Implementation

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Shader "Hidden/SoftMask" {
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
sampler2D _MainTex;
float _Softness;
fixed4 frag (v2f_img i) : SV_Target
{
return saturate(tex2D(_MainTex, i.uv).a/_Softness);
}
ENDCG
}
}
}

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Shader "UI/Default-SoftMask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "Assets/Coffee/UIExtensions/SoftMaskForUGUI/SoftMask.cginc" // Add for soft mask
#pragma shader_feature __ SOFTMASK_EDITOR // Add for soft mask
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.a *= SoftMask(IN.vertex); // Add for soft mask
return color;
}
ENDCG
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
namespace Coffee.UIExtensions.Editors
{
/// <summary>
/// SoftMask editor.
/// </summary>
[CustomEditor(typeof(SoftMask))]
[CanEditMultipleObjects]
public class SoftMaskEditor : Editor
{
//%%%% Context menu for editor %%%%
[MenuItem("CONTEXT/Mask/Convert To SoftMask", true)]
static bool _ConvertToSoftMask(MenuCommand command)
{
return CanConvertTo<SoftMask>(command.context);
}
[MenuItem("CONTEXT/Mask/Convert To SoftMask", false)]
static void ConvertToSoftMask(MenuCommand command)
{
ConvertTo<SoftMask>(command.context);
}
[MenuItem("CONTEXT/Mask/Convert To Mask", true)]
static bool _ConvertToMask(MenuCommand command)
{
return CanConvertTo<Mask>(command.context);
}
[MenuItem("CONTEXT/Mask/Convert To Mask", false)]
static void ConvertToMask(MenuCommand command)
{
ConvertTo<Mask>(command.context);
}
/// <summary>
/// Verify whether it can be converted to the specified component.
/// </summary>
protected static bool CanConvertTo<T>(Object context)
where T : MonoBehaviour
{
return context && context.GetType() != typeof(T);
}
/// <summary>
/// Convert to the specified component.
/// </summary>
protected static void ConvertTo<T>(Object context) where T : MonoBehaviour
{
var target = context as MonoBehaviour;
var so = new SerializedObject(target);
so.Update();
bool oldEnable = target.enabled;
target.enabled = false;
// Find MonoScript of the specified component.
foreach (var script in Resources.FindObjectsOfTypeAll<MonoScript>())
{
if (script.GetClass() != typeof(T))
continue;
// Set 'm_Script' to convert.
so.FindProperty("m_Script").objectReferenceValue = script;
so.ApplyModifiedProperties();
break;
}
(so.targetObject as MonoBehaviour).enabled = oldEnable;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Soft mask.
/// Use instead of Mask for smooth masking.
/// </summary>
public class SoftMask : Mask, IMeshModifier, ICanvasRaycastFilter
{
//################################
// Constant or Static Members.
//################################
/// <summary>
/// Desampling rate.
/// </summary>
public enum DesamplingRate
{
None = 0,
x1 = 1,
x2 = 2,
x4 = 4,
x8 = 8,
}
static readonly List<SoftMask>[] s_TmpSoftMasks = new List<SoftMask>[]
{
new List<SoftMask>(),
new List<SoftMask>(),
new List<SoftMask>(),
new List<SoftMask>(),
};
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),
};
//################################
// Serialize Members.
//################################
[Tooltip("The desampling rate for soft mask buffer.")]
[SerializeField] DesamplingRate m_DesamplingRate = DesamplingRate.None;
[Tooltip("The value used by the soft mask to select the area of influence defined over the soft mask's graphic.")]
[SerializeField][Range(0.01f, 1)] float m_Softness = 1;
[Tooltip("Should the soft mask ignore parent soft masks?")]
[SerializeField] bool m_IgnoreParent = false;
//################################
// Public Members.
//################################
/// <summary>
/// The desampling rate for soft mask buffer.
/// </summary>
public DesamplingRate desamplingRate
{
get { return m_DesamplingRate; }
set
{
if (m_DesamplingRate != value)
{
m_DesamplingRate = value;
}
}
}
/// <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 (m_Softness != value)
{
m_Softness = value;
}
}
}
/// <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)
{
m_IgnoreParent = value;
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);
}
return _softMaskBuffer ? _softMaskBuffer : _softMaskBuffer = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
}
}
/// <summary>
/// Perform material modification in this function.
/// </summary>
/// <returns>Modified material.</returns>
/// <param name="baseMaterial">Configured Material.</param>
public override Material GetModifiedMaterial(Material 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)
{
_mesh = mesh;
}
/// <summary>
/// Call used to modify mesh.
/// </summary>
void IMeshModifier.ModifyMesh(VertexHelper verts)
{
if (isActiveAndEnabled)
{
verts.FillMesh(mesh);
}
}
/// <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)
{
if (!isActiveAndEnabled || (g == graphic && !g.raycastTarget))
{
return true;
}
if (!RectTransformUtility.RectangleContainsScreenPoint(rectTransform, sp, eventCamera))
{
return false;
}
int x = (int)(softMaskBuffer.width * sp.x / Screen.width);
int y = (int)(softMaskBuffer.height * sp.y / Screen.height);
return 0.5f < GetPixelValue(x, y);
}
/// <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>
public override bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
return IsRaycastLocationValid(sp, eventCamera, graphic);
}
//################################
// Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
// Register.
if (s_ActiveSoftMasks.Count == 0)
{
Canvas.willRenderCanvases += UpdateMaskTextures;
if (s_StencilCompId == 0)
{
s_StencilCompId = Shader.PropertyToID("_StencilComp");
s_ColorMaskId = Shader.PropertyToID("_ColorMask");
s_MainTexId = Shader.PropertyToID("_MainTex");
s_SoftnessId = Shader.PropertyToID("_Softness");
}
}
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.SetVerticesDirty();
base.OnEnable();
}
/// <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();
}
/// <summary>
/// This function is called when the parent property of the transform of the GameObject has changed.
/// </summary>
protected override void OnTransformParentChanged()
{
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);
}
#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.SetMaterialDirty();
OnTransformParentChanged();
base.OnValidate();
}
#endif
//################################
// Private Members.
//################################
static Shader s_SoftMaskShader;
static Texture2D s_ReadTexture;
static List<SoftMask> s_ActiveSoftMasks = new List<SoftMask>();
static List<SoftMask> s_TempRelatables = new List<SoftMask>();
static int s_StencilCompId;
static int s_ColorMaskId;
static int s_MainTexId;
static int s_SoftnessId;
MaterialPropertyBlock _mpb;
CommandBuffer _cb;
Material _material;
RenderTexture _softMaskBuffer;
int _stencilDepth;
Mesh _mesh;
SoftMask _parent;
List<SoftMask> _children = new List<SoftMask>();
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>
/// Update all soft mask textures.
/// </summary>
static void UpdateMaskTextures()
{
foreach (var sm in s_ActiveSoftMasks)
{
sm.UpdateMaskTexture();
}
}
/// <summary>
/// Update the mask texture.
/// </summary>
void UpdateMaskTexture()
{
if (_parent)
return;
Transform stopAfter = MaskUtilities.FindRootSortOverrideCanvas(transform);
_stencilDepth = MaskUtilities.GetStencilDepth(transform, stopAfter);
// Collect children soft masks.
int depth = 0;
s_TmpSoftMasks[0].Add(this);
while (_stencilDepth + depth < 3)
{
int count = s_TmpSoftMasks[depth].Count;
for (int i = 0; i < count; i++)
{
s_TmpSoftMasks[depth + 1].AddRange(s_TmpSoftMasks[depth][i]._children);
}
depth++;
}
// Clear.
_cb.Clear();
_cb.SetRenderTarget(softMaskBuffer);
_cb.ClearRenderTarget(false, true, s_ClearColors[_stencilDepth]);
// Set view and projection matrices.
var c = graphic.canvas;
if (c && c.renderMode != RenderMode.ScreenSpaceOverlay && c.worldCamera)
{
_cb.SetViewProjectionMatrices(c.worldCamera.worldToCameraMatrix, c.worldCamera.projectionMatrix);
}
else
{
_cb.SetViewMatrix(Matrix4x4.TRS(new Vector3(-1, -1, 0), Quaternion.identity, new Vector3(2f / Screen.width, 2f / Screen.height, 1f)));
}
// Draw soft masks.
for (int i = 0; i < s_TmpSoftMasks.Length; i++)
{
int count = s_TmpSoftMasks[i].Count;
for (int j = 0; j < count; j++)
{
var sm = s_TmpSoftMasks[i][j];
// 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);
// Draw mesh.
_cb.DrawMesh(sm.mesh, sm.transform.localToWorldMatrix, sm.material, 0, 0, sm._mpb);
}
s_TmpSoftMasks[i].Clear();
}
Graphics.ExecuteCommandBuffer(_cb);
}
/// <summary>
/// Gets the size of the desampling.
/// </summary>
void GetDesamplingSize(DesamplingRate rate, out int w, out int h)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
var res = UnityEditor.UnityStats.screenRes.Split('x');
w = int.Parse(res[0]);
h = int.Parse(res[1]);
}
else
#endif
{
w = Screen.width;
h = Screen.height;
}
if (rate == DesamplingRate.None)
return;
float 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>
void ReleaseRT(ref RenderTexture tmpRT)
{
if (tmpRT)
{
RenderTexture.ReleaseTemporary(tmpRT);
tmpRT = null;
}
}
/// <summary>
/// Release the specified obj.
/// </summary>
/// <param name="obj">Object.</param>
void ReleaseObject(Object obj)
{
if (obj)
{
#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>
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>
float GetPixelValue(int x, int y)
{
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();
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;
}
}
}
}

12
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262
Scripts/SoftMaskable.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
/// <summary>
/// Soft maskable.
/// Add this component to Graphic under SoftMask for smooth masking.
/// </summary>
[ExecuteInEditMode]
public class SoftMaskable : MonoBehaviour, IMaterialModifier, ICanvasRaycastFilter
{
//################################
// Constant or Static Members.
//################################
static List<SoftMaskable> s_ActiveSoftMaskables;
static Material defaultMaterial = null;
//################################
// Serialize Members.
//################################
[Tooltip("The graphic will be visible only in areas where no mask is present.")]
[SerializeField] bool m_Inverse = false;
//################################
// Public Members.
//################################
/// <summary>
/// Perform material modification in this function.
/// </summary>
/// <returns>Modified material.</returns>
/// <param name="baseMaterial">Configured Material.</param>
public Material GetModifiedMaterial(Material baseMaterial)
{
_softMask = null;
if (!isActiveAndEnabled)
{
return baseMaterial;
}
// Find the nearest parent softmask.
var parentTransform = transform;
while (parentTransform)
{
var sm = parentTransform.GetComponent<SoftMask>();
if (sm && sm.enabled)
{
_softMask = sm;
break;
}
parentTransform = parentTransform.parent;
}
Material result = baseMaterial;
if (_softMask)
{
result = new Material(baseMaterial);
result.hideFlags = HideFlags.HideAndDontSave;
result.SetTexture(s_SoftMaskTexId, _softMask.softMaskBuffer);
if (m_Inverse)
{
result.SetFloat(s_SoftMaskInverseId, 1);
result.SetInt(s_StencilCompId, (int)CompareFunction.Always);
}
else
{
result.SetFloat(s_SoftMaskInverseId, 0);
result.SetInt(s_StencilCompId, (int)CompareFunction.Equal);
}
StencilMaterial.Remove(baseMaterial);
ReleaseMaterial(ref _maskMaterial);
_maskMaterial = result;
Debug.LogFormat("<color=orange>GetModifiedMaterial {0}</color>",this);
#if UNITY_EDITOR
result.EnableKeyword("SOFTMASK_EDITOR");
UpdateSceneViewMatrixForShader();
#endif
}
else
{
baseMaterial.SetTexture(s_SoftMaskTexId, Texture2D.whiteTexture);
}
return result;
}
/// <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>
public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
if (!isActiveAndEnabled || !_softMask)
return true;
if (!RectTransformUtility.RectangleContainsScreenPoint(transform as RectTransform, sp, eventCamera))
return false;
return _softMask.IsRaycastLocationValid(sp, eventCamera, graphic) != m_Inverse;
}
/// <summary>
/// The graphic will be visible only in areas where no mask is present.
/// </summary>
public bool inverse
{
get { return m_Inverse; }
set
{
if (m_Inverse != value)
{
m_Inverse = value;
graphic.SetMaterialDirty();
}
}
}
/// <summary>
/// The graphic associated with the soft mask.
/// </summary>
public Graphic graphic{ get { return _graphic ? _graphic : _graphic = GetComponent<Graphic>(); } }
//################################
// Private Members.
//################################
Graphic _graphic = null;
SoftMask _softMask = null;
Material _maskMaterial = null;
static int s_SoftMaskTexId;
static int s_StencilCompId;
static int s_SoftMaskInverseId;
#if UNITY_EDITOR
/// <summary>
/// Update the scene view matrix for shader.
/// </summary>
static void UpdateSceneViewMatrixForShader()
{
UnityEditor.SceneView sceneView = UnityEditor.SceneView.lastActiveSceneView;
if (!sceneView || !sceneView.camera)
{
Debug.LogWarning("hoge!");
return;
}
Camera cam = sceneView.camera;
Matrix4x4 w2c = cam.worldToCameraMatrix;
Matrix4x4 prj = cam.projectionMatrix;
foreach (var sm in s_ActiveSoftMaskables)
{
Material mat = sm._maskMaterial;
if (mat)
{
mat.SetMatrix("_SceneView", w2c);
mat.SetMatrix("_SceneProj", prj);
}
Debug.Log(sm + ", "+ mat, sm);
}
}
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
/// </summary>
void OnValidate()
{
if (graphic)
{
graphic.SetMaterialDirty();
}
}
#endif
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
void OnEnable()
{
// Register.
if (s_ActiveSoftMaskables == null)
{
s_ActiveSoftMaskables = new List<SoftMaskable>();
UnityEditor.EditorApplication.update += UpdateSceneViewMatrixForShader;
// Canvas.willRenderCanvases += UpdateSceneViewMatrixForShader;
s_SoftMaskTexId = Shader.PropertyToID("_SoftMaskTex");
s_StencilCompId = Shader.PropertyToID("_StencilComp");
s_SoftMaskInverseId = Shader.PropertyToID("_SoftMaskInverse");
}
s_ActiveSoftMaskables.Add(this);
var g = graphic;
if (g)
{
if (!g.material || g.material == Graphic.defaultGraphicMaterial)
{
g.material = defaultMaterial ?? (defaultMaterial = new Material(Resources.Load<Shader>("UI-Default-SoftMask")));
}
g.SetMaterialDirty();
}
_softMask = null;
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
void OnDisable()
{
s_ActiveSoftMaskables.Remove(this);
var g = graphic;
if (g)
{
if (g.material == defaultMaterial)
{
g.material = null;
}
g.SetMaterialDirty();
}
ReleaseMaterial(ref _maskMaterial);
_softMask = null;
}
/// <summary>
/// Release the material.
/// </summary>
void ReleaseMaterial(ref Material mat)
{
if (mat)
{
StencilMaterial.Remove(mat);
#if UNITY_EDITOR
if (!Application.isPlaying)
{
DestroyImmediate(mat);
}
else
#endif
{
Destroy(mat);
}
mat = null;
}
}
}
}

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SoftMask.cginc Normal file
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#ifndef UI_SOFTMASK_INCLUDED
#define UI_SOFTMASK_INCLUDED
sampler2D _SoftMaskTex;
fixed _SoftMaskInverse;
float _Stencil;
float4x4 _SceneView;
float4x4 _SceneProj;
fixed Approximately(float4x4 a, float4x4 b)
{
float4x4 d = abs(a - b);
return step(
max(d._m00,max(d._m01,max(d._m02,max(d._m03,
max(d._m10,max(d._m11,max(d._m12,max(d._m13,
max(d._m20,max(d._m21,max(d._m22,max(d._m23,
max(d._m30,max(d._m31,max(d._m32,d._m33))))))))))))))),
0.01);
}
half SoftMask(float4 clipPos)
{
half2 view = clipPos.xy/_ScreenParams.xy;
half alpha =
lerp(1, tex2D(_SoftMaskTex, view).a, step(15, _Stencil))
* lerp(1, tex2D(_SoftMaskTex, view).b, step(7, _Stencil))
* lerp(1, tex2D(_SoftMaskTex, view).g, step(3, _Stencil))
* lerp(1, tex2D(_SoftMaskTex, view).r, step(1, _Stencil));
alpha = lerp(alpha, 1 - alpha, _SoftMaskInverse);
#if SOFTMASK_EDITOR
fixed isSceneView = max(Approximately(UNITY_MATRIX_V, _SceneView), Approximately(UNITY_MATRIX_P, _SceneProj));
alpha = lerp(alpha, 1, isSceneView);
#endif
return alpha;
}
#endif // UI_SOFTMASK_INCLUDED

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