SoftMaskForUGUI/Scripts/SoftMaskable.cs

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using System;
using System.Collections.Generic;
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using UnityEngine;
using UnityEngine.Profiling;
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using UnityEngine.Rendering;
using UnityEngine.UI;
using MaskIntr = UnityEngine.SpriteMaskInteraction;
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namespace Coffee.UISoftMask
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{
/// <summary>
/// Soft maskable.
/// Add this component to Graphic under SoftMask for smooth masking.
/// </summary>
#if UNITY_2018_3_OR_NEWER
[ExecuteAlways]
#else
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[ExecuteInEditMode]
# endif
[RequireComponent(typeof(Graphic))]
public class SoftMaskable : MonoBehaviour, IMaterialModifier, ICanvasRaycastFilter
#if UNITY_EDITOR
, ISerializationCallbackReceiver
# endif
{
private const int kVisibleInside = (1 << 0) + (1 << 2) + (1 << 4) + (1 << 6);
private const int kVisibleOutside = (2 << 0) + (2 << 2) + (2 << 4) + (2 << 6);
private static readonly Hash128 k_InvalidHash = new Hash128();
private static int s_SoftMaskTexId;
private static int s_StencilCompId;
private static int s_MaskInteractionId;
private static int s_GameVPId;
private static int s_GameTVPId;
private static List<SoftMaskable> s_ActiveSoftMaskables;
private static int[] s_Interactions = new int[4];
[SerializeField, HideInInspector, System.Obsolete]
private bool m_Inverse;
[SerializeField, Tooltip("The interaction for each masks."), HideInInspector]
private int m_MaskInteraction = kVisibleInside;
[SerializeField, Tooltip("Use stencil to mask.")]
private bool m_UseStencil = true;
[SerializeField, Tooltip("Use soft-masked raycast target.\n\nNote: This option is expensive.")]
private bool m_RaycastFilter;
private Graphic _graphic;
private SoftMask _softMask;
private Hash128 _effectMaterialHash;
/// <summary>
/// The graphic will be visible only in areas where no mask is present.
/// </summary>
public bool inverse
{
get { return m_MaskInteraction == kVisibleOutside; }
set
{
var intValue = value ? kVisibleOutside : kVisibleInside;
if (m_MaskInteraction == intValue) return;
m_MaskInteraction = intValue;
graphic.SetMaterialDirtyEx();
}
}
/// <summary>
/// Use soft-masked raycast target. This option is expensive.
/// </summary>
public bool raycastFilter
{
get { return m_RaycastFilter; }
set { m_RaycastFilter = value; }
}
/// <summary>
/// Use stencil to mask.
/// </summary>
public bool useStencil
{
get { return m_UseStencil; }
set
{
if (m_UseStencil == value) return;
m_UseStencil = value;
graphic.SetMaterialDirtyEx();
}
}
/// <summary>
/// The graphic associated with the soft mask.
/// </summary>
public Graphic graphic
{
get { return _graphic ? _graphic : _graphic = GetComponent<Graphic>(); }
}
public SoftMask softMask
{
get { return _softMask ? _softMask : _softMask = this.GetComponentInParentEx<SoftMask>(); }
}
public Material modifiedMaterial { get; private set; }
/// <summary>
/// Perform material modification in this function.
/// </summary>
/// <returns>Modified material.</returns>
/// <param name="baseMaterial">Configured Material.</param>
Material IMaterialModifier.GetModifiedMaterial(Material baseMaterial)
{
_softMask = null;
modifiedMaterial = null;
// If this component is disabled, the material is returned as is.
// If the parents do not have a soft mask component, the material is returned as is.
if (!isActiveAndEnabled || !softMask)
{
MaterialCache.Unregister(_effectMaterialHash);
_effectMaterialHash = k_InvalidHash;
return baseMaterial;
}
// Generate soft maskable material.
var previousHash = _effectMaterialHash;
_effectMaterialHash = new Hash128(
(uint) baseMaterial.GetInstanceID(),
(uint) softMask.GetInstanceID(),
(uint) m_MaskInteraction,
(uint) (m_UseStencil ? 1 : 0)
);
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// Generate soft maskable material.
modifiedMaterial = MaterialCache.Register(baseMaterial, _effectMaterialHash, mat =>
{
mat.shader = Shader.Find(string.Format("Hidden/{0} (SoftMaskable)", mat.shader.name));
mat.SetTexture(s_SoftMaskTexId, softMask.softMaskBuffer);
mat.SetInt(s_StencilCompId, m_UseStencil ? (int) CompareFunction.Equal : (int) CompareFunction.Always);
#if UNITY_EDITOR
mat.EnableKeyword("SOFTMASK_EDITOR");
UpdateMaterialForSceneView(mat);
#endif
var root = MaskUtilities.FindRootSortOverrideCanvas(transform);
var stencil = MaskUtilities.GetStencilDepth(transform, root);
mat.SetVector(s_MaskInteractionId, new Vector4(
1 <= stencil ? (m_MaskInteraction >> 0 & 0x3) : 0,
2 <= stencil ? (m_MaskInteraction >> 2 & 0x3) : 0,
3 <= stencil ? (m_MaskInteraction >> 4 & 0x3) : 0,
4 <= stencil ? (m_MaskInteraction >> 6 & 0x3) : 0
));
});
// Unregister the previous material.
MaterialCache.Unregister(previousHash);
return modifiedMaterial;
}
/// <summary>
/// Given a point and a camera is the raycast valid.
/// </summary>
/// <returns>Valid.</returns>
/// <param name="sp">Screen position.</param>
/// <param name="eventCamera">Raycast camera.</param>
bool ICanvasRaycastFilter.IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
if (!isActiveAndEnabled || !softMask)
return true;
if (!RectTransformUtility.RectangleContainsScreenPoint(transform as RectTransform, sp, eventCamera))
return false;
if (m_RaycastFilter)
{
var sm = _softMask;
for (var i = 0; i < 4; i++)
{
s_Interactions[i] = sm ? ((m_MaskInteraction >> i * 2) & 0x3) : 0;
sm = sm ? sm.parent : null;
}
return _softMask.IsRaycastLocationValid(sp, eventCamera, graphic, s_Interactions);
}
else
{
var sm = _softMask;
for (var i = 0; i < 4; i++)
{
if (!sm) break;
s_Interactions[i] = sm ? ((m_MaskInteraction >> i * 2) & 0x3) : 0;
var interaction = s_Interactions[i] == 1;
var rt = sm.transform as RectTransform;
var inRect = RectTransformUtility.RectangleContainsScreenPoint(rt, sp, eventCamera);
if (!sm.ignoreSelfGraphic && interaction != inRect) return false;
foreach (var child in sm._children)
{
if (!child) continue;
var childRt = child.transform as RectTransform;
var inRectChild = RectTransformUtility.RectangleContainsScreenPoint(childRt, sp, eventCamera);
if (!child.ignoreSelfGraphic && interaction != inRectChild) return false;
}
sm = sm ? sm.parent : null;
}
return true;
}
}
/// <summary>
/// Set the interaction for each mask.
/// </summary>
public void SetMaskInteraction(MaskIntr intr)
{
SetMaskInteraction(intr, intr, intr, intr);
}
/// <summary>
/// Set the interaction for each mask.
/// </summary>
public void SetMaskInteraction(MaskIntr layer0, MaskIntr layer1, MaskIntr layer2, MaskIntr layer3)
{
m_MaskInteraction = (int) layer0 + ((int) layer1 << 2) + ((int) layer2 << 4) + ((int) layer3 << 6);
graphic.SetMaterialDirtyEx();
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
private void OnEnable()
{
// Register.
if (s_ActiveSoftMaskables == null)
{
s_ActiveSoftMaskables = new List<SoftMaskable>();
s_SoftMaskTexId = Shader.PropertyToID("_SoftMaskTex");
s_StencilCompId = Shader.PropertyToID("_StencilComp");
s_MaskInteractionId = Shader.PropertyToID("_MaskInteraction");
#if UNITY_EDITOR
s_GameVPId = Shader.PropertyToID("_GameVP");
s_GameTVPId = Shader.PropertyToID("_GameTVP");
#endif
}
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s_ActiveSoftMaskables.Add(this);
graphic.SetMaterialDirtyEx();
_softMask = null;
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
private void OnDisable()
{
s_ActiveSoftMaskables.Remove(this);
graphic.SetMaterialDirtyEx();
_softMask = null;
MaterialCache.Unregister(_effectMaterialHash);
_effectMaterialHash = k_InvalidHash;
}
#if UNITY_EDITOR
private void UpdateMaterialForSceneView(Material mat)
{
if(!mat || !graphic || !graphic.canvas || !mat.shader || !mat.shader.name.EndsWith(" (SoftMaskable)")) return;
// Set view and projection matrices.
Profiler.BeginSample("Set view and projection matrices");
var c = graphic.canvas.rootCanvas;
var cam = c.worldCamera ?? Camera.main;
if (c && c.renderMode != RenderMode.ScreenSpaceOverlay && cam)
{
var p = GL.GetGPUProjectionMatrix(cam.projectionMatrix, false);
var pv = p * cam.worldToCameraMatrix;
mat.SetMatrix(s_GameVPId, pv);
mat.SetMatrix(s_GameTVPId, pv);
}
else
{
var pos = c.transform.position;
var scale = c.transform.localScale.x;
var size = (c.transform as RectTransform).sizeDelta;
var gameVp = Matrix4x4.TRS(new Vector3(0, 0, 0.5f), Quaternion.identity, new Vector3(2 / size.x, 2 / size.y, 0.0005f * scale));
var gameTvp = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, new Vector3(1 / pos.x, 1 / pos.y, -2 / 2000f)) * Matrix4x4.Translate(-pos);
mat.SetMatrix(s_GameVPId, gameVp);
mat.SetMatrix(s_GameTVPId, gameTvp);
}
Profiler.EndSample();
}
private void LateUpdate()
{
UpdateMaterialForSceneView(modifiedMaterial);
}
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
/// </summary>
private void OnValidate()
{
graphic.SetMaterialDirtyEx();
}
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
#pragma warning disable 0612
if (m_Inverse)
{
m_Inverse = false;
m_MaskInteraction = kVisibleOutside;
}
#pragma warning restore 0612
var current = this;
UnityEditor.EditorApplication.delayCall += () =>
{
if (!current) return;
if (!graphic) return;
if (graphic.name.Contains("TMP SubMeshUI")) return;
if (!graphic.material) return;
if (!graphic.material.shader) return;
if (graphic.material.shader.name != "Hidden/UI/Default (SoftMaskable)") return;
graphic.material = null;
graphic.SetMaterialDirtyEx();
};
}
#endif
}
}