FindRootSortOverrideCanvas() public static method

Find a root Canvas.

public static FindRootSortOverrideCanvas ( Transform start ) : Transform
start UnityEngine.Transform Search start.
return UnityEngine.Transform
コード例 #1
0
        /// <summary>
        /// See IMaterialModifier.GetModifiedMaterial
        /// </summary>
        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 enabled Mask component then it will
            // generate the mask material. This is an optimisation
            // it adds some coupling between components though :(
            Mask maskComponent = GetComponent <Mask>();

            if (m_StencilValue > 0 && (maskComponent == null || !maskComponent.IsActive()))
            {
                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);
        }
コード例 #2
0
ファイル: Mask.cs プロジェクト: haolly/UGUI_learn
        public Material GetModifiedMaterial(Material baseMaterial)
        {
            if (!MaskEnabled())
            {
                return(baseMaterial);
            }
            var rootSortCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
            var stencilDepth   = MaskUtilities.GetStencilDepth(transform, rootSortCanvas);

            if (stencilDepth >= 8)
            {
                Debug.LogError("Attempting to use a stencil mask with depth > 8", gameObject);
                return(baseMaterial);
            }

            int desiredStencilBit = 1 << stencilDepth;

            if (desiredStencilBit == 1)
            {
                var maskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always,
                                                       m_ShowMaskGraphic ? ColorWriteMask.All : 0);
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMaterial;

                var unmaskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, 0);
                StencilMaterial.Remove(m_UnmaskMaterial);
                m_UnmaskMaterial = unmaskMaterial;

                graphic.canvasRenderer.popMaterialCount = 1;
                //todo 这里怎么理解?
                graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);
                return(m_MaskMaterial);
            }

            //todo stencilID, write/read mask liuhao
            var maskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit | (desiredStencilBit - 1),
                                                    StencilOp.Replace,
                                                    CompareFunction.Equal, m_ShowMaskGraphic ? ColorWriteMask.All : 0, desiredStencilBit - 1,
                                                    desiredStencilBit | (desiredStencilBit - 1));

            StencilMaterial.Remove(m_MaskMaterial);
            m_MaskMaterial = maskMaterial2;

            graphic.canvasRenderer.hasPopInstruction = true;
            var unmaskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit - 1, StencilOp.Replace,
                                                      CompareFunction.Equal,
                                                      0, desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));

            StencilMaterial.Remove(m_UnmaskMaterial);
            m_UnmaskMaterial = unmaskMaterial2;
            graphic.canvasRenderer.popMaterialCount = 1;
            graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);

            return(m_MaskMaterial);
        }
コード例 #3
0
        /// Stencil calculation time!
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            if (!MaskEnabled())
            {
                return(baseMaterial);
            }

            var rootSortCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
            var stencilDepth   = MaskUtilities.GetStencilDepth(transform, rootSortCanvas);

            if (stencilDepth >= 8)
            {
                Debug.LogError("Attempting to use a stencil mask with depth > 8", gameObject);
                return(baseMaterial);
            }

            int desiredStencilBit = 1 << stencilDepth;

            // if we are at the first level...
            // we want to destroy what is there
            if (desiredStencilBit == 1)
            {
                var maskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always,
                                                       m_ShowMaskGraphic ? ColorWriteMask.All : 0);
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMaterial;

                var unmaskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, 0);
                StencilMaterial.Remove(m_UnmaskMaterial);
                m_UnmaskMaterial = unmaskMaterial;
                graphic.canvasRenderer.popMaterialCount = 1;
                graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);

                return(m_MaskMaterial);
            }

            //otherwise we need to be a bit smarter and set some read / write masks
            var maskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit | (desiredStencilBit - 1),
                                                    StencilOp.Replace, CompareFunction.Equal, m_ShowMaskGraphic ? ColorWriteMask.All : 0,
                                                    desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));

            StencilMaterial.Remove(m_MaskMaterial);
            m_MaskMaterial = maskMaterial2;

            graphic.canvasRenderer.hasPopInstruction = true;
            var unmaskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit - 1, StencilOp.Replace,
                                                      CompareFunction.Equal, 0, desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));

            StencilMaterial.Remove(m_UnmaskMaterial);
            m_UnmaskMaterial = unmaskMaterial2;
            graphic.canvasRenderer.popMaterialCount = 1;
            graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);

            return(m_MaskMaterial);
        }
コード例 #4
0
        /// Stencil calculation time!
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            if (!MaskEnabled())
            {
                return(baseMaterial);
            }

            var rootSortCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
            var stencilDepth   = MaskUtilities.GetStencilDepth(transform, rootSortCanvas);

            if (stencilDepth >= 8)
            {
                Debug.LogWarning("Attempting to use a stencil mask with depth > 8", gameObject);
                return(baseMaterial);
            }

            int desiredStencilBit = 1 << stencilDepth;

            // if we are at the first level...
            // we want to destroy what is there
            if (desiredStencilBit == 1)
            {
                var maskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always, m_ShowMaskGraphic ? ColorWriteMask.All : 0);
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMaterial;

                var unmaskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, 0);
                StencilMaterial.Remove(m_UnmaskMaterial);
                m_UnmaskMaterial = unmaskMaterial;
                graphic.canvasRenderer.popMaterialCount = 1;
                graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);

                return(m_MaskMaterial);
            }

            // 会产生两种材质,Mask自身使用maskMaterial,而非遮罩的材质会交给canvasRenderer。
            //otherwise we need to be a bit smarter and set some read / write masks
            // Mask用于遮罩的材质的模板值计算方法为desiredStencilBit | (desiredStencilBit - 1),
            // 这意味着模板深度为x的MaskableGraphic,与模板深度为x-1的Mask,有相同的模板值。
            // 绘制Mask时会将模板值以replace的操作形式写入模板缓冲区,从而实现被遮罩图像的绘制。
            var maskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit | (desiredStencilBit - 1), StencilOp.Replace, CompareFunction.Equal, m_ShowMaskGraphic ? ColorWriteMask.All : 0, desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));

            StencilMaterial.Remove(m_MaskMaterial);
            m_MaskMaterial = maskMaterial2;

            graphic.canvasRenderer.hasPopInstruction = true;
            var unmaskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit - 1, StencilOp.Replace, CompareFunction.Equal, 0, desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));

            StencilMaterial.Remove(m_UnmaskMaterial);
            m_UnmaskMaterial = unmaskMaterial2;
            graphic.canvasRenderer.popMaterialCount = 1;
            graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);

            return(m_MaskMaterial);
        }
コード例 #5
0
        /// <summary>
        /// See IMaterialModifier.GetModifiedMaterial
        /// </summary>
        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 enabled Mask component then it will
            // generate the mask material. This is an optimisation
            // it adds some coupling between components though :(

            // StencilMaterial.Add(...)方法向传入的材质添加了一些模板信息(即后边的一长串参数),
            // 返回设置好了模板参数的新的材质(StencilMaterial内部做了一些优化,
            // 对于相同的模板参数会共用同一个材质对象)这个m_StencilValue通过一个简单的变换1 << m_StencilValue) - 1得到一个新的整数值,
            // 这个值在后续的使用中称为stencilID,在StencilMaterial.Add(...)中我们看到有以下代码:

            /*newEnt.customMat.SetInt("_Stencil", stencilID);
             * newEnt.customMat.SetInt("_StencilOp", (int)operation);
             * newEnt.customMat.SetInt("_StencilComp", (int)compareFunction);
             * newEnt.customMat.SetInt("_StencilReadMask", readMask);
             * newEnt.customMat.SetInt("_StencilWriteMask", writeMask);
             * newEnt.customMat.SetInt("_ColorMask", (int)colorWriteMask);
             * 对应的,在UI默认的shader中有:
             * Stencil
             * {
             *  Ref [_Stencil]
             *  Comp [_StencilComp]
             *  Pass [_StencilOp]
             *  ReadMask [_StencilReadMask]
             *  WriteMask [_StencilWriteMask]
             * }
             *
             * ColorMask [_ColorMask]*/
            Mask maskComponent = GetComponent <Mask>();

            if (m_StencilValue > 0 && (maskComponent == null || !maskComponent.IsActive()))
            {
                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);
        }
コード例 #6
0
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            Material result;

            if (!this.MaskEnabled())
            {
                result = baseMaterial;
            }
            else
            {
                Transform stopAfter    = MaskUtilities.FindRootSortOverrideCanvas(base.transform);
                int       stencilDepth = MaskUtilities.GetStencilDepth(base.transform, stopAfter);
                if (stencilDepth >= 8)
                {
                    Debug.LogError("Attempting to use a stencil mask with depth > 8", base.gameObject);
                    result = baseMaterial;
                }
                else
                {
                    int num = 1 << stencilDepth;
                    if (num == 1)
                    {
                        Material maskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always, (!this.m_ShowMaskGraphic) ? ((ColorWriteMask)0) : ColorWriteMask.All);
                        StencilMaterial.Remove(this.m_MaskMaterial);
                        this.m_MaskMaterial = maskMaterial;
                        Material unmaskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, (ColorWriteMask)0);
                        StencilMaterial.Remove(this.m_UnmaskMaterial);
                        this.m_UnmaskMaterial = unmaskMaterial;
                        this.graphic.canvasRenderer.popMaterialCount = 1;
                        this.graphic.canvasRenderer.SetPopMaterial(this.m_UnmaskMaterial, 0);
                        result = this.m_MaskMaterial;
                    }
                    else
                    {
                        Material maskMaterial2 = StencilMaterial.Add(baseMaterial, num | num - 1, StencilOp.Replace, CompareFunction.Equal, (!this.m_ShowMaskGraphic) ? ((ColorWriteMask)0) : ColorWriteMask.All, num - 1, num | num - 1);
                        StencilMaterial.Remove(this.m_MaskMaterial);
                        this.m_MaskMaterial = maskMaterial2;
                        this.graphic.canvasRenderer.hasPopInstruction = true;
                        Material unmaskMaterial2 = StencilMaterial.Add(baseMaterial, num - 1, StencilOp.Replace, CompareFunction.Equal, (ColorWriteMask)0, num - 1, num | num - 1);
                        StencilMaterial.Remove(this.m_UnmaskMaterial);
                        this.m_UnmaskMaterial = unmaskMaterial2;
                        this.graphic.canvasRenderer.popMaterialCount = 1;
                        this.graphic.canvasRenderer.SetPopMaterial(this.m_UnmaskMaterial, 0);
                        result = this.m_MaskMaterial;
                    }
                }
            }
            return(result);
        }
コード例 #7
0
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            Material material = baseMaterial;

            if (m_ShouldRecalculateStencil)
            {
                Transform stopAfter = MaskUtilities.FindRootSortOverrideCanvas(base.transform);
                m_StencilValue             = (maskable ? MaskUtilities.GetStencilDepth(base.transform, stopAfter) : 0);
                m_ShouldRecalculateStencil = false;
            }
            if (m_StencilValue > 0 && GetComponent <Mask>() == null)
            {
                Material maskMaterial = StencilMaterial.Add(material, (1 << m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (1 << m_StencilValue) - 1, 0);
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMaterial;
                material       = m_MaskMaterial;
            }
            return(material);
        }
コード例 #8
0
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            Material baseMat = baseMaterial;

            if (this.m_ShouldRecalculateStencil)
            {
                Transform stopAfter = MaskUtilities.FindRootSortOverrideCanvas(base.transform);
                this.m_StencilValue             = !this.maskable ? 0 : MaskUtilities.GetStencilDepth(base.transform, stopAfter);
                this.m_ShouldRecalculateStencil = false;
            }
            if ((this.m_StencilValue > 0) && (base.GetComponent <Mask>() == null))
            {
                Material material2 = StencilMaterial.Add(baseMat, (((int)1) << this.m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (((int)1) << this.m_StencilValue) - 1, 0);
                StencilMaterial.Remove(this.m_MaskMaterial);
                this.m_MaskMaterial = material2;
                baseMat             = this.m_MaskMaterial;
            }
            return(baseMat);
        }
コード例 #9
0
ファイル: Mask.cs プロジェクト: randomize/VimConfig
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            if (this.graphic == null)
            {
                return(baseMaterial);
            }
            Transform stopAfter    = MaskUtilities.FindRootSortOverrideCanvas(base.transform);
            int       stencilDepth = MaskUtilities.GetStencilDepth(base.transform, stopAfter);

            if (stencilDepth >= 8)
            {
                Debug.LogError("Attempting to use a stencil mask with depth > 8", base.gameObject);
                return(baseMaterial);
            }
            int num2 = ((int)1) << stencilDepth;

            if (num2 == 1)
            {
                Material material = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always, !this.m_ShowMaskGraphic ? ((ColorWriteMask)0) : ColorWriteMask.All);
                StencilMaterial.Remove(this.m_MaskMaterial);
                this.m_MaskMaterial = material;
                Material material2 = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, 0);
                StencilMaterial.Remove(this.m_UnmaskMaterial);
                this.m_UnmaskMaterial = material2;
                this.graphic.canvasRenderer.popMaterialCount = 1;
                this.graphic.canvasRenderer.SetPopMaterial(this.m_UnmaskMaterial, 0);
                return(this.m_MaskMaterial);
            }
            Material material3 = StencilMaterial.Add(baseMaterial, num2 | (num2 - 1), StencilOp.Replace, CompareFunction.Equal, !this.m_ShowMaskGraphic ? ((ColorWriteMask)0) : ColorWriteMask.All, num2 - 1, num2 | (num2 - 1));

            StencilMaterial.Remove(this.m_MaskMaterial);
            this.m_MaskMaterial = material3;
            this.graphic.canvasRenderer.hasPopInstruction = true;
            Material material4 = StencilMaterial.Add(baseMaterial, num2 - 1, StencilOp.Replace, CompareFunction.Equal, 0, num2 - 1, num2 | (num2 - 1));

            StencilMaterial.Remove(this.m_UnmaskMaterial);
            this.m_UnmaskMaterial = material4;
            this.graphic.canvasRenderer.popMaterialCount = 1;
            this.graphic.canvasRenderer.SetPopMaterial(this.m_UnmaskMaterial, 0);
            return(this.m_MaskMaterial);
        }
コード例 #10
0
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            Material material = baseMaterial;

            if (this.m_ShouldRecalculateStencil)
            {
                Transform stopAfter = MaskUtilities.FindRootSortOverrideCanvas(base.transform);
                this.m_StencilValue             = ((!this.maskable) ? 0 : MaskUtilities.GetStencilDepth(base.transform, stopAfter));
                this.m_ShouldRecalculateStencil = false;
            }
            Mask component = base.GetComponent <Mask>();

            if (this.m_StencilValue > 0 && (component == null || !component.IsActive()))
            {
                Material maskMaterial = StencilMaterial.Add(material, (1 << this.m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (1 << this.m_StencilValue) - 1, 0);
                StencilMaterial.Remove(this.m_MaskMaterial);
                this.m_MaskMaterial = maskMaterial;
                material            = this.m_MaskMaterial;
            }
            return(material);
        }
コード例 #11
0
ファイル: Mask.cs プロジェクト: NetherDrk/Eternal-Empire
        /// <summary>
        ///
        /// <para>
        /// See: IMaterialModifier.
        /// </para>
        ///
        /// </summary>
        /// <param name="baseMaterial"/>
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            if ((UnityEngine.Object) this.graphic == (UnityEngine.Object)null)
            {
                return(baseMaterial);
            }
            int stencilDepth = MaskUtilities.GetStencilDepth(this.transform, MaskUtilities.FindRootSortOverrideCanvas(this.transform));

            if (stencilDepth >= 8)
            {
                Debug.LogError((object)"Attempting to use a stencil mask with depth > 8", (UnityEngine.Object) this.gameObject);
                return(baseMaterial);
            }
            int num = 1 << stencilDepth;

            if (num == 1)
            {
                Material material1 = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always, !this.m_ShowMaskGraphic ? (ColorWriteMask)0 : ColorWriteMask.All);
                StencilMaterial.Remove(this.m_MaskMaterial);
                this.m_MaskMaterial = material1;
                Material material2 = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, (ColorWriteMask)0);
                StencilMaterial.Remove(this.m_UnmaskMaterial);
                this.m_UnmaskMaterial = material2;
                this.graphic.canvasRenderer.popMaterialCount = 1;
                this.graphic.canvasRenderer.SetPopMaterial(this.m_UnmaskMaterial, 0);
                return(this.m_MaskMaterial);
            }
            Material material3 = StencilMaterial.Add(baseMaterial, num | num - 1, StencilOp.Replace, CompareFunction.Equal, !this.m_ShowMaskGraphic ? (ColorWriteMask)0 : ColorWriteMask.All, num - 1, num | num - 1);

            StencilMaterial.Remove(this.m_MaskMaterial);
            this.m_MaskMaterial = material3;
            this.graphic.canvasRenderer.hasPopInstruction = true;
            Material material4 = StencilMaterial.Add(baseMaterial, num - 1, StencilOp.Replace, CompareFunction.Equal, (ColorWriteMask)0, num - 1, num | num - 1);

            StencilMaterial.Remove(this.m_UnmaskMaterial);
            this.m_UnmaskMaterial = material4;
            this.graphic.canvasRenderer.popMaterialCount = 1;
            this.graphic.canvasRenderer.SetPopMaterial(this.m_UnmaskMaterial, 0);
            return(this.m_MaskMaterial);
        }
コード例 #12
0
ファイル: Mask3D.cs プロジェクト: kingpowervrg/my_seeker
        /// Stencil calculation time!
        public override Material GetModifiedMaterial(Material baseMaterial)
        {
            if (graphic == null)
            {
                return(baseMaterial);
            }

            var rootSortCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
            var stencilDepth   = MaskUtilities.GetStencilDepth(transform, rootSortCanvas);

            if (stencilDepth >= 8)
            {
                Debug.LogError("Attempting to use a stencil mask with depth > 8", gameObject);
                return(baseMaterial);
            }

            int desiredStencilBit = 1 << stencilDepth;

            // if we are at the first level...
            // we want to destroy what is there
            if (desiredStencilBit == 1)
            {
                var maskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always, showMaskGraphic ? ColorWriteMask.All : 0);
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMaterial;
                return(m_MaskMaterial);
            }

            //otherwise we need to be a bit smarter and set some read / write masks
            var maskMaterial2 = StencilMaterial.Add(baseMaterial, desiredStencilBit | (desiredStencilBit - 1), StencilOp.Replace, CompareFunction.Equal, showMaskGraphic ? ColorWriteMask.All : 0, desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));

            StencilMaterial.Remove(m_MaskMaterial);
            m_MaskMaterial = maskMaterial2;

            return(m_MaskMaterial);
        }
コード例 #13
0
        /// <summary>
        ///
        /// <para>
        /// See IMaterialModifier.GetModifiedMaterial.
        /// </para>
        ///
        /// </summary>
        /// <param name="baseMaterial"/>
        public virtual Material GetModifiedMaterial(Material baseMaterial)
        {
            Material baseMat = baseMaterial;

            if (this.m_ShouldRecalculateStencil)
            {
                this.m_StencilValue             = !this.maskable ? 0 : MaskUtilities.GetStencilDepth(this.transform, MaskUtilities.FindRootSortOverrideCanvas(this.transform));
                this.m_ShouldRecalculateStencil = false;
            }
            if (this.m_StencilValue > 0 && (UnityEngine.Object) this.GetComponent <Mask>() == (UnityEngine.Object)null)
            {
                Material material = StencilMaterial.Add(baseMat, (1 << this.m_StencilValue) - 1, StencilOp.Keep, CompareFunction.Equal, ColorWriteMask.All, (1 << this.m_StencilValue) - 1, 0);
                StencilMaterial.Remove(this.m_MaskMaterial);
                this.m_MaskMaterial = material;
                baseMat             = this.m_MaskMaterial;
            }
            return(baseMat);
        }