Instant Mask: smooth Mask image with semi-transparent [RELEASED]

2104304--137886--title_InstasntMask.png
[ Instant Mask ]

Instant Mask is smooth mask!
It is mask an image on MeshRenderer and SpriteRenderer, UnityGUI, Particle.
Mask Image(s) cut or made hole shape of other one image.
It can express a smoothly semi-transparent mask such as anti-aliase and gradation!

2104304--137887--ss02_InstantMask.jpg

Features :

  • Smooth Mask with Alpha or Grayscale texture

  • Can each adjustable such as Position, Rotation, Size, degree of Masking etc.

  • Up to three mask images apply to one base image in same time

  • Dynamically create a masking image, or can also export masked image file

  • Not increase the excess load, Batches and SetPass(DrawCalls) always in 1 at one object

  • Easy setup and easy use

  • Written in C# and comes as full source code for you

If you like Instant Mask, can buy from the Asset Store page >>

If you have questions or want to say an opinion, you can reply to this thread!*
Of course you may ask a question and assess before you buy!

For more information after got, please visit the explanation page.

ご購入後の日本語での詳しい解説ページはこちら

  • 書き込みは日本語で書いてくださっても大丈夫です。

2104304--239363--IMask110a.png

And then after got, please review in Asset Store page.
Your praise or point out will be a source of my motivation!

Hi, there.
This asset has Released!
If you are interested in this asset, please feel free to ask me!

Hi, there.
Next update Version.1.02, you can view the image that using mask shape in a scene.
You will be easier to understand what state.

2120826--139365--imask102.png

I think it takes about a week to store examination, I notify here at that time.
I hope you enjoy it!

Hi,

when I’m trying to mask image of dimensions 1024x1024 there is huge frame drop (~10FPS). I’ve also tried this in demo scene from package and there is the same problem. I’m trying to create puzzle game where each puzzle element is masking whole image.

Hi, centralpixel.
Thank you for your writing, I have been able to realize a bug.
In Version.1.03, this will be fixed. I want you to wait a little.
In the attached image, it show the FPS in the same conditions in Version.1.03.

  • It is inevitable that process is heavy if you change some value with ‘InstantTextureMask’.
    A power is required to generate a big image.
    If the weight of the process prevents the game progress, you can solve by ‘InstantShaderMask’ with UnityGUI.

Hi,there.
Version.1.02 is Out.
You can view the image that using mask shape in a scene.

However, when applied rotation, the image that using mask shape is not appropriate size changed and distorted.
This bug is fixed Version.1.03.

kind regards,

Hi,there.
Version.1.03 is Out.
In this version, it has fixed some bugs that has been mentioned in this forum so far.

In this connection, please tell me if you noticed something or found a bug.
I will do the best as much as possible.

I hope you enjoy it!

Hi, there.
Next Version 1.10 should be coming soon.
In this virsion, with shader and particle, it will be able to apply some masks on one image objegt
at the same time.

2104304--239363--IMask110a.png

It is possible to make more expression things that masking image dynamically.
At that time, I notice here again.

kind regards,

Hi, there.
Version1.10 is OUT.

What changes, please look at the above article.
And subtlety details, please look at the under image.
Simply say, you can apply some masks on one base image,
and do not worry about can not express.

2176449--144140--IMask110d.png

The explanation page will be updated in a few days about this version.

I hope you enjoy it!

Hi, I’m having trouble importing new images for either the base or mask. Importing masks is the most bothersome problem right now. Choosing them directly through the Inspector doesn’t do anything, and I can’t find the part in the code to allow new images.

Hi, Sir_Starshine.
Anyway, please check ‘Reasd/Write Enabled’ in image settings.
In addition, there is a possibility that can be solved if you look here.

Sorry, it is difficult for me to identify that cause because your information is rough.
It seems you reach an impasse in use of Unity basically for now.
It is necessary more detailed description if this asset not work well.

Hi, myouji
I have a plane I use as floor to my game.
On this plane Im using a seamless texture repeating this tile texture 3 times on X and Y covering the entire floor with 9 copies of this seamless texture.
For my project I need to put roles in two places on this floor. Is that possible to do that by using your Instant Mask?

Hi, can you use animated sequence or animation clips using animator for mask?

please see the attached file.
load asset and run…
why black?

Unity 5.1.2.p1
Instant Mask 1.10e

Hi, would it be possible to create a “scratch card” or “eraser” effect with this Asset? I have a source image (a sprite) and I want to “scratch” away parts of it when I click.

Is it possible to apply multiple “cut out” masks to one object?
Also, would it be possible to apply a mask with e.g. 50% opacity and then apply another one with 50% and it would add up to 100% opacity (see image)?

Basically, I need an effect like in the image below:

If this is possible, is there a demo or a video or something so I could see the effect in action? I would really appreciate it! Thanks!

Hi, there.
Sorry, reply is a little late because it is long vacation week now in my country.
I did not notice even 24hour Sale of my asset!

I am going to reply in turn, please wait a little more.

Hi, i got similar result with @TripleType

On sample scene, shader mask doesnt work at all. I am on Unity 5.1.1 with Android target

Hi, Etienne L.
You want to be like the under image?
It’s possible using mask with shader.
The position of the masks are determined with Tiling and Offset it is same as a texture on shader basically,
so it is need some calculation for adjustment of the exact position of masks.
(The calculation is also same as a texture on shader basically.)

2254276--150658--imss04.png

Hi, heybudgames.
It is possible, but it need a little knack.
You split the sprite in a regular grid for animation,
and you set the Tiling and Offset of mask with shader just overlap in each of the grid.
So It is in a state that the same shape masks apply in each frame of animation.
However, if you change the part of mask state such rotation, the mask position is displaced from grid.
In that case, there is a need to write a script like a mask shift to next grid every frame.
(It might be good to add the script in this asset if some requests comes.)

Hi, TripleType.
Seemingly shader is not working properly.
Basic things, import this asset to a new project once more and check again.
If it will be no good, please try check the package that is attached in under.
(write after day: the package was already deleted)
If you will look images properly in that package, I may find the cause by it.