Recomit softmask fix

--HG--
branch : develop_5.3
release
valtain@gmail.com 2016-12-24 05:18:01 +09:00
parent 712d61de99
commit 5ed1e48cb2
3 changed files with 61 additions and 317 deletions

View File

@ -8,15 +8,12 @@ namespace UnityEngine.UI.Extensions
public class SoftMaskScript : MonoBehaviour
{
Material mat;
Canvas canvas;
Canvas cachedCanvas= null;
[Tooltip("The area that is to be used as the container.")]
public RectTransform MaskArea;
RectTransform myRect;
[Tooltip("A Rect Transform that can be used to scale and move the mask - Does not apply to Text UI Components being masked")]
public RectTransform maskScalingRect;
[Tooltip("Texture to be used to do the soft alpha")]
public Texture AlphaMask;
@ -30,27 +27,12 @@ namespace UnityEngine.UI.Extensions
[Tooltip("Flip the masks alpha value")]
public bool FlipAlphaMask = false;
[Tooltip("If Mask Scaling Rect is given and this value is true, the area around the mask will not be clipped")]
[Tooltip("If Mask Scals Rect is given, and this value is true, the area around the mask will not be clipped")]
public bool DontClipMaskScalingRect = false;
[Tooltip("If set to true, this mask is applied to all child Text and Graphic objects belonging to this object.")]
public bool CascadeToALLChildren;
Vector3[] worldCorners;
Vector2 AlphaUV;
Vector2 min;
Vector2 max = Vector2.one;
Vector2 p;
Vector2 siz;
Vector2 tp = new Vector2(.5f, .5f);
bool MaterialNotSupported; // UI items like toggles, we can stil lcascade down to them though :)
Rect maskRect;
Rect contentRect;
Vector2 centre;
Vector3[] worldCorners = new Vector3[4];
Vector2 maskOffset = Vector2.zero;
Vector2 maskScale = Vector2.one;
bool isText = false;
@ -59,167 +41,68 @@ namespace UnityEngine.UI.Extensions
{
myRect = GetComponent<RectTransform>();
if (!MaskArea)
if (MaskArea == null)
{
MaskArea = myRect;
}
if (GetComponent<Graphic>() != null)
{
mat = new Material(Shader.Find("UI Extensions/SoftMaskShader"));
GetComponent<Graphic>().material = mat;
}
if (GetComponent<Text>())
var text = GetComponent<Text>();
if (text != null)
{
isText = true;
mat = new Material(Shader.Find("UI Extensions/SoftMaskShaderText"));
GetComponent<Text>().material = mat;
GetCanvas();
text.material = mat;
cachedCanvas = text.canvas;
// For some reason, having the mask control on the parent and disabled stops the mouse interacting
// with the texture layer that is not visible.. Not needed for the Image.
if (transform.parent.GetComponent<Button>() == null && transform.parent.GetComponent<Mask>() == null)
if (transform.parent.GetComponent<Mask>() == null)
transform.parent.gameObject.AddComponent<Mask>();
if (transform.parent.GetComponent<Mask>() != null)
transform.parent.GetComponent<Mask>().enabled = false;
}
if (CascadeToALLChildren)
{
for (int c = 0; c < transform.childCount; c++)
{
SetSAM(transform.GetChild(c));
}
transform.parent.GetComponent<Mask>().enabled = false;
return;
}
MaterialNotSupported = mat == null;
}
void SetSAM(Transform t)
{
SoftMaskScript thisSam = t.gameObject.GetComponent<SoftMaskScript>();
if (thisSam == null)
var graphic = GetComponent<Graphic>();
if (graphic != null)
{
thisSam = t.gameObject.AddComponent<SoftMaskScript>();
mat = new Material(Shader.Find("UI Extensions/SoftMaskShader"));
graphic.material = mat;
cachedCanvas = graphic.canvas;
}
thisSam.MaskArea = MaskArea;
thisSam.AlphaMask = AlphaMask;
thisSam.CutOff = CutOff;
thisSam.HardBlend = HardBlend;
thisSam.FlipAlphaMask = FlipAlphaMask;
thisSam.maskScalingRect = maskScalingRect;
thisSam.DontClipMaskScalingRect = DontClipMaskScalingRect;
thisSam.CascadeToALLChildren = CascadeToALLChildren;
}
void GetCanvas()
Transform GetParentTranform(Transform t)
{
Transform t = transform;
int lvlLimit = 100;
int lvl = 0;
while (canvas == null && lvl < lvlLimit)
{
canvas = t.gameObject.GetComponent<Canvas>();
if (canvas == null)
{
t = t.parent;
}
lvl++;
}
return t.parent;
}
void Update()
{
SetMask();
if (cachedCanvas != null)
{
SetMask();
}
}
void SetMask()
{
if (MaterialNotSupported)
{
return;
}
var maskRectXform = MaskArea;
var worldRect = RectTransformUtility.PixelAdjustRect(MaskArea, cachedCanvas);
// Get the two rectangle areas
maskRect = MaskArea.rect;
contentRect = myRect.rect;
var size = worldRect.size;
maskScale.Set(1.0f / size.x, 1.0f / size.y);
maskOffset = -worldRect.min;
maskOffset.Scale(maskScale);
if (isText) // Need to do our calculations in world for Text
{
maskScalingRect = null;
if (canvas.renderMode == RenderMode.ScreenSpaceOverlay && Application.isPlaying)
{
p = canvas.transform.InverseTransformPoint(MaskArea.transform.position);
siz = new Vector2(maskRect.width, maskRect.height);
}
else
{
worldCorners = new Vector3[4];
MaskArea.GetWorldCorners(worldCorners);
siz = (worldCorners[2] - worldCorners[0]);
p = MaskArea.transform.position;
}
min = p - (new Vector2(siz.x, siz.y) * .5f);
max = p + (new Vector2(siz.x, siz.y) * .5f);
}
else // Need to do our calculations in tex space for Image.
{
if (maskScalingRect != null)
{
maskRect = maskScalingRect.rect;
}
// Get the centre offset
if (maskScalingRect != null)
{
centre = myRect.transform.InverseTransformPoint(maskScalingRect.transform.TransformPoint(maskScalingRect.rect.center));
}
else
{
centre = myRect.transform.InverseTransformPoint(MaskArea.transform.TransformPoint(MaskArea.rect.center));
}
centre += (Vector2)myRect.transform.InverseTransformPoint(myRect.transform.position) - myRect.rect.center;
// Set the scale for mapping texcoords mask
AlphaUV = new Vector2(maskRect.width / contentRect.width, maskRect.height / contentRect.height);
// set my min and max to the centre offest
min = centre;
max = min;
siz = new Vector2(maskRect.width, maskRect.height) * .5f;
// Move them out to the min max extreams
min -= siz;
max += siz;
// Now move these into texture space. 0 - 1
min = new Vector2(min.x / contentRect.width, min.y / contentRect.height) + tp;
max = new Vector2(max.x / contentRect.width, max.y / contentRect.height) + tp;
}
mat.SetFloat("_HardBlend", HardBlend ? 1 : 0);
// Pass the values to the shader
mat.SetVector("_Min", min);
mat.SetVector("_Max", max);
mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0);
mat.SetTextureOffset("_AlphaMask", maskOffset);
mat.SetTextureScale("_AlphaMask", maskScale);
mat.SetTexture("_AlphaMask", AlphaMask);
mat.SetInt("_NoOuterClip", DontClipMaskScalingRect && maskScalingRect != null ? 1 : 0);
if (!isText) // No mod needed for Text
{
mat.SetVector("_AlphaUV", AlphaUV);
}
mat.SetFloat("_HardBlend", HardBlend ? 1 : 0);
mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0);
mat.SetInt("_NoOuterClip", DontClipMaskScalingRect ? 1 : 0);
mat.SetFloat("_CutOff", CutOff);
}
}

View File

@ -12,11 +12,7 @@
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
_Min("Min",Vector) = (0,0,0,0)
_Max("Max",Vector) = (1,1,0,0)
_AlphaMask("AlphaMask - Must be Wrapped",2D) = "white"{}
_AlphaUV("AlphaUV",Vector) = (0,0,0,0)
_CutOff("CutOff",Float) = 0
[MaterialToggle]
_HardBlend("HardBlend",Float) = 0
@ -73,26 +69,30 @@
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float2 maskTexcoord : TEXCOORD1;
};
inline float UnityGet2DClipping (in float2 position, in float4 clipRect)
{
float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
return inside.x * inside.y;
}
fixed4 _Color;
fixed4 _TextureSampleAdd;
sampler2D _MainTex;
bool _UseAlphaClip;
float4 _ProgressColor;
float _Value;
int _LeftToRight;
int _FlipAlphaMask = 0;
float4 _AlphaMask_ST;
sampler2D _AlphaMask;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
float4 wolrdPos = IN.vertex;
OUT.maskTexcoord = TRANSFORM_TEX(wolrdPos.xy, _AlphaMask);
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
@ -103,29 +103,26 @@
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaMask;
float2 _AlphaUV;
float2 _Min;
float2 _Max;
float _CutOff;
bool _HardBlend = false;
bool _NoOuterClip = false;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
float4 inMask = float4(
step(float2(0.0f, 0.0f), IN.maskTexcoord),
step(IN.maskTexcoord, float2(1.0f, 1.0f)) );
// Do we want to clip the image to the Mask Rectangle?
if (!_NoOuterClip && (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y)) // Yes we do
if (_NoOuterClip == false && all(inMask) == false )
{
color.a = 0;
}
else // It's in the mask rectangle, so apply the alpha of the mask provided.
{
float a = tex2D(_AlphaMask, (IN.texcoord - _Min) / _AlphaUV).a;
float a = tex2D(_AlphaMask, IN.maskTexcoord).a;
if (a <= _CutOff)
a = 0;
@ -138,13 +135,11 @@
if (_FlipAlphaMask == 1)
a = 1 - a;
if(!(IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y))
color.a *= a;
color.a *= a;
}
if (_UseAlphaClip)
clip(color.a - 0.001);
return color;
}
ENDCG

View File

@ -1,6 +1,4 @@
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "UI Extensions/SoftMaskShaderText"
Shader "UI Extensions/SoftMaskShaderText"
{
Properties
{
@ -14,144 +12,12 @@ Shader "UI Extensions/SoftMaskShaderText"
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
_Min("Min",Vector) = (0,0,0,0)
_Max("Max",Vector) = (1,1,0,0)
_AlphaMask("AlphaMask - Must be Wrapped",2D) = "white"{}
_CutOff("CutOff",Float) = 0
[MaterialToggle]
_HardBlend("HardBlend",Float) = 0
_FlipAlphaMask("Flip Alpha Mask",int) = 0
_NoOuterClip("Outer Clip",int) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members _ProgressColor,_Value,_Min,_Max,_Mul,_CutOff)
#pragma exclude_renderers d3d11 xbox360
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 worldPosition2 : COLOR1;
fixed4 _Color;
fixed4 _TextureSampleAdd;
bool _UseAlphaClip;
float4 _ProgressColor;
float _Value;
int _LeftToRight;
int _HardBlend = false;
int _FlipAlphaMask = 0;
sampler2D _MainTex;
sampler2D _AlphaMask;
float2 _Min;
float2 _Max;
float2 _Mul;
float _CutOff;
int _NoOuterClip;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
OUT.worldPosition2 = mul(unity_ObjectToWorld, IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
OUT.worldPosition2 += (_ScreenParams.zw - 1.0)*float2(-1, 1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
// Do we want to clip the image to the Mask Rectangle?
if (IN.worldPosition2.x <= _Min.x || IN.worldPosition2.x >= _Max.x || IN.worldPosition2.y <= _Min.y || IN.worldPosition2.y >= _Max.y)
color.a = 0;
else // It's in the mask rectangle, so apply the alpha of the mask provided.
{
float a = tex2D(_AlphaMask, (IN.worldPosition2.xy - _Max) / (_Max-_Min)).a;
if (a <= _CutOff)
a = 0;
else
{
if (_HardBlend)
a = 1;
}
if (_FlipAlphaMask == 1)
a = 1 - a;
if(!(IN.worldPosition2.x <= _Min.x || IN.worldPosition2.x >= _Max.x || IN.worldPosition2.y <= _Min.y || IN.worldPosition2.y >= _Max.y))
color *= a;
}
if (_UseAlphaClip)
clip(color.a - 0.001);
return color;
}
ENDCG
}
}
FallBack "UI Extensions/SoftMaskShader"
}