Class Mask
Inherited Members
MonoBehaviour.runInEditMode
Object.MemberwiseClone()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Assembly: UnityEngine.UI.dll
Syntax
[AddComponentMenu("UI (Canvas)/Mask", 13)]
[ExecuteAlways]
[RequireComponent(typeof(RectTransform))]
[DisallowMultipleComponent]
public class Mask : UIBehaviour, ICanvasRaycastFilter, IMaterialModifier
Constructors
Mask()
Declaration
Properties
graphic
The graphic associated with the Mask.
Declaration
public Graphic graphic { get; }
Property Value
Declaration
public RectTransform rectTransform { get; }
Property Value
showMaskGraphic
Show the graphic that is associated with the Mask render area.
Declaration
public bool showMaskGraphic { get; set; }
Property Value
Methods
GetModifiedMaterial(Material)
Modifies the material for masking. Used when the mask needs to modify the stencil buffer.
Declaration
public virtual Material GetModifiedMaterial(Material baseMaterial)
Parameters
| Type |
Name |
Description |
| Material |
baseMaterial |
The base material to apply the masking modification to.
|
Returns
| Type |
Description |
| Material |
The modified material for rendering.
|
Examples
The graphic system typically calls this method when the mask needs a
modified material. Override to apply custom stencil or shader logic. Call
base first to get the default stencil material, then optionally apply
custom properties (e.g. a different stencil comparison or color write mask).
public override Material GetModifiedMaterial(Material baseMaterial)
{
Material modified = base.GetModifiedMaterial(baseMaterial);
// apply custom stencil or shader logic, e.g. change comparison:
if (modified != null) modified.SetInt("_StencilComp", (int)CompareFunction.NotEqual);
return modified;
}
IsRaycastLocationValid(Vector2, Camera)
Declaration
public virtual bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
Parameters
Returns
MaskEnabled()
Declaration
public virtual bool MaskEnabled()
Returns
OnDisable()
Declaration
protected override void OnDisable()
Overrides
OnEnable()
Declaration
protected override void OnEnable()
Overrides
OnSiblingGraphicEnabledDisabled()
Declaration
[Obsolete("Not used anymore.")]
public virtual void OnSiblingGraphicEnabledDisabled()
OnValidate()
Declaration
protected override void OnValidate()
Overrides
Implements