/// Credit NemoKrad (aka Charles Humphrey) / valtain /// Sourced from - http://www.randomchaos.co.uk/SoftAlphaUIMask.aspx /// Updated by valtain - https://bitbucket.org/ddreaper/unity-ui-extensions/pull-requests/33 namespace UnityEngine.UI.Extensions { [ExecuteInEditMode] [AddComponentMenu("UI/Effects/Extensions/SoftMaskScript")] public class SoftMaskScript : MonoBehaviour { Material mat; Canvas cachedCanvas = null; Transform cachedCanvasTransform = null; readonly Vector3[] m_WorldCorners = new Vector3[4]; readonly Vector3[] m_CanvasCorners = new Vector3[4]; [Tooltip("The area that is to be used as the container.")] public RectTransform MaskArea; [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; [Tooltip("If a different Mask Scaling Rect is given, and this value is true, the area around the mask will not be clipped")] public bool DontClipMaskScalingRect = false; Vector2 maskOffset = Vector2.zero; Vector2 maskScale = Vector2.one; // Use this for initialization void Start() { if (MaskArea == null) { MaskArea = GetComponent(); } var text = GetComponent(); if (text != null) { mat = new Material(Shader.Find("UI Extensions/SoftMaskShader")); text.material = mat; cachedCanvas = text.canvas; cachedCanvasTransform = cachedCanvas.transform; // 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; return; } var graphic = GetComponent(); if (graphic != null) { mat = new Material(Shader.Find("UI Extensions/SoftMaskShader")); graphic.material = mat; cachedCanvas = graphic.canvas; cachedCanvasTransform = cachedCanvas.transform; } } void Update() { if (cachedCanvas != null) { SetMask(); } } void SetMask() { var worldRect = GetCanvasRect(); var size = worldRect.size; maskScale.Set(1.0f / size.x, 1.0f / size.y); maskOffset = -worldRect.min; maskOffset.Scale(maskScale); mat.SetTextureOffset("_AlphaMask", maskOffset); mat.SetTextureScale("_AlphaMask", maskScale); mat.SetTexture("_AlphaMask", AlphaMask); mat.SetFloat("_HardBlend", HardBlend ? 1 : 0); mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0); mat.SetInt("_NoOuterClip", DontClipMaskScalingRect ? 1 : 0); mat.SetFloat("_CutOff", CutOff); } public Rect GetCanvasRect() { if (cachedCanvas == null) return new Rect(); MaskArea.GetWorldCorners(m_WorldCorners); for (int i = 0; i < 4; ++i) m_CanvasCorners[i] = cachedCanvasTransform.InverseTransformPoint(m_WorldCorners[i]); return new Rect(m_CanvasCorners[0].x, m_CanvasCorners[0].y, m_CanvasCorners[2].x - m_CanvasCorners[0].x, m_CanvasCorners[2].y - m_CanvasCorners[0].y); } } }