112 lines
4.0 KiB
C#
112 lines
4.0 KiB
C#
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/// Credit NemoKrad (aka Charles Humphrey) / valtain
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/// Sourced from - http://www.randomchaos.co.uk/SoftAlphaUIMask.aspx
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/// Updated by valtain - https://bitbucket.org/ddreaper/unity-ui-extensions/pull-requests/33
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namespace UnityEngine.UI.Extensions
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{
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[ExecuteInEditMode]
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[AddComponentMenu("UI/Effects/Extensions/SoftMaskScript")]
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public class SoftMaskScript : MonoBehaviour
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{
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Material mat;
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Canvas cachedCanvas = null;
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Transform cachedCanvasTransform = null;
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readonly Vector3[] m_WorldCorners = new Vector3[4];
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readonly Vector3[] m_CanvasCorners = new Vector3[4];
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[Tooltip("The area that is to be used as the container.")]
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public RectTransform MaskArea;
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[Tooltip("Texture to be used to do the soft alpha")]
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public Texture AlphaMask;
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[Tooltip("At what point to apply the alpha min range 0-1")]
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[Range(0, 1)]
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public float CutOff = 0;
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[Tooltip("Implement a hard blend based on the Cutoff")]
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public bool HardBlend = false;
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[Tooltip("Flip the masks alpha value")]
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public bool FlipAlphaMask = false;
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[Tooltip("If a different Mask Scaling Rect is given, and this value is true, the area around the mask will not be clipped")]
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public bool DontClipMaskScalingRect = false;
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Vector2 maskOffset = Vector2.zero;
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Vector2 maskScale = Vector2.one;
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// Use this for initialization
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void Start()
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{
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if (MaskArea == null)
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{
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MaskArea = GetComponent<RectTransform>();
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}
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var text = GetComponent<Text>();
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if (text != null)
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{
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mat = new Material(Shader.Find("UI Extensions/SoftMaskShader"));
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text.material = mat;
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cachedCanvas = text.canvas;
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cachedCanvasTransform = cachedCanvas.transform;
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// For some reason, having the mask control on the parent and disabled stops the mouse interacting
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// with the texture layer that is not visible.. Not needed for the Image.
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if (transform.parent.GetComponent<Mask>() == null)
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transform.parent.gameObject.AddComponent<Mask>();
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transform.parent.GetComponent<Mask>().enabled = false;
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return;
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}
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var graphic = GetComponent<Graphic>();
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if (graphic != null)
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{
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mat = new Material(Shader.Find("UI Extensions/SoftMaskShader"));
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graphic.material = mat;
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cachedCanvas = graphic.canvas;
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cachedCanvasTransform = cachedCanvas.transform;
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}
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}
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void Update()
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{
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if (cachedCanvas != null)
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{
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SetMask();
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}
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}
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void SetMask()
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{
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var worldRect = GetCanvasRect();
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var size = worldRect.size;
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maskScale.Set(1.0f / size.x, 1.0f / size.y);
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maskOffset = -worldRect.min;
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maskOffset.Scale(maskScale);
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mat.SetTextureOffset("_AlphaMask", maskOffset);
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mat.SetTextureScale("_AlphaMask", maskScale);
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mat.SetTexture("_AlphaMask", AlphaMask);
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mat.SetFloat("_HardBlend", HardBlend ? 1 : 0);
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mat.SetInt("_FlipAlphaMask", FlipAlphaMask ? 1 : 0);
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mat.SetInt("_NoOuterClip", DontClipMaskScalingRect ? 1 : 0);
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mat.SetFloat("_CutOff", CutOff);
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}
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public Rect GetCanvasRect()
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{
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if (cachedCanvas == null)
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return new Rect();
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MaskArea.GetWorldCorners(m_WorldCorners);
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for (int i = 0; i < 4; ++i)
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m_CanvasCorners[i] = cachedCanvasTransform.InverseTransformPoint(m_WorldCorners[i]);
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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);
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}
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}
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}
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