using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.UI
{
///
/// Dynamic material class makes it possible to create custom materials on the fly on a per-Graphic basis,
/// and still have them get cleaned up correctly.
///
public static class StencilMaterial
{
private class MatEntry
{
public Material baseMat;
public Material customMat;
public int count;
public int stencilId;
public StencilOp operation = StencilOp.Keep;
public CompareFunction compareFunction = CompareFunction.Always;
public int readMask;
public int writeMask;
public bool useAlphaClip;
public ColorWriteMask colorMask;
}
private static List m_List = new List();
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
[Obsolete("Use Material.Add instead.", true)]
public static Material Add(Material baseMat, int stencilID) { return null; }
///
/// Add a new material using the specified base and stencil ID.
///
public static Material Add(Material baseMat, int stencilID, StencilOp operation, CompareFunction compareFunction, ColorWriteMask colorWriteMask)
{
return Add(baseMat, stencilID, operation, compareFunction, colorWriteMask, 255, 255);
}
static void LogWarningWhenNotInBatchmode(string warning, Object context)
{
// Do not log warnings in batchmode (case 1350059)
if (!Application.isBatchMode)
Debug.LogWarning(warning, context);
}
///
/// Add a new material using the specified base and stencil ID.
///
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"))
{
LogWarningWhenNotInBatchmode("Material " + baseMat.name + " doesn't have _Stencil property", baseMat);
return baseMat;
}
if (!baseMat.HasProperty("_StencilOp"))
{
LogWarningWhenNotInBatchmode("Material " + baseMat.name + " doesn't have _StencilOp property", baseMat);
return baseMat;
}
if (!baseMat.HasProperty("_StencilComp"))
{
LogWarningWhenNotInBatchmode("Material " + baseMat.name + " doesn't have _StencilComp property", baseMat);
return baseMat;
}
if (!baseMat.HasProperty("_StencilReadMask"))
{
LogWarningWhenNotInBatchmode("Material " + baseMat.name + " doesn't have _StencilReadMask property", baseMat);
return baseMat;
}
if (!baseMat.HasProperty("_StencilWriteMask"))
{
LogWarningWhenNotInBatchmode("Material " + baseMat.name + " doesn't have _StencilWriteMask property", baseMat);
return baseMat;
}
if (!baseMat.HasProperty("_ColorMask"))
{
LogWarningWhenNotInBatchmode("Material " + baseMat.name + " doesn't have _ColorMask property", baseMat);
return baseMat;
}
var listCount = m_List.Count;
for (int i = 0; i < listCount; ++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.SetFloat("_Stencil", (float)stencilID);
newEnt.customMat.SetFloat("_StencilOp", (float)operation);
newEnt.customMat.SetFloat("_StencilComp", (float)compareFunction);
newEnt.customMat.SetFloat("_StencilReadMask", (float)readMask);
newEnt.customMat.SetFloat("_StencilWriteMask", (float)writeMask);
newEnt.customMat.SetFloat("_ColorMask", (float)colorWriteMask);
newEnt.customMat.SetFloat("_UseUIAlphaClip", newEnt.useAlphaClip ? 1.0f : 0.0f);
if (newEnt.useAlphaClip)
newEnt.customMat.EnableKeyword("UNITY_UI_ALPHACLIP");
else
newEnt.customMat.DisableKeyword("UNITY_UI_ALPHACLIP");
m_List.Add(newEnt);
return newEnt.customMat;
}
///
/// Remove an existing material, automatically cleaning it up if it's no longer in use.
///
public static void Remove(Material customMat)
{
if (customMat == null)
return;
var listCount = m_List.Count;
for (int i = 0; i < listCount; ++i)
{
MatEntry ent = m_List[i];
if (ent.customMat != customMat)
continue;
if (--ent.count == 0)
{
Misc.DestroyImmediate(ent.customMat);
ent.baseMat = null;
m_List.RemoveAt(i);
}
return;
}
}
public static void ClearAll()
{
var listCount = m_List.Count;
for (int i = 0; i < listCount; ++i)
{
MatEntry ent = m_List[i];
Misc.DestroyImmediate(ent.customMat);
ent.baseMat = null;
}
m_List.Clear();
}
}
}