SoftMaskForUGUI/Scripts/SoftMask.cs

583 lines
14 KiB
C#

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