spriteH); if (shouldPreserveAspect && size.sqrMagnitude > 0.0f) { PreserveSpriteAspectRatio(ref r, size); } v = new Vector4( r.x + r.width * v.x, r.y + r.height * v.y, r.x + r.width * v.z, r.y + r.height * v.w ); return v; } private void ResizeByFlip() { if (flipMode == FlipMode.Horziontal && flipWithCopy) { RectTransform trans = transform as RectTransform; trans.sizeDelta = new Vector2(trans.sizeDelta.x * 2, trans.sizeDelta.y); } if (flipMode == FlipMode.Vertical && flipWithCopy) { RectTransform trans = transform as RectTransform; trans.sizeDelta = new Vector2(trans.sizeDelta.x, trans.sizeDelta.y * 2); } if (flipMode == FlipMode.FourCorner) { RectTransform trans = transform as RectTransform; trans.sizeDelta = new Vector2(trans.sizeDelta.x * 2, trans.sizeDelta.y * 2); } } protected void OnPopulateMesh1(VertexHelper toFill) { //ResizeByFlip(); //if (overrideSprite == null) //{ // //support pure color fill // switch (m_ColorFillType) // { // case ColorFillType.None: // GenerateEmpytSprite(toFill); // break; // case ColorFillType.Filled: // GenerateFilledSprite(toFill, preserveAspect); // break; // } //} //else { #if UNITY_EDITOR || DEVELOPMENT_BUILD UnityEngine.Profiling.Profiler.BeginSample(ProfilerPopulateMesh); #endif switch (type) { case Type.Simple: if (!useSpriteMesh) { #if UNITY_EDITOR || DEVELOPMENT_BUILD UnityEngine.Profiling.Profiler.BeginSample(ProfilerGenerateSimpleSprite); #endif GenerateSimpleSprite(toFill, preserveAspect); #if UNITY_EDITOR || DEVELOPMENT_BUILD UnityEngine.Profiling.Profiler.EndSample(); #endif } else { #if UNITY_EDITOR || DEVELOPMENT_BUILD UnityEngine.Profiling.Profiler.BeginSample(ProfilerGenerateSprite); #endif GenerateSprite(toFill, preserveAspect); #if UNITY_EDITOR || DEVELOPMENT_BUILD UnityEngine.Profiling.Profiler.EndSample(); #endif } break; case Type.Sliced: GenerateSlicedSprite(toFill); break; case Type.Tiled: GenerateTiledSprite(toFill); break; case Type.Filled: GenerateFilledSprite(toFill, preserveAspect); break; } #if UNITY_EDITOR || DEVELOPMENT_BUILD UnityEngine.Profiling.Profiler.EndSample(); #endif } m_WorkRect = GetDrawPixelAdjustedRect(); if (flipMode == FlipMode.Horziontal) { if (flipWithCopy) { CopyImage(toFill); Rect src = GetPixelRectByFlipDirection(FlipMode.Horziontal, flipWithCopy, flipEdge, flipFillCenter); Rect target = GetCopyRectByFlipDirection(src, FlipMode.Horziontal, flipEdge); //Rect target = new Rect(src.position - new Vector2(src.width, 0), src.size); RemapImage(toFill, FlipMode.Horziontal, toFill.currentVertCount / 2, toFill.currentVertCount, src.xMin, src.xMax, target.xMax, target.xMin); } else { RemapImage(toFill, FlipMode.Horziontal, 0, toFill.currentVertCount, m_WorkRect.xMin, m_WorkRect.xMax, m_WorkRect.xMax, m_WorkRect.xMin); } } if (flipMode == FlipMode.Vertical) { if (flipWithCopy) { CopyImage(toFill); Rect src = GetPixelRectByFlipDirection(FlipMode.Vertical, flipWithCopy, flipEdge, flipFillCenter); Rect target = GetCopyRectByFlipDirection(src, FlipMode.Vertical, flipEdge); RemapImage(toFill, FlipMode.Vertical, toFill.currentVertCount / 2, toFill.currentVertCount, src.yMin, src.yMax, target.yMax, target.yMin); } else { RemapImage(toFill, FlipMode.Vertical, 0, toFill.currentVertCount, m_WorkRect.xMin, m_WorkRect.xMax, m_WorkRect.xMax, m_WorkRect.xMin); } } if (flipMode == FlipMode.FourCorner) { //先水平拷�? CopyImage(toFill); Rect src = GetPixelRectByFlipDirection(FlipMode.FourCorner, true, flipEdge, flipFillCenter); Rect target = GetCopyRectByFlipCenter(src, FlipMode.Horziontal, flipFillCenter); //Rect target = new Rect(src.position + new Vector2(src.width, 0), src.size); RemapImage(toFill, FlipMode.Horziontal, toFill.currentVertCount / 2, toFill.currentVertCount, src.xMin, src.xMax, target.xMax, target.xMin); //再垂直拷�? CopyImage(toFill); Rect src1 = GetPixelRectByFlipDirection(FlipMode.FourCorner, true, flipEdge, flipFillCenter); Rect target1 = GetCopyRectByFlipCenter(src1, FlipMode.Vertical, flipFillCenter); RemapImage(toFill, FlipMode.Vertical, toFill.currentVertCount / 2, toFill.currentVertCount, src1.yMin, src1.yMax, target1.yMax, target1.yMin); } m_OriginFlipMode = m_FlipMode; /* if (flipDirection == FlipDirection.HorizontalNotCopy || flipDirection == FlipDirection.DiagonalNotCopy) { RemapImage(toFill, FlipDirection.Horziontal, 0, toFill.currentVertCount, rect.xMin, rect.xMax, rect.xMax, rect.xMin); } if (flipDirection == FlipDirection.VerticalNotCopy || flipDirection == FlipDirection.DiagonalNotCopy) { RemapImage(toFill, FlipDirection.Vertical, 0, toFill.currentVertCount, rect.yMin, rect.yMax, rect.yMax, rect.yMin); } if (flipDirection == FlipDirection.Horziontal || flipDirection == FlipDirection.FourCorner) { CopyImage(toFill); Rect src = GetPixelRectByFlipDirection(FlipDirection.Horziontal); Rect target = new Rect(src.position + new Vector2(src.width, 0), src.size); RemapImage(toFill, FlipDirection.Horziontal, toFill.currentVertCount / 2, toFill.currentVertCount, src.xMin, src.xMax, target.xMax, target.xMin); } if (flipDirection == FlipDirection.Vertical || flipDirection == FlipDirection.FourCorner) { CopyImage(toFill); Rect src = GetPixelRectByFlipDirection(FlipDirection.Vertical); Rect target = new Rect(src.position - new Vector2(0, src.height), src.size); RemapImage(toFill, FlipDirection.Vertical, toFill.currentVertCount / 2, toFill.currentVertCount, src.yMin, src.yMax, target.yMax, target.yMin); } */ } #region Flip private FlipPart GetFlipPart(int index, int vertCount) { switch (flipDirection) { case FlipDirection.None: return FlipPart.Part1; case FlipDirection.Horziontal: case FlipDirection.Vertical: return index < vertCount / 2 ? FlipPart.Part1 : FlipPart.Part2; case FlipDirection.FourCorner: if (index < vertCount / 4) { return FlipPart.Part1; } else if (index < vertCount / 2) { return FlipPart.Part2; } else if (index < vertCount * 3 / 4) { return FlipPart.Part3; } else { return FlipPart.Part4; } } return FlipPart.Part1; } //TODO: 改变加点规则 private void CopyImage(VertexHelper toFill) { int count = toFill.currentVertCount; for (int i = 0; i < count; ++i) { toFill.PopulateUIVertex(ref m_WorkVert, i % count); toFill.AddVert(m_WorkVert); } for (int i = count; i < 2 * count - 2; i += 4) { toFill.AddTriangle(i, i + 1, i + 2); toFill.AddTriangle(i + 2, i + 3, i); } } private void RemapImage(VertexHelper toFill, FlipMode flipMode, int indexMin, int indexMax, float Min1, float Max1, float Min2, float Max2) { for (int i = indexMin; i < indexMax; i++) { toFill.PopulateUIVertex(ref m_WorkVert, i); RemapVertex(ref m_WorkVert, flipMode, Min1, Max1, Min2, Max2); toFill.SetUIVertex(m_WorkVert, i); } } public void RemapVertex(ref UIVertex vertex, FlipMode flipMode, float Min1, float Max1, float Min2, float Max2) { Vector2 position = vertex.position; float k = (Min2 - Max2) / (Min1 - Max1); float b = Min2 - Min1 * k; //水平方向,左侧图像方向不变,右侧图像翻转 if (flipMode == FlipMode.Horziontal) { vertex.position = new Vector2(position.x * k + b, position.y); } //垂直方向,上方图像方向不变,下方图像翻转 if (flipMode == FlipMode.Vertical) { vertex.position = new Vector2(position.x, position.y * k + b); } } Rect GetDrawPixelAdjustedRect() { Rect rect = GetPixelAdjustedRect(); return rect; } private Rect GetPixelRectByFlipDirection(FlipMode flipMode, bool copy, FlipEdge flipEdge, FlipFillCenter fillCenter) { Rect rect = GetDrawPixelAdjustedRect(); return ModifyRectByFlipDirection(rect, flipMode, copy, flipEdge, fillCenter); } private Rect GetRectByFlipDirection(FlipMode flipMode, bool copy, FlipEdge flipEdge, FlipFillCenter fillCenter) { Rect rect = rectTransform.rect; return ModifyRectByFlipDirection(rect, flipMode, copy, flipEdge, fillCenter); } /// /// 修改原来的Rect /// 如果 flipMode == Horziontal �?Vertical, 根据copy, flipEdge来修改原本的Rect /// 如果 flipMode == FourCorner, 根据flipFillCenter 来修�? /// /// Image原始Rect private Rect ModifyRectByFlipDirection(Rect rect, FlipMode flipMode, bool copy, FlipEdge flipEdge, FlipFillCenter fillCenter) { if (flipMode == FlipMode.Horziontal) { if (copy) { if (flipEdge == FlipEdge.Left) { rect = new Rect(rect.center.x, rect.yMin, rect.width / 2, rect.height); } if (flipEdge == FlipEdge.Right) { rect = new Rect(rect.xMin, rect.yMin, rect.width / 2, rect.height); } } } if (flipMode == FlipMode.Vertical) { if (copy) { if (flipEdge == FlipEdge.Up) { rect = new Rect(rect.xMin, rect.yMin, rect.width, rect.height / 2); } if (flipEdge == FlipEdge.Down) { rect = new Rect(rect.xMin, rect.center.y, rect.width, rect.height / 2); } } } if (flipMode == FlipMode.FourCorner) { if (fillCenter == FlipFillCenter.LeftBottom) { rect = new Rect(rect.center.x, rect.center.y, rect.width / 2, rect.height / 2); } if (fillCenter == FlipFillCenter.LeftTop) { rect = new Rect(rect.center.x, rect.yMin, rect.width / 2, rect.height / 2); } if (fillCenter == FlipFillCenter.RightTop) { rect = new Rect(rect.xMin, rect.yMin, rect.width / 2, rect.height / 2); } if (fillCenter == FlipFillCenter.RightBottom) { rect = new Rect(rect.xMin, rect.center.y, rect.width / 2, rect.height / 2); } } return rect; } /// /// 获取Copy出来的Rect /// 这里Src应该是Modify过的原Rect /// 只处理flipMode == Horziontal �?Vertical的情�? /// /// /// /// /// private Rect GetCopyRectByFlipDirection(Rect src, FlipMode flipMode, FlipEdge flipEdge) { Rect target = new Rect(); if (flipMode == FlipMode.None) { target = src; } if (flipMode == FlipMode.Horziontal) { if (flipEdge == FlipEdge.Left) { target = new Rect(src.position - new Vector2(src.width, 0), src.size); } if (flipEdge == FlipEdge.HorzMiddle) { target = src; } if (flipEdge == FlipEdge.Right) { target = new Rect(src.position + new Vector2(src.width, 0), src.size); } } if (flipMode == FlipMode.Vertical) { if (flipEdge == FlipEdge.Up) { target = new Rect(src.position + new Vector2(0, src.height), src.size); } if (flipEdge == FlipEdge.VertMiddle) { target = src; } if (flipEdge == FlipEdge.Down) { target = new Rect(src.position - new Vector2(0, src.height), src.size); } } return target; } /// /// 获取Copy出来的Rect�?flipMode == FourCorner时专�? /// flipMode == FourCorner时会转换成两次Copy /// 分别调用GetCopyRectByFlipDirection /// 这里Src应该是Modify过的原Rect /// /// /// /// /// private Rect GetCopyRectByFlipCenter(Rect src, FlipMode flipMode, FlipFillCenter fillCenter) { Rect target = new Rect(); if (flipMode == FlipMode.Horziontal) { if (fillCenter == FlipFillCenter.LeftBottom || fillCenter == FlipFillCenter.LeftTop) { target = GetCopyRectByFlipDirection(src, FlipMode.Horziontal, FlipEdge.Left); } else { target = GetCopyRectByFlipDirection(src, FlipMode.Horziontal, FlipEdge.Right); } } if (flipMode == FlipMode.Vertical) { if (fillCenter == FlipFillCenter.LeftTop || fillCenter == FlipFillCenter.RightTop) { target = GetCopyRectByFlipDirection(src, FlipMode.Vertical, FlipEdge.Up); } else { target = GetCopyRectByFlipDirection(src, FlipMode.Vertical, FlipEdge.Down); } } return target; } private void PreserveSpriteAspectRatio(ref Rect r, Vector2 size) { var spriteRatio = size.x / size.y; var rectRatio = r.width / r.height; if (spriteRatio > rectRatio) { var oldHeight = r.height; r.height = r.width * (1.0f / spriteRatio); r.y += (oldHeight - r.height) * rectTransform.pivot.y; } else { var oldWidth = r.width; r.width = r.height * spriteRatio; r.x += (oldWidth - r.width) * rectTransform.pivot.x; } } private void GenerateSimpleSprite(VertexHelper vh, bool lPreserveAspect) { Vector4 v = GetDrawingDimensions(lPreserveAspect); var uv = (overrideSprite != null) ? Sprites.DataUtility.GetOuterUV(overrideSprite) : Vector4.zero; vh.Clear(); AddQuad(vh, new Vector2(v.x, v.y), new Vector2(v.z, v.w), color, new Vector2(uv.x, uv.y), new Vector2(uv.z, uv.w), Vector2.zero, Vector2.one); } #endregion protected override void OnPopulateMesh(VertexHelper toFill) { OnPopulateMesh1(toFill); if (m_ColorType == ColorType.Gradient_Color) { ApplyGradientColor(toFill); } } private void CacheGradientKeys() { if (m_GradientColor == null) { m_CachedColorKeys = null; m_CachedAlphaKeys = null; return; } m_CachedColorKeys = m_GradientColor.colorKeys; m_CachedAlphaKeys = m_GradientColor.alphaKeys; } protected override void OnEnable() { base.OnEnable(); CacheGradientKeys(); } #if UNITY_EDITOR protected override void OnValidate() { base.OnValidate(); CacheGradientKeys(); } #endif private void ApplyGradientColor(VertexHelper toFill) { int count = toFill.currentVertCount; if (count == 0) return; if (m_CachedColorKeys == null || m_CachedAlphaKeys == null) CacheGradientKeys(); Rect bounds = GetGradientBounds(toFill, count); float inverseSize = m_Direction == GradientDirection.Horizontal ? bounds.width : bounds.height; if (Mathf.Approximately(inverseSize, 0f)) inverseSize = 1f; else inverseSize = 1f / inverseSize; for (int i = 0; i < count; i++) { toFill.PopulateUIVertex(ref m_WorkVert, i); float time = m_Direction == GradientDirection.Horizontal ? (m_WorkVert.position.x - bounds.xMin) * inverseSize : (m_WorkVert.position.y - bounds.yMin) * inverseSize; m_WorkVert.color = EvaluateCachedGradient(Mathf.Clamp01(time)); toFill.SetUIVertex(m_WorkVert, i); } } private Rect GetGradientBounds(VertexHelper toFill, int count) { toFill.PopulateUIVertex(ref m_WorkVert, 0); float minX = m_WorkVert.position.x; float maxX = minX; float minY = m_WorkVert.position.y; float maxY = minY; for (int i = 1; i < count; i++) { toFill.PopulateUIVertex(ref m_WorkVert, i); Vector3 position = m_WorkVert.position; if (position.x < minX) minX = position.x; if (position.x > maxX) maxX = position.x; if (position.y < minY) minY = position.y; if (position.y > maxY) maxY = position.y; } return Rect.MinMaxRect(minX, minY, maxX, maxY); } private Color32 EvaluateCachedGradient(float time) { Color result = EvaluateColor(time); result.a = EvaluateAlpha(time); return result; } private Color EvaluateColor(float time) { GradientColorKey[] keys = m_CachedColorKeys; if (keys == null || keys.Length == 0) return color; GradientColorKey first = keys[0]; if (time <= first.time) return first.color; for (int i = 1; i < keys.Length; i++) { GradientColorKey next = keys[i]; if (time <= next.time) { #if UNITY_2022_2_OR_NEWER if (m_GradientColor.mode == GradientMode.Blend || m_GradientColor.mode == GradientMode.PerceptualBlend) #else if (m_GradientColor.mode == GradientMode.Blend) #endif { GradientColorKey previous = keys[i - 1]; float span = next.time - previous.time; if (Mathf.Approximately(span, 0f)) return previous.color; return Color.Lerp(previous.color, next.color, (time - previous.time) / span); } return next.color; } } return keys[keys.Length - 1].color; } private float EvaluateAlpha(float time) { GradientAlphaKey[] keys = m_CachedAlphaKeys; if (keys == null || keys.Length == 0) return color.a; GradientAlphaKey first = keys[0]; if (time <= first.time) return first.alpha; for (int i = 1; i < keys.Length; i++) { GradientAlphaKey next = keys[i]; if (time <= next.time) { #if UNITY_2022_2_OR_NEWER if (m_GradientColor.mode == GradientMode.Blend || m_GradientColor.mode == GradientMode.PerceptualBlend) #else if (m_GradientColor.mode == GradientMode.Blend) #endif { GradientAlphaKey previous = keys[i - 1]; float span = next.time - previous.time; if (Mathf.Approximately(span, 0f)) return previous.alpha; return Mathf.Lerp(previous.alpha, next.alpha, (time - previous.time) / span); } return next.alpha; } } return keys[keys.Length - 1].alpha; } private void GenerateSprite(VertexHelper vh, bool lPreserveAspect) { var spriteSize = new Vector2(overrideSprite.rect.width, overrideSprite.rect.height); // Covert sprite pivot into normalized space. var spritePivot = overrideSprite.pivot / spriteSize; var rectPivot = rectTransform.pivot; Rect r = GetPixelAdjustedRect(); if (lPreserveAspect & spriteSize.sqrMagnitude > 0.0f) { PreserveSpriteAspectRatio(ref r, spriteSize); } var drawingSize = new Vector2(r.width, r.height); var spriteBoundSize = overrideSprite.bounds.size; // Calculate the drawing offset based on the difference between the two pivots. var drawOffset = (rectPivot - spritePivot) * drawingSize; var color32 = color; vh.Clear(); Vector2[] vertices = overrideSprite.vertices; Vector2[] uvs = overrideSprite.uv; for (int i = 0; i < vertices.Length; ++i) { vh.AddVert(new Vector3((vertices[i].x / spriteBoundSize.x) * drawingSize.x - drawOffset.x, (vertices[i].y / spriteBoundSize.y) * drawingSize.y - drawOffset.y), color32, new Vector2(uvs[i].x, uvs[i].y)); } UInt16[] triangles = overrideSprite.triangles; for (int i = 0; i < triangles.Length; i += 3) { vh.AddTriangle(triangles[i + 0], triangles[i + 1], triangles[i + 2]); } } private void GenerateSlicedSprite(VertexHelper toFill) { if (!hasBorder) { //GenerateSimpleSprite(toFill, vlist, false); GenerateSimpleSprite(toFill, false); return; } Vector4 outer, inner, padding, border; if (overrideSprite != null) { outer = Sprites.DataUtility.GetOuterUV(overrideSprite); inner = Sprites.DataUtility.GetInnerUV(overrideSprite); padding = Sprites.DataUtility.GetPadding(overrideSprite); border = overrideSprite.border; } else { outer = Vector4.zero; inner = Vector4.zero; padding = Vector4.zero; border = Vector4.zero; } Rect rect = GetPixelRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter); border = GetAdjustedBorders(border / pixelsPerUnit, rect); padding = padding / pixelsPerUnit; m_VertScratch[0] = new Vector2(padding.x, padding.y); m_VertScratch[3] = new Vector2(rect.width - padding.z, rect.height - padding.w); m_VertScratch[1].x = border.x; m_VertScratch[1].y = border.y; m_VertScratch[2].x = rect.width - border.z; m_VertScratch[2].y = rect.height - border.w; float vertWidth = m_VertScratch[3].x - m_VertScratch[0].x; float vertHeight = m_VertScratch[3].y - m_VertScratch[0].y; for (int i = 0; i < 4; ++i) { m_VertScratch[i].x += rect.x; m_VertScratch[i].y += rect.y; } m_UvScratch[0] = new Vector2(outer.x, outer.y); m_UvScratch[1] = new Vector2(inner.x, inner.y); m_UvScratch[2] = new Vector2(inner.z, inner.w); m_UvScratch[3] = new Vector2(outer.z, outer.w); toFill.Clear(); for (int x = 0; x < 3; ++x) { int x2 = x + 1; for (int y = 0; y < 3; ++y) { if (!fillCenter && x == 1 && y == 1) continue; int y2 = y + 1; Vector2 uv1Min = new Vector2((m_VertScratch[x].x - rect.x) / vertWidth, (m_VertScratch[y].y - rect.y) / vertHeight); Vector2 uv1Max = new Vector2((m_VertScratch[x2].x - rect.x) / vertWidth, (m_VertScratch[y2].y - rect.y) / vertHeight); AddQuad(toFill, new Vector2(m_VertScratch[x].x, m_VertScratch[y].y), new Vector2(m_VertScratch[x2].x, m_VertScratch[y2].y), color, new Vector2(m_UvScratch[x].x, m_UvScratch[y].y), new Vector2(m_UvScratch[x2].x, m_UvScratch[y2].y), uv1Min, uv1Max); } } } private void GenerateTiledSprite(VertexHelper toFill) { Vector4 outer, inner, border; Vector2 spriteSize; if (overrideSprite != null) { outer = Sprites.DataUtility.GetOuterUV(overrideSprite); inner = Sprites.DataUtility.GetInnerUV(overrideSprite); border = overrideSprite.border; spriteSize = overrideSprite.rect.size; } else { outer = Vector4.zero; inner = Vector4.zero; border = Vector4.zero; spriteSize = Vector2.one * 100; } Rect rect = GetPixelRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter); float tileWidth = (spriteSize.x - border.x - border.z) / pixelsPerUnit; float tileHeight = (spriteSize.y - border.y - border.w) / pixelsPerUnit; border = GetAdjustedBorders(border / pixelsPerUnit, rect); var uvMin = new Vector2(inner.x, inner.y); var uvMax = new Vector2(inner.z, inner.w); // Min to max max range for tiled region in coordinates relative to lower left corner. float xMin = border.x; float xMax = rect.width - border.z; float yMin = border.y; float yMax = rect.height - border.w; toFill.Clear(); var clipped = uvMax; // if either width is zero we cant tile so just assume it was the full width. if (tileWidth <= 0) tileWidth = xMax - xMin; if (tileHeight <= 0) tileHeight = yMax - yMin; if (overrideSprite != null && (hasBorder || overrideSprite.packed || overrideSprite.texture.wrapMode != TextureWrapMode.Repeat)) { // Sprite has border, or is not in repeat mode, or cannot be repeated because of packing. // We cannot use texture tiling so we will generate a mesh of quads to tile the texture. // Evaluate how many vertices we will generate. Limit this number to something sane, // especially since meshes can not have more than 65000 vertices. int nTilesW = 0; int nTilesH = 0; if (fillCenter) { nTilesW = (int)Math.Ceiling((xMax - xMin) / tileWidth); nTilesH = (int)Math.Ceiling((yMax - yMin) / tileHeight); int nVertices = 0; if (hasBorder) { nVertices = (nTilesW + 2) * (nTilesH + 2) * 4; // 4 vertices per tile } else { nVertices = nTilesW * nTilesH * 4; // 4 vertices per tile } if (nVertices > 65000) { double maxTiles = 65000.0 / 4.0; // Max number of vertices is 65000; 4 vertices per tile. double imageRatio; if (hasBorder) { imageRatio = (nTilesW + 2.0) / (nTilesH + 2.0); } else { imageRatio = (double)nTilesW / nTilesH; } double targetTilesW = Math.Sqrt(maxTiles / imageRatio); double targetTilesH = targetTilesW * imageRatio; if (hasBorder) { targetTilesW -= 2; targetTilesH -= 2; } nTilesW = (int)Math.Floor(targetTilesW); nTilesH = (int)Math.Floor(targetTilesH); tileWidth = (xMax - xMin) / nTilesW; tileHeight = (yMax - yMin) / nTilesH; } } else { if (hasBorder) { // Texture on the border is repeated only in one direction. nTilesW = (int)Math.Ceiling((xMax - xMin) / tileWidth); nTilesH = (int)Math.Ceiling((yMax - yMin) / tileHeight); int nVertices = (nTilesH + nTilesW + 2 /*corners*/) * 2 /*sides*/ * 4 /*vertices per tile*/; if (nVertices > 65000) { double maxTiles = 65000.0 / 4.0; // Max number of vertices is 65000; 4 vertices per tile. double imageRatio = (double)nTilesW / nTilesH; double targetTilesW = (maxTiles - 4 /*corners*/) / (2 * (1.0 + imageRatio)); double targetTilesH = targetTilesW * imageRatio; nTilesW = (int)Math.Floor(targetTilesW); nTilesH = (int)Math.Floor(targetTilesH); tileWidth = (xMax - xMin) / nTilesW; tileHeight = (yMax - yMin) / nTilesH; } } else { nTilesH = nTilesW = 0; } } if (fillCenter) { // TODO: we could share vertices between quads. If vertex sharing is implemented. update the computation for the number of vertices accordingly. float width = nTilesW * tileWidth; float height = nTilesH * tileHeight; for (int j = 0; j < nTilesH; j++) { float y1 = yMin + j * tileHeight; float y2 = yMin + (j + 1) * tileHeight; if (y2 > yMax) { clipped.y = uvMin.y + (uvMax.y - uvMin.y) * (yMax - y1) / (y2 - y1); y2 = yMax; } clipped.x = uvMax.x; for (int i = 0; i < nTilesW; i++) { float x1 = xMin + i * tileWidth; float x2 = xMin + (i + 1) * tileWidth; if (x2 > xMax) { clipped.x = uvMin.x + (uvMax.x - uvMin.x) * (xMax - x1) / (x2 - x1); x2 = xMax; } Vector2 posMin = new Vector2(x1, y1) + rect.position; Vector2 posMax = new Vector2(x2, y2) + rect.position; Vector2 localPosMin = new Vector2(x1, y1); Vector2 localPosMax = new Vector2(x2, y2); AddQuad(toFill, posMin, posMax, color, uvMin, clipped, new Vector2(localPosMin.x / width, localPosMin.y / height), new Vector2(localPosMax.x / width, localPosMax.y / height)); } } } if (hasBorder) { clipped = uvMax; float width = nTilesW * tileWidth; float height = nTilesH * tileHeight; for (int j = 0; j < nTilesH; j++) { float y1 = yMin + j * tileHeight; float y2 = yMin + (j + 1) * tileHeight; if (y2 > yMax) { clipped.y = uvMin.y + (uvMax.y - uvMin.y) * (yMax - y1) / (y2 - y1); y2 = yMax; } AddQuad(toFill, new Vector2(0, y1) + rect.position, new Vector2(xMin, y2) + rect.position, color, new Vector2(outer.x, uvMin.y), new Vector2(uvMin.x, clipped.y), new Vector2(0, y1 / height), new Vector2(xMin / width, y2 / height)); AddQuad(toFill, new Vector2(xMax, y1) + rect.position, new Vector2(rect.width, y2) + rect.position, color, new Vector2(uvMax.x, uvMin.y), new Vector2(outer.z, clipped.y), new Vector2(xMax / width, y1 / height), new Vector2(rect.width / width, y2 / height)); } // Bottom and top tiled border clipped = uvMax; for (int i = 0; i < nTilesW; i++) { float x1 = xMin + i * tileWidth; float x2 = xMin + (i + 1) * tileWidth; if (x2 > xMax) { clipped.x = uvMin.x + (uvMax.x - uvMin.x) * (xMax - x1) / (x2 - x1); x2 = xMax; } AddQuad(toFill, new Vector2(x1, 0) + rect.position, new Vector2(x2, yMin) + rect.position, color, new Vector2(uvMin.x, outer.y), new Vector2(clipped.x, uvMin.y), new Vector2(x1 / width, 0), new Vector2(x2 / width, yMin / height)); AddQuad(toFill, new Vector2(x1, yMax) + rect.position, new Vector2(x2, rect.height) + rect.position, color, new Vector2(uvMin.x, uvMax.y), new Vector2(clipped.x, outer.w), new Vector2(x1 / width, yMax / height), new Vector2(x2 / width, rect.height / height)); } // Corners AddQuad(toFill, new Vector2(0, 0) + rect.position, new Vector2(xMin, yMin) + rect.position, color, new Vector2(outer.x, outer.y), new Vector2(uvMin.x, uvMin.y), new Vector2(0, 0), new Vector2(xMin / width, yMin / height)); AddQuad(toFill, new Vector2(xMax, 0) + rect.position, new Vector2(rect.width, yMin) + rect.position, color, new Vector2(uvMax.x, outer.y), new Vector2(outer.z, uvMin.y), new Vector2(xMax / width, 0), new Vector2(rect.width / width, yMin / height)); AddQuad(toFill, new Vector2(0, yMax) + rect.position, new Vector2(xMin, rect.height) + rect.position, color, new Vector2(outer.x, uvMax.y), new Vector2(uvMin.x, outer.w), new Vector2(0, yMax / height), new Vector2(xMin / width, rect.height / height)); AddQuad(toFill, new Vector2(xMax, yMax) + rect.position, new Vector2(rect.width, rect.height) + rect.position, color, new Vector2(uvMax.x, uvMax.y), new Vector2(outer.z, outer.w), new Vector2(xMax / width, yMax / height), new Vector2(rect.width / width, rect.height / height)); } } else { // Texture has no border, is in repeat mode and not packed. Use texture tiling. Vector2 uvScale = new Vector2((xMax - xMin) / tileWidth, (yMax - yMin) / tileHeight); if (fillCenter) { AddQuad(toFill, new Vector2(xMin, yMin) + rect.position, new Vector2(xMax, yMax) + rect.position, color, Vector2.Scale(uvMin, uvScale), Vector2.Scale(uvMax, uvScale), Vector2.zero, Vector2.one); } } } static void AddQuad(VertexHelper vertexHelper, Vector3[] quadPositions, Color32 color, Vector3[] quadUVs, Vector3[] quadUV1s) { int startIndex = vertexHelper.currentVertCount; for (int i = 0; i < 4; ++i) vertexHelper.AddVert(quadPositions[i], color, quadUVs[i], quadUV1s[i], s_DefaultNormal, s_DefaultTangent); vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2); vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex); } static void AddQuad(VertexHelper vertexHelper, Vector2 posMin, Vector2 posMax, Color32 color, Vector2 uvMin, Vector2 uvMax, Vector2 uv1Min, Vector2 uv1Max) { int startIndex = vertexHelper.currentVertCount; vertexHelper.AddVert(new Vector3(posMin.x, posMin.y, 0), color, new Vector2(uvMin.x, uvMin.y), new Vector2(uv1Min.x, uv1Min.y), s_DefaultNormal, s_DefaultTangent); vertexHelper.AddVert(new Vector3(posMin.x, posMax.y, 0), color, new Vector2(uvMin.x, uvMax.y), new Vector2(uv1Min.x, uv1Max.y), s_DefaultNormal, s_DefaultTangent); vertexHelper.AddVert(new Vector3(posMax.x, posMax.y, 0), color, new Vector2(uvMax.x, uvMax.y), new Vector2(uv1Max.x, uv1Max.y), s_DefaultNormal, s_DefaultTangent); vertexHelper.AddVert(new Vector3(posMax.x, posMin.y, 0), color, new Vector2(uvMax.x, uvMin.y), new Vector2(uv1Max.x, uv1Min.y), s_DefaultNormal, s_DefaultTangent); vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2); vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex); } Vector4 GetAdjustedBorders(Vector4 border, Rect adjustedRect) { Rect originalRect = GetRectByFlipDirection(flipMode, flipWithCopy, flipEdge, flipFillCenter); for (int axis = 0; axis <= 1; axis++) { float borderScaleRatio; // The adjusted rect (adjusted for pixel correctness) // may be slightly larger than the original rect. // Adjust the border to match the adjustedRect to avoid // small gaps between borders (case 833201). if (originalRect.size[axis] != 0) { borderScaleRatio = adjustedRect.size[axis] / originalRect.size[axis]; border[axis] *= borderScaleRatio; border[axis + 2] *= borderScaleRatio; } // If the rect is smaller than the combined borders, then there's not room for the borders at their normal size. // In order to avoid artefacts with overlapping borders, we scale the borders down to fit. float combinedBorders = border[axis] + border[axis + 2]; if (adjustedRect.size[axis] < combinedBorders && combinedBorders != 0) { borderScaleRatio = adjustedRect.size[axis] / combinedBorders; border[axis] *= borderScaleRatio; border[axis + 2] *= borderScaleRatio; } } return border; } void GenerateFilledSprite(VertexHelper toFill, bool preserveAspect) { toFill.Clear(); if (fillAmount < 0.001f) return; Vector4 v = GetDrawingDimensions(preserveAspect); Vector4 outer = overrideSprite != null ? Sprites.DataUtility.GetOuterUV(overrideSprite) : Vector4.zero; UIVertex uiv = UIVertex.simpleVert; uiv.color = color; float tx0 = outer.x; float ty0 = outer.y; float tx1 = outer.z; float ty1 = outer.w; // Horizontal and vertical filled sprites are simple -- just end the Image prematurely if (fillMethod == FillMethod.Horizontal || fillMethod == FillMethod.Vertical) { if (fillMethod == FillMethod.Horizontal) { float fill = (tx1 - tx0) * fillAmount; if (fillOrigin == 1) { v.x = v.z - (v.z - v.x) * fillAmount; tx0 = tx1 - fill; } else { v.z = v.x + (v.z - v.x) * fillAmount; tx1 = tx0 + fill; } } else if (fillMethod == FillMethod.Vertical) { float fill = (ty1 - ty0) * fillAmount; if (fillOrigin == 1) { v.y = v.w - (v.w - v.y) * fillAmount; ty0 = ty1 - fill; } else { v.w = v.y + (v.w - v.y) * fillAmount; ty1 = ty0 + fill; } } } m_Xy[0] = new Vector2(v.x, v.y); m_Xy[1] = new Vector2(v.x, v.w); m_Xy[2] = new Vector2(v.z, v.w); m_Xy[3] = new Vector2(v.z, v.y); m_Uv[0] = new Vector2(tx0, ty0); m_Uv[1] = new Vector2(tx0, ty1); m_Uv[2] = new Vector2(tx1, ty1); m_Uv[3] = new Vector2(tx1, ty0); m_Uv1[0] = new Vector2(0, 0); m_Uv1[1] = new Vector2(0, 1); m_Uv1[2] = new Vector2(1, 1); m_Uv1[3] = new Vector2(1, 0); { if (fillAmount < 1f && fillMethod != FillMethod.Horizontal && fillMethod != FillMethod.Vertical) { if (fillMethod == FillMethod.Radial90) { if (RadialCut(m_Xy, m_Uv, fillAmount, fillClockwise, fillOrigin)) AddQuad(toFill, m_Xy, color, m_Uv, m_Uv1); } else if (fillMethod == FillMethod.Radial180) { for (int side = 0; side < 2; ++side) { float fx0, fx1, fy0, fy1; int even = fillOrigin > 1 ? 1 : 0; if (fillOrigin == 0 || fillOrigin == 2) { fy0 = 0f; fy1 = 1f; if (side == even) { fx0 = 0f; fx1 = 0.5f; } else { fx0 = 0.5f; fx1 = 1f; } } else { fx0 = 0f; fx1 = 1f; if (side == even) { fy0 = 0.5f; fy1 = 1f; } else { fy0 = 0f; fy1 = 0.5f; } } m_Xy[0].x = Mathf.Lerp(v.x, v.z, fx0); m_Xy[1].x = m_Xy[0].x; m_Xy[2].x = Mathf.Lerp(v.x, v.z, fx1); m_Xy[3].x = m_Xy[2].x; m_Xy[0].y = Mathf.Lerp(v.y, v.w, fy0); m_Xy[1].y = Mathf.Lerp(v.y, v.w, fy1); m_Xy[2].y = m_Xy[1].y; m_Xy[3].y = m_Xy[0].y; m_Uv[0].x = Mathf.Lerp(tx0, tx1, fx0); m_Uv[1].x = m_Uv[0].x; m_Uv[2].x = Mathf.Lerp(tx0, tx1, fx1); m_Uv[3].x = m_Uv[2].x; m_Uv[0].y = Mathf.Lerp(ty0, ty1, fy0); m_Uv[1].y = Mathf.Lerp(ty0, ty1, fy1); m_Uv[2].y = m_Uv[1].y; m_Uv[3].y = m_Uv[0].y; float val = fillClockwise ? fillAmount * 2f - side : fillAmount * 2f - (1 - side); if (RadialCut(m_Xy, m_Uv, Mathf.Clamp01(val), fillClockwise, ((side + fillOrigin + 3) % 4))) { AddQuad(toFill, m_Xy, color, m_Uv, m_Uv1); } } } else if (fillMethod == FillMethod.Radial360) { for (int corner = 0; corner < 4; ++corner) { float fx0, fx1, fy0, fy1; if (corner < 2) { fx0 = 0f; fx1 = 0.5f; } else { fx0 = 0.5f; fx1 = 1f; } if (corner == 0 || corner == 3) { fy0 = 0f; fy1 = 0.5f; } else { fy0 = 0.5f; fy1 = 1f; } m_Xy[0].x = Mathf.Lerp(v.x, v.z, fx0); m_Xy[1].x = m_Xy[0].x; m_Xy[2].x = Mathf.Lerp(v.x, v.z, fx1); m_Xy[3].x = m_Xy[2].x; m_Xy[0].y = Mathf.Lerp(v.y, v.w, fy0); m_Xy[1].y = Mathf.Lerp(v.y, v.w, fy1); m_Xy[2].y = m_Xy[1].y; m_Xy[3].y = m_Xy[0].y; m_Uv[0].x = Mathf.Lerp(tx0, tx1, fx0); m_Uv[1].x = m_Uv[0].x; m_Uv[2].x = Mathf.Lerp(tx0, tx1, fx1); m_Uv[3].x = m_Uv[2].x; m_Uv[0].y = Mathf.Lerp(ty0, ty1, fy0); m_Uv[1].y = Mathf.Lerp(ty0, ty1, fy1); m_Uv[2].y = m_Uv[1].y; m_Uv[3].y = m_Uv[0].y; float val = fillClockwise ? fillAmount * 4f - ((corner + fillOrigin) % 4) : fillAmount * 4f - (3 - ((corner + fillOrigin) % 4)); if (RadialCut(m_Xy, m_Uv, Mathf.Clamp01(val), fillClockwise, ((corner + 2) % 4))) AddQuad(toFill, m_Xy, color, m_Uv, m_Uv1); } } } else { AddQuad(toFill, m_Xy, color, m_Uv, m_Uv1); } } } /// /// Adjust the specified quad, making it be radially filled instead. /// static bool RadialCut(Vector3[] xy, Vector3[] uv, float fill, bool invert, int corner) { // Nothing to fill if (fill < 0.001f) return false; // Even corners invert the fill direction if ((corner & 1) == 1) invert = !invert; // Nothing to adjust if (!invert && fill > 0.999f) return true; // Convert 0-1 value into 0 to 90 degrees angle in radians float angle = Mathf.Clamp01(fill); if (invert) angle = 1f - angle; angle *= 90f * Mathf.Deg2Rad; // Calculate the effective X and Y factors float cos = Mathf.Cos(angle); float sin = Mathf.Sin(angle); RadialCut(xy, cos, sin, invert, corner); RadialCut(uv, cos, sin, invert, corner); return true; } /// /// Adjust the specified quad, making it be radially filled instead. /// static void RadialCut(Vector3[] xy, float cos, float sin, bool invert, int corner) { int i0 = corner; int i1 = ((corner + 1) % 4); int i2 = ((corner + 2) % 4); int i3 = ((corner + 3) % 4); if ((corner & 1) == 1) { if (sin > cos) { cos /= sin; sin = 1f; if (invert) { xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos); xy[i2].x = xy[i1].x; } } else if (cos > sin) { sin /= cos; cos = 1f; if (!invert) { xy[i2].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin); xy[i3].y = xy[i2].y; } } else { cos = 1f; sin = 1f; } if (!invert) xy[i3].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos); else xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin); } else { if (cos > sin) { sin /= cos; cos = 1f; if (!invert) { xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin); xy[i2].y = xy[i1].y; } } else if (sin > cos) { cos /= sin; sin = 1f; if (invert) { xy[i2].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos); xy[i3].x = xy[i2].x; } } else { cos = 1f; sin = 1f; } if (invert) xy[i3].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin); else xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos); } } static void AddQuad(VertexHelper vertexHelper, Vector3[] quadPositions, Color32 color, Vector3[] quadUVs) { int startIndex = vertexHelper.currentVertCount; for (int i = 0; i < 4; ++i) vertexHelper.AddVert(quadPositions[i], color, quadUVs[i]); vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2); vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex); } static void AddQuad(VertexHelper vertexHelper, Vector2 posMin, Vector2 posMax, Color32 color, Vector2 uvMin, Vector2 uvMax) { int startIndex = vertexHelper.currentVertCount; vertexHelper.AddVert(new Vector3(posMin.x, posMin.y, 0), color, new Vector2(uvMin.x, uvMin.y)); vertexHelper.AddVert(new Vector3(posMin.x, posMax.y, 0), color, new Vector2(uvMin.x, uvMax.y)); vertexHelper.AddVert(new Vector3(posMax.x, posMax.y, 0), color, new Vector2(uvMax.x, uvMax.y)); vertexHelper.AddVert(new Vector3(posMax.x, posMin.y, 0), color, new Vector2(uvMax.x, uvMin.y)); vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2); vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex); } } }