674 lines
16 KiB
C#
Executable File
674 lines
16 KiB
C#
Executable File
using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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namespace Coffee.UIExtensions
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{
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/// <summary>
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/// Soft mask.
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/// Use instead of Mask for smooth masking.
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/// </summary>
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public class SoftMask : Mask, IMeshModifier
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{
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//################################
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// Constant or Static Members.
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//################################
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/// <summary>
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/// Desampling rate.
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/// </summary>
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public enum DesamplingRate
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{
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None = 0,
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x1 = 1,
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x2 = 2,
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x4 = 4,
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x8 = 8,
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}
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static readonly List<SoftMask>[] s_TmpSoftMasks = new List<SoftMask>[]
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{
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new List<SoftMask>(),
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new List<SoftMask>(),
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new List<SoftMask>(),
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new List<SoftMask>(),
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};
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static readonly Color[] s_ClearColors = new Color[]
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{
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new Color(0, 0, 0, 0),
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new Color(1, 0, 0, 0),
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new Color(1, 1, 0, 0),
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new Color(1, 1, 1, 0),
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};
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//################################
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// Serialize Members.
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//################################
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[Tooltip("The desampling rate for soft mask buffer.")]
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[SerializeField] DesamplingRate m_DesamplingRate = DesamplingRate.None;
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[Tooltip("The value used by the soft mask to select the area of influence defined over the soft mask's graphic.")]
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[SerializeField][Range(0.01f, 1)] float m_Softness = 1;
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[Tooltip("Should the soft mask ignore parent soft masks?")]
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[SerializeField] bool m_IgnoreParent = false;
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[Tooltip("Is the soft mask a part of parent soft mask?")]
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[SerializeField] bool m_PartOfParent = false;
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//################################
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// Public Members.
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//################################
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/// <summary>
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/// The desampling rate for soft mask buffer.
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/// </summary>
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public DesamplingRate desamplingRate
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{
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get { return m_DesamplingRate; }
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set
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{
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if (m_DesamplingRate != value)
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{
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m_DesamplingRate = value;
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hasChanged = true;
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}
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}
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}
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/// <summary>
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/// The value used by the soft mask to select the area of influence defined over the soft mask's graphic.
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/// </summary>
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public float softness
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{
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get { return m_Softness; }
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set
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{
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value = Mathf.Clamp01(value);
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if (m_Softness != value)
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{
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m_Softness = value;
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hasChanged = true;
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}
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}
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}
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/// <summary>
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/// Should the soft mask ignore parent soft masks?
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/// </summary>
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/// <value>If set to true the soft mask will ignore any parent soft mask settings.</value>
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public bool ignoreParent
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{
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get { return m_IgnoreParent; }
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set
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{
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if (m_IgnoreParent != value)
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{
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m_IgnoreParent = value;
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hasChanged = true;
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OnTransformParentChanged();
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}
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}
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}
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/// <summary>
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/// Is the soft mask a part of parent soft mask?
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/// </summary>
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public bool partOfParent
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{
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get { return m_PartOfParent; }
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set
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{
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if (m_PartOfParent != value)
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{
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m_PartOfParent = value;
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hasChanged = true;
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OnTransformParentChanged();
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}
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}
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}
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/// <summary>
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/// The soft mask buffer.
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/// </summary>
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public RenderTexture softMaskBuffer
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{
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get
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{
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if (_parent)
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{
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ReleaseRT(ref _softMaskBuffer);
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return _parent.softMaskBuffer;
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}
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// Check the size of soft mask buffer.
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int w, h;
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GetDesamplingSize(m_DesamplingRate, out w, out h);
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if (_softMaskBuffer && (_softMaskBuffer.width != w || _softMaskBuffer.height != h))
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{
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ReleaseRT(ref _softMaskBuffer);
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}
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if (!_softMaskBuffer)
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{
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_softMaskBuffer = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
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hasChanged = true;
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_hasStencilStateChanged = true;
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}
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return _softMaskBuffer;
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}
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}
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public bool hasChanged
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{
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get
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{
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return _parent ? _parent.hasChanged : _hasChanged;
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}
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private set
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{
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if (_parent)
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{
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_parent.hasChanged = value;
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}
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_hasChanged = value;
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}
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}
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public SoftMask parent
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{
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get
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{
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return _parent;
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}
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}
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/// <summary>
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/// Perform material modification in this function.
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/// </summary>
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/// <returns>Modified material.</returns>
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/// <param name="baseMaterial">Configured Material.</param>
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public override Material GetModifiedMaterial(Material baseMaterial)
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{
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hasChanged = true;
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var result = base.GetModifiedMaterial(baseMaterial);
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if (m_IgnoreParent && result != baseMaterial)
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{
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result.SetInt(s_StencilCompId, (int)CompareFunction.Always);
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}
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return result;
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}
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/// <summary>
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/// Call used to modify mesh.
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/// </summary>
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void IMeshModifier.ModifyMesh(Mesh mesh)
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{
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hasChanged = true;
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_mesh = mesh;
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}
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/// <summary>
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/// Call used to modify mesh.
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/// </summary>
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void IMeshModifier.ModifyMesh(VertexHelper verts)
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{
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if (isActiveAndEnabled)
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{
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verts.FillMesh(mesh);
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}
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hasChanged = true;
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}
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/// <summary>
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/// Given a point and a camera is the raycast valid.
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/// </summary>
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/// <returns>Valid.</returns>
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/// <param name="sp">Screen position.</param>
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/// <param name="eventCamera">Raycast camera.</param>
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/// <param name="g">Target graphic.</param>
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public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera, Graphic g, int[] interactions)
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{
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if (!isActiveAndEnabled || (g == graphic && !g.raycastTarget))
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{
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return true;
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}
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int x = (int)((softMaskBuffer.width - 1) * Mathf.Clamp01(sp.x / Screen.width));
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int y = (int)((softMaskBuffer.height - 1) * Mathf.Clamp01(sp.y / Screen.height));
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return 0.5f < GetPixelValue(x, y, interactions);
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}
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public override bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
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{
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return true;
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}
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//################################
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// Protected Members.
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//################################
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/// <summary>
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/// This function is called when the object becomes enabled and active.
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/// </summary>
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protected override void OnEnable()
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{
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hasChanged = true;
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// Register.
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if (s_ActiveSoftMasks.Count == 0)
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{
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Canvas.willRenderCanvases += UpdateMaskTextures;
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if (s_StencilCompId == 0)
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{
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s_StencilCompId = Shader.PropertyToID("_StencilComp");
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s_ColorMaskId = Shader.PropertyToID("_ColorMask");
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s_MainTexId = Shader.PropertyToID("_MainTex");
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s_SoftnessId = Shader.PropertyToID("_Softness");
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}
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}
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s_ActiveSoftMasks.Add(this);
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// Reset the parent-child relation.
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GetComponentsInChildren<SoftMask>(false, s_TempRelatables);
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for (int i = s_TempRelatables.Count - 1; 0 <= i; i--)
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{
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s_TempRelatables[i].OnTransformParentChanged();
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}
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s_TempRelatables.Clear();
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// Create objects.
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_mpb = new MaterialPropertyBlock();
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_cb = new CommandBuffer();
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graphic.SetVerticesDirty();
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base.OnEnable();
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_hasStencilStateChanged = false;
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}
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/// <summary>
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/// This function is called when the behaviour becomes disabled.
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/// </summary>
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protected override void OnDisable()
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{
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// Unregister.
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s_ActiveSoftMasks.Remove(this);
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if (s_ActiveSoftMasks.Count == 0)
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{
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Canvas.willRenderCanvases -= UpdateMaskTextures;
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}
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// Reset the parent-child relation.
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for (int i = _children.Count - 1; 0 <= i; i--)
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{
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_children[i].SetParent(_parent);
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}
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_children.Clear();
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SetParent(null);
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// Destroy objects.
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_mpb.Clear();
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_mpb = null;
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_cb.Release();
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_cb = null;
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ReleaseObject(_mesh);
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_mesh = null;
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ReleaseObject(_material);
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_material = null;
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ReleaseRT(ref _softMaskBuffer);
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base.OnDisable();
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_hasStencilStateChanged = false;
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}
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/// <summary>
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/// This function is called when the parent property of the transform of the GameObject has changed.
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/// </summary>
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protected override void OnTransformParentChanged()
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{
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hasChanged = true;
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SoftMask newParent = null;
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if (isActiveAndEnabled && !m_IgnoreParent)
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{
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var parentTransform = transform.parent;
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while (parentTransform && (!newParent || !newParent.enabled))
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{
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newParent = parentTransform.GetComponent<SoftMask>();
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parentTransform = parentTransform.parent;
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}
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}
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SetParent(newParent);
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hasChanged = true;
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}
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protected override void OnRectTransformDimensionsChange()
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{
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hasChanged = true;
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}
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#if UNITY_EDITOR
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/// <summary>
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/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
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/// </summary>
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protected override void OnValidate()
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{
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graphic.SetMaterialDirty();
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OnTransformParentChanged();
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base.OnValidate();
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_hasStencilStateChanged = false;
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}
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#endif
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//################################
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// Private Members.
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//################################
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static Shader s_SoftMaskShader;
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static Texture2D s_ReadTexture;
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static List<SoftMask> s_ActiveSoftMasks = new List<SoftMask>();
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static List<SoftMask> s_TempRelatables = new List<SoftMask>();
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static int s_StencilCompId;
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static int s_ColorMaskId;
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static int s_MainTexId;
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static int s_SoftnessId;
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MaterialPropertyBlock _mpb;
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CommandBuffer _cb;
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Material _material;
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RenderTexture _softMaskBuffer;
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int _stencilDepth;
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Mesh _mesh;
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SoftMask _parent;
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List<SoftMask> _children = new List<SoftMask>();
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bool _hasChanged = false;
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bool _hasStencilStateChanged = false;
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#if !UNITY_2018_1_OR_NEWER
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static readonly Dictionary<int, Matrix4x4> s_previousViewProjectionMatrices = new Dictionary<int, Matrix4x4> ();
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static readonly Dictionary<int, Matrix4x4> s_nowViewProjectionMatrices = new Dictionary<int, Matrix4x4> ();
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#endif
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Material material { get { return _material ? _material : _material = new Material(s_SoftMaskShader ? s_SoftMaskShader : s_SoftMaskShader = Resources.Load<Shader>("SoftMask")){ hideFlags = HideFlags.HideAndDontSave }; } }
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Mesh mesh { get { return _mesh ? _mesh : _mesh = new Mesh(){ hideFlags = HideFlags.HideAndDontSave }; } }
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/// <summary>
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/// Update all soft mask textures.
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/// </summary>
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static void UpdateMaskTextures()
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{
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foreach (var sm in s_ActiveSoftMasks)
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{
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if (!sm || sm._hasChanged)
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continue;
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var canvas = sm.graphic.canvas;
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if (canvas.renderMode == RenderMode.WorldSpace)
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{
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var cam = canvas.worldCamera;
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Matrix4x4 nowsVP = cam.projectionMatrix * cam.worldToCameraMatrix;
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#if UNITY_2018_1_OR_NEWER
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Matrix4x4 previousVP = cam.previousViewProjectionMatrix;
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#else
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Matrix4x4 previousVP = default(Matrix4x4);
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int id = cam.GetInstanceID ();
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s_previousViewProjectionMatrices.TryGetValue (id, out previousVP);
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s_nowViewProjectionMatrices[id] = nowsVP;
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#endif
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if (previousVP != nowsVP)
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{
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sm.hasChanged = true;
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}
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}
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var rt = sm.rectTransform;
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if (rt.hasChanged)
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{
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rt.hasChanged = false;
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sm.hasChanged = true;
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}
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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sm.hasChanged = true;
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}
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#endif
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}
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foreach (var sm in s_ActiveSoftMasks)
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{
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if (!sm || !sm._hasChanged)
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continue;
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sm._hasChanged = false;
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if (!sm._parent)
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{
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sm.UpdateMaskTexture();
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if (sm._hasStencilStateChanged)
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{
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sm._hasStencilStateChanged = false;
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MaskUtilities.NotifyStencilStateChanged (sm);
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}
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}
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}
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#if !UNITY_2018_1_OR_NEWER
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s_previousViewProjectionMatrices.Clear ();
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foreach (int id in s_previousViewProjectionMatrices.Keys)
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{
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s_previousViewProjectionMatrices [id] = s_nowViewProjectionMatrices [id];
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}
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s_nowViewProjectionMatrices.Clear ();
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#endif
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}
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/// <summary>
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/// Update the mask texture.
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/// </summary>
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void UpdateMaskTexture()
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{
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if (!graphic || !graphic.canvas)
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{
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return;
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}
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_stencilDepth = MaskUtilities.GetStencilDepth(transform, MaskUtilities.FindRootSortOverrideCanvas(transform));
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// Collect children soft masks.
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int depth = 0;
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s_TmpSoftMasks[0].Add(this);
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while (_stencilDepth + depth < 3)
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{
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int count = s_TmpSoftMasks[depth].Count;
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for (int i = 0; i < count; i++)
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{
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List<SoftMask> children = s_TmpSoftMasks[depth][i]._children;
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int childCount = children.Count;
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for (int j = 0; j < childCount; j++)
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{
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var child = children[j];
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var childDepth = child.m_PartOfParent ? depth : depth + 1;
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s_TmpSoftMasks[childDepth].Add(child);
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}
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}
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depth++;
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}
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// Clear.
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_cb.Clear();
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_cb.SetRenderTarget(softMaskBuffer);
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_cb.ClearRenderTarget(false, true, s_ClearColors[_stencilDepth]);
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// Set view and projection matrices.
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var c = graphic.canvas.rootCanvas;
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var cam = c.worldCamera ?? Camera.main;
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if (c && c.renderMode != RenderMode.ScreenSpaceOverlay && cam)
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{
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_cb.SetViewProjectionMatrices(cam.worldToCameraMatrix, GL.GetGPUProjectionMatrix(cam.projectionMatrix, false));
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}
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else
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{
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var pos = c.transform.position;
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var vm = Matrix4x4.TRS(new Vector3(-pos.x, -pos.y, -1000), Quaternion.identity, new Vector3(1, 1, -1f));
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var pm = Matrix4x4.TRS(new Vector3(0, 0, -1), Quaternion.identity, new Vector3(1 / pos.x, 1 / pos.y, -2 / 10000f));
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_cb.SetViewProjectionMatrices(vm, pm);
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}
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// Draw soft masks.
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for (int i = 0; i < s_TmpSoftMasks.Length; i++)
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{
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int count = s_TmpSoftMasks[i].Count;
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for (int j = 0; j < count; j++)
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{
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var sm = s_TmpSoftMasks[i][j];
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if (i != 0)
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{
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sm._stencilDepth = MaskUtilities.GetStencilDepth(sm.transform, MaskUtilities.FindRootSortOverrideCanvas(sm.transform));
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}
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// Set material property.
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sm.material.SetInt(s_ColorMaskId, (int)1 << (3 - _stencilDepth - i));
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sm._mpb.SetTexture(s_MainTexId, sm.graphic.mainTexture);
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sm._mpb.SetFloat(s_SoftnessId, sm.m_Softness);
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// Draw mesh.
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_cb.DrawMesh(sm.mesh, sm.transform.localToWorldMatrix, sm.material, 0, 0, sm._mpb);
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}
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s_TmpSoftMasks[i].Clear();
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}
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Graphics.ExecuteCommandBuffer(_cb);
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}
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/// <summary>
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/// Gets the size of the desampling.
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/// </summary>
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void GetDesamplingSize(DesamplingRate rate, out int w, out int h)
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{
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#if UNITY_EDITOR
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var res = UnityEditor.UnityStats.screenRes.Split('x');
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w = int.Parse(res[0]);
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h = int.Parse(res[1]);
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#else
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w = Screen.width;
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h = Screen.height;
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#endif
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if (rate == DesamplingRate.None)
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return;
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float aspect = (float)w / h;
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if (w < h)
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{
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h = Mathf.ClosestPowerOfTwo(h / (int)rate);
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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)
|
|
{
|
|
tmpRT.Release();
|
|
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, int[] interactions)
|
|
{
|
|
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();
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
switch (interactions[(i + 3)%4])
|
|
{
|
|
case 0: colors[i] = 255; break;
|
|
case 2: colors[i] = (byte)(255 - colors[i]); break;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
} |