/// <summary>
/// See IMaterialModifier.GetModifiedMaterial
/// </summary>
public virtual Material GetModifiedMaterial(Material baseMaterial)
{
var toUse = baseMaterial;
if (m_ShouldRecalculateStencil)
{
var rootCanvas = MaskUtilities.FindRootSortOverrideCanvas(transform);
m_StencilValue = maskable ? MaskUtilities.GetStencilDepth(transform, rootCanvas) : 0;
m_ShouldRecalculateStencil = false;
}
// if we have a enabled Mask component then it will
// generate the mask material. This is an optimisation
// it adds some coupling between components though :(
Mask maskComponent = GetComponent <Mask>();
if (m_StencilValue > 0 && (maskComponent == null || !maskComponent.IsActive()))
{
var maskMat = StencilMaterial.Add(toUse, (1 << m_StencilValue) - 1, StencilOp.Keep,
CompareFunction.Equal, ColorWriteMask.All, (1 << m_StencilValue) - 1, 0);
StencilMaterial.Remove(m_MaskMaterial);
m_MaskMaterial = maskMat;
toUse = m_MaskMaterial;
}
return(toUse);
}