Scale UI Image source image

Hi Unity Community

I have a UI Image whose Source Image is assigned at runtime. These images will be of various sizes and I need them to be scaled to fit the bounds of the layout element so that the entire image is visible.

I have tried a number of approaches for this, however I can’t seem to get this to work; could anyone please provide me some pointers on how to achieve this?

Many thanks in advance,
Ryan

Current Code:

public function ContextImgImp(){

	Debug.Log("Context Img Located at: " + texLocation);
		
	var wwwDirectory = "file://" + texLocation; //this will probably need to change for other OS (PC = file:/ [I think?]) - **REVISE**
	Debug.Log("Tex located at: " + wwwDirectory);
		
	newImgTex = new Texture2D(512, 512, TextureFormat.DXT1, false);
	
	while(true){
	
		var www : WWW = new WWW(wwwDirectory);
		
		yield www;
	
		Debug.Log("Done Downloading Texture");
		www.LoadImageIntoTexture(newImgTex);
		
		if (www.isDone){
			break; //if done downloading image break loop
		}
	}	
	
	var imgSprite = contImg.sprite;
	var imgRect = imgSprite.rect;
	var imgPivot = imgRectTrans.pivot;
	var pixelScale = 100;
	Debug.Log("Pixel Scale:" + pixelScale);
	
	newImgSprite = Sprite.Create(newImgTex, imgRect, imgPivot, pixelScale);
	contImg.sprite = newImgSprite;

	//imgRectTrans.rect.size = Vector2(130,130);
	//contImg.sprite.rect.size = Vector2(130,130);
	//contImg.type = Image.Type.Simple;
}

Current image display:
53954-screen-shot-2015-09-10-at-30951-pm.png

Whole image to be displayed:

54468-stretch-anchor.png

Can Layout element allowing you to make the anchor like same as I posted the screenshot, If yes then pls check with the same. May be it work