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Instant Mask: smooth Mask image with semi-transparent [RELEASED]

Discussion in 'Assets and Asset Store' started by myouji, May 8, 2015.

  1. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, idavida.
    You want to Masking to RenderTexture with shader, isn't it?
    OK, it is not corresponding now, but perhaps it is able to added immediately.
    It seems that also be used other users, so I adopt the function in Version.1.13 of this asset.
    It should be updated in about a week or so Including the period of inspection by Asset Store.
    And I will contact here when it will has been replaced in the store I notice.
    Best Regards,
     
  2. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there.
    Version1.13 is OUT.
    It has corresponded Mask to Render Texture with shader and particle.
    Usage is same as normal base texture.
    I hope you enjoy it!
     
  3. kamihiro74

    kamihiro74

    Joined:
    May 15, 2013
    Posts:
    20
    初めまして、こちらのアセットを購入したものですが、
    iOS,Androidなど対応していますか?OpenGL 3.0じゃないとだめでしょうか?
    ご教授を宜しくお願い致します。
     
  4. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    kamihiro74さん、こんにちは。
    Unity自体が対応していれば基本的にこのアセットも機能するはずです。

    ご購入後の質問という事ですので、ご自分で実際に試せない環境のお話でしょうか?
    iOS,Androidの話でしたらOpenGL ES2.0(かなり古いスマホ)でも動くかという事でしょうか?
    申し訳ないのですが、ちょっとご質問の状況が把握できなかったので
    状況などできるだけ詳しくお書きいただけるともう少し明確な回答ができるかもしれません。
     
  5. philip368320

    philip368320

    Joined:
    Dec 8, 2016
    Posts:
    8
  6. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, philip368320.
    That Framework seems for line up 3D GameObjects.
    Specifically, what thing do you want to mask?
    In that context, Texture of 3D GameObject (Mesh Renderer), Render Texture, and so on are included in types that can be masked by this asset.
     
    Last edited: Jun 7, 2017
  7. b-cancel

    b-cancel

    Joined:
    Feb 20, 2017
    Posts:
    3
    Hello there,

    I read as much as I could of the support forum and of your instruction manual website but I could not determine whether this asset had what I needed.

    This is what I need to be able to do. Hopefully, you can tell me whether or not it's possible with this asset.

    I have a mesh-renderer that is creating an arbitrary shape of some solid color white
    I have a sprite render that contains my tiled texture (evenly spaced bubble texture)

    I need to be able to show the mesh with the texture inside of it.

    It's a clipping mask obviously but we are using a mesh for the shape of the object and a sprite for the texture of the object.

    Can your asset do this?
     
  8. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, b-cancel.
    I could not know the exact situation you said.

    >I have a mesh-renderer that is creating an arbitrary shape of some solid color white
    I will declare this is "objectX", and this is 3D gameObject like a human model.
    >I have a sprite render that contains my tiled texture (evenly spaced bubble texture)
    I will declare this is "objectY", and this is a thin board in 3D space.

    You want, the sprite that on objectY is masked in shape that seen objectX from the camera, with leave sprite's flat pattern?
     
  9. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, there.
    Ver.1.20 of this asset is OUT.
    First, we supported Unity 2017 In this version.
    In Unity2017, the Unity specification of wrapmode has changed,
    along with this, it has been changed the function of changing wrapmode from this asset,
    it can only result(base) image. (mask images no longer applicable)
    It is able to be changed by the way of Unity standard.

    And, include 2pass shader that In order to be able to see the backside through the mask hole with a 3d object.
    im2017a.png

    That shader is in 'shader' folder, and if you want to use it, just replace it with the shader ever used.
    im2017b.png


    And, it is able to change culling mode with usual shader(and particle) in the shader inspector window.
    Mainly, selecting whether to use Flip with sprite or not to draw the backside for light processing.
    im2017c.png

    I hope you enjoy it!
     
    Last edited: Jul 18, 2017
  10. b-cancel

    b-cancel

    Joined:
    Feb 20, 2017
    Posts:
    3
    Good Afternoon,

    My name is Bryan Cancel and I am developing a game that requires outlines.

    I have realized that sadly nothing currently meets my needs so I decided to build something myself.

    With Rough Testing methods, I have determined that....

    My method can spawn 835 objects -> before you reach 15 fps
    The fastest outline shader I could find can only spawn 385 -> before you reach 15 fps

    So needless to say I would really like to release mine... BUT...

    The problem is that there are times when I need to use a clipping mask...

    When I used Unity's standard sprite mask shader (new in Unity 2017.1) I can only spawn 200 objects before my 15 fps limit

    -----

    So before I purchase your asset
    here: https://www.assetstore.unity3d.com/en/#!/content/35772
    I needed to ask...

    1. Is your asset fully functioning in Unity 2017.1?
    2. Is your asset faster than the new Unity Sprite Masking System?

    I would greatly appreciate your help and your honesty and I hope to hear from you soon!
     
  11. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, Bryan Cancel.

    1.Yes, this asset works comfortably on Unity2017 as long as I try.
    However, do not forget that Unity2017 itself still contains many uncertainties.

    2.I think that your problem is not a mask process.
    First of all you should improve the process of doing a lot of spawn object at once.
    It is the basis of game production to avoid.
     
  12. raincrow_

    raincrow_

    Joined:
    May 12, 2017
    Posts:
    1
    Hello, I bought this asset, but I am not able to mask a scroll rect, I want the edges to fade out, is that even possible?
    Can you PM your email so I can get in touch with you?
     
  13. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, raincrow_. Thank you for purchasing.
    This asset masks textures such as image and sprite and so on.
    "scroll rect" is component for scroll(As its name).
    If you are following Unity's basics, you should be using image component with that,
    this asset can be masked it.
    If you intend to mask the entire ScrollView, it can be done by using RenderTexture and masking it.

    I feel like you are stumble over the basic part of the use of Unity, and closing exchange is needed in unique issues of this asset.
    When it is presented in detail that problems with follow the demo and explanation site correctly, I will support you carefully.
     
  14. reese015

    reese015

    Joined:
    Nov 29, 2014
    Posts:
    34
    hi, nice asset but can i mask a particle system like a sprite mask would?
    basically i want a static image in my scene that masks particles that fly by with the particle being set to "visible inside mask"
     
  15. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    Hi, reese015.
    Probably to do what you want:
    1)RenderTexture
    2)CommandBuffer
    3)ParticleShader and Script use world position
    means of one of these.

    1) and 2) are mask screen image that only draw the particles, these are similar.
    3) is a little unique, so I do not know if it exists in asset store etc.
    (Here I assume that you want semi-transparent. It is easy if only erased.)
    Which is lighter 1) or 2), It depends on your game environment.
    Probably the easiest is 1).

    If you choose 1), you can do with this asset.
    Your situation unclear, so I suppose the situation may be different.
     
    Last edited: May 14, 2018
  16. myouji

    myouji

    Joined:
    Mar 7, 2014
    Posts:
    119
    To all, I do not know whether your game is 2D or 3D, your supposes situation and so on.
    So In that case, I can only write a vague long answer.
    If you write the situation in detail as possible(sometime use the image),
    I may be able to return a clearer answer.
     
  17. Novacane89

    Novacane89

    Joined:
    May 3, 2013
    Posts:
    15
    Hi Myouji


    Is there a way to set "Base Image" of Shader Mask in realtime? It works when doing it from the editor at runtime but not programatically? I used :

    Texture2D newImage = LoadPNG(ImageDir);
    GameObjectwithMask.GetComponent<InstantShaderMask>().BaseImage = newImage;


    public static Texture2D LoadPNG(string filePath)
    {

    Texture2D tex = null;
    byte[] fileData;

    if (File.Exists(filePath))
    {
    fileData = File.ReadAllBytes(filePath);
    tex = new Texture2D(2, 2);
    tex.LoadImage(fileData); //..this will auto-resize the texture dimensions.
    }
    return tex;
    }

    LoadPNG uses an image from a directory in windows and works fine for
    GetComponent<Renderer>().material.mainTexture = LoadPNG(ImageDir);

    But giving me hassles when using it with GetComponent<InstantShaderMask>().BaseImage.

    I am pulling tweets live into my unity and the tweet images go to a quad that is masked with a circle using Instant Mask.

    Any help would be much appreciated.

    Best Regards
    Graham