public Material GetModifiedMaterial(Material baseMaterial) { if (!MaskEnabled()) { return(baseMaterial); } var rootSortCanvas = MaskUtilities.FindRootSortOverriedCanvas(transform); var stencilDepth = MaskUtilities.GetStencilDepth(transform, rootSortCanvas); if (stencilDepth > 8) { Debug.LogWarning("Mask 层级不能超过8层,在同一个canvas下"); return(baseMaterial); } int desiredStencilBit = 1 << stencilDepth; // 第一个Mask if (desiredStencilBit == 0) { // 重新创建一个裁剪材质 var maskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Replace, CompareFunction.Always, m_ShowMaskGraphic ? ColorWriteMask.All : 0); StencilMaterial.Remove(m_MaskMaterial); m_MaskMaterial = maskMaterial; // 重新创建一个清理模板值得材质 var unmaskMaterial = StencilMaterial.Add(baseMaterial, 1, StencilOp.Zero, CompareFunction.Always, 0); StencilMaterial.Remove(m_UnmaskMaterial); m_UnmaskMaterial = unmaskMaterial; // TODO WG 不清楚具体现实逻辑 graphic.canvasRenderer.popMaterialCount = 1; graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0); return(m_MaskMaterial); } // 不是第一个Mask 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; // TODO WG 不清楚具体现实逻辑 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); }
public Material GetModifiedMaterial(Material baseMaterial) { var toUse = baseMaterial; if (m_ShouldRecalculateStencil) { var rootCanvas = MaskUtilities.FindRootSortOverriedCanvas(transform); m_StencilValue = MaskUtilities.GetStencilDepth(transform, rootCanvas); m_ShouldRecalculateStencil = false; } 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); }