Version: Unity 6 Beta (6000.0)
Language : English
Raw Image
RectMask2D

Mask

A Mask is not a visible UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
control but rather a way to modify the appearance of a control’s child elements. The mask restricts (ie, “masks”) the child elements to the shape of the parent. So, if the child is larger than the parent then only the part of the child that fits within the parent will be visible.

Section of a large Image masked by a Panel (Scrollbars are separate controls)
Section of a large Image masked by a Panel (Scrollbars are separate controls)

Properties

Property: Function:
Show Graphic Should the graphic of the masking (parent) object be drawn with alpha over the child object?

Description

A common use of a Mask is to show a small section of a large Image, using say a Panel object (menu: GameObject > Create UI > Panel) as a “frame”. You can achieve this by firstly making the Image a child of the Panel object. You should position the Image so that the area that should be visible is directly behind the Panel area.

Panel area shown in red with child Image behind
Panel area shown in red with child Image behind

Then, add a Mask component to the Panel. The areas of the child Image outside the panel will become invisible since they are masked by the shape of the Panel.

Masked areas shown faint, but would really be invisible
Masked areas shown faint, but would really be invisible

If the image is then moved around then only the part revealed by the Panel will be visible. The movement could be controlled by Scrollbars to create a scrollable viewer for a map, say.

Implementation

Masking is implemented using the stencil bufferA memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation. More info
See in Glossary
of the GPU.

The first Mask element writes a 1 to the stencil buffer All elements below the mask check when rendering, and only render to areas where there is a 1 in the stencil buffer *Nested Masks will write incremental bit masks into the buffer, this means that renderable children need to have the logical & of the stencil values to be rendered.

Mask

Raw Image
RectMask2D
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961