Exemplo n.º 1
0
        /// Stencil calculation time!
        public virtual 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, 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);
        }
Exemplo n.º 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);
        }