效果:
using TMPro;
using UnityEngine;
using NaughtyAttributes;[ExecuteInEditMode]
public class TMTextPerpective : MonoBehaviour
{[OnValueChanged("DoPerspective")][Range(-1f, 1f)]public float CenterBias = 0f;[OnValueChanged("DoPerspective")][Range(0f, 100f)]public float PValue = 0f;TMP_Text m_Text;void Awake(){m_Text = GetComponent<TMP_Text>();TMPro_EventManager.TEXT_CHANGED_EVENT.Add(OnTextMeshChanged);}void Start(){DoPerspective();}// Update is called once per framevoid Update(){}void OnTextMeshChanged(Object o){if (!Application.isPlaying)return;if (o == m_Text){ChangeText2Perspective();}}void ChangeText2Perspective(){//Debug.Log("-----------------ChangeText2Perspective--------------");TMP_TextInfo textInfo = m_Text.textInfo;int characterCount = textInfo.characterCount;if (characterCount == 0) return;float x_min = m_Text.bounds.min.x;float x_max = m_Text.bounds.max.x;float y_min = m_Text.bounds.min.y;float y_max = m_Text.bounds.max.y;float center_x = x_min + (x_max - x_min) * ((CenterBias + 1f) / 2f);//Debug.Log($"x center {center_x}");Vector3[] vertices;float aff_ratio = PValue / 100f;for (int i = 0; i < characterCount; i++){if (!textInfo.characterInfo[i].isVisible)continue;int vertexIndex = textInfo.characterInfo[i].vertexIndex;// Get the index of the mesh used by this character.int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;vertices = textInfo.meshInfo[materialIndex].vertices;for (int j = 0; j < 4; j++){Vector3 p = vertices[vertexIndex + j];float iratio = (p.y - y_min) / (y_max - y_min);//Debug.Log($"{textInfo.characterInfo[i].character} v {j} move percent {iratio} aff {aff_ratio}");p.x = p.x + (center_x - p.x) * aff_ratio * iratio;vertices[vertexIndex + j] = p;}}m_Text.UpdateVertexData();}[Button("执行")]void DoPerspective(){m_Text.ForceMeshUpdate();if (!Application.isPlaying)ChangeText2Perspective();}
}