Created
November 11, 2025 05:16
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Skewed Image
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| using UnityEngine; | |
| using UnityEngine.UI; | |
| public class SkewedImage : Image | |
| { | |
| public Vector2 SkewVector; | |
| protected override void OnPopulateMesh(VertexHelper vh) | |
| { | |
| base.OnPopulateMesh(vh); | |
| var r = GetPixelAdjustedRect(); | |
| var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height); | |
| Color32 color32 = color; | |
| vh.Clear(); | |
| var size = new Vector2(Mathf.Abs(SkewVector.x), Mathf.Abs(SkewVector.y)); | |
| var factor = Mathf.Approximately((SkewVector.x * SkewVector.y), 0) ? 0 : (SkewVector.x * SkewVector.y) / Mathf.Abs(SkewVector.x * SkewVector.y); | |
| vh.AddVert(new Vector3(v.x - factor * size.x + SkewVector.x, v.y - factor * size.y + SkewVector.y), color32, new Vector2(0f, 0f)); | |
| vh.AddVert(new Vector3(v.x + factor * size.x + SkewVector.x, v.w - factor * size.y + SkewVector.y), color32, new Vector2(0f, 1f)); | |
| vh.AddVert(new Vector3(v.z + factor * size.x + SkewVector.x, v.w + factor * size.y + SkewVector.y), color32, new Vector2(1f, 1f)); | |
| vh.AddVert(new Vector3(v.z - factor * size.x + SkewVector.x, v.y + factor * size.y + SkewVector.y), color32, new Vector2(1f, 0f)); | |
| vh.AddTriangle(0, 1, 2); | |
| vh.AddTriangle(2, 3, 0); | |
| } | |
| } |
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