|
|
|
@ -0,0 +1,300 @@
|
|
|
|
|
SoftMaskForUGUI
|
|
|
|
|
===
|
|
|
|
|
|
|
|
|
|
Soft masking for uGUI elements in Unity.
|
|
|
|
|
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/50282438-18408d80-0496-11e9-8f86-81e804edadd4.png)
|
|
|
|
|
|
|
|
|
|
[![](https://img.shields.io/github/release/mob-sakai/SoftMaskForUGUI.svg?label=latest%20version)](https://github.com/mob-sakai/SoftMaskForUGUI/releases)
|
|
|
|
|
[![](https://img.shields.io/github/release-date/mob-sakai/SoftMaskForUGUI.svg)](https://github.com/mob-sakai/SoftMaskForUGUI/releases)
|
|
|
|
|
![](https://img.shields.io/badge/unity-2017%2B-green.svg)
|
|
|
|
|
[![](https://img.shields.io/github/license/mob-sakai/SoftMaskForUGUI.svg)](https://github.com/mob-sakai/SoftMaskForUGUI/blob/master/LICENSE.txt)
|
|
|
|
|
[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
|
|
|
|
|
|
|
|
|
|
<< [Description](#Description) | [WebGL Demo](#demo) | [Download](https://github.com/mob-sakai/SoftMaskForUGUI/releases) | [Usage](#usage) | [Development Note](#development-note) >>
|
|
|
|
|
|
|
|
|
|
### What's new? [See changelog ![](https://img.shields.io/github/release-date/mob-sakai/SoftMaskForUGUI.svg?label=last%20updated)](https://github.com/mob-sakai/SoftMaskForUGUI/blob/develop/CHANGELOG.md)
|
|
|
|
|
### Do you want to receive notifications for new releases? [Watch this repo ![](https://img.shields.io/github/watchers/mob-sakai/SoftMaskForUGUI.svg?style=social&label=Watch)](https://github.com/mob-sakai/SoftMaskForUGUI/subscription)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br><br><br>
|
|
|
|
|
## Description
|
|
|
|
|
|
|
|
|
|
SoftMask is a smooth masking component for uGUI elements in Unity.
|
|
|
|
|
By using SoftMask instead of default Mask, rounded edges of UI elements can be expressed beautifully.
|
|
|
|
|
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/50282806-4b375100-0497-11e9-891c-35309d332c7b.png)
|
|
|
|
|
|
|
|
|
|
#### Features
|
|
|
|
|
|
|
|
|
|
* SoftMask is compatible with Mask.
|
|
|
|
|
* You can adjust the visible part.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48661087-01ca9f00-eab0-11e8-8878-772a1ed1fb7b.gif)
|
|
|
|
|
* Text, Image, RawImage can be used as a masking.
|
|
|
|
|
* Support multiple-sprites and SpriteAtlas.
|
|
|
|
|
* Support up to 4 nested soft masks.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48708326-a0d4cf80-ec45-11e8-83b8-f55d29138db7.png)
|
|
|
|
|
* Support scroll view.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48708527-2b1d3380-ec46-11e8-9adf-9d33498f0353.png)
|
|
|
|
|
* Support inversed soft mask.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48708328-a0d4cf80-ec45-11e8-9945-e877faabc968.png)
|
|
|
|
|
* Support overlay, camera space and world space.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48708329-a0d4cf80-ec45-11e8-8328-16b697f981ec.png)
|
|
|
|
|
* Raycast is filtered only for the visible part.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48708330-a16d6600-ec45-11e8-94bf-afecd1bd9a39.png)
|
|
|
|
|
* Contain soft maskable UI shader.
|
|
|
|
|
* Support soft masks in your custom shaders by adding just 3 lines. For details, please see [Development Note](#support-soft-masks-in-your-custom-shaders).
|
|
|
|
|
* Adjust soft mask buffer size to improve performance.
|
|
|
|
|
* Convert existing Mask to SoftMask from context menu.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48659018-902e2900-ea8e-11e8-9b6e-224365cdde7f.png)
|
|
|
|
|
* Render the soft mask buffer only when needed to improve performance.
|
|
|
|
|
* Add a SoftMaskable component to the child UI elements of SoftMask from the inspector.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/50284153-76bc3a80-049b-11e9-8c55-719af897960a.png)
|
|
|
|
|
* Preview soft mask buffer in inspector.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/50284151-7459e080-049b-11e9-9cd3-24fb476766dc.png)
|
|
|
|
|
* Support TextMeshPro.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/50284145-71f78680-049b-11e9-8be1-ac0ccbdf0144.png)
|
|
|
|
|
|
|
|
|
|
#### Known issues
|
|
|
|
|
|
|
|
|
|
* SceneView does not display SoftMask properly. It is displayed like Mask. ([By design](#why-is-not-it-displayed-properly-in-sceneview))
|
|
|
|
|
|
|
|
|
|
#### Components
|
|
|
|
|
|
|
|
|
|
|Component|Description|Screenshot|
|
|
|
|
|
|-|-|-|
|
|
|
|
|
|SoftMask|Use instead of Mask for smooth masking.<br><br>**Show Mask Graphic:** Show the graphic that is associated with the Mask render area.<br>**Desampling Rate:** The desampling rate for soft mask buffer. The larger the value, the better the performance but the lower the quality.<br>**Softness:** The value used by the soft mask to select the area of influence defined over the soft mask's graphic.<br>**Ignore Parent:** Should the soft mask ignore parent soft masks?|<img src="https://user-images.githubusercontent.com/12690315/50319746-377a0200-050c-11e9-96ae-a3a0ec81765f.png" width="600px">|
|
|
|
|
|
|SoftMaskable|Add this component to Graphic under SoftMask for smooth masking.<br><br>**Inverse:** The graphic will be visible only in areas where no mask is present.|<img src="https://user-images.githubusercontent.com/12690315/50319747-39dc5c00-050c-11e9-85fa-dd6ea9065daf.png" width="600px">|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br><br><br>
|
|
|
|
|
## Demo
|
|
|
|
|
|
|
|
|
|
[WebGL Demo](http://mob-sakai.github.io/SoftMaskForUGUI)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br><br><br>
|
|
|
|
|
## Usage
|
|
|
|
|
|
|
|
|
|
1. Download `*.unitypackage` from [Releases](https://github.com/mob-sakai/SoftMaskForUGUI/releases).
|
|
|
|
|
2. Import the package into your Unity project. Select `Import Package > Custom Package` from the `Assets` menu.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/46570979-edbb5a00-c9a7-11e8-845d-c5ee279effec.png)
|
|
|
|
|
3. Add SoftMask component instead of Mask component. Or, convert existing Mask component to SoftMask component from the context menu.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48659018-902e2900-ea8e-11e8-9b6e-224365cdde7f.png)
|
|
|
|
|
4. Add SoftMaskable components to the child UI elements of SoftMask component.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48704424-d4a9f800-ec39-11e8-8d65-8b7d1975750c.png)
|
|
|
|
|
Or, add SoftMaskable components from the inspector of SoftMask component.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/50284153-76bc3a80-049b-11e9-8c55-719af897960a.png)
|
|
|
|
|
5. Adjust softness of SoftMask.
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48661087-01ca9f00-eab0-11e8-8878-772a1ed1fb7b.gif)
|
|
|
|
|
6. Enjoy!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
##### Requirement
|
|
|
|
|
|
|
|
|
|
* Unity 2017+ *(including Unity 2018.x)*
|
|
|
|
|
* No other SDK are required
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br><br><br>
|
|
|
|
|
## Development Note
|
|
|
|
|
|
|
|
|
|
#### Support soft masks in your custom shaders
|
|
|
|
|
|
|
|
|
|
You can support soft masks in your custom shaders, by adding just 3 lines!
|
|
|
|
|
|
|
|
|
|
1. Add `#pragma` and `#include`. `SOFTMASK_EDITOR` is a keyword for editor, not included in the build.
|
|
|
|
|
```
|
|
|
|
|
#include "Assets/Coffee/UIExtensions/SoftMaskForUGUI/SoftMask.cginc"
|
|
|
|
|
#pragma shader_feature __ SOFTMASK_EDITOR
|
|
|
|
|
```
|
|
|
|
|
2. Apply a soft mask in the fragment shader. `IN.vertex` is clip position.
|
|
|
|
|
```
|
|
|
|
|
color.a *= SoftMask(IN.vertex);
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
As an example of implementation, please see [UI-Default-SoftMask.shader](https://raw.githubusercontent.com/mob-sakai/SoftMaskForUGUI/master/Assets/Coffee/UIExtensions/SoftMaskForUGUI/Resources/UI-Default-SoftMask.shader).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
|
#### Why is not it displayed properly in SceneView?
|
|
|
|
|
|
|
|
|
|
SoftMask calculates the final alpha value based on the value of each channel of the soft mask buffer.
|
|
|
|
|
The soft mask buffer is a buffer generated based on GameView's screen space.
|
|
|
|
|
|
|
|
|
|
Since SceneView has a view matrix and a projection matrix independent of GameView, the SceneView's camera can not refer to the soft mask buffer properly.
|
|
|
|
|
|
|
|
|
|
Therefore, in GameView, it is displayed properly. but in ScreenView, it is displayed like default Mask.
|
|
|
|
|
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48704647-80ebde80-ec3a-11e8-8b2a-99095af85442.png)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
|
#### Tips: Convert component from context menu
|
|
|
|
|
|
|
|
|
|
Converting components from the context menu is very convenient.
|
|
|
|
|
You can convert multiple components at the same time, without having to remove the source components.
|
|
|
|
|
|
|
|
|
|
![](https://user-images.githubusercontent.com/12690315/48659018-902e2900-ea8e-11e8-9b6e-224365cdde7f.png)
|
|
|
|
|
|
|
|
|
|
If the destination component has the same properties as the source component, the value is set automatically.
|
|
|
|
|
|
|
|
|
|
In addition, if the destination component is compatible with the source component, it will not lose its reference.
|
|
|
|
|
For example, if `public Mask mask;` refers to a Mask, converting it to SoftMask in this way does not lose references.
|
|
|
|
|
|
|
|
|
|
This way consists of two generic methods.
|
|
|
|
|
|
|
|
|
|
```cs
|
|
|
|
|
/// <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;
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
In SoftMask, they are implemented as follows.
|
|
|
|
|
* Mask and SoftMask can be converted to each other.
|
|
|
|
|
* If conversion is not possible, gray out the context menu.
|
|
|
|
|
|
|
|
|
|
```cs
|
|
|
|
|
[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);
|
|
|
|
|
}
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
For details, please see [SoftMaskEditor.cs](https://raw.githubusercontent.com/mob-sakai/SoftMaskForUGUI/master/Assets/Coffee/UIExtensions/SoftMaskForUGUI/Scripts/Editor/SoftMaskEditor.cs).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
|
#### Tips: Shader code for editor only
|
|
|
|
|
|
|
|
|
|
Do you know how to implement shader code "for editor only"?
|
|
|
|
|
SoftMask uses `SOFTMASK_EDITOR` keyword in shader code to determine whether it is running in the editor.
|
|
|
|
|
|
|
|
|
|
`#pragma shader_feature __ SOFTMASK_EDITOR`
|
|
|
|
|
|
|
|
|
|
`SOFTMASK_EDITOR` keyword is set from the editor script, but it is not set after it is built. Also, this shader variant will be excluded from build.
|
|
|
|
|
|
|
|
|
|
```cs
|
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
|
material = new Material(shader);
|
|
|
|
|
material.hideFlags = HideFlags.HideAndDontSave;
|
|
|
|
|
material.EnableKeyword("SOFTMASK_EDITOR");
|
|
|
|
|
#endif
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
|
#### Tips: Shader code for SceneView only
|
|
|
|
|
|
|
|
|
|
Do you know how to implement shader code "for SceneView only"?
|
|
|
|
|
SoftMask understands that the current rendering is for SceneView, when SceneView's view projection matrix and UNITY_MATRIX_VP match.
|
|
|
|
|
|
|
|
|
|
`fixed isSceneView = 1 - any(UNITY_MATRIX_VP - _SceneViewVP);`
|
|
|
|
|
|
|
|
|
|
Actually, because of the movement operation in SceneView, use "approximate" instead of "match".
|
|
|
|
|
|
|
|
|
|
```cs
|
|
|
|
|
float4x4 _SceneViewVP;
|
|
|
|
|
|
|
|
|
|
fixed Approximate(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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fixed isSceneView = Approximate(UNITY_MATRIX_VP, _SceneViewVP);
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
`_SceneViewVP` is set every frame from the editor script.
|
|
|
|
|
|
|
|
|
|
```cs
|
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
|
UnityEditor.EditorApplication.update += ()
|
|
|
|
|
{
|
|
|
|
|
Camera cam = UnityEditor.SceneView.lastActiveSceneView.camera;
|
|
|
|
|
Matrix4x4 vp = cam.projectionMatrix * cam.worldToCameraMatrix;
|
|
|
|
|
material.SetMatrix("_SceneViewVP", vp);
|
|
|
|
|
};
|
|
|
|
|
#endif
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<br><br><br><br>
|
|
|
|
|
## License
|
|
|
|
|
|
|
|
|
|
* MIT
|
|
|
|
|
* © UTJ/UCL
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
## Author
|
|
|
|
|
|
|
|
|
|
[mob-sakai](https://github.com/mob-sakai)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
## See Also
|
|
|
|
|
|
|
|
|
|
* GitHub page : https://github.com/mob-sakai/SoftMaskForUGUI
|
|
|
|
|
* Releases : https://github.com/mob-sakai/SoftMaskForUGUI/releases
|
|
|
|
|
* Issue tracker : https://github.com/mob-sakai/SoftMaskForUGUI/issues
|
|
|
|
|
* Current project : https://github.com/mob-sakai/SoftMaskForUGUI/projects/1
|
|
|
|
|
* Change log : https://github.com/mob-sakai/SoftMaskForUGUI/blob/master/CHANGELOG.md
|