diff --git a/README.md b/README.md index 8041ce3..52833a5 100644 --- a/README.md +++ b/README.md @@ -1,20 +1,18 @@ -# UIMask +# What is it :mag: Reverse Mask of Unity "Mask" component. ![mask_test](https://cloud.githubusercontent.com/assets/7010398/10592593/955f4836-76c5-11e5-9262-81b36b241c68.PNG) -How to use: +# Usage :computer: -1. Download shaders from the provided link +Add a `Mask Inverter` component to the child UI element of the Mask component -2. Put them into your project (anywhere would do, but keep in mind your own project hierarchy) +`DreamCode > UI > Mask Inverter` -3. Notice that there are two shaders (UIMask and UIMasked). You need to create two materials (i.e. ReverseMask and ReverseMasked). +![image](https://user-images.githubusercontent.com/7010398/235316659-6f0c5d83-8d86-4a0d-aaaa-baddd7e9d72a.png) -4. Create a new material (ReverseMask) and under "Shader" drop-down menu, select "IndieYP->UIMask". As it's texture, put the texture that you want to be the mask (in my case it was a circle, because I wanted the make a "hole" in the black background). +![image](https://user-images.githubusercontent.com/7010398/235317171-d6d601dd-8f44-4aa9-a9cd-7624fe1cab68.png) -5. Create a new material (ReverseMaked) and under "Shader" drop-down menu, select "IndieYP->UIMasked". Set the color of you material (in my case, black). +# Samples 📖 -6. Now you need to assign the materials to your game objects. ReverseMasked goes to the game object that you want to mask (in my case, panel that's serving as a background). ReverseMask goes to game object that's going to do the masking, in my case, image that's set as a child of the mentioned panel (this is very important). - -Also, set the same texture (that you used for ReverseMask) as a source image for Image game object. +See `Assets\Examples\Scenes\ExampleScene`