使用UGUI中的Mask的时候,如何正确裁减非默认材质的UI对象

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http://blog.csdn.net/ykmzy/article/details/51366396


在Unity中的UGUI中实现区域裁剪可以使用Mask组件,但是当改变被裁剪对象的材质后,裁剪效果可能会失效,也就是说Mask对该UI失效,这是为什么呢? 
这我们得了解UGUI中Mask的工作原理。Mask得裁剪效果是使用Stencil计算来实现裁剪,关于Stencil(模板)可以仔细了解一下渲染管线得相关知识就可以知道是怎么回事了,可参见维基百科,也可自行搜索其它资料。 
通过参考Unity中UGUI中的Mask.cs源码,可以管窥一二。

/// 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;}
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通过上面得代码我们得知Mask会对目标UI得材质使用StencilMaterial.Add方法来传递模板相关参数

StencilMaterial.Add(baseMaterial, desiredStencilBit - 1, StencilOp.Replace, CompareFunction.Equal, 0, desiredStencilBit - 1, desiredStencilBit | (desiredStencilBit - 1));
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继续查看StencilMaterial.Add方法,有如下代码

/// <summary>        /// Add a new material using the specified base and stencil ID.        /// </summary>        public static Material Add(Material baseMat, int stencilID, StencilOp operation, CompareFunction compareFunction, ColorWriteMask colorWriteMask, int readMask, int writeMask)        {            if ((stencilID <= 0 && colorWriteMask == ColorWriteMask.All) || baseMat == null)                return baseMat;            if (!baseMat.HasProperty("_Stencil"))            {                Debug.LogWarning("Material " + baseMat.name + " doesn't have _Stencil property", baseMat);                return baseMat;            }            if (!baseMat.HasProperty("_StencilOp"))            {                Debug.LogWarning("Material " + baseMat.name + " doesn't have _StencilOp property", baseMat);                return baseMat;            }            if (!baseMat.HasProperty("_StencilComp"))            {                Debug.LogWarning("Material " + baseMat.name + " doesn't have _StencilComp property", baseMat);                return baseMat;            }            if (!baseMat.HasProperty("_StencilReadMask"))            {                Debug.LogWarning("Material " + baseMat.name + " doesn't have _StencilReadMask property", baseMat);                return baseMat;            }            if (!baseMat.HasProperty("_StencilReadMask"))            {                Debug.LogWarning("Material " + baseMat.name + " doesn't have _StencilWriteMask property", baseMat);                return baseMat;            }            if (!baseMat.HasProperty("_ColorMask"))            {                Debug.LogWarning("Material " + baseMat.name + " doesn't have _ColorMask property", baseMat);                return baseMat;            }            for (int i = 0; i < m_List.Count; ++i)            {                MatEntry ent = m_List[i];                if (ent.baseMat == baseMat                    && ent.stencilId == stencilID                    && ent.operation == operation                    && ent.compareFunction == compareFunction                    && ent.readMask == readMask                    && ent.writeMask == writeMask                    && ent.colorMask == colorWriteMask)                {                    ++ent.count;                    return ent.customMat;                }            }            var newEnt = new MatEntry();            newEnt.count = 1;            newEnt.baseMat = baseMat;            newEnt.customMat = new Material(baseMat);            newEnt.customMat.hideFlags = HideFlags.HideAndDontSave;            newEnt.stencilId = stencilID;            newEnt.operation = operation;            newEnt.compareFunction = compareFunction;            newEnt.readMask = readMask;            newEnt.writeMask = writeMask;            newEnt.colorMask = colorWriteMask;            newEnt.useAlphaClip = operation != StencilOp.Keep && writeMask > 0;            newEnt.customMat.name = string.Format("Stencil Id:{0}, Op:{1}, Comp:{2}, WriteMask:{3}, ReadMask:{4}, ColorMask:{5} AlphaClip:{6} ({7})", stencilID, operation, compareFunction, writeMask, readMask, colorWriteMask, newEnt.useAlphaClip, baseMat.name);            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);            newEnt.customMat.SetInt("_UseAlphaClip", newEnt.useAlphaClip ? 1 : 0);            m_List.Add(newEnt);            return newEnt.customMat;        }
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通过对StencilMaterial.Add方法得查看我们知道该方法在对目标材质得_StencilOp,_StencilComp等等属性进行操作,这样操作后才可以实现它得模板裁剪。我们自定义的Shader一般没有这几个属性,所以我们在自己的shader中添加如下代码便可以实现自定义材质得正确Mask了

_StencilComp ("Stencil Comparison", Float) = 8_Stencil ("Stencil ID", Float) = 0_StencilOp ("Stencil Operation", Float) = 0_StencilWriteMask ("Stencil Write Mask", Float) = 255_StencilReadMask ("Stencil Read Mask", Float) = 255............................................................................Stencil{    Ref [_Stencil]    Comp [_StencilComp]    Pass [_StencilOp]     ReadMask [_StencilReadMask]    WriteMask [_StencilWriteMask]}






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