Apply Text soft mask

release
valtain@gmail.com 2016-12-12 05:53:21 +09:00
parent 7b19e43041
commit 9df9bcc044
3 changed files with 54 additions and 275 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;
@ -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<RectTransform>();
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<Canvas>();
if (canvas == null)
cachedCanvas = t.gameObject.GetComponent<Canvas>();
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;
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;
}
MaskArea.GetWorldCorners(worldCorners);
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;
}
var size = (worldCorners[2] - worldCorners[0]);
maskScale.Set(1.0f / size.x, 1.0f / size.y);
maskOffset = -worldCorners[0];
maskOffset.Scale(maskScale);
// 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);
}
}

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
@ -73,7 +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
}

View File

@ -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"
}