Mask Camera

- MaskCamera.
- MaskDrawer.
- Settings.
- Prefab.
This commit is contained in:
max 2021-03-01 22:40:19 +01:00
parent a8c303bd0e
commit e400a62ed9
12 changed files with 385 additions and 46 deletions

48
Editor/MaskDrawer.cs Normal file
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@ -0,0 +1,48 @@
using UnityEditor;
using UnityEngine;
namespace TAO.InteractiveMask.Editor
{
[CustomPropertyDrawer(typeof(Mask))]
public class MaskDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty(position, label, property);
position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
int indent = EditorGUI.indentLevel;
Color color = GUI.color;
EditorGUI.indentLevel = 0;
float width = position.width / 4;
Rect rectR = new Rect(position.x + (width * 0), position.y, width, position.height);
Rect rectG = new Rect(position.x + (width * 1), position.y, width, position.height);
Rect rectB = new Rect(position.x + (width * 2), position.y, width, position.height);
Rect rectA = new Rect(position.x + (width * 3), position.y, width, position.height);
GUI.color = Color.red;
EditorGUI.PropertyField(rectR, property.FindPropertyRelative("r"), new GUIContent(""));
GUI.color = Color.green;
EditorGUI.PropertyField(rectG, property.FindPropertyRelative("g"), new GUIContent(""));
GUI.color = Color.cyan;
EditorGUI.PropertyField(rectB, property.FindPropertyRelative("b"), new GUIContent(""));
GUI.color = Color.gray;
EditorGUI.PropertyField(rectA, property.FindPropertyRelative("a"), new GUIContent(""));
GUI.color = color;
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return base.GetPropertyHeight(property, label);
}
}
}

11
Editor/MaskDrawer.cs.meta Normal file
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33
Runtime/MaskCamera.cs Normal file
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using UnityEngine;
namespace TAO.InteractiveMask
{
[RequireComponent(typeof(MaskRenderer))]
public class MaskCamera : MonoBehaviour
{
[SerializeField]
private Camera maskCamera = null;
private MaskRenderer maskRenderer = null;
public RenderTexture target = null;
private RenderTexture source = null;
private void Awake()
{
maskRenderer = GetComponent<MaskRenderer>();
source = new RenderTexture(target);
maskCamera.targetTexture = source;
maskRenderer.target = target;
maskRenderer.source = source;
}
private void Start()
{
maskCamera.enabled = true;
}
}
}

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@ -9,8 +9,10 @@ namespace TAO.InteractiveMask
public Shader clearBlit = null; public Shader clearBlit = null;
private Material clearBlitMaterial; private Material clearBlitMaterial;
// Camera source. // Camera source.
[HideInInspector]
public RenderTexture source = null; public RenderTexture source = null;
// Output target. // Output target.
[HideInInspector]
public RenderTexture target = null; public RenderTexture target = null;
public Layer[] layers; public Layer[] layers;
@ -118,10 +120,10 @@ namespace TAO.InteractiveMask
{ {
public static int LayerCount = 0; public static int LayerCount = 0;
public Type type; public Type type = Type.Clear;
public Shader blit; public Mask mask = new Mask();
private Material blitMaterial; public Shader blit = null;
public Vector4 channels; private Material blitMaterial = null;
// Only when mode is persistent. // Only when mode is persistent.
public Shader persistentBlit; public Shader persistentBlit;
@ -149,7 +151,6 @@ namespace TAO.InteractiveMask
{ {
name = LayerCount.ToString() name = LayerCount.ToString()
}; };
LayerCount++;
} }
persistentBlitMaterial.SetTexture("_Source", source); persistentBlitMaterial.SetTexture("_Source", source);
@ -161,7 +162,9 @@ namespace TAO.InteractiveMask
} }
blitMaterial.SetTexture("_Source", source); blitMaterial.SetTexture("_Source", source);
blitMaterial.SetVector("_Channels", channels); blitMaterial.SetVector("_Channels", mask.GetMaskVector);
LayerCount++;
} }
public void Blit(RenderTexture source, RenderTexture target) public void Blit(RenderTexture source, RenderTexture target)
@ -190,4 +193,18 @@ namespace TAO.InteractiveMask
Persistent Persistent
} }
} }
[System.Serializable]
public struct Mask
{
public bool r;
public bool g;
public bool b;
public bool a;
public Vector4 GetMaskVector
{
get { return new Vector4(r ? 1 : 0, g ? 1 : 0, b ? 1 : 0, a ? 1 : 0); }
}
}
} }

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