Esempio n. 1
0
        protected override void OnDisable()
        {
            // we call base OnDisable first here
            // as we need to have the IsActive return the
            // correct value when we notify the children
            // that the mask state has changed.
            base.OnDisable();
            if (graphic != null)
            {
                graphic.SetMaterialDirty();
                graphic.canvasRenderer.hasPopInstruction = false;
                graphic.canvasRenderer.popMaterialCount  = 0;
            }

            StencilMaterial.Remove(m_MaskMaterial);
            m_MaskMaterial = null;
            StencilMaterial.Remove(m_UnmaskMaterial);
            m_UnmaskMaterial = null;

            MaskUtilities.NotifyStencilStateChanged(this);
        }
Esempio n. 2
0
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            var toUse = baseMaterial;

            if (m_ShouldRecalculateStencil)
            {
                var rootCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
                m_StencilValue             = maskable ? MaskUtilities.GetStencilDepth(transform, rootCanvas) : 0;
                m_ShouldRecalculateStencil = false;
            }

            // if we have a Mask component then it will
            // generate the mask material. This is an optimisation
            // it adds some coupling between components though :(
            if (m_StencilValue > 0 && GetComponent <Mask>() == null)
            {
                var maskMat = StencilMaterial.Add(toUse, (1 << m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (1 << m_StencilValue) - 1, 0);
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMat;
                toUse          = m_MaskMaterial;
            }
            return(toUse);
        }