备份CatanBuilding瘦身独立工程
This commit is contained in:
788
LocalPackages/SoftMaskForUGUI/Scripts/SoftMask.cs
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788
LocalPackages/SoftMaskForUGUI/Scripts/SoftMask.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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using Object = UnityEngine.Object;
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namespace Coffee.UISoftMask
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{
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/// <summary>
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/// Soft mask.
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/// Use instead of Mask for smooth masking.
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/// </summary>
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public class SoftMask : Mask, IMeshModifier
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{
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/// <summary>
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/// Down sampling rate.
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/// </summary>
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public enum DownSamplingRate
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{
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None = 0,
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x1 = 1,
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x2 = 2,
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x4 = 4,
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x8 = 8,
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}
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private static readonly List<SoftMask>[] s_TmpSoftMasks = new List<SoftMask>[]
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{
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new List<SoftMask>(),
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new List<SoftMask>(),
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new List<SoftMask>(),
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new List<SoftMask>(),
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};
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private static readonly Color[] s_ClearColors = new Color[]
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{
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new Color(0, 0, 0, 0),
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new Color(1, 0, 0, 0),
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new Color(1, 1, 0, 0),
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new Color(1, 1, 1, 0),
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};
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private static bool s_UVStartsAtTop;
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private static bool s_IsMetal;
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private static Shader s_SoftMaskShader;
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private static Texture2D s_ReadTexture;
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private static readonly List<SoftMask> s_ActiveSoftMasks = new List<SoftMask>();
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private static readonly List<SoftMask> s_TempRelatables = new List<SoftMask>();
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private static readonly Dictionary<int, Matrix4x4> s_PreviousViewProjectionMatrices = new Dictionary<int, Matrix4x4>();
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private static readonly Dictionary<int, Matrix4x4> s_NowViewProjectionMatrices = new Dictionary<int, Matrix4x4>();
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private static int s_StencilCompId;
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private static int s_ColorMaskId;
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private static int s_MainTexId;
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private static int s_SoftnessId;
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private static int s_Alpha;
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private static int s_PreviousWidth;
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private static int s_PreviousHeight;
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private MaterialPropertyBlock _mpb;
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private CommandBuffer _cb;
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private Material _material;
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private RenderTexture _softMaskBuffer;
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private int _stencilDepth;
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private Mesh _mesh;
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private SoftMask _parent;
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internal readonly List<SoftMask> _children = new List<SoftMask>();
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private bool _hasChanged = false;
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private bool _hasStencilStateChanged = false;
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[FormerlySerializedAs("m_DesamplingRate")] [SerializeField, Tooltip("The down sampling rate for soft mask buffer.")]
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private DownSamplingRate m_DownSamplingRate = DownSamplingRate.x1;
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[SerializeField, Range(0, 1), Tooltip("The value used by the soft mask to select the area of influence defined over the soft mask's graphic.")]
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private float m_Softness = 1;
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[SerializeField, Range(0f, 1f), Tooltip("The transparency of the whole masked graphic.")]
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private float m_Alpha = 1;
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[Header("Advanced Options")] [SerializeField, Tooltip("Should the soft mask ignore parent soft masks?")]
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private bool m_IgnoreParent = false;
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[SerializeField, Tooltip("Is the soft mask a part of parent soft mask?")]
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private bool m_PartOfParent = false;
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[SerializeField, Tooltip("Self graphic will not be drawn to soft mask buffer.")]
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private bool m_IgnoreSelfGraphic;
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[SerializeField, Tooltip("Self graphic will not be written to stencil buffer.")]
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private bool m_IgnoreSelfStencil;
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/// <summary>
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/// The down sampling rate for soft mask buffer.
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/// </summary>
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public DownSamplingRate downSamplingRate
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{
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get { return m_DownSamplingRate; }
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set
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{
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if (m_DownSamplingRate == value) return;
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m_DownSamplingRate = value;
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hasChanged = true;
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}
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}
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/// <summary>
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/// The value used by the soft mask to select the area of influence defined over the soft mask's graphic.
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/// </summary>
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public float softness
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{
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get { return m_Softness; }
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set
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{
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value = Mathf.Clamp01(value);
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if (Mathf.Approximately(m_Softness, value)) return;
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m_Softness = value;
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hasChanged = true;
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}
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}
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/// <summary>
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/// The transparency of the whole masked graphic.
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/// </summary>
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public float alpha
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{
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get { return m_Alpha; }
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set
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{
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value = Mathf.Clamp01(value);
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if (Mathf.Approximately(m_Alpha, value)) return;
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m_Alpha = value;
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hasChanged = true;
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}
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}
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/// <summary>
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/// Should the soft mask ignore parent soft masks?
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/// </summary>
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/// <value>If set to true the soft mask will ignore any parent soft mask settings.</value>
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public bool ignoreParent
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{
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get { return m_IgnoreParent; }
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set
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{
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if (m_IgnoreParent == value) return;
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m_IgnoreParent = value;
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hasChanged = true;
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OnTransformParentChanged();
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}
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}
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/// <summary>
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/// Is the soft mask a part of parent soft mask?
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/// </summary>
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public bool partOfParent
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{
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get { return m_PartOfParent; }
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set
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{
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if (m_PartOfParent == value) return;
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m_PartOfParent = value;
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hasChanged = true;
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OnTransformParentChanged();
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}
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}
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/// <summary>
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/// The soft mask buffer.
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/// </summary>
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public RenderTexture softMaskBuffer
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{
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get
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{
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if (_parent)
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{
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ReleaseRt(ref _softMaskBuffer);
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return _parent.softMaskBuffer;
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}
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// Check the size of soft mask buffer.
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int w, h;
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GetDownSamplingSize(m_DownSamplingRate, out w, out h);
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if (_softMaskBuffer && (_softMaskBuffer.width != w || _softMaskBuffer.height != h))
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{
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ReleaseRt(ref _softMaskBuffer);
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}
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if (!_softMaskBuffer)
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{
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_softMaskBuffer = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, 1, RenderTextureMemoryless.Depth);
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hasChanged = true;
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_hasStencilStateChanged = true;
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}
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return _softMaskBuffer;
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}
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}
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public bool hasChanged
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{
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get { return _parent ? _parent.hasChanged : _hasChanged; }
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private set
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{
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if (_parent)
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{
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_parent.hasChanged = value;
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}
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_hasChanged = value;
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}
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}
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public SoftMask parent
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{
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get { return _parent; }
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}
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public bool ignoreSelfGraphic
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{
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get { return m_IgnoreSelfGraphic; }
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set
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{
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if (m_IgnoreSelfGraphic == value) return;
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m_IgnoreSelfGraphic = value;
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hasChanged = true;
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graphic.SetVerticesDirtyEx();
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}
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}
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public bool ignoreSelfStencil
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{
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get { return m_IgnoreSelfStencil; }
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set
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{
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if (m_IgnoreSelfStencil == value) return;
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m_IgnoreSelfStencil = value;
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hasChanged = true;
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graphic.SetVerticesDirtyEx();
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graphic.SetMaterialDirtyEx();
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}
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}
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Material material
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{
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get
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{
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return _material
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? _material
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: _material =
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new Material(s_SoftMaskShader
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? s_SoftMaskShader
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: s_SoftMaskShader = Resources.Load<Shader>("SoftMask")) {hideFlags = HideFlags.HideAndDontSave};
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}
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}
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Mesh mesh
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{
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get { return _mesh ? _mesh : _mesh = new Mesh() {hideFlags = HideFlags.HideAndDontSave}; }
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}
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/// <summary>
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/// Perform material modification in this function.
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/// </summary>
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/// <returns>Modified material.</returns>
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/// <param name="baseMaterial">Configured Material.</param>
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public override Material GetModifiedMaterial(Material baseMaterial)
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{
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hasChanged = true;
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if (ignoreSelfStencil) return baseMaterial;
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var result = base.GetModifiedMaterial(baseMaterial);
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if (m_IgnoreParent && result != baseMaterial)
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{
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result.SetInt(s_StencilCompId, (int) CompareFunction.Always);
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}
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return result;
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}
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/// <summary>
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/// Call used to modify mesh.
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/// </summary>
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void IMeshModifier.ModifyMesh(Mesh mesh)
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{
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hasChanged = true;
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_mesh = mesh;
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}
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/// <summary>
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/// Call used to modify mesh.
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/// </summary>
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void IMeshModifier.ModifyMesh(VertexHelper verts)
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{
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if (isActiveAndEnabled)
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{
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if (ignoreSelfGraphic)
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{
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verts.Clear();
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verts.FillMesh(mesh);
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}
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else if (ignoreSelfStencil)
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{
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verts.FillMesh(mesh);
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verts.Clear();
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}
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else
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{
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verts.FillMesh(mesh);
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}
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}
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hasChanged = true;
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}
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/// <summary>
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/// Given a point and a camera is the raycast valid.
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/// </summary>
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/// <returns>Valid.</returns>
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/// <param name="sp">Screen position.</param>
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/// <param name="eventCamera">Raycast camera.</param>
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/// <param name="g">Target graphic.</param>
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public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera, Graphic g, int[] interactions)
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{
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if (!isActiveAndEnabled || (g == graphic && !g.raycastTarget)) return true;
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int x = (int) ((softMaskBuffer.width - 1) * Mathf.Clamp01(sp.x / Screen.width));
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int y = s_UVStartsAtTop && !s_IsMetal
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? (int) ((softMaskBuffer.height - 1) * (1 - Mathf.Clamp01(sp.y / Screen.height)))
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: (int) ((softMaskBuffer.height - 1) * Mathf.Clamp01(sp.y / Screen.height));
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return 0.5f < GetPixelValue(x, y, interactions);
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}
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public override bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
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{
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return true;
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}
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/// <summary>
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/// This function is called when the object becomes enabled and active.
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/// </summary>
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protected override void OnEnable()
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{
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hasChanged = true;
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// Register.
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if (s_ActiveSoftMasks.Count == 0)
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{
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Canvas.willRenderCanvases += UpdateMaskTextures;
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if (s_StencilCompId == 0)
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{
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s_UVStartsAtTop = SystemInfo.graphicsUVStartsAtTop;
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s_IsMetal = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal;
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s_StencilCompId = Shader.PropertyToID("_StencilComp");
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s_ColorMaskId = Shader.PropertyToID("_ColorMask");
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s_MainTexId = Shader.PropertyToID("_MainTex");
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s_SoftnessId = Shader.PropertyToID("_Softness");
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s_Alpha = Shader.PropertyToID("_Alpha");
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}
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}
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s_ActiveSoftMasks.Add(this);
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// Reset the parent-child relation.
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GetComponentsInChildren<SoftMask>(false, s_TempRelatables);
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for (int i = s_TempRelatables.Count - 1; 0 <= i; i--)
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{
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s_TempRelatables[i].OnTransformParentChanged();
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}
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s_TempRelatables.Clear();
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// Create objects.
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_mpb = new MaterialPropertyBlock();
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_cb = new CommandBuffer();
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graphic.SetVerticesDirtyEx();
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base.OnEnable();
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_hasStencilStateChanged = false;
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}
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/// <summary>
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/// This function is called when the behaviour becomes disabled.
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/// </summary>
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protected override void OnDisable()
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{
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// Unregister.
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s_ActiveSoftMasks.Remove(this);
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if (s_ActiveSoftMasks.Count == 0)
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{
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Canvas.willRenderCanvases -= UpdateMaskTextures;
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}
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// Reset the parent-child relation.
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for (int i = _children.Count - 1; 0 <= i; i--)
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{
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_children[i].SetParent(_parent);
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}
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_children.Clear();
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SetParent(null);
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// Destroy objects.
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_mpb.Clear();
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_mpb = null;
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_cb.Release();
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_cb = null;
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ReleaseObject(_mesh);
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_mesh = null;
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ReleaseObject(_material);
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_material = null;
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ReleaseRt(ref _softMaskBuffer);
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base.OnDisable();
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_hasStencilStateChanged = false;
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}
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/// <summary>
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/// This function is called when the parent property of the transform of the GameObject has changed.
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/// </summary>
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protected override void OnTransformParentChanged()
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{
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hasChanged = true;
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SoftMask newParent = null;
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if (isActiveAndEnabled && !m_IgnoreParent)
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{
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var parentTransform = transform.parent;
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while (parentTransform && (!newParent || !newParent.enabled))
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{
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newParent = parentTransform.GetComponent<SoftMask>();
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parentTransform = parentTransform.parent;
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}
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}
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SetParent(newParent);
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hasChanged = true;
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}
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protected override void OnRectTransformDimensionsChange()
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{
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hasChanged = true;
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}
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#if UNITY_EDITOR
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/// <summary>
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/// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
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/// </summary>
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protected override void OnValidate()
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{
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graphic.SetVerticesDirtyEx();
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graphic.SetMaterialDirtyEx();
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OnTransformParentChanged();
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base.OnValidate();
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_hasStencilStateChanged = false;
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}
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#endif
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/// <summary>
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/// Update all soft mask textures.
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/// </summary>
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private static void UpdateMaskTextures()
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{
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Profiler.BeginSample("UpdateMaskTextures");
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foreach (var sm in s_ActiveSoftMasks)
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{
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if (!sm || sm._hasChanged)
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continue;
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var canvas = sm.graphic.canvas;
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if (!canvas)
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continue;
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if (canvas.renderMode == RenderMode.WorldSpace)
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{
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var cam = canvas.worldCamera;
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if (!cam)
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continue;
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Profiler.BeginSample("Check view projection matrix changed (world space)");
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var nowVP = cam.projectionMatrix * cam.worldToCameraMatrix;
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var previousVP = default(Matrix4x4);
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var id = cam.GetInstanceID();
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s_PreviousViewProjectionMatrices.TryGetValue(id, out previousVP);
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s_NowViewProjectionMatrices[id] = nowVP;
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if (previousVP != nowVP)
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{
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sm.hasChanged = true;
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}
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Profiler.EndSample();
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}
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var rt = sm.rectTransform;
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if (rt.hasChanged)
|
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{
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rt.hasChanged = false;
|
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sm.hasChanged = true;
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}
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#if UNITY_EDITOR
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if (!Application.isPlaying)
|
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{
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sm.hasChanged = true;
|
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}
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#endif
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}
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Profiler.BeginSample("Update changed soft masks");
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foreach (var sm in s_ActiveSoftMasks)
|
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{
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if (!sm || !sm._hasChanged)
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continue;
|
||||
|
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sm._hasChanged = false;
|
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if (sm._parent) continue;
|
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sm.UpdateMaskTexture();
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if (!sm._hasStencilStateChanged) continue;
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sm._hasStencilStateChanged = false;
|
||||
|
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Profiler.BeginSample("Notify stencil state changed");
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MaskUtilities.NotifyStencilStateChanged(sm);
|
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Profiler.EndSample();
|
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}
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||||
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||||
Profiler.EndSample();
|
||||
|
||||
Profiler.BeginSample("Update previous view projection matrices");
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s_PreviousViewProjectionMatrices.Clear();
|
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foreach (var kv in s_NowViewProjectionMatrices)
|
||||
{
|
||||
s_PreviousViewProjectionMatrices.Add(kv.Key, kv.Value);
|
||||
}
|
||||
|
||||
s_NowViewProjectionMatrices.Clear();
|
||||
Profiler.EndSample();
|
||||
|
||||
Profiler.EndSample();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
var w = s_PreviousWidth;
|
||||
var h = s_PreviousHeight;
|
||||
GetDownSamplingSize(DownSamplingRate.None, out s_PreviousWidth, out s_PreviousHeight);
|
||||
if (w != s_PreviousWidth || h != s_PreviousHeight)
|
||||
{
|
||||
Canvas.ForceUpdateCanvases();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the mask texture.
|
||||
/// </summary>
|
||||
private void UpdateMaskTexture()
|
||||
{
|
||||
if (!graphic || !graphic.canvas) return;
|
||||
Profiler.BeginSample("UpdateMaskTexture");
|
||||
|
||||
|
||||
_stencilDepth = MaskUtilities.GetStencilDepth(transform, MaskUtilities.FindRootSortOverrideCanvas(transform));
|
||||
|
||||
// Collect children soft masks.
|
||||
Profiler.BeginSample("Collect children soft masks");
|
||||
var depth = 0;
|
||||
s_TmpSoftMasks[0].Add(this);
|
||||
while (_stencilDepth + depth < 3)
|
||||
{
|
||||
var count = s_TmpSoftMasks[depth].Count;
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
var children = s_TmpSoftMasks[depth][i]._children;
|
||||
var childCount = children.Count;
|
||||
for (var j = 0; j < childCount; j++)
|
||||
{
|
||||
var child = children[j];
|
||||
var childDepth = child.m_PartOfParent ? depth : depth + 1;
|
||||
s_TmpSoftMasks[childDepth].Add(child);
|
||||
}
|
||||
}
|
||||
|
||||
depth++;
|
||||
}
|
||||
|
||||
Profiler.EndSample();
|
||||
|
||||
// CommandBuffer.
|
||||
Profiler.BeginSample("Initialize CommandBuffer");
|
||||
_cb.Clear();
|
||||
_cb.SetRenderTarget(softMaskBuffer);
|
||||
_cb.ClearRenderTarget(false, true, s_ClearColors[_stencilDepth]);
|
||||
Profiler.EndSample();
|
||||
|
||||
// Set view and projection matrices.
|
||||
Profiler.BeginSample("Set view and projection matrices");
|
||||
var c = graphic.canvas.rootCanvas;
|
||||
var cam = c.worldCamera ?? Camera.main;
|
||||
if (c && c.renderMode != RenderMode.ScreenSpaceOverlay && cam)
|
||||
{
|
||||
var p = GL.GetGPUProjectionMatrix(cam.projectionMatrix, false);
|
||||
_cb.SetViewProjectionMatrices(cam.worldToCameraMatrix, p);
|
||||
}
|
||||
else
|
||||
{
|
||||
var pos = c.transform.position;
|
||||
var vm = Matrix4x4.TRS(new Vector3(-pos.x, -pos.y, -1000), Quaternion.identity, new Vector3(1, 1, -1f));
|
||||
var pm = Matrix4x4.TRS(new Vector3(0, 0, -1), Quaternion.identity, new Vector3(1 / pos.x, 1 / pos.y, -2 / 10000f));
|
||||
_cb.SetViewProjectionMatrices(vm, pm);
|
||||
}
|
||||
|
||||
Profiler.EndSample();
|
||||
|
||||
// Draw soft masks.
|
||||
Profiler.BeginSample("Draw Mesh");
|
||||
for (var i = 0; i < s_TmpSoftMasks.Length; i++)
|
||||
{
|
||||
var count = s_TmpSoftMasks[i].Count;
|
||||
for (var j = 0; j < count; j++)
|
||||
{
|
||||
var sm = s_TmpSoftMasks[i][j];
|
||||
|
||||
if (i != 0)
|
||||
{
|
||||
sm._stencilDepth = MaskUtilities.GetStencilDepth(sm.transform, MaskUtilities.FindRootSortOverrideCanvas(sm.transform));
|
||||
}
|
||||
|
||||
// Set material property.
|
||||
sm.material.SetInt(s_ColorMaskId, (int) 1 << (3 - _stencilDepth - i));
|
||||
sm._mpb.SetTexture(s_MainTexId, sm.graphic.mainTexture);
|
||||
sm._mpb.SetFloat(s_SoftnessId, sm.m_Softness);
|
||||
sm._mpb.SetFloat(s_Alpha, sm.m_Alpha);
|
||||
|
||||
// Draw mesh.
|
||||
_cb.DrawMesh(sm.mesh, sm.transform.localToWorldMatrix, sm.material, 0, 0, sm._mpb);
|
||||
}
|
||||
|
||||
s_TmpSoftMasks[i].Clear();
|
||||
}
|
||||
|
||||
Profiler.EndSample();
|
||||
|
||||
Graphics.ExecuteCommandBuffer(_cb);
|
||||
Profiler.EndSample();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the size of the down sampling.
|
||||
/// </summary>
|
||||
private static void GetDownSamplingSize(DownSamplingRate rate, out int w, out int h)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
var res = UnityEditor.UnityStats.screenRes.Split('x');
|
||||
w = Mathf.Max(64, int.Parse(res[0]));
|
||||
h = Mathf.Max(64, int.Parse(res[1]));
|
||||
}
|
||||
else
|
||||
#endif
|
||||
if (Screen.fullScreenMode == FullScreenMode.Windowed)
|
||||
{
|
||||
w = Screen.width;
|
||||
h = Screen.height;
|
||||
}
|
||||
else
|
||||
{
|
||||
w = Screen.currentResolution.width;
|
||||
h = Screen.currentResolution.height;
|
||||
}
|
||||
|
||||
if (rate == DownSamplingRate.None)
|
||||
return;
|
||||
|
||||
var aspect = (float) w / h;
|
||||
if (w < h)
|
||||
{
|
||||
h = Mathf.ClosestPowerOfTwo(h / (int) rate);
|
||||
w = Mathf.CeilToInt(h * aspect);
|
||||
}
|
||||
else
|
||||
{
|
||||
w = Mathf.ClosestPowerOfTwo(w / (int) rate);
|
||||
h = Mathf.CeilToInt(w / aspect);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Release the specified obj.
|
||||
/// </summary>
|
||||
/// <param name="tmpRT">Object.</param>
|
||||
private static void ReleaseRt(ref RenderTexture tmpRT)
|
||||
{
|
||||
if (!tmpRT) return;
|
||||
|
||||
tmpRT.Release();
|
||||
RenderTexture.ReleaseTemporary(tmpRT);
|
||||
tmpRT = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Release the specified obj.
|
||||
/// </summary>
|
||||
/// <param name="obj">Object.</param>
|
||||
private static void ReleaseObject(Object obj)
|
||||
{
|
||||
if (!obj) return;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
DestroyImmediate(obj);
|
||||
else
|
||||
#endif
|
||||
Destroy(obj);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Set the parent of the soft mask.
|
||||
/// </summary>
|
||||
/// <param name="newParent">The parent soft mask to use.</param>
|
||||
private void SetParent(SoftMask newParent)
|
||||
{
|
||||
if (_parent != newParent && this != newParent)
|
||||
{
|
||||
if (_parent && _parent._children.Contains(this))
|
||||
{
|
||||
_parent._children.Remove(this);
|
||||
_parent._children.RemoveAll(x => x == null);
|
||||
}
|
||||
|
||||
_parent = newParent;
|
||||
}
|
||||
|
||||
if (_parent && !_parent._children.Contains(this))
|
||||
{
|
||||
_parent._children.Add(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the pixel value.
|
||||
/// </summary>
|
||||
private float GetPixelValue(int x, int y, int[] interactions)
|
||||
{
|
||||
if (!s_ReadTexture)
|
||||
{
|
||||
s_ReadTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
|
||||
}
|
||||
|
||||
var currentRt = RenderTexture.active;
|
||||
|
||||
RenderTexture.active = softMaskBuffer;
|
||||
s_ReadTexture.ReadPixels(new Rect(x, y, 1, 1), 0, 0);
|
||||
s_ReadTexture.Apply(false, false);
|
||||
RenderTexture.active = currentRt;
|
||||
|
||||
var colors = s_ReadTexture.GetRawTextureData();
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
switch (interactions[(i + 3) % 4])
|
||||
{
|
||||
case 0:
|
||||
colors[i] = 255;
|
||||
break;
|
||||
case 2:
|
||||
colors[i] = (byte) (255 - colors[i]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
switch (_stencilDepth)
|
||||
{
|
||||
case 0: return (colors[1] / 255f);
|
||||
case 1: return (colors[1] / 255f) * (colors[2] / 255f);
|
||||
case 2: return (colors[1] / 255f) * (colors[2] / 255f) * (colors[3] / 255f);
|
||||
case 3: return (colors[1] / 255f) * (colors[2] / 255f) * (colors[3] / 255f) * (colors[0] / 255f);
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user