示例:在Texture2D上的画笔功能
1、准备一张画笔图片
2、合成图片shader (可选功能)
Shader "Custom/ComposeShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_SecondTex("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _SecondTex;
float4 _SecondTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 col2 = tex2D(_SecondTex, i.uv);
//step(a, x) 如果x<a,返回0;否则,返回1
//col2.a = step(0.95, col2.a);
col.rgb = col.rgba * (1 - col2.a) + col2.rgba * col2.a;
return col;
}
ENDCG
}
}
}
3、画笔脚本
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
/// <summary>
/// 画笔层
/// </summary>
public class UIBrushLayer : MonoBehaviour, IPointerClickHandler
{
//画布的RectTransform
[SerializeField]
private RectTransform m_RectTransform;
//显示画布
[SerializeField]
private RawImage m_RawImage;
//处理图片合成
[SerializeField]
private Material m_ComposeMat;
//画笔
//作为画笔的Texture需要在Inspector面板进行下面两项设置
//Texture Type: Default
//Wrap Mode: Repeat
//Read/Write Enabled: true
[SerializeField]
private Texture2D m_BrushPoint;
//画布
private Texture2D m_CanvasTexture;
private Vector2 m_LastPosition = new Vector2(-1, -1);
private bool m_Pressed = false;
[Tooltip("画笔颜色")]
public Color BrushColor = Color.red;
//[Tooltip("抗锯齿级别")]
//[Range(1, 5)]
//public int AnisoLevel = 3;
//是否存在绘制
public bool IsBrushed { get; private set; }
//是否启用
[SerializeField]
private bool m_EnabledBrush = true;
public bool EnabledBrush
{
get { return m_EnabledBrush; }
set
{
m_EnabledBrush = value;
m_LastPosition.x = m_LastPosition.y = -1;
}
}
//是否点击清除
public bool ClickClear = false;
//是否接收事件
public bool RaycastTarget
{
set
{
m_RawImage.raycastTarget = value;
}
}
//绘制点
public Action<Point> OnTouchPointEvent;
//取消绘制
public Action OnTouchCanceledEvent;
//重置
private void Reset()
{
if (m_RectTransform == null)
return;
int width = (int)m_RectTransform.rect.width;
int height = (int)m_RectTransform.rect.height;
m_CanvasTexture = Texture2D.blackTexture;
//Resize()方法会将所有像素值设置为(0.804, 0.804, 0.804, 0.804)
//new Texture2D()也会将所有像素值设置为(0.804, 0.804, 0.804, 0.804)
m_CanvasTexture.Resize(width, height);
//将所有像素值设置为(0,0,0,0)
Color[] colors = new Color[width * height];
m_CanvasTexture.SetPixels(colors);
m_CanvasTexture.Apply();
m_RawImage.texture = m_CanvasTexture;
m_RawImage.color = Color.white;
IsBrushed = false;
m_LastPosition.x = m_LastPosition.y = -1;
}
private void Start()
{
Reset();
SetBrushColor(BrushColor);
}
private void Update()
{
if (!EnabledBrush)
return;
CheckPressed();
if (!m_Pressed)
return;
if (m_LastPosition.x < 0 || m_LastPosition.y < 0)
return;
TouchBrush();
CheckRelease();
}
private void OnDisable()
{
m_LastPosition.x = -1;
m_LastPosition.y = -1;
}
//判断是否点击在自身的GameObject上
private bool IsPointerOverGameObject()
{
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = TouchPosition;
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
if (results.Count == 0)
return false;
RaycastResult result = results[0];
return result.gameObject == this.gameObject;
}
public void OnPointerClick(PointerEventData eventData)
{
if (ClickClear && IsBrushed)
Clear();
}
//清空
public void Clear()
{
Reset();
}
//当前触摸的位置(屏幕坐标)
public Vector2 TouchPosition
{
get
{
Vector2 position = Vector2.zero;
if (Input.touchSupported)
{
if (Input.touchCount > 0)
position = Input.touches[0].position;
}
else
{
position = Input.mousePosition;
}
return position;
}
}
//检测鼠标或手指是否按下
private void CheckPressed()
{
if (Input.touchSupported)
{
if (Input.touchCount > 0 && Input.touches[0].phase == TouchPhase.Began)
{
if (IsPointerOverGameObject())
{
m_LastPosition = Input.touches[0].position;
m_Pressed = true;
}
}
}
else if (Input.GetMouseButtonDown(0))
{
if (IsPointerOverGameObject())
{
m_LastPosition = Input.mousePosition;
m_Pressed = true;
}
}
}
//检测鼠标或手指是否释放
private void CheckRelease()
{
if (Input.touchSupported)
{
if (Input.touchCount == 0 || Input.touches[0].phase == TouchPhase.Ended)
{
m_Pressed = false;
if (OnTouchCanceledEvent != null)
OnTouchCanceledEvent();
}
}
else if (Input.GetMouseButtonUp(0))
{
m_Pressed = false;
if (OnTouchCanceledEvent != null)
OnTouchCanceledEvent();
}
}
//在指定点绘制
public void TouchBrush(Vector2 localPosition)
{
if (localPosition.x < 0 || localPosition.y < 0)
{
m_LastPosition.x = m_LastPosition.y = -1;
return;
}
if (gameObject.activeInHierarchy)
StartCoroutine(DrawLocalPointCoroutine(localPosition));
}
//通过手指绘制曲线
private void TouchBrush()
{
StartCoroutine(DrawPointCoroutine(TouchPosition));
}
//以协程方式绘制连续点
private IEnumerator DrawLocalPointCoroutine(Vector2 localPosition)
{
//绘制第一个起始点
if (m_LastPosition.x < 0 || m_LastPosition.y < 0)
{
DrawLocalPoint(localPosition);
m_LastPosition = localPosition;
m_CanvasTexture.Apply();
yield break;
}
//以插值方式绘制连续的点,形成曲线
float maxDistanceDelta = m_BrushPoint.width / 3;
float distance = 0.0f;
int loopCount = 0;
do
{
distance = Vector2.Distance(localPosition, m_LastPosition);
Vector2 lerpPosition = Vector2.MoveTowards(m_LastPosition, localPosition, maxDistanceDelta);
DrawLocalPoint(lerpPosition);
m_LastPosition = lerpPosition;
//控制每帧最多绘制几个点,避免卡主线程
loopCount++;
if (loopCount > 10)
yield return null;
loopCount = 0;
} while (distance > 1.0f);
m_LastPosition = localPosition;
m_CanvasTexture.Apply();
}
//以协程方式绘制连续点
private IEnumerator DrawPointCoroutine(Vector2 screenPosition)
{
//判断坐标是否在可绘区
if (!RectTransformUtility.RectangleContainsScreenPoint(m_RectTransform, screenPosition))
yield break;
if (OnTouchPointEvent != null)
{
Vector2 localPosition = UGUITool.ScreenPointToLocal(m_RectTransform, screenPosition);
OnTouchPointEvent(new Point() { x=(int)localPosition.x, y=(int)localPosition.y});
}
yield return null;
//以插值方式绘制连续的点,形成曲线
float maxDistanceDelta = m_BrushPoint.width / 3;
float distance = 0.0f;
int loopCount = 0;
do
{
distance = Vector2.Distance(screenPosition, m_LastPosition);
Vector2 lerpPosition = Vector2.MoveTowards(m_LastPosition, screenPosition, maxDistanceDelta);
DrawPoint(lerpPosition);
m_LastPosition = lerpPosition;
//控制每帧最多绘制几个点,避免卡主线程
loopCount++;
if (loopCount > 10)
yield return null;
loopCount = 0;
} while (distance > 1.0f);
m_LastPosition = screenPosition;
m_CanvasTexture.Apply();
}
//绘制单个点
private void DrawLocalPoint(Vector2 localPosition)
{
//使绘制时m_BrushPoint的中心点与点击位置对齐
localPosition.x -= m_BrushPoint.width / 2;
localPosition.y -= m_BrushPoint.height / 2;
//绘制画笔圆点
int x = (int)(localPosition.x);
int y = (int)localPosition.y;
int w = m_BrushPoint.width;
int h = m_BrushPoint.height;
for (int i = 0; i < w; i++)
{
for (int j = 0; j < h; j++)
{
Color c = m_BrushPoint.GetPixel(i, j);
if (c.a > 0.9f)
m_CanvasTexture.SetPixel(x + i, y + j, c);
}
}
IsBrushed = true;
}
//绘制单个点
private void DrawPoint(Vector2 screenPosition)
{
//画笔层本地坐标
Vector2 localPosition = UGUITool.ScreenPointToLocal(m_RectTransform, screenPosition);
DrawLocalPoint(localPosition);
}
//RenderTexture转Texture2D
private Texture2D ConvertTexture2D(RenderTexture renderTexture)
{
int width = renderTexture.width;
int height = renderTexture.height;
Texture2D texture2D = new Texture2D(width, height, TextureFormat.ARGB32, false);
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new Rect(0, 0, width, height), 0, 0);
texture2D.Apply();
return texture2D;
}
//将画布合成到给定Texture上
public Texture2D ComposeTexture(Texture2D texture)
{
m_ComposeMat.SetTexture("_SecondTex", m_CanvasTexture);
RenderTexture destRT = RenderTexture.GetTemporary(texture.width, texture.height, 0, RenderTextureFormat.ARGB32);
Graphics.Blit(texture, destRT, m_ComposeMat);
Texture2D composeTex = ConvertTexture2D(destRT);
destRT.Release();
return composeTex;
}
//设置画笔颜色
public void SetBrushColor(Color color)
{
BrushColor = color;
Texture2D newBrush = new Texture2D(m_BrushPoint.width, m_BrushPoint.height, TextureFormat.RGBA32, false);
Color[] colors = new Color[m_BrushPoint.width * m_BrushPoint.height];
newBrush.SetPixels(colors);
newBrush.Apply();
for (int i = 0; i < m_BrushPoint.width; i++)
{
for (int j = 0; j < m_BrushPoint.height; j++)
{
Color c = m_BrushPoint.GetPixel(i, j);
if (c.a > 0.0f)
{
c.r = color.r;
c.g = color.g;
c.b = color.b;
newBrush.SetPixel(i, j, c);
}
}
}
newBrush.Apply();
m_BrushPoint = newBrush;
}
public BrushRect GetBrushRect()
{
BrushRect rect = new BrushRect();
rect.width = (int)m_RectTransform.rect.width;
rect.height = (int)m_RectTransform.rect.height;
return rect;
}
private void OnDestroy()
{
OnTouchPointEvent = null;
OnTouchCanceledEvent = null;
}
[Serializable]
public class Point
{
public int x;
public int y;
public override string ToString()
{
return string.Format("({0},{1})", x, y);
}
}
[Serializable]
public class BrushPointList
{
public UIBrushLayer.Point[] points;
}
[Serializable]
public class BrushRect
{
public int width;
public int height;
public override string ToString()
{
return string.Format("width={0},height{1}", width, height);
}
}
}
4、挂上画笔脚本
BrushImage.mat
运行效果