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July 1, 2021 20:13
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Unity UI Bevel or Emboss effect
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using System.Collections.Generic; | |
namespace UnityEngine.UI | |
{ | |
[AddComponentMenu("UI/Effects/Bevel", 15)] | |
public class Bevel : Shadow | |
{ | |
[SerializeField] private Color highlightColor; | |
protected Bevel() | |
{ } | |
public override void ModifyVertices(List<UIVertex> verts) | |
{ | |
if (!IsActive()) | |
return; | |
var start = 0; | |
var end = verts.Count; | |
ApplyShadow(verts, highlightColor, start, verts.Count, -effectDistance.x, effectDistance.y); | |
start = end; | |
ApplyShadow(verts, effectColor, start, verts.Count, effectDistance.x, -effectDistance.y); | |
} | |
} | |
} |
I've updated the code to work in 2020.x version. Just create a class Bevel.cs and paste it. Then, add Bevel component to your UI Element.
Please note, ListPool<T>
is an internal class of UnityEngine till 2021.1 version. So, if you're trying this in 2021.1 or more, please remove ListPool<T>
and ObjectPool<T>
.
using System.Collections.Generic;
using UnityEngine.Events;
namespace UnityEngine.UI
{
[AddComponentMenu("UI/Effects/Bevel", 15)]
public class Bevel : Shadow
{
[SerializeField] private Color highlightColor;
protected Bevel()
{ }
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive())
return;
var verts = ListPool<UIVertex>.Get();
vh.GetUIVertexStream(verts);
var start = 0;
var end = verts.Count;
ApplyShadow(verts, highlightColor, start, verts.Count, -effectDistance.x, effectDistance.y);
start = end;
ApplyShadow(verts, effectColor, start, verts.Count, effectDistance.x, -effectDistance.y);
vh.Clear();
vh.AddUIVertexTriangleStream(verts);
ListPool<UIVertex>.Release(verts);
}
}
// REMOVE FROM HERE IF 2021.1 or more
public static class ListPool<T>
{
// Object pool to avoid allocations.
private static readonly ObjectPool<List<T>> s_ListPool = new ObjectPool<List<T>>(null, l => l.Clear());
public static List<T> Get()
{
return s_ListPool.Get();
}
public static void Release(List<T> toRelease)
{
s_ListPool.Release(toRelease);
}
}
public class ObjectPool<T> where T : new()
{
private readonly Stack<T> m_Stack = new Stack<T>();
private readonly UnityAction<T> m_ActionOnGet;
private readonly UnityAction<T> m_ActionOnRelease;
public int countAll { get; private set; }
public int countActive { get { return countAll - countInactive; } }
public int countInactive { get { return m_Stack.Count; } }
public ObjectPool(UnityAction<T> actionOnGet, UnityAction<T> actionOnRelease)
{
m_ActionOnGet = actionOnGet;
m_ActionOnRelease = actionOnRelease;
}
public T Get()
{
T element;
if (m_Stack.Count == 0)
{
element = new T();
countAll++;
}
else
{
element = m_Stack.Pop();
}
if (m_ActionOnGet != null)
m_ActionOnGet(element);
return element;
}
public void Release(T element)
{
if (m_Stack.Count > 0 && ReferenceEquals(m_Stack.Peek(), element))
Debug.LogError("Internal error. Trying to destroy object that is already released to pool.");
if (m_ActionOnRelease != null)
m_ActionOnRelease(element);
m_Stack.Push(element);
}
}
// STOP REMOVING
}
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How to use this script?