UGUI笔记——Mask遮罩
1.0 UGUI Mask遮罩
UGUI为我们提供了2个遮罩组件,分别是RectMask2D和Mask。下面分别说一下,这俩个遮罩的实现原理与区别。
2.0 RectMask2D组件
RectMask2D类结构如下图,实现了IClipper与ICanvasRaycastFilter接口。
RectMask2D类图
- 前面我们有介绍过,当UGUI需要重绘UI Mesh时,会调用CanvasUpdateRegistry.PerformUpdate()方法,在该方法中会先更新Layout,然后调用 ClipperRegistry.instance.Cull();进行裁剪,之后更新Render,进行Mesh重绘。
CanvasUpdateRegistry.cs部分源码如下:
private void PerformUpdate()
{
UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
CleanInvalidItems();
m_PerformingLayoutUpdate = true;
m_LayoutRebuildQueue.Sort(s_SortLayoutFunction);
//省略代码 更新layout
for (int i = 0; i < m_LayoutRebuildQueue.Count; ++i)
m_LayoutRebuildQueue[i].LayoutComplete();
instance.m_LayoutRebuildQueue.Clear();
m_PerformingLayoutUpdate = false;
// now layout is complete do culling...
ClipperRegistry.instance.Cull();
m_PerformingGraphicUpdate = true;
//省略代码 更新Render
for (int i = 0; i < m_GraphicRebuildQueue.Count; ++i)
m_GraphicRebuildQueue[i].GraphicUpdateComplete();
instance.m_GraphicRebuildQueue.Clear();
m_PerformingGraphicUpdate = false;
UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
}
- ClipperRegistry管理着所有的IClipper对象,在Layout更新之后,通过Cull()方法,遍历IClipper的PerformClipping()方法,执行具体的裁剪逻辑。
ClipperRegistry.cs部分源码如下:
public class ClipperRegistry
{
readonly IndexedSet<IClipper> m_Clippers = new IndexedSet<IClipper>();
/// <summary>
/// Perform the clipping on all registered IClipper
/// </summary>
public void Cull()
{
for (var i = 0; i < m_Clippers.Count; ++i)
{
m_Clippers[i].PerformClipping();
}
}
public static void Register(IClipper c)
{
if (c == null)
return;
instance.m_Clippers.AddUnique(c);
}
public static void Unregister(IClipper c)
{
instance.m_Clippers.Remove(c);
}
}
- 我们的RectMask2D组件实现了IClipper接口,并且在OnEnable()注册和OnDisable()注销到ClipperRegistry的m_Clippers集合中。
RectMask2D.cs部分源码如下:
public class RectMask2D : UIBehaviour, IClipper, ICanvasRaycastFilter
{
protected override void OnEnable()
{
base.OnEnable();
m_ShouldRecalculateClipRects = true;
ClipperRegistry.Register(this);
MaskUtilities.Notify2DMaskStateChanged(this);
}
protected override void OnDisable()
{
// we call base OnDisable first here
// as we need to have the IsActive return the
// correct value when we notify the children
// that the mask state has changed.
base.OnDisable();
m_ClipTargets.Clear();
m_Clippers.Clear();
ClipperRegistry.Unregister(this);
MaskUtilities.Notify2DMaskStateChanged(this);
}
}
- 同时调用MaskUtilities.Notify2DMaskStateChanged(this);通知该RectMask2D下的所有的IClippable(Text,Image,RawImage)遮罩状态发生改变。
MaskUtilities提供了遮罩的具体处理逻辑,包括RectMask2D和Mask组件,这里先介绍RectMask2D相关代码,后文再介绍Mask相关代码。
MaskUtilities.cs部分源码如下:
public static void Notify2DMaskStateChanged(Component mask)
{
var components = ListPool<Component>.Get();
mask.GetComponentsInChildren(components);
for (var i = 0; i < components.Count; i++)
{
if (components[i] == null || components[i].gameObject == mask.gameObject)
continue;
var toNotify = components[i] as IClippable;
if (toNotify != null)
toNotify.RecalculateClipping();
}
ListPool<Component>.Release(components);
}
- Text,Image,RawImage都继承MaskableGraphic,MaskableGraphic实现了IClippable接口。
MaskUtilities.GetRectMaskForClippable(this)会获取到该MaskableGraphic父级第一个有效的RectMask2D组件。 - 然后将该MaskableGraphic从之前的RectMask2D中剔除,并通过UpdateCull(false)加入待重建的队列中,最后,将该MaskableGraphic添加到新的RectMask2D组件中。
- 除此之外MaskableGraphic的OnEnable(),OnDisable(),OnTransformParentChanged()都会调用UpdateClipParent()用于将该MaskableGraphic添加或者移除到对应的RectMask2D中。
MaskableGraphic.cs部分源码如下:
public abstract class MaskableGraphic : Graphic, IClippable, IMaskable, IMaterialModifier
{
private void UpdateClipParent()
{
var newParent = (maskable && IsActive()) ? MaskUtilities.GetRectMaskForClippable(this) : null;
// if the new parent is different OR is now inactive
if (m_ParentMask != null && (newParent != m_ParentMask || !newParent.IsActive()))
{
m_ParentMask.RemoveClippable(this);
UpdateCull(false);
}
// don't re-add it if the newparent is inactive
if (newParent != null && newParent.IsActive())
newParent.AddClippable(this);
m_ParentMask = newParent;
}
/// <summary>
/// See IClippable.RecalculateClipping
/// </summary>
public virtual void RecalculateClipping()
{
UpdateClipParent();
}
protected override void OnEnable()
{
base.OnEnable();
m_ShouldRecalculateStencil = true;
UpdateClipParent();
SetMaterialDirty();
if (GetComponent<Mask>() != null)
{
MaskUtilities.NotifyStencilStateChanged(this);
}
}
protected override void OnDisable()
{
base.OnDisable();
m_ShouldRecalculateStencil = true;
SetMaterialDirty();
UpdateClipParent();
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = null;
if (GetComponent<Mask>() != null)
{
MaskUtilities.NotifyStencilStateChanged(this);
}
}
protected override void OnTransformParentChanged()
{
base.OnTransformParentChanged();
if (!isActiveAndEnabled)
return;
m_ShouldRecalculateStencil = true;
UpdateClipParent();
SetMaterialDirty();
}
}
- 之前我们有讲过CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild(this)将UI添加到待重建的Graphic队列中。
private void UpdateCull(bool cull)
{
if (canvasRenderer.cull != cull)
{
canvasRenderer.cull = cull;
UISystemProfilerApi.AddMarker("MaskableGraphic.cullingChanged", this);
m_OnCullStateChanged.Invoke(cull);
OnCullingChanged();
}
}
public virtual void OnCullingChanged()
{
if (!canvasRenderer.cull && (m_VertsDirty || m_MaterialDirty))
{
/// When we were culled, we potentially skipped calls to <c>Rebuild</c>.
CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild(this);
}
}
- RectMask2D中m_ClipTargets 管理着该遮罩下所有的待裁剪的IClippable对象。
RectMask2D.cs部分源码如下:
public class RectMask2D : UIBehaviour, IClipper, ICanvasRaycastFilter
{
[NonSerialized]
private HashSet<IClippable> m_ClipTargets = new HashSet<IClippable>();
/// <summary>
/// Add a IClippable to be tracked by the mask.
/// </summary>
/// <param name="clippable">Add the clippable object for this mask</param>
public void AddClippable(IClippable clippable)
{
if (clippable == null)
return;
m_ShouldRecalculateClipRects = true;
if (!m_ClipTargets.Contains(clippable))
m_ClipTargets.Add(clippable);
m_ForceClip = true;
}
/// <summary>
/// Remove an IClippable from being tracked by the mask.
/// </summary>
/// <param name="clippable">Remove the clippable object from this mask</param>
public void RemoveClippable(IClippable clippable)
{
if (clippable == null)
return;
m_ShouldRecalculateClipRects = true;
clippable.SetClipRect(new Rect(), false);
m_ClipTargets.Remove(clippable);
m_ForceClip = true;
}
}
- 在Remove是会clippable.SetClipRect(new Rect(), false)清除对该clippable的裁剪。canvasRenderer.EnableRectClipping(clipRect)对clipRect以外的区域进行裁剪,canvasRenderer.DisableRectClipping();取消裁剪。
MaskableGraphic.cs部分源码如下:
public virtual void SetClipRect(Rect clipRect, bool validRect)
{
if (validRect)
canvasRenderer.EnableRectClipping(clipRect);
else
canvasRenderer.DisableRectClipping();
}
以上就是RectMask2D状态改变时,通知该RectMask2D下的所有的IClippable(Text,Image,RawImage)遮罩状态发生改变的所有流程。
我们再来看看ClipperRegistry,在Layout更新之后,通过Cull()方法,遍历IClipper的PerformClipping()方法,执行的裁剪逻辑。
- MaskUtilities.GetRectMasksForClip(this, m_Clippers)会获取该节点父级(含自身)所有的RectMask2D组件,保存到m_Clippers(为了处理RectMask2D组件嵌套的情况),相关代码请自行查看源码。
- Clipping.FindCullAndClipWorldRect(m_Clippers, out validRect);会计算出m_Clippers这些RectMask2D的最小可见区域,保存到validRect,相关代码请自行查看源码。
- 然后遍历m_ClipTargets,将最小可见区域validRect设置给每一个IClippable对象,调用 clipTarget.SetClipRect(clipRect, validRect),上文也介绍了SetClipRect()用于设置裁剪区域。
RectMask2D.cs部分源码如下:
public virtual void PerformClipping()
{
if (ReferenceEquals(Canvas, null))
{
return;
}
//TODO See if an IsActive() test would work well here or whether it might cause unexpected side effects (re case 776771)
// if the parents are changed
// or something similar we
// do a recalculate here
if (m_ShouldRecalculateClipRects)
{
MaskUtilities.GetRectMasksForClip(this, m_Clippers);
m_ShouldRecalculateClipRects = false;
}
// get the compound rects from
// the clippers that are valid
bool validRect = true;
Rect clipRect = Clipping.FindCullAndClipWorldRect(m_Clippers, out validRect);
// If the mask is in ScreenSpaceOverlay/Camera render mode, its content is only rendered when its rect
// overlaps that of the root canvas.
RenderMode renderMode = Canvas.rootCanvas.renderMode;
bool maskIsCulled =
(renderMode == RenderMode.ScreenSpaceCamera || renderMode == RenderMode.ScreenSpaceOverlay) &&
!clipRect.Overlaps(rootCanvasRect, true);
bool clipRectChanged = clipRect != m_LastClipRectCanvasSpace;
bool forceClip = m_ForceClip;
// Avoid looping multiple times.
foreach (IClippable clipTarget in m_ClipTargets)
{
if (clipRectChanged || forceClip)
{
clipTarget.SetClipRect(clipRect, validRect);
}
var maskable = clipTarget as MaskableGraphic;
if (maskable != null && !maskable.canvasRenderer.hasMoved && !clipRectChanged)
continue;
// Children are only displayed when inside the mask. If the mask is culled, then the children
// inside the mask are also culled. In that situation, we pass an invalid rect to allow callees
// to avoid some processing.
clipTarget.Cull(
maskIsCulled ? Rect.zero : clipRect,
maskIsCulled ? false : validRect);
}
m_LastClipRectCanvasSpace = clipRect;
m_ForceClip = false;
}
- 并且调用clipTarget.Cull()方法,将UI添加到待重建的Graphic队列中。UpdateCull()方法,上文有说过。
public virtual void Cull(Rect clipRect, bool validRect)
{
var cull = !validRect || !clipRect.Overlaps(rootCanvasRect, true);
UpdateCull(cull);
}
- 下文,我们来看看canvasRenderer.EnableRectClipping(clipRect);为什么可以进行裁剪处理,由于CanvasRenderer组件没有开源,我们需要使用Fram Debugger工具进行查看。
public virtual void SetClipRect(Rect clipRect, bool validRect)
{
if (validRect)
canvasRenderer.EnableRectClipping(clipRect);
else
canvasRenderer.DisableRectClipping();
}
-
打开FrameDebug工具,点击Enable,
没有RectMask2D组件结果如图:
没有RectMask2D组件
FrameDebug 没有RectMask2D组件
添加了RectMask2D组件结果如图:
添加RectMask2D组件
- 对比可以发现UI默认使用UI/Default Shader,使用RectMask2D会多一个DrawCall,没有启用Stencil测试(与Mask组件的区别),开启了一个UNITY_UI_CLIP_RECT的shader变体(可以理解为C#中的宏定义),_ClipRect为可显示区域。
既然使用了UI/Default Shader,那我们就来看看该shader的源码(请自行到官网下载),看一下UNITY_UI_CLIP_RECT的作用。
UI/Default Shader部分源码如下:
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;
}
可以看到启动UNITY_UI_CLIP_RECT,会执行color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);来设置最终渲染的透明度
UnityGet2DClipping的作用,如果IN.worldPosition.xy在_ClipRect区域,则返回1,否则返回0,这样就到达了_ClipRect区域可见,_ClipRect以外的区域不可见的作用。
最终,我们可以确定RectMask2D是通过设置透明度的方式,让某些区域不可见的。不过,RectMask2D只能用于裁剪矩形区域。
3.0 Mask组件
Mask组件涉及到了shader的模板测试,相关内容,可以看下这篇文章模板测试介绍,这里就不介绍了。
Mask类结构如下图,实现了IMaterialModifier与ICanvasRaycastFilter接口。
Mask类图- 之前在UI Mesh重建的文章中,讲过当UI的材质,贴图变动时,会添加到CanvasUpdateRegistry中的m_GraphicRebuildQueue队列中,当Unity 执行Canvas.willRenderCanvases事件时,会触发Graphic的UpdateMaterial()方法,进行更新。
- materialForRendering是个属性方法,会获取该GameObject所有的IMaterialModifier对象,Mask与MaskableGraphic(Text,Image,RawImage)实现了该接口,调用对应的重写方法GetModifiedMaterial()。
Graphic.cs部分源码如下:
protected virtual void UpdateMaterial()
{
if (!IsActive())
return;
canvasRenderer.materialCount = 1;
canvasRenderer.SetMaterial(materialForRendering, 0);
canvasRenderer.SetTexture(mainTexture);
}
public virtual Material materialForRendering
{
get
{
var components = ListPool<Component>.Get();
GetComponents(typeof(IMaterialModifier), components);
var currentMat = material;
for (var i = 0; i < components.Count; i++)
currentMat = (components[i] as IMaterialModifier).GetModifiedMaterial(currentMat);
ListPool<Component>.Release(components);
return currentMat;
}
}
- MaskUtilities.FindRootSortOverrideCanvas(transform)获取该MaskableGraphic父级的Canvas组件,相关代码请自行查看。
- MaskUtilities.GetStencilDepth(transform, rootCanvas) 获取该MaskableGraphic相对于rootCanvas的深度值,相关代码请自行查看。
MaskableGraphic.cs部分源码如下:
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<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;
}
Mask.cs部分源码如下:
public virtual Material GetModifiedMaterial(Material baseMaterial)
{
if (!MaskEnabled())
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;
}
}
- StencilMaterial.Add()方法会根据传进的参数,设置模板测试的数值。
- 同时开启UNITY_UI_ALPHACLIP
public static Material Add(Material baseMat, int stencilID, StencilOp operation, CompareFunction compareFunction, ColorWriteMask colorWriteMask, int readMask, int writeMask)
{
//代码省略...
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);
// left for backwards compatability
if (newEnt.customMat.HasProperty("_UseAlphaClip"))
newEnt.customMat.SetInt("_UseAlphaClip", newEnt.useAlphaClip ? 1 : 0);
if (newEnt.useAlphaClip)
newEnt.customMat.EnableKeyword("UNITY_UI_ALPHACLIP");
else
newEnt.customMat.DisableKeyword("UNITY_UI_ALPHACLIP");
m_List.Add(newEnt);
return newEnt.customMat;
}
- 依旧是UI/Default Shader文件,开启UNITY_UI_ALPHACLIP之后,会使用clip ()方法进行裁剪
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;
}
- 打开FrameDebug工具,查看结果如下(这里为了说明原理,只考虑有一个Mask的情况,嵌套情况原理是一样的,只是逻辑比较复杂):
-
首先是绘制Mask所在的UI对象,开启UNITY_UI_ALPHACLIP,Stencil Ref为1,开启模板测试,Stencil Comp为Always,Stencil Pass为Replace,所以此时Mask所在的摸版检测的缓冲中为1,其它区域为0。
第一个DrawCall -
然后绘制Mask下需要被裁剪的UI对象,关闭UNITY_UI_ALPHACLIP,Stencil Ref为1,开启模板测试,Stencil Comp为Equal,所以只有与模板缓存相同的值(1)才能通过测试,也就是Mask遮罩所在的区域,因此Mask以外的区域不会显示,Stencil Pass为Keep表示,不会改变模板缓存里的值。
3.最后,通过一个DrawCall,开启UNITY_UI_ALPHACLIP,Stencil Comp为Always,表示总是通过检测,Stencil Pass为0,表示将模板缓存里的值赋值为0,以此达到还原模板缓存的目的。
第三个DrawCall
可看出来,Mask组件使用了3个DrawCall,而且会破坏被裁剪的UI与其他UI的Mesh合并,因此尽量不要使用Mask组件。非要使用的话,尽量使用RectMask2D代替Mask。
- 与RectMask2D相同,当Mask组件改变时,也会通知给它下面所有的IMaskable对象(MaskableGraphic实现了该接口)
Mask.cs部分源码如下:
protected override void OnEnable()
{
base.OnEnable();
if (graphic != null)
{
graphic.canvasRenderer.hasPopInstruction = true;
graphic.SetMaterialDirty();
}
MaskUtilities.NotifyStencilStateChanged(this);
}
protected override void OnDisable()
{
// we call base OnDisable first here
// as we need to have the IsActive return the
// correct value when we notify the children
// that the mask state has changed.
base.OnDisable();
if (graphic != null)
{
graphic.SetMaterialDirty();
graphic.canvasRenderer.hasPopInstruction = false;
graphic.canvasRenderer.popMaterialCount = 0;
}
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = null;
StencilMaterial.Remove(m_UnmaskMaterial);
m_UnmaskMaterial = null;
MaskUtilities.NotifyStencilStateChanged(this);
}
- 遍历所有的IMaskable,进行RecalculateMasking()通知。
MaskUtilities.cs部分源码如下:
public static void NotifyStencilStateChanged(Component mask)
{
var components = ListPool<Component>.Get();
mask.GetComponentsInChildren(components);
for (var i = 0; i < components.Count; i++)
{
if (components[i] == null || components[i].gameObject == mask.gameObject)
continue;
var toNotify = components[i] as IMaskable;
if (toNotify != null)
toNotify.RecalculateMasking();
}
ListPool<Component>.Release(components);
}
- RecalculateMasking()方法中调用SetMaterialDirty(),将改UI添加到Graphic待重建队列中。
MaskableGraphic.cs部分源码如下:
public virtual void RecalculateMasking()
{
// Remove the material reference as either the graphic of the mask has been enable/ disabled.
// This will cause the material to be repopulated from the original if need be. (case 994413)
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = null;
m_ShouldRecalculateStencil = true;
SetMaterialDirty();
}
4.0 ICanvasRaycastFilter接口
需要注意的是:无论是使用Mask,还是RectMask2D组件,去裁剪一个Button,当我们去点击这个Button被裁剪的区域,其实这个Button是收到点击事件的,但为什么没有触发对应的OnClick事件呢?这个就是Mask和RectMask2D需要实现ICanvasRaycastFilter接口的原因。
我们知道,所有的Button的事件接受都是依靠Graphic对象的。下面是Graphic检测时的代码,可以看到这里并没有对裁剪区域进行判断,那是怎么过滤掉裁剪区域点击的呢?
Graphic.cs 部分源码如下:
public virtual bool Raycast(Vector2 sp, Camera eventCamera)
{
if (!isActiveAndEnabled)
return false;
var t = transform;
var components = ListPool<Component>.Get();
bool ignoreParentGroups = false;
bool continueTraversal = true;
while (t != null)
{
t.GetComponents(components);
for (var i = 0; i < components.Count; i++)
{
var canvas = components[i] as Canvas;
if (canvas != null && canvas.overrideSorting)
continueTraversal = false;
var filter = components[i] as ICanvasRaycastFilter;
if (filter == null)
continue;
var raycastValid = true;
var group = components[i] as CanvasGroup;
if (group != null)
{
if (ignoreParentGroups == false && group.ignoreParentGroups)
{
ignoreParentGroups = true;
raycastValid = filter.IsRaycastLocationValid(sp, eventCamera);
}
else if (!ignoreParentGroups)
raycastValid = filter.IsRaycastLocationValid(sp, eventCamera);
}
else
{
raycastValid = filter.IsRaycastLocationValid(sp, eventCamera);
}
if (!raycastValid)
{
ListPool<Component>.Release(components);
return false;
}
}
t = continueTraversal ? t.parent : null;
}
ListPool<Component>.Release(components);
return true;
}
原因在于一个Button点击之后,还会遍历它的所有父对象,并且获取当前遍历的GameObject的ICanvasRaycastFilter,而Mask和RectMask2D实现了该接口,对应的重写方法如下:
public virtual bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
{
if (!isActiveAndEnabled)
return true;
return RectTransformUtility.RectangleContainsScreenPoint(rectTransform, sp, eventCamera);
}
会判断当前点击位置是否在改遮罩内部,而我们点击的是被裁剪的区域,自然不在遮罩内部,所以就会返回false,进而在Raycast()方法中过滤掉当前点击。