Implementation
parent
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commit
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Apache License
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Version 2.0, January 2004
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http://www.apache.org/licenses/
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TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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@ -0,0 +1,7 @@
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- Luckiest Guy
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Shader "Hidden/SoftMask" {
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float _Softness;
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fixed4 frag (v2f_img i) : SV_Target
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{
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return saturate(tex2D(_MainTex, i.uv).a/_Softness);
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}
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ENDCG
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Shader "UI/Default-SoftMask"
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{
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Properties
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||||
{
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||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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||||
_Color ("Tint", Color) = (1,1,1,1)
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||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
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||||
_Stencil ("Stencil ID", Float) = 0
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||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
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||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
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||||
|
||||
_ColorMask ("Color Mask", Float) = 15
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||||
|
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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||||
}
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||||
|
||||
SubShader
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||||
{
|
||||
Tags
|
||||
{
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||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
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||||
"CanUseSpriteAtlas"="True"
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||||
}
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||||
|
||||
Stencil
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||||
{
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||||
Ref [_Stencil]
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||||
Comp [_StencilComp]
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||||
Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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||||
}
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||||
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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||||
Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "Assets/Coffee/UIExtensions/SoftMaskForUGUI/SoftMask.cginc" // Add for soft mask
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#pragma shader_feature __ SOFTMASK_EDITOR // Add for soft mask
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struct appdata_t
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{
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||||
float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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||||
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||||
struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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||||
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sampler2D _MainTex;
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fixed4 _Color;
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||||
fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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v2f vert(appdata_t v)
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||||
{
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||||
v2f OUT;
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||||
UNITY_SETUP_INSTANCE_ID(v);
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||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = v.vertex;
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||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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||||
|
||||
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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||||
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OUT.color = v.color * _Color;
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||||
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return OUT;
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}
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||||
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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||||
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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color.a *= SoftMask(IN.vertex); // Add for soft mask
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return color;
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||||
}
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||||
ENDCG
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||||
}
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||||
}
|
||||
}
|
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@ -0,0 +1,9 @@
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userData:
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@ -0,0 +1,78 @@
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|||
using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
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||||
using UnityEngine.UI;
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||||
using UnityEditor;
|
||||
|
||||
|
||||
namespace Coffee.UIExtensions.Editors
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||||
{
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||||
/// <summary>
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||||
/// SoftMask editor.
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||||
/// </summary>
|
||||
[CustomEditor(typeof(SoftMask))]
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||||
[CanEditMultipleObjects]
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||||
public class SoftMaskEditor : Editor
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||||
{
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||||
//%%%% Context menu for editor %%%%
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||||
[MenuItem("CONTEXT/Mask/Convert To SoftMask", true)]
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static bool _ConvertToSoftMask(MenuCommand command)
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||||
{
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||||
return CanConvertTo<SoftMask>(command.context);
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||||
}
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||||
|
||||
[MenuItem("CONTEXT/Mask/Convert To SoftMask", false)]
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||||
static void ConvertToSoftMask(MenuCommand command)
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||||
{
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ConvertTo<SoftMask>(command.context);
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||||
}
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||||
|
||||
[MenuItem("CONTEXT/Mask/Convert To Mask", true)]
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||||
static bool _ConvertToMask(MenuCommand command)
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||||
{
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||||
return CanConvertTo<Mask>(command.context);
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||||
}
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||||
|
||||
[MenuItem("CONTEXT/Mask/Convert To Mask", false)]
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||||
static void ConvertToMask(MenuCommand command)
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||||
{
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||||
ConvertTo<Mask>(command.context);
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||||
}
|
||||
|
||||
/// <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))
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||||
continue;
|
||||
|
||||
// Set 'm_Script' to convert.
|
||||
so.FindProperty("m_Script").objectReferenceValue = script;
|
||||
so.ApplyModifiedProperties();
|
||||
break;
|
||||
}
|
||||
|
||||
(so.targetObject as MonoBehaviour).enabled = oldEnable;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c2615ef08e99d4d898049fb9da8626c6
|
||||
timeCreated: 1539820794
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,530 @@
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 385b7d1277b6c4007a84c065696e0f8c
|
||||
timeCreated: 1539755712
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,262 @@
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 97bc2ebab6563400c95b036136d26ea6
|
||||
timeCreated: 1539851864
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,42 @@
|
|||
#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
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c0f7e0d8262ac42cc9ec30a5aea12d72
|
||||
timeCreated: 1539995458
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue