using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.UI; using MaskIntr = UnityEngine.SpriteMaskInteraction; using UnityEngine.Serialization; namespace Coffee.UIExtensions { /// /// Soft maskable. /// Add this component to Graphic under SoftMask for smooth masking. /// [ExecuteInEditMode] public class SoftMaskable : MonoBehaviour, IMaterialModifier, ICanvasRaycastFilter, ISerializationCallbackReceiver { //################################ // Constant or Static Members. //################################ const int kVisibleInside = (1 << 0) + (1 << 2) + (1 << 4) + (1 << 6); const int kVisibleOutside = (2 << 0) + (2 << 2) + (2 << 4) + (2 << 6); //################################ // Serialize Members. //################################ [Tooltip("The graphic will be visible only in areas where no mask is present.")] [System.Obsolete] [HideInInspector] [SerializeField] bool m_Inverse = false; [Tooltip("The interaction for each masks.")] [HideInInspector] [SerializeField] int m_MaskInteraction = kVisibleInside; [Tooltip("Use stencil for masking.")] [SerializeField] bool m_UseStencil = true; //################################ // Public Members. //################################ /// /// Perform material modification in this function. /// /// Modified material. /// Configured Material. public Material GetModifiedMaterial(Material baseMaterial) { _softMask = null; if (!isActiveAndEnabled) { return baseMaterial; } // Find the nearest parent softmask. var parentTransform = transform.parent; while (parentTransform) { var sm = parentTransform.GetComponent(); 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); result.SetInt(s_StencilCompId, m_UseStencil ? (int)CompareFunction.Equal : (int)CompareFunction.Always); result.SetVector(s_MaskInteractionId, new Vector4( (m_MaskInteraction & 0x3), ((m_MaskInteraction >> 2) & 0x3), ((m_MaskInteraction >> 4) & 0x3), ((m_MaskInteraction >> 6) & 0x3) )); StencilMaterial.Remove(baseMaterial); ReleaseMaterial(ref _maskMaterial); _maskMaterial = result; #if UNITY_EDITOR result.EnableKeyword("SOFTMASK_EDITOR"); UpdateSceneViewMatrixForShader(); #endif } else { baseMaterial.SetTexture(s_SoftMaskTexId, Texture2D.whiteTexture); } return result; } /// /// Given a point and a camera is the raycast valid. /// /// Valid. /// Screen position. /// Raycast camera. public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) { if (!isActiveAndEnabled || !_softMask) return true; if (!RectTransformUtility.RectangleContainsScreenPoint(transform as RectTransform, sp, eventCamera)) { return false; } var sm = _softMask; for (int i = 0; i < 4; i++) { s_Interactions[i] = sm ? ((m_MaskInteraction >> i * 2) & 0x3) : 0; sm = sm ? sm.parent : null; } return _softMask.IsRaycastLocationValid(sp, eventCamera, graphic, s_Interactions); } /// /// The graphic will be visible only in areas where no mask is present. /// [System.Obsolete("Use SetMaskInteractions method instead.")] public bool inverse { get { return m_MaskInteraction == kVisibleOutside; } set { int intValue = value ? kVisibleOutside : kVisibleInside; if (m_MaskInteraction != intValue) { m_MaskInteraction = intValue; graphic.SetMaterialDirty(); } } } /// /// The graphic associated with the soft mask. /// public Graphic graphic{ get { return _graphic ? _graphic : _graphic = GetComponent(); } } /// /// Set the interaction for each mask. /// public void SetMaskInteraction(SpriteMaskInteraction intr) { SetMaskInteraction(intr, intr, intr, intr); } /// /// Set the interaction for each mask. /// public void SetMaskInteraction(SpriteMaskInteraction layer0, SpriteMaskInteraction layer1, SpriteMaskInteraction layer2, SpriteMaskInteraction layer3) { m_MaskInteraction = (int)layer0 + ((int)layer1 << 2) + ((int)layer2 << 4) + ((int)layer3 << 6); if (graphic) { graphic.SetMaterialDirty(); } } //################################ // Private Members. //################################ Graphic _graphic = null; SoftMask _softMask = null; Material _maskMaterial = null; static int s_SoftMaskTexId; static int s_StencilCompId; static int s_MaskInteractionId; static int s_SceneVId; static int s_ScenePId; static int s_GameVPId; static List s_ActiveSoftMaskables; static int[] s_Interactions = new int[4]; static Material s_DefaultMaterial; #if UNITY_EDITOR /// /// Update the scene view matrix for shader. /// static void UpdateSceneViewMatrixForShader() { UnityEditor.SceneView sceneView = UnityEditor.SceneView.lastActiveSceneView; if (!sceneView || !sceneView.camera) { return; } Camera cam = sceneView.camera; Matrix4x4 w2c = cam.worldToCameraMatrix; Matrix4x4 prj = cam.projectionMatrix; s_ActiveSoftMaskables.RemoveAll(x=>!x); foreach (var sm in s_ActiveSoftMaskables) { if (!sm || !sm._maskMaterial || !sm.graphic || !sm.graphic.canvas) { continue; } Material mat = sm._maskMaterial; mat.SetMatrix(s_SceneVId, w2c); mat.SetMatrix(s_ScenePId, prj); var c = sm.graphic.canvas.rootCanvas; if (c.renderMode != RenderMode.ScreenSpaceOverlay && c.worldCamera) { var wcam = c.worldCamera; var pv = wcam.projectionMatrix * wcam.worldToCameraMatrix; mat.SetMatrix(s_GameVPId, pv); } else { var pos = c.transform.localPosition; var pv = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, new Vector3(1 / pos.x, 1 / pos.y, -2 / 1000f)) * Matrix4x4.Translate(-pos); mat.SetMatrix(s_GameVPId, pv); } } } /// /// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). /// void OnValidate() { if (graphic) { graphic.SetMaterialDirty(); } } #endif /// /// This function is called when the object becomes enabled and active. /// void OnEnable() { // Register. if (s_ActiveSoftMaskables == null) { s_ActiveSoftMaskables = new List(); #if UNITY_EDITOR UnityEditor.EditorApplication.update += UpdateSceneViewMatrixForShader; s_SceneVId = Shader.PropertyToID("_SceneV"); s_ScenePId = Shader.PropertyToID("_SceneP"); s_GameVPId = Shader.PropertyToID("_GameVP"); #endif s_SoftMaskTexId = Shader.PropertyToID("_SoftMaskTex"); s_StencilCompId = Shader.PropertyToID("_StencilComp"); s_MaskInteractionId = Shader.PropertyToID("_MaskInteraction"); } s_ActiveSoftMaskables.Add(this); var g = graphic; if (g) { if (!g.material || g.material == Graphic.defaultGraphicMaterial) { g.material = s_DefaultMaterial ?? (s_DefaultMaterial = new Material(Resources.Load("UI-Default-SoftMask")) { hideFlags = HideFlags.HideAndDontSave, }); } g.SetMaterialDirty(); } _softMask = null; } /// /// This function is called when the behaviour becomes disabled. /// void OnDisable() { s_ActiveSoftMaskables.Remove(this); var g = graphic; if (g) { if (g.material == s_DefaultMaterial) { g.material = null; } g.SetMaterialDirty(); } ReleaseMaterial(ref _maskMaterial); _softMask = null; } /// /// Release the material. /// void ReleaseMaterial(ref Material mat) { if (mat) { StencilMaterial.Remove(mat); #if UNITY_EDITOR if (!Application.isPlaying) { DestroyImmediate(mat); } else #endif { Destroy(mat); } mat = null; } } void ISerializationCallbackReceiver.OnBeforeSerialize() { } void ISerializationCallbackReceiver.OnAfterDeserialize() { if (m_Inverse) { m_Inverse = false; m_MaskInteraction = (2 << 0) + (2 << 2) + (2 << 4) + (2 << 6); } } } }