SoftMaskForUGUI/Scripts/SoftMaskable.cs

337 lines
8.7 KiB
C#

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
{
/// <summary>
/// Soft maskable.
/// Add this component to Graphic under SoftMask for smooth masking.
/// </summary>
[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 = 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.parent;
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);
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;
}
/// <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;
}
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);
}
/// <summary>
/// The graphic will be visible only in areas where no mask is present.
/// </summary>
[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();
}
}
}
/// <summary>
/// The graphic associated with the soft mask.
/// </summary>
public Graphic graphic{ get { return _graphic ? _graphic : _graphic = GetComponent<Graphic>(); } }
/// <summary>
/// Set the interaction for each mask.
/// </summary>
public void SetMaskInteraction(SpriteMaskInteraction intr)
{
SetMaskInteraction(intr, intr, intr, intr);
}
/// <summary>
/// Set the interaction for each mask.
/// </summary>
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<SoftMaskable> s_ActiveSoftMaskables;
static int[] s_Interactions = new int[4];
static Material s_DefaultMaterial;
#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)
{
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);
}
}
}
/// <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>();
#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<Shader>("UI-Default-SoftMask")) { hideFlags = HideFlags.HideAndDontSave, });
}
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 == s_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;
}
}
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
#pragma warning disable 0612
if (m_Inverse)
{
m_Inverse = false;
m_MaskInteraction = (2 << 0) + (2 << 2) + (2 << 4) + (2 << 6);
}
#pragma warning restore 0612
}
}
}