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README.md
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README.md
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SoftMaskForUGUI
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===
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Soft mask for uGUI element in Unity.
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Soft masking for uGUI elements in Unity.
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[](https://github.com/mob-sakai/SoftMaskForUGUI/releases)
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[](https://github.com/mob-sakai/SoftMaskForUGUI/releases)
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[](https://github.com/mob-sakai/SoftMaskForUGUI/blob/master/LICENSE.txt)
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[](http://makeapullrequest.com)
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<< [Description](#Description) | [WebGL Demo](#demo) | [Download](https://github.com/mob-sakai/SoftMaskForUGUI/releases) | [Usage](#usage) >>
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<< [Description](#Description) | [WebGL Demo](#demo) | [Download](https://github.com/mob-sakai/SoftMaskForUGUI/releases) | [Usage](#usage) | [Development Note](#development-note) >>
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### What's new? [See changelog ](https://github.com/mob-sakai/SoftMaskForUGUI/blob/develop/CHANGELOG.md)
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### Do you want to receive notifications for new releases? [Watch this repo ](https://github.com/mob-sakai/SoftMaskForUGUI/subscription)
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@ -19,6 +21,54 @@ Soft mask for uGUI element in Unity.
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<br><br><br><br>
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## Description
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SoftMask is a smooth masking component for uGUI elements in Unity.
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By using SoftMask instead of default Mask, rounded edges of UI elements can be expressed beautifully.
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#### Features
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* SoftMask is compatible with Mask.
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* You can adjust the visible part.
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* Text, Image, RawImage can be used as a masking.
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* Support multiple-sprites and SpriteAtlas.
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* Support up to 4 nested soft masks.
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* Support scroll view.
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* Support inversed soft mask.
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* Support overlay, camera space and world space.
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* Raycast is filtered only for the visible part.
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* Contain soft maskable UI shader.
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* 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).
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* Adjust soft mask buffer size to improve performance.
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* Convert existing Mask to SoftMask from context menu.
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#### Future plans
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* Render the soft mask buffer only when needed to improve performance.
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* Add a SoftMaskable component to the child UI elements of SoftMask From the inspector.
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* Preview soft mask buffer in inspector.
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* Support TextMeshPro.
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* Component icon.
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#### Known issues
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* SceneView does not display SoftMask properly. It is displayed like Mask. ([By design](#why-is-not-it-displayed-properly-in-sceneview?))
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#### Components
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|Component|Description|Screenshot|
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|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/12690315/48741492-b1656400-ec9e-11e8-8c15-e1dbc41e5a20.png" width="600px">|
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|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/12690315/48741494-b1fdfa80-ec9e-11e8-9f79-8e88ebbeff45.png" width="600px">|
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<br><br><br><br>
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1. Download `*.unitypackage` from [Releases](https://github.com/mob-sakai/SoftMaskForUGUI/releases).
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2. Import the package into your Unity project. Select `Import Package > Custom Package` from the `Assets` menu.
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3. Enjoy!
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3. Add SoftMask component instead of Mask component. Or, convert existing Mask component to SoftMask component from the context menu.
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4. Add SoftMaskable components to the child UI elements of SoftMask component.
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5. Adjust softness of SoftMask.
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6. Enjoy!
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##### Requirement
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* Unity 5.5+ *(included Unity 2018.x)*
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* Unity 2017+ *(including Unity 2018.x)*
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* No other SDK are required
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<br><br><br><br>
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## Development Note
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#### Support soft masks in your custom shaders
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You can support soft masks in your custom shaders, by adding just 3 lines!
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1. Add `#pragma` and `#include`. `SOFTMASK_EDITOR` is a keyword for editor, not included in the build.
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```
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#include "Assets/Coffee/UIExtensions/SoftMaskForUGUI/SoftMask.cginc"
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#pragma shader_feature __ SOFTMASK_EDITOR
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```
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2. Apply a soft mask in the fragment shader. `IN.vertex` is clip position.
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```
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color.a *= SoftMask(IN.vertex);
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```
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For details, please see [UI-Default-SoftMask.shader](https://raw.githubusercontent.com/mob-sakai/SoftMaskForUGUI/master/Assets/Coffee/UIExtensions/SoftMaskForUGUI/Resources/UI-Default-SoftMask.shader).
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<br><br>
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#### Why is not it displayed properly in SceneView?
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SoftMask calculates the final alpha value based on the value of each channel of the soft mask buffer.
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The soft mask buffer is a buffer generated based on GameView's screen space.
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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.
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Therefore, in GameView, it is displayed properly. but in ScreenView, it is displayed like default Mask.
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<br><br>
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#### Tips: Convert component from context menu
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Converting components from the context menu is very convenient.
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You can convert multiple components at the same time, without having to remove the source components.
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If the destination component has the same properties as the source component, the value is set automatically.
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In addition, if the destination component is compatible with the source component, it will not lose its reference.
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For example, if `public Mask mask;` refers to a Mask, converting it to SoftMask in this way does not lose references.
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This way consists of two generic methods.
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```cs
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/// <summary>
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/// Verify whether it can be converted to the specified component.
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/// </summary>
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protected static bool CanConvertTo<T>(Object context)
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where T : MonoBehaviour
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{
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return context && context.GetType() != typeof(T);
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}
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/// <summary>
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/// Convert to the specified component.
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/// </summary>
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protected static void ConvertTo<T>(Object context) where T : MonoBehaviour
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{
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var target = context as MonoBehaviour;
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var so = new SerializedObject(target);
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so.Update();
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bool oldEnable = target.enabled;
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target.enabled = false;
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// Find MonoScript of the specified component.
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foreach (var script in Resources.FindObjectsOfTypeAll<MonoScript>())
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{
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if (script.GetClass() != typeof(T))
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continue;
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// Set 'm_Script' to convert.
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so.FindProperty("m_Script").objectReferenceValue = script;
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so.ApplyModifiedProperties();
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break;
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}
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(so.targetObject as MonoBehaviour).enabled = oldEnable;
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}
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```
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In SoftMask, they are implemented as follows.
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* Mask and SoftMask can be converted to each other.
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* If conversion is not possible, gray out the context menu.
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```cs
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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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}
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```
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For details, please see [SoftMaskEditor.cs](https://raw.githubusercontent.com/mob-sakai/SoftMaskForUGUI/master/Assets/Coffee/UIExtensions/SoftMaskForUGUI/Scripts/Editor/SoftMaskEditor.cs).
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<br><br>
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#### Tips: Shader code for editor only
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Do you know how to implement shader code "for editor only"?
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SoftMask uses `SOFTMASK_EDITOR` keyword in shader code to determine whether it is running in the editor.
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`#pragma shader_feature __ SOFTMASK_EDITOR`
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`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.
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```cs
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#if UNITY_EDITOR
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material = new Material(shader);
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material.hideFlags = HideFlags.HideAndDontSave;
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material.EnableKeyword("SOFTMASK_EDITOR");
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#endif
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```
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<br><br>
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#### Tips: Shader code for SceneView only
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Do you know how to implement shader code "for SceneView only"?
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SoftMask understands that the current rendering is for SceneView, when SceneView's view projection matrix and UNITY_MATRIX_VP match.
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`fixed isSceneView = 1 - any(UNITY_MATRIX_VP - _SceneViewVP);`
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Actually, because of the movement operation in SceneView, use "approximate" instead of "match".
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```cs
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float4x4 _SceneViewVP;
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fixed Approximate(float4x4 a, float4x4 b)
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{
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float4x4 d = abs(a - b);
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return step(
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max(d._m00,max(d._m01,max(d._m02,max(d._m03,
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max(d._m10,max(d._m11,max(d._m12,max(d._m13,
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max(d._m20,max(d._m21,max(d._m22,max(d._m23,
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max(d._m30,max(d._m31,max(d._m32,d._m33))))))))))))))),
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0.01);
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}
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fixed isSceneView = Approximate(UNITY_MATRIX_VP, _SceneViewVP);
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```
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`_SceneViewVP` is set every frame from the editor script.
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```cs
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.update += ()
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{
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Camera cam = UnityEditor.SceneView.lastActiveSceneView.camera;
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Matrix4x4 vp = cam.projectionMatrix * cam.worldToCameraMatrix;
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material.SetMatrix("_SceneViewVP", vp);
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};
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#endif
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```
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<br><br><br><br>
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## License
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