Fixed softmask in scree-space overlay mode of Canvas
parent
9df9bcc044
commit
7c800a07d6
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@ -46,19 +46,13 @@ namespace UnityEngine.UI.Extensions
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MaskArea = myRect;
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}
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if (GetComponent<Graphic>() != null)
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{
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mat = new Material(Shader.Find("UI Extensions/SoftMaskShader"));
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GetComponent<Graphic>().material = mat;
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}
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if (GetComponent<Text>())
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var text = GetComponent<Text>();
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if (text != null)
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{
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isText = true;
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mat = new Material(Shader.Find("UI Extensions/SoftMaskShaderText"));
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GetComponent<Text>().material = mat;
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GetCanvas();
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text.material = mat;
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cachedCanvas = text.canvas;
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// For some reason, having the mask control on the parent and disabled stops the mouse interacting
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// with the texture layer that is not visible.. Not needed for the Image.
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@ -66,24 +60,17 @@ namespace UnityEngine.UI.Extensions
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transform.parent.gameObject.AddComponent<Mask>();
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transform.parent.GetComponent<Mask>().enabled = false;
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return;
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}
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}
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void GetCanvas()
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{
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Transform t = transform;
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int lvlLimit = 100;
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int lvl = 0;
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while (cachedCanvas == null && lvl < lvlLimit)
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var graphic = GetComponent<Graphic>();
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if (graphic != null)
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{
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cachedCanvas = t.gameObject.GetComponent<Canvas>();
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if (cachedCanvas == null)
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t = GetParentTranform(t);
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lvl++;
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mat = new Material(Shader.Find("UI Extensions/SoftMaskShader"));
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graphic.material = mat;
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cachedCanvas = graphic.canvas;
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}
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}
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Transform GetParentTranform(Transform t)
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@ -93,18 +80,20 @@ namespace UnityEngine.UI.Extensions
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void Update()
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{
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SetMask();
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if (cachedCanvas != null)
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{
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SetMask();
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}
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}
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void SetMask()
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{
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var maskRectXform = MaskArea;
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MaskArea.GetWorldCorners(worldCorners);
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var size = (worldCorners[2] - worldCorners[0]);
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var worldRect = RectTransformUtility.PixelAdjustRect(MaskArea, cachedCanvas);
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var size = worldRect.size;
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maskScale.Set(1.0f / size.x, 1.0f / size.y);
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maskOffset = -worldCorners[0];
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maskOffset = -worldRect.min;
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maskOffset.Scale(maskScale);
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mat.SetTextureOffset("_AlphaMask", maskOffset);
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@ -90,8 +90,8 @@
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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float4 wolrdPos = mul(_Object2World, IN.vertex);
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OUT.maskTexcoord = TRANSFORM_TEX(wolrdPos.xy, _AlphaMask);
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float4 wolrdPos = IN.vertex;
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OUT.maskTexcoord = TRANSFORM_TEX(wolrdPos.xy, _AlphaMask);
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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OUT.texcoord = IN.texcoord;
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@ -103,49 +103,44 @@
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return OUT;
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}
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float _CutOff;
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bool _HardBlend = false;
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bool _NoOuterClip = false;
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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float4 inMask = float4(
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step(float2(0.0f, 0.0f), IN.maskTexcoord),
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step(IN.maskTexcoord, float2(1.0f, 1.0f)) );
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float4 inMask = float4(
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step(float2(0.0f, 0.0f), IN.maskTexcoord),
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step(IN.maskTexcoord, float2(1.0f, 1.0f)) );
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// Do we want to clip the image to the Mask Rectangle?
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if (_NoOuterClip == false && all(inMask) == false )
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{
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color.a = 0;
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}
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else // It's in the mask rectangle, so apply the alpha of the mask provided.
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{
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// Do we want to clip the image to the Mask Rectangle?
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if (_NoOuterClip == false && all(inMask) == false )
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{
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color.a = 0;
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}
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else // It's in the mask rectangle, so apply the alpha of the mask provided.
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{
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float a = tex2D(_AlphaMask, IN.maskTexcoord).a;
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float a = tex2D(_AlphaMask, IN.maskTexcoord).a;
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if (a <= _CutOff)
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a = 0;
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else
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{
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if(_HardBlend)
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a = 1;
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}
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if (a <= _CutOff)
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a = 0;
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else
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{
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if(_HardBlend)
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a = 1;
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}
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if (_FlipAlphaMask == 1)
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a = 1 - a;
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if (_FlipAlphaMask == 1)
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a = 1 - a;
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color.a *= a;
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}
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color.a *= a;
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}
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if (_UseAlphaClip)
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clip(color.a - 0.001);
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return color;
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if (_UseAlphaClip)
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clip(color.a - 0.001);
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return color;
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}
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ENDCG
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}
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