Mask源码简析

版本

  • 源码版本:2017.3.0
  • 着色器版本:2017.3.0

Mask使用方法

https://jingyan.baidu.com/article/91f5db1b261d911c7f05e393.html

层级关系

Mask源码简析_第1张图片
MaskSample.png

Graphic.UpdateMaterial()

Image和Text都会设置材质到CanvasRenderer上。

// Graphic.cs
        protected virtual void UpdateMaterial()
        {
            if (!IsActive())
                return;

            canvasRenderer.materialCount = 1;
            canvasRenderer.SetMaterial(materialForRendering, 0);
            canvasRenderer.SetTexture(mainTexture);
        }

Graphic.materialForRendering

用IMaterialModifier来修改材质。Image找到的IMaterialModifier有Image和Mask。Text找到的IMaterialModifier只有Text。

// Graphic.cs
        public virtual Material materialForRendering
        {
            get
            {
                var components = ListPool.Get();
                GetComponents(typeof(IMaterialModifier), components);

                var currentMat = material;
                for (var i = 0; i < components.Count; i++)
                    currentMat = (components[i] as IMaterialModifier).GetModifiedMaterial(currentMat);
                ListPool.Release(components);
                return currentMat;
            }
        }

Mask.GetModifiedMaterial

  • 最多支持8层Mask,靠近Canvas最近的是第1层,次之第2层,以此类推。
  • 不同的层使用模板缓存不同的位。
    第1层Mask,写入0000 0001。
    第2层Mask,与第1层有交集的地方,写入0000 0011。
    第3层Mask,与第2层有交集的地方,写入0000 0111。
    .....
  • 通过CanvasRenderer.SetPopMaterial(),清空模板缓存。
    例子中Frame以及Frame的所有的ChildObject都渲染完毕之后,Frame的CanvasRenderer会清空模板缓存。
    再举个例子:
Frame1(Mask + Image) // 第1层的Mask,写入0000 0001。
    Text1(Text) // 根据0000 0001进行模板测试。
        Frame2(Mask + Image) // 第2层的Mask,与第1层有交集的地方,写入0000 0011。
            Text2(Text) // 根据0000 0011进行模板测试

       // 在渲染Frame3之前,清空了0000 0010的模板缓存。

       Frame3(Mask + Image)  // 第2层的Mask,设置模板缓存的方式与Frame2相同。
           Text3(Text) // 模板测试的方式与Text2相同。
// Mask.cs
        /// 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)
            {
                // 模板缓存一共有8位,在Parent到Canvas之间已经有8个Mask了,当前Mask无法启用。
                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, // 写入值
                     StencilOp.Replace, // 写入操作 
                     CompareFunction.Always, // 检测总是成功
                     m_ShowMaskGraphic ? ColorWriteMask.All : 0 // ColorMask
                );
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMaterial;

                var unmaskMaterial = StencilMaterial.Add(
                      baseMaterial,
                      1, // 清空操作,模板参考值应该是没有作用了吧?
                      StencilOp.Zero,  // 清空Buffer
                      CompareFunction.Always, // 检测总是成功
                      0); // ColorMask
                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),  // 写入值
                  StencilOp.Replace,
                  CompareFunction.Equal, // 与上一层Mask的值相同才能通过检测
                  m_ShowMaskGraphic ? ColorWriteMask.All : 0,
                  desiredStencilBit - 1,  // ReadMask,
                  desiredStencilBit | (desiredStencilBit - 1)); // WriteMask
            StencilMaterial.Remove(m_MaskMaterial);
            m_MaskMaterial = maskMaterial2;

             // 清除当前层,保留其他层。假设当前层是3。
            graphic.canvasRenderer.hasPopInstruction = true;
            var unmaskMaterial2 = StencilMaterial.Add(
                  baseMaterial, 
                  desiredStencilBit - 1, // RefValue = 0000 0011
                  StencilOp.Replace, 
                  CompareFunction.Equal, 
                  0, 
                  desiredStencilBit - 1,  // ReadMask = 0000 0011
                  desiredStencilBit | (desiredStencilBit - 1)); // WriteMask = 0000 0111
            StencilMaterial.Remove(m_UnmaskMaterial);
            m_UnmaskMaterial = unmaskMaterial2;
            graphic.canvasRenderer.popMaterialCount = 1;
            graphic.canvasRenderer.SetPopMaterial(m_UnmaskMaterial, 0);

            return m_MaskMaterial;
        }

MaskableGraphic.GetModifiedMaterial

  • m_StencilValue = 在Parent到Canvas之间有效的Mask数量
  • 举例中的Image组件,因为与Mask在同一个GameObejct下面,Mask组件会修改Image组件的材质(修改模板缓存),Image就不再修改自己的材质了。
  • 举例中的Text组件,因为GameObject下没有Mask组件,并且Text的ParentGameObject到Canvas之间有Mask组件,所以要修改Text的材质(进行模板检测)。
// MaskableGraphic.cs
        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();
            if (m_StencilValue > 0 && (maskComponent == null || !maskComponent.IsActive()))
            {
               // 例子中的Text组件,会进入到这里,会进行模板测试。
                var maskMat = StencilMaterial.Add(
                     toUse,  // Material baseMat
                     (1 << m_StencilValue) - 1, // 参考值
                     StencilOp.Keep, // 不修改模板缓存
                     CompareFunction.Equal, // 相等通过测试
                     ColorWriteMask.All, // ColorMask
                     (1 << m_StencilValue) - 1, // Readmask
                     0); //  WriteMask
                StencilMaterial.Remove(m_MaskMaterial);
                m_MaskMaterial = maskMat;
                toUse = m_MaskMaterial;
            }
            return toUse;
        }

Shader代码

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "UI/Default"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)

        _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

        _ColorMask ("Color Mask", Float) = 15

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="Transparent"
            "IgnoreProjector"="True"
            "RenderType"="Transparent"
            "PreviewType"="Plane"
            "CanUseSpriteAtlas"="True"
        }

        Stencil
        {
            Ref [_Stencil]
            Comp [_StencilComp]
            Pass [_StencilOp]
            ReadMask [_StencilReadMask]
            WriteMask [_StencilWriteMask]
        }

        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask [_ColorMask]

        Pass
        {
            Name "Default"
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile __ UNITY_UI_CLIP_RECT
            #pragma multi_compile __ UNITY_UI_ALPHACLIP

            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;

            v2f vert(appdata_t v)
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
                OUT.worldPosition = v.vertex;
                OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

                OUT.texcoord = v.texcoord;

                OUT.color = v.color * _Color;
                return OUT;
            }

            sampler2D _MainTex;

            fixed4 frag(v2f IN) : SV_Target
            {
                half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

                #ifdef UNITY_UI_CLIP_RECT
                color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                return color;
            }
        ENDCG
        }
    }
}

你可能感兴趣的:(Mask源码简析)