Added Soft Alpha Mask from @NemoKrad

--HG--
branch : develop_4.6
release
Simon (darkside) Jackson 2015-12-01 23:29:01 +00:00
parent bfaba5d397
commit 99adb5d218
6 changed files with 505 additions and 0 deletions

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[ExecuteInEditMode]
[AddComponentMenu("UI/Effects/Extensions/SoftMaskScript")]
public class SoftMaskScript : MonoBehaviour
{
Material mat;
Canvas canvas;
[Tooltip("The area that is to be used as the container.")]
public RectTransform MaskArea;
RectTransform myRect;
[Tooltip("Texture to be used to do the soft alpha")]
public Texture AlphaMask;
[Tooltip("At what point to apply the alpha min range 0-1")]
[Range(0, 1)]
public float CutOff = 0;
[Tooltip("Implement a hard blend based on the Cutoff")]
public bool HardBlend = false;
Vector3[] worldCorners;
Vector2 AlphaUV;
Vector2 min;
Vector2 max = Vector2.one;
Vector2 p;
Vector2 siz;
Rect maskRect;
Rect contentRect;
Vector2 centre;
bool isText = false;
// Use this for initialization
void Start()
{
myRect = GetComponent<RectTransform>();
if (!MaskArea)
{
MaskArea = myRect;
}
if (GetComponent<Graphic>() != null)
{
mat = new Material(Shader.Find("UI Extensions/SoftMaskShader"));
GetComponent<Graphic>().material = mat;
}
if (GetComponent<Text>())
{
isText = true;
mat = new Material(Shader.Find("UI Extensions/SoftMaskShaderText"));
GetComponent<Text>().material = mat;
GetCanvas();
// 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<Mask>() == null)
transform.parent.gameObject.AddComponent<Mask>();
transform.parent.GetComponent<Mask>().enabled = false;
}
}
void GetCanvas()
{
Transform t = transform;
int lvlLimit = 100;
int lvl = 0;
while (canvas == null && lvl < lvlLimit)
{
canvas = t.gameObject.GetComponent<Canvas>();
if (canvas == null)
t = GetParentTranform(t);
lvl++;
}
}
Transform GetParentTranform(Transform t)
{
return t.parent;
}
void Update()
{
SetMask();
}
void SetMask()
{
// Get the two rectangle areas
maskRect = MaskArea.rect;
contentRect = myRect.rect;
if (isText) // Need to do our calculations in world for Text
{
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.
{
// Get the centre offset
centre = myRect.transform.InverseTransformPoint(MaskArea.transform.position);
// 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) + new Vector2(.5f, .5f);
max = new Vector2(max.x / contentRect.width, max.y / contentRect.height) + new Vector2(.5f, .5f);
}
mat.SetFloat("_HardBlend", HardBlend ? 1 : 0);
// Pass the values to the shader
mat.SetVector("_Min", min);
mat.SetVector("_Max", max);
mat.SetTexture("_AlphaMask", AlphaMask);
if (!isText) // No mod needed for Text
mat.SetVector("_AlphaUV", AlphaUV);
mat.SetFloat("_CutOff", CutOff);
}
}

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Shader "UI Extensions/SoftMaskShader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_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
}
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
#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;
};
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;
bool _UseClipRect;
float4 _ClipRect;
bool _UseAlphaClip;
float4 _ProgressColor;
float _Value;
int _LeftToRight;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaMask;
float2 _AlphaUV;
float2 _Min;
float2 _Max;
float _CutOff;
bool _HardBlend = false;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
// Do we want to clip the image to the Mask Rectangle?
if (IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y) // Yes we do
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;
if (a <= _CutOff)
a = 0;
else
{
if(_HardBlend)
a = 1;
}
color.a = a;
}
if (_UseClipRect)
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
if (_UseAlphaClip)
clip(color.a - 0.001);
return color;
}
ENDCG
}
}
}

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Shader "UI Extensions/SoftMaskShaderText"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_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
}
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
#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;
};
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;
bool _UseClipRect;
float4 _ClipRect;
bool _UseAlphaClip;
float4 _ProgressColor;
float _Value;
int _LeftToRight;
bool _HardBlend = false;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);
OUT.worldPosition2 = mul(_Object2World, 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;
}
sampler2D _MainTex;
sampler2D _AlphaMask;
float2 _Min;
float2 _Max;
float2 _Mul;
float _CutOff;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
// 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;
}
color.a = a * color.a;
}
if (_UseClipRect)
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
if (_UseAlphaClip)
clip(color.a - 0.001);
return color;
}
ENDCG
}
}
}

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