Closed oktayturkdagli closed 1 month ago
Unfortunately I cannot provide additional information as the project is too big :/
This is a project with project settings by the company, in the build the mask and the masked image are not visible at all, if I check the box show mask image then only the mask is visible but not the masked image. In a smaller project that I'm just trying out, everything works great. Which settings should I pay attention to.
Thank you for your reporting!
If you need a quick fix, please try using AntiAliasing
instead of MaskingMode=SoftMasking
.
I would like to know more about this issue.
Screen Space - Overlay
or Screen Space - Camera
modes?RGB ETC1 (+ Split alpha channel)
texture format?
No, the mask works correctly in these modes.
Yes.
I don't know, I'll look into it. But I guess we don't use it. In addition, I downloaded all the additional packages and tried different experiments.
I've tried all ETC2 formats, including ETC2 8Bit. The result is the same. It also works correctly even if I don't use ETC2 in another project.
I can't try the workaround because it's Saturday here. Hopefully, we'll get it sorted over the weekend. I built about 30 builds yesterday. I appreciate your efforts.
By the way, there is no problem with version 1.0.2, but there is a problem with version 2.0.0 and above. But we don't use version 1.0.2 because the images are not displayed correctly in the moving scrollview and there are many more bugs. 2.3.3 is great but only has this problem.
Thank you. Continue to ask questions:
UI/Default
for masked Graphics?Project Settings > UI > Soft Mask > Included Shaders
. Are the shaders set correctly?No, I didn't, I even used simpler primitive images to try it out, but the result was the same.
Yes, the shaders seem to be correct (4 by default)
I can't take screenshots because I don't have access to the project right now. But I'm doing a mask photo (it's definitely a 9slice photo), plus the photo to be masked as the child of this mask(normal ETC2 8bit photo or ETC1 normal photo). Then add a soft mask to the mask and get built. I also copied and pasted the whole ProjectSettings folder from another project where the soft mask was already working and the result is the same. I deleted and reinstalled the libraries and the same. I deleted the soft mask, closed the project, reopened it, and reinstalled the soft mask and the result is the same.
Also, I usually do my experiments on the sample project and when I check the world canvas, the soft mask is broken. So you can try it on the sample project.
Thank you for your response. 👍
Also, I usually do my experiments on the sample project and when I check the world canvas, the soft mask is broken. So you can try it on the sample project.
Umm... that is not reproduced on my environment...
I'd like you to try something. Please test the following versions:
Could you attach the ProjectSettings
directory and the URP assets from your project?
Alternatively, does the issue still occur in a new project using those settings?
If the problem lies in any of the ProjectSettings
or URP assets, it should reproduce as well.
The demo scene includes a sample that displays the softmask buffer.
How does it appear on your Android device?
This will help identify which part of the process (softmask buffer generation, shaders, etc.) is causing the issue.
Your First Answer: Thank you for your reporting! If you need a quick fix, please try using AntiAliasing instead of MaskingMode=SoftMasking.
Yes, this works as a temporary solution. This method works even if the image is not in ETC2 format.
I tried with both versions and the result is the same (also 2.3.5). By the way, after update 2.3.5 the masks now appear pink, when I switch to anti alising mode they appear correctly.
I haven't tried this, I'll try it right away and write. ProjectSettings.zip Settings.zip We are using High URP asset.
I'll try this right away and write.
By the way, after update 2.3.5 the masks now appear pink, when I switch to anti alising mode they appear correctly.
Wow, what a big mistake. I'll fix it right away.
please try version 2.3.6.
That's fast, you're great, and I'm going to try some of the experiments you suggested. I added URP Settings to below comment.
By the way, there is a shader graphic in the project. Made with amplify.
Ok, build the sample project android build and see what happens when you switch to world canvas. I'll add a image in a bit. I copied the project settings and urp settings asset as you said. I created a completely clean project and examined the results.
Great! Thank you so much for your amazing help!
That issue was reproduced on my Android as well! 👍
Additionally, the issue was also reproduced in Screen Space - Camera
.
I have found the cause of the problem.
If the Render Scale
in the Universal Render Pipeline Asset
is not set to 1.0
, the problem occurs.
(Let's try!)
You're the best.
Similarly, the same issue occurred when using Dynamic Resolution.
I will add a new option "Use Dynamic Resolution (default: false)" to the ProjectSettings to support both Dynamic Resolution
and Render Scale
.
That's great! I can't wait to try it. 👏👏👏
Any news?
Hi. Sorry for the late reply. I was struggling with an edge case regarding dynamic resolution. (To be clear, there are many undocumented specifications...) I have decided to omit it, at least until I have researched a safe way to implement it.
The RC version only supports UniversalRenderPipelineAsset.renderScale
.
This is not an option, it is automatically enabled.
Please try it.
"com.coffee.softmask-for-ugui": "https://github.com/mob-sakai/SoftMaskForUGUI.git?path=Packages/src#develop",
Hi, I haven't had a chance to try it because there has been a big rush in recent days. I plan to try it tomorrow.
Unfortunately, I couldn't try today and tomorrow is the weekend here. I hope a stable solution will be found by Monday, but if not I will try this RC and report back.
@oktayturkdagli
Oh, sorry, I forgot to push.
The RC version is now available in the develop
branch.
I confirm that the world canvas and Camera canvas problems are solved, but this version breaks the overlay canvas. This also breaks many other features such as alpha hit test, nested soft masking, transform sensitivity.
@oktayturkdagli Thank you for your feedback!
@oktayturkdagli
I’ve updated the develop
branch. Please give it a try! 👍
:tada: This issue has been resolved in version 2.3.8 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:
Describe the bug There is no problem in Editor mode and Runtime, but in the android(API 33)(IL2CPP or Mono doesn't matter) build the mask is not displayed correctly in the world canvas.
To Reproduce I have no idea how to reproduce this bug.
Environment: