/// Credit NemoKrad (aka Charles Humphrey) /// Sourced from - http://www.randomchaos.co.uk/SoftAlphaUIMask.aspx namespace UnityEngine.UI.Extensions { [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("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; [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; [Tooltip("Flip the masks alpha value")] public bool FlipAlphaMask = 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(); if (!MaskArea) { MaskArea = myRect; } if (GetComponent() != null) { mat = new Material(Shader.Find("UI Extensions/SoftMaskShader")); GetComponent().material = mat; } if (GetComponent()) { isText = true; mat = new Material(Shader.Find("UI Extensions/SoftMaskShaderText")); GetComponent().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() == null) transform.parent.gameObject.AddComponent(); transform.parent.GetComponent().enabled = false; } } void GetCanvas() { Transform t = transform; int lvlLimit = 100; int lvl = 0; while (canvas == null && lvl < lvlLimit) { canvas = t.gameObject.GetComponent(); 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 { 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.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); if (!isText) // No mod needed for Text mat.SetVector("_AlphaUV", AlphaUV); mat.SetFloat("_CutOff", CutOff); } } }