diff --git a/Scripts/Effects/SoftMaskScript.cs b/Scripts/Effects/SoftMaskScript.cs index e8cb169..a9dd9e3 100644 --- a/Scripts/Effects/SoftMaskScript.cs +++ b/Scripts/Effects/SoftMaskScript.cs @@ -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; @@ -33,19 +30,9 @@ namespace UnityEngine.UI.Extensions [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; - Vector3[] worldCorners; - - Vector2 AlphaUV; - - Vector2 min; - Vector2 max = Vector2.one; - Vector2 p; - Vector2 siz; - - Rect maskRect; - Rect contentRect; - - Vector2 centre; + Vector3[] worldCorners = new Vector3[4]; + Vector2 maskOffset = Vector2.zero; + Vector2 maskScale = Vector2.one; bool isText = false; @@ -54,7 +41,7 @@ namespace UnityEngine.UI.Extensions { myRect = GetComponent(); - if (!MaskArea) + if (MaskArea == null) { MaskArea = myRect; } @@ -89,10 +76,10 @@ namespace UnityEngine.UI.Extensions int lvlLimit = 100; int lvl = 0; - while (canvas == null && lvl < lvlLimit) + while (cachedCanvas == null && lvl < lvlLimit) { - canvas = t.gameObject.GetComponent(); - if (canvas == null) + cachedCanvas = t.gameObject.GetComponent(); + if (cachedCanvas == null) t = GetParentTranform(t); lvl++; @@ -111,76 +98,22 @@ namespace UnityEngine.UI.Extensions void SetMask() { - // Get the two rectangle areas - maskRect = MaskArea.rect; - contentRect = myRect.rect; + var maskRectXform = MaskArea; + + MaskArea.GetWorldCorners(worldCorners); + + var size = (worldCorners[2] - worldCorners[0]); + maskScale.Set(1.0f / size.x, 1.0f / size.y); + maskOffset = -worldCorners[0]; + 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 - centre = myRect.transform.InverseTransformPoint(MaskArea.transform.position); - - if (maskScalingRect != null) - { - centre = myRect.transform.InverseTransformPoint(maskScalingRect.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.SetTextureOffset("_AlphaMask", maskOffset); + mat.SetTextureScale("_AlphaMask", maskScale); + mat.SetTexture("_AlphaMask", AlphaMask); mat.SetFloat("_HardBlend", HardBlend ? 1 : 0); - - // Pass the values to the shader - mat.SetVector("_Min", min); - mat.SetVector("_Max", max); - - mat.SetTexture("_AlphaMask", AlphaMask); mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0); - - mat.SetInt("_NoOuterClip", DontClipMaskScalingRect && maskScalingRect != null ? 1 : 0); - - if (!isText) // No mod needed for Text - mat.SetVector("_AlphaUV", AlphaUV); - + mat.SetInt("_NoOuterClip", DontClipMaskScalingRect ? 1 : 0); mat.SetFloat("_CutOff", CutOff); } } diff --git a/Shaders/SoftMaskShader.shader b/Shaders/SoftMaskShader.shader index 333016f..6bce499 100644 --- a/Shaders/SoftMaskShader.shader +++ b/Shaders/SoftMaskShader.shader @@ -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 @@ -73,7 +69,7 @@ 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) @@ -84,24 +80,19 @@ fixed4 _Color; fixed4 _TextureSampleAdd; - - bool _UseClipRect; - float4 _ClipRect; + 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 = mul(_Object2World, 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 @@ -112,13 +103,8 @@ return OUT; } - sampler2D _MainTex; - sampler2D _AlphaMask; - float2 _AlphaUV; - float2 _Min; - float2 _Max; float _CutOff; @@ -128,36 +114,38 @@ 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 - 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; + // Do we want to clip the image to the Mask Rectangle? + if (_NoOuterClip == false && all(inMask) == false ) + { + color.a = 0; + } + else // It's in the mask rectangle, so apply the alpha of the mask provided. + { - if (a <= _CutOff) - a = 0; - else - { - if(_HardBlend) - a = 1; - } + float a = tex2D(_AlphaMask, IN.maskTexcoord).a; - if (_FlipAlphaMask == 1) - a = 1 - a; + if (a <= _CutOff) + a = 0; + else + { + if(_HardBlend) + a = 1; + } - if(!(IN.texcoord.x < _Min.x || IN.texcoord.x > _Max.x || IN.texcoord.y < _Min.y || IN.texcoord.y > _Max.y)) - color.a *= a; - } + if (_FlipAlphaMask == 1) + a = 1 - a; - if (_UseClipRect) - color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + color.a *= a; + } - if (_UseAlphaClip) - clip(color.a - 0.001); + if (_UseAlphaClip) + clip(color.a - 0.001); - return color; + return color; } ENDCG } diff --git a/Shaders/SoftMaskShaderText.shader b/Shaders/SoftMaskShaderText.shader index 85d0fad..b02a527 100644 --- a/Shaders/SoftMaskShaderText.shader +++ b/Shaders/SoftMaskShaderText.shader @@ -12,154 +12,12 @@ _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 - #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; - - int _HardBlend = false; - - int _FlipAlphaMask = 0; - - 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; - int _NoOuterClip; - - 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; - } - - 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 (_UseClipRect) - color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); - - if (_UseAlphaClip) - clip(color.a - 0.001); - - return color; - } - ENDCG - } - } + FallBack "UI Extensions/SoftMaskShader" } \ No newline at end of file