SoftMaskForUGUI/Scripts/SoftMask.cs

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using System.Collections.Generic;
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using UnityEngine;
using UnityEngine.Profiling;
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using UnityEngine.Rendering;
using UnityEngine.UI;
using Object = UnityEngine.Object;
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namespace Coffee.UISoftMask
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{
/// <summary>
/// Soft mask.
/// Use instead of Mask for smooth masking.
/// </summary>
public class SoftMask : Mask, IMeshModifier
{
/// <summary>
/// Desampling rate.
/// </summary>
public enum DesamplingRate
{
None = 0,
x1 = 1,
x2 = 2,
x4 = 4,
x8 = 8,
}
private static readonly List<SoftMask>[] s_TmpSoftMasks = new List<SoftMask>[]
{
new List<SoftMask>(),
new List<SoftMask>(),
new List<SoftMask>(),
new List<SoftMask>(),
};
private static readonly Color[] s_ClearColors = new Color[]
{
new Color(0, 0, 0, 0),
new Color(1, 0, 0, 0),
new Color(1, 1, 0, 0),
new Color(1, 1, 1, 0),
};
private static bool s_UVStartsAtTop;
private static Shader s_SoftMaskShader;
private static Texture2D s_ReadTexture;
private static readonly List<SoftMask> s_ActiveSoftMasks = new List<SoftMask>();
private static readonly List<SoftMask> s_TempRelatables = new List<SoftMask>();
private static readonly Dictionary<int, Matrix4x4> s_PreviousViewProjectionMatrices = new Dictionary<int, Matrix4x4>();
private static readonly Dictionary<int, Matrix4x4> s_NowViewProjectionMatrices = new Dictionary<int, Matrix4x4>();
private static int s_StencilCompId;
private static int s_ColorMaskId;
private static int s_MainTexId;
private static int s_SoftnessId;
private static int s_GameVPId;
private static int s_GameTVPId;
private static int s_Alpha;
private MaterialPropertyBlock _mpb;
private CommandBuffer _cb;
private Material _material;
private RenderTexture _softMaskBuffer;
private int _stencilDepth;
private Mesh _mesh;
private SoftMask _parent;
internal readonly List<SoftMask> _children = new List<SoftMask>();
private bool _hasChanged = false;
private bool _hasStencilStateChanged = false;
[SerializeField, Tooltip("The desampling rate for soft mask buffer.")]
private DesamplingRate m_DesamplingRate = DesamplingRate.x1;
[SerializeField, Range(0.01f, 1), Tooltip("The value used by the soft mask to select the area of influence defined over the soft mask's graphic.")]
private float m_Softness = 1;
[SerializeField, Range(0f, 1f), Tooltip("The transparency of the whole masked graphic.")]
private float m_Alpha = 1;
[SerializeField, Tooltip("Should the soft mask ignore parent soft masks?")]
private bool m_IgnoreParent = false;
[SerializeField, Tooltip("Is the soft mask a part of parent soft mask?")]
private bool m_PartOfParent = false;
[SerializeField, Tooltip("Self graphic will not be drawn to soft mask buffer.")]
private bool m_IgnoreSelfGraphic;
[SerializeField, Tooltip("Self graphic will not be written to stencil buffer.")]
private bool m_IgnoreSelfStencil;
/// <summary>
/// The desampling rate for soft mask buffer.
/// </summary>
public DesamplingRate desamplingRate
{
get { return m_DesamplingRate; }
set
{
if (m_DesamplingRate == value) return;
m_DesamplingRate = value;
hasChanged = true;
}
}
/// <summary>
/// The value used by the soft mask to select the area of influence defined over the soft mask's graphic.
/// </summary>
public float softness
{
get { return m_Softness; }
set
{
value = Mathf.Clamp01(value);
if (Mathf.Approximately(m_Softness, value)) return;
m_Softness = value;
hasChanged = true;
}
}
/// <summary>
/// The transparency of the whole masked graphic.
/// </summary>
public float alpha
{
get { return m_Alpha; }
set
{
value = Mathf.Clamp01(value);
if (Mathf.Approximately(m_Alpha, value)) return;
m_Alpha = value;
hasChanged = true;
}
}
/// <summary>
/// Should the soft mask ignore parent soft masks?
/// </summary>
/// <value>If set to true the soft mask will ignore any parent soft mask settings.</value>
public bool ignoreParent
{
get { return m_IgnoreParent; }
set
{
if (m_IgnoreParent == value) return;
m_IgnoreParent = value;
hasChanged = true;
OnTransformParentChanged();
}
}
/// <summary>
/// Is the soft mask a part of parent soft mask?
/// </summary>
public bool partOfParent
{
get { return m_PartOfParent; }
set
{
if (m_PartOfParent == value) return;
m_PartOfParent = value;
hasChanged = true;
OnTransformParentChanged();
}
}
/// <summary>
/// The soft mask buffer.
/// </summary>
public RenderTexture softMaskBuffer
{
get
{
if (_parent)
{
ReleaseRt(ref _softMaskBuffer);
return _parent.softMaskBuffer;
}
// Check the size of soft mask buffer.
int w, h;
GetDesamplingSize(m_DesamplingRate, out w, out h);
if (_softMaskBuffer && (_softMaskBuffer.width != w || _softMaskBuffer.height != h))
{
ReleaseRt(ref _softMaskBuffer);
}
if (!_softMaskBuffer)
{
_softMaskBuffer = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32,
RenderTextureReadWrite.Default);
hasChanged = true;
_hasStencilStateChanged = true;
}
return _softMaskBuffer;
}
}
public bool hasChanged
{
get { return _parent ? _parent.hasChanged : _hasChanged; }
private set
{
if (_parent)
{
_parent.hasChanged = value;
}
_hasChanged = value;
}
}
public SoftMask parent
{
get { return _parent; }
}
public bool ignoreSelfGraphic
{
get { return m_IgnoreSelfGraphic; }
set
{
if (m_IgnoreSelfGraphic == value) return;
m_IgnoreSelfGraphic = value;
hasChanged = true;
graphic.SetVerticesDirtyEx();
}
}
public bool ignoreSelfStencil
{
get { return m_IgnoreSelfStencil; }
set
{
if (m_IgnoreSelfStencil == value) return;
m_IgnoreSelfStencil = value;
hasChanged = true;
graphic.SetVerticesDirtyEx();
graphic.SetMaterialDirtyEx();
}
}
Material material
{
get
{
return _material
? _material
: _material =
new Material(s_SoftMaskShader
? s_SoftMaskShader
: s_SoftMaskShader = Resources.Load<Shader>("SoftMask"))
{hideFlags = HideFlags.HideAndDontSave};
}
}
Mesh mesh
{
get { return _mesh ? _mesh : _mesh = new Mesh() {hideFlags = HideFlags.HideAndDontSave}; }
}
/// <summary>
/// Perform material modification in this function.
/// </summary>
/// <returns>Modified material.</returns>
/// <param name="baseMaterial">Configured Material.</param>
public override Material GetModifiedMaterial(Material baseMaterial)
{
hasChanged = true;
if (ignoreSelfStencil) return baseMaterial;
var result = base.GetModifiedMaterial(baseMaterial);
if (m_IgnoreParent && result != baseMaterial)
{
result.SetInt(s_StencilCompId, (int) CompareFunction.Always);
}
return result;
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
void IMeshModifier.ModifyMesh(Mesh mesh)
{
hasChanged = true;
_mesh = mesh;
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
void IMeshModifier.ModifyMesh(VertexHelper verts)
{
if (isActiveAndEnabled)
{
if (ignoreSelfGraphic)
{
verts.Clear();
verts.FillMesh(mesh);
}
else if (ignoreSelfStencil)
{
verts.FillMesh(mesh);
verts.Clear();
}
else
{
verts.FillMesh(mesh);
}
}
hasChanged = true;
}
/// <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>
/// <param name="g">Target graphic.</param>
public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera, Graphic g, int[] interactions)
{
if (!isActiveAndEnabled || (g == graphic && !g.raycastTarget)) return true;
int x = (int) ((softMaskBuffer.width - 1) * Mathf.Clamp01(sp.x / Screen.width));
int y = s_UVStartsAtTop
? (int) ((softMaskBuffer.height - 1) * (1 - Mathf.Clamp01(sp.y / Screen.height)))
: (int) ((softMaskBuffer.height - 1) * Mathf.Clamp01(sp.y / Screen.height));
return 0.5f < GetPixelValue(x, y, interactions);
}
public override bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
return true;
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
hasChanged = true;
// Register.
if (s_ActiveSoftMasks.Count == 0)
{
Canvas.willRenderCanvases += UpdateMaskTextures;
if (s_StencilCompId == 0)
{
s_UVStartsAtTop = SystemInfo.graphicsUVStartsAtTop;
s_StencilCompId = Shader.PropertyToID("_StencilComp");
s_ColorMaskId = Shader.PropertyToID("_ColorMask");
s_MainTexId = Shader.PropertyToID("_MainTex");
s_SoftnessId = Shader.PropertyToID("_Softness");
s_Alpha = Shader.PropertyToID("_Alpha");
#if UNITY_EDITOR
s_GameVPId = Shader.PropertyToID("_GameVP");
s_GameTVPId = Shader.PropertyToID("_GameTVP");
#endif
}
}
s_ActiveSoftMasks.Add(this);
// Reset the parent-child relation.
GetComponentsInChildren<SoftMask>(false, s_TempRelatables);
for (int i = s_TempRelatables.Count - 1; 0 <= i; i--)
{
s_TempRelatables[i].OnTransformParentChanged();
}
s_TempRelatables.Clear();
// Create objects.
_mpb = new MaterialPropertyBlock();
_cb = new CommandBuffer();
graphic.SetVerticesDirtyEx();
base.OnEnable();
_hasStencilStateChanged = false;
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
protected override void OnDisable()
{
// Unregister.
s_ActiveSoftMasks.Remove(this);
if (s_ActiveSoftMasks.Count == 0)
{
Canvas.willRenderCanvases -= UpdateMaskTextures;
}
// Reset the parent-child relation.
for (int i = _children.Count - 1; 0 <= i; i--)
{
_children[i].SetParent(_parent);
}
_children.Clear();
SetParent(null);
// Destroy objects.
_mpb.Clear();
_mpb = null;
_cb.Release();
_cb = null;
ReleaseObject(_mesh);
_mesh = null;
ReleaseObject(_material);
_material = null;
ReleaseRt(ref _softMaskBuffer);
base.OnDisable();
_hasStencilStateChanged = false;
}
/// <summary>
/// This function is called when the parent property of the transform of the GameObject has changed.
/// </summary>
protected override void OnTransformParentChanged()
{
hasChanged = true;
SoftMask newParent = null;
if (isActiveAndEnabled && !m_IgnoreParent)
{
var parentTransform = transform.parent;
while (parentTransform && (!newParent || !newParent.enabled))
{
newParent = parentTransform.GetComponent<SoftMask>();
parentTransform = parentTransform.parent;
}
}
SetParent(newParent);
hasChanged = true;
}
protected override void OnRectTransformDimensionsChange()
{
hasChanged = true;
}
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#if UNITY_EDITOR
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
/// </summary>
protected override void OnValidate()
{
graphic.SetVerticesDirtyEx();
graphic.SetMaterialDirtyEx();
OnTransformParentChanged();
base.OnValidate();
_hasStencilStateChanged = false;
}
#endif
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/// <summary>
/// Update all soft mask textures.
/// </summary>
static void UpdateMaskTextures()
{
Profiler.BeginSample("UpdateMaskTextures");
foreach (var sm in s_ActiveSoftMasks)
{
if (!sm || sm._hasChanged)
continue;
var canvas = sm.graphic.canvas;
if (!canvas)
continue;
if (canvas.renderMode == RenderMode.WorldSpace)
{
var cam = canvas.worldCamera;
if (!cam)
continue;
Profiler.BeginSample("Check view projection matrix changed (world space)");
var nowVP = cam.projectionMatrix * cam.worldToCameraMatrix;
var previousVP = default(Matrix4x4);
var id = cam.GetInstanceID();
s_PreviousViewProjectionMatrices.TryGetValue(id, out previousVP);
s_NowViewProjectionMatrices[id] = nowVP;
if (previousVP != nowVP)
{
sm.hasChanged = true;
}
Profiler.EndSample();
}
var rt = sm.rectTransform;
if (rt.hasChanged)
{
rt.hasChanged = false;
sm.hasChanged = true;
}
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#if UNITY_EDITOR
if (!Application.isPlaying)
{
sm.hasChanged = true;
}
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#endif
}
Profiler.BeginSample("Update changed soft masks");
foreach (var sm in s_ActiveSoftMasks)
{
if (!sm || !sm._hasChanged)
continue;
sm._hasChanged = false;
if (sm._parent) continue;
sm.UpdateMaskTexture();
if (!sm._hasStencilStateChanged) continue;
sm._hasStencilStateChanged = false;
Profiler.BeginSample("Notify stencil state changed");
MaskUtilities.NotifyStencilStateChanged(sm);
Profiler.EndSample();
}
Profiler.EndSample();
Profiler.BeginSample("Update previous view projection matrices");
s_PreviousViewProjectionMatrices.Clear();
foreach (var kv in s_NowViewProjectionMatrices)
{
s_PreviousViewProjectionMatrices.Add(kv.Key, kv.Value);
}
s_NowViewProjectionMatrices.Clear();
Profiler.EndSample();
Profiler.EndSample();
}
/// <summary>
/// Update the mask texture.
/// </summary>
private void UpdateMaskTexture()
{
if (!graphic || !graphic.canvas) return;
Profiler.BeginSample("UpdateMaskTexture");
_stencilDepth =
MaskUtilities.GetStencilDepth(transform, MaskUtilities.FindRootSortOverrideCanvas(transform));
// Collect children soft masks.
Profiler.BeginSample("Collect children soft masks");
var depth = 0;
s_TmpSoftMasks[0].Add(this);
while (_stencilDepth + depth < 3)
{
var count = s_TmpSoftMasks[depth].Count;
for (var i = 0; i < count; i++)
{
List<SoftMask> children = s_TmpSoftMasks[depth][i]._children;
var childCount = children.Count;
for (var j = 0; j < childCount; j++)
{
var child = children[j];
var childDepth = child.m_PartOfParent ? depth : depth + 1;
s_TmpSoftMasks[childDepth].Add(child);
}
}
depth++;
}
Profiler.EndSample();
// CommandBuffer.
Profiler.BeginSample("Initialize CommandBuffer");
_cb.Clear();
_cb.SetRenderTarget(softMaskBuffer);
_cb.ClearRenderTarget(false, true, s_ClearColors[_stencilDepth]);
Profiler.EndSample();
// 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)
{
_cb.SetViewProjectionMatrices(cam.worldToCameraMatrix,
GL.GetGPUProjectionMatrix(cam.projectionMatrix, false));
#if UNITY_EDITOR
var pv = GL.GetGPUProjectionMatrix(cam.projectionMatrix, false) * cam.worldToCameraMatrix;
_cb.SetGlobalMatrix(s_GameVPId, pv);
_cb.SetGlobalMatrix(s_GameTVPId, pv);
#endif
}
else
{
var pos = c.transform.position;
var vm = Matrix4x4.TRS(new Vector3(-pos.x, -pos.y, -1000), Quaternion.identity, new Vector3(1, 1, -1f));
var pm = Matrix4x4.TRS(new Vector3(0, 0, -1), Quaternion.identity,
new Vector3(1 / pos.x, 1 / pos.y, -2 / 10000f));
_cb.SetViewProjectionMatrices(vm, pm);
#if UNITY_EDITOR
var scale = c.transform.localScale.x;
var size = (c.transform as RectTransform).sizeDelta;
_cb.SetGlobalMatrix(s_GameVPId,
Matrix4x4.TRS(new Vector3(0, 0, 0.5f), Quaternion.identity,
new Vector3(2 / size.x, 2 / size.y, 0.0005f * scale)));
_cb.SetGlobalMatrix(s_GameTVPId,
Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity,
new Vector3(1 / pos.x, 1 / pos.y, -2 / 2000f)) * Matrix4x4.Translate(-pos));
#endif
}
Profiler.EndSample();
// Draw soft masks.
Profiler.BeginSample("Draw Mesh");
for (var i = 0; i < s_TmpSoftMasks.Length; i++)
{
var count = s_TmpSoftMasks[i].Count;
for (var j = 0; j < count; j++)
{
var sm = s_TmpSoftMasks[i][j];
if (i != 0)
{
sm._stencilDepth = MaskUtilities.GetStencilDepth(sm.transform,
MaskUtilities.FindRootSortOverrideCanvas(sm.transform));
}
// Set material property.
sm.material.SetInt(s_ColorMaskId, (int) 1 << (3 - _stencilDepth - i));
sm._mpb.SetTexture(s_MainTexId, sm.graphic.mainTexture);
sm._mpb.SetFloat(s_SoftnessId, sm.m_Softness);
sm._mpb.SetFloat(s_Alpha, sm.m_Alpha);
// Draw mesh.
_cb.DrawMesh(sm.mesh, sm.transform.localToWorldMatrix, sm.material, 0, 0, sm._mpb);
}
s_TmpSoftMasks[i].Clear();
}
Profiler.EndSample();
Graphics.ExecuteCommandBuffer(_cb);
Profiler.EndSample();
}
/// <summary>
/// Gets the size of the desampling.
/// </summary>
private static void GetDesamplingSize(DesamplingRate rate, out int w, out int h)
{
#if UNITY_EDITOR
var res = UnityEditor.UnityStats.screenRes.Split('x');
w = int.Parse(res[0]);
h = int.Parse(res[1]);
#else
w = Screen.width;
h = Screen.height;
#endif
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if (rate == DesamplingRate.None)
return;
var aspect = (float) w / h;
if (w < h)
{
h = Mathf.ClosestPowerOfTwo(h / (int) rate);
w = Mathf.CeilToInt(h * aspect);
}
else
{
w = Mathf.ClosestPowerOfTwo(w / (int) rate);
h = Mathf.CeilToInt(w / aspect);
}
}
/// <summary>
/// Release the specified obj.
/// </summary>
/// <param name="obj">Object.</param>
private static void ReleaseRt(ref RenderTexture tmpRT)
{
if (!tmpRT) return;
tmpRT.Release();
RenderTexture.ReleaseTemporary(tmpRT);
tmpRT = null;
}
/// <summary>
/// Release the specified obj.
/// </summary>
/// <param name="obj">Object.</param>
private static void ReleaseObject(Object obj)
{
if (!obj) return;
#if UNITY_EDITOR
if (!Application.isPlaying)
DestroyImmediate(obj);
else
#endif
Destroy(obj);
obj = null;
}
/// <summary>
/// Set the parent of the soft mask.
/// </summary>
/// <param name="newParent">The parent soft mask to use.</param>
private void SetParent(SoftMask newParent)
{
if (_parent != newParent && this != newParent)
{
if (_parent && _parent._children.Contains(this))
{
_parent._children.Remove(this);
_parent._children.RemoveAll(x => x == null);
}
_parent = newParent;
}
if (_parent && !_parent._children.Contains(this))
{
_parent._children.Add(this);
}
}
/// <summary>
/// Gets the pixel value.
/// </summary>
private float GetPixelValue(int x, int y, int[] interactions)
{
if (!s_ReadTexture)
{
s_ReadTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
}
var currentRt = RenderTexture.active;
RenderTexture.active = softMaskBuffer;
s_ReadTexture.ReadPixels(new Rect(x, y, 1, 1), 0, 0);
s_ReadTexture.Apply(false, false);
RenderTexture.active = currentRt;
var colors = s_ReadTexture.GetRawTextureData();
for (int i = 0; i < 4; i++)
{
switch (interactions[(i + 3) % 4])
{
case 0:
colors[i] = 255;
break;
case 2:
colors[i] = (byte) (255 - colors[i]);
break;
}
}
switch (_stencilDepth)
{
case 0: return (colors[1] / 255f);
case 1: return (colors[1] / 255f) * (colors[2] / 255f);
case 2: return (colors[1] / 255f) * (colors[2] / 255f) * (colors[3] / 255f);
case 3: return (colors[1] / 255f) * (colors[2] / 255f) * (colors[3] / 255f) * (colors[0] / 255f);
default: return 0;
}
}
}
}