[Unity]给场景中的3D字体TextMesh增加描边方案一

取你的文本对象,简单地添加以下脚本:

csharp 复制代码
using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class TextOutline : MonoBehaviour {

	public float pixelSize = 1;
	public Color outlineColor = Color.black;
	public bool resolutionDependant = false;
	public int doubleResolution = 1024;
	RectTransform rectTransform;
	private Text textMesh;
	private Color originalColor;

	void Start() {
		textMesh = GetComponent<Text>();    
		rectTransform = this.GetComponent<RectTransform>();

		originalColor = textMesh.color;

		for (int i = 0; i < 8; i++) {
			GameObject outline = new GameObject("outline", typeof(Text));
			outline.transform.parent = transform;
			outline.transform.localScale = new Vector3(1, 1, 1);
			RectTransform rectTransformChild = outline.GetComponent<RectTransform>();

			rectTransformChild.anchoredPosition = rectTransform.anchoredPosition;
			rectTransformChild.anchoredPosition3D = rectTransform.anchoredPosition3D;
			rectTransformChild.anchorMax = rectTransform.anchorMax;
			rectTransformChild.anchorMin = rectTransform.anchorMin;
			rectTransformChild.offsetMax = rectTransform.offsetMax;
			rectTransformChild.offsetMin = rectTransform.offsetMin;
			rectTransformChild.pivot = rectTransform.pivot;
			rectTransformChild.sizeDelta = rectTransform.sizeDelta;
		}

		Reposition();
	}

	void Reposition() {
		Vector3 screenPoint = Camera.main.WorldToScreenPoint(transform.position);

		outlineColor.a = textMesh.color.a * textMesh.color.a;
		textMesh.color = outlineColor;
		// copy attributes
		for (int i = 0; i < transform.childCount; i++) {

			Text other = transform.GetChild(i).GetComponent<Text>();
			other.color = outlineColor;
			other.text = textMesh.text;
			other.alignment = textMesh.alignment;
			other.font = textMesh.font;
			other.fontSize = textMesh.fontSize;
			other.fontStyle = textMesh.fontStyle;
			other.lineSpacing = textMesh.lineSpacing;

			bool doublePixel = resolutionDependant && (Screen.width > doubleResolution || Screen.height > doubleResolution);
			Vector3 pixelOffset = GetOffset(i) * (doublePixel ? 2.0f * pixelSize : pixelSize);
			Vector3 worldPoint = Camera.main.ScreenToWorldPoint(screenPoint + pixelOffset);
			other.transform.position = worldPoint;

			if(i == transform.childCount-1)
			{
				other.color = originalColor;
			}
		}
	}

	Vector3 GetOffset(int i) {
		switch (i % 8) {
		case 0: return new Vector3(0, 1, 0);
		case 1: return new Vector3(1, 1, 0);
		case 2: return new Vector3(1, 0, 0);
		case 3: return new Vector3(1, -1, 0);
		case 4: return new Vector3(0, -1, 0);
		case 5: return new Vector3(-1, -1, 0);
		case 6: return new Vector3(-1, 0, 0);
		case 7: return new Vector3(-1, 1, 0);
		default: return Vector3.zero;
		}
	}
}
相关推荐
Thomas_YXQ2 小时前
Unity3D IK解算器技术分析
开发语言·搜索引擎·unity·全文检索·unity3d·lucene
o0向阳而生0o2 小时前
28、.NET 中元数据是什么?
microsoft·c#·.net
niuTaylor3 小时前
Linux驱动开发快速上手指南:从理论到实战
linux·运维·开发语言·驱动开发·c#
军训猫猫头3 小时前
89.WPF 中实现便捷的数字输入框:DecimalUpDown 控件的使用 WPF例子 C#例子.
开发语言·c#·wpf
冰茶_5 小时前
.NET MAUI 发展历程:从 Xamarin 到现代跨平台应用开发框架
学习·microsoft·微软·c#·.net·xamarin
cooldream20095 小时前
深入理解MVP架构:让UI层与业务逻辑完美分离的设计模式
ui·设计模式·架构·系统架构师
拖孩5 小时前
【Nova UI】十一、组件库中 Icon 组件的测试、使用与全局注册全攻略
前端·javascript·vue.js·ui·sass
The Future is mine6 小时前
C# new Bitmap(32043, 32043, PixelFormat.Format32bppArgb)报错:参数无效,如何将图像分块化处理?
开发语言·c#
星火撩猿10 小时前
常见游戏引擎介绍与对比
unity·ue5·游戏引擎·godot
sky_smile_Allen11 小时前
[Unity]-[UI]-[Prefab] 关于Unity UGUI 的布局及组件讲解
ui·unity·游戏引擎