Here is a method that will generate a maskNode for you using shaders:
func generateMaskNode(from mask:SKNode) -> SKNode
{
var returningNode : SKNode!
autoreleasepool
{
let view = SKView()
//First let's flatten the node
let texture = view.texture(from: mask)
let node = SKSpriteNode(texture:texture)
//Next apply the shader to the flattened node to allow for color swapping
node.shader = SKShader(fileNamed: "shader.fsh")
let texture2 = view.texture(from: node)
returningNode = SKSpriteNode(texture:texture2)
}
return returningNode
}
It requires you to create a file called shader.fsh, the code inside looks like this:
void main() {
// Find the pixel at the coordinate of the actual texture
vec4 val = texture2D(u_texture, v_tex_coord);
// If the color value of that pixel is 0,0,0
if (val.r == 0.0 && val.g == 0.0 && val.b == 0.0) {
// Turn the pixel off
gl_FragColor = vec4(0.0,0.0,0.0,0.0);
}
else {
// Otherwise, keep the original color
gl_FragColor = val;
}
}
To use it, it requires that you have black pixels instead of alpha as the means of determining what gets cropped, so here is what your code now should look like:
var cropNode = SKCropNode()
var shape = SKShapeNode(rectOf: CGSize(width:100,height:100))
shape.fillColor = SKColor.orange
var shape2 = SKShapeNode(rectOf: CGSize(width:25,height:25))
shape2.fillColor = SKColor.orange
shape2.blendMode = .subtract
shape.addChild(shape2)
let mask = generateMaskNode(from:shape)
cropNode.addChild(shape)
cropNode.position = CGPoint(x:150,y:170)
cropNode.maskNode=mask
container.addChild(cropNode)
The reason why subtract works on the simulator and not the device is because simulator subtracts the alpha channel, where as the device does not. The device is actually behaving correctly, since alpha is not suppose to be subtracted, it is suppose to be ignored.
Do note, you do not have to choose black to be your crop color, you can change the shader to allow for any color of your choosing, just change the line:
if (val.r == 0.0 && val.g == 0.0 && val.b == 0.0)
to a color you desire. (Like in your case. you can say r = 0 g = 1 b = 0 to crop only on green)
Result of above code on a device
Edit: I wanted to note that subtract blending is not necessary, this would also work:
var cropNode = SKCropNode()
var shape = SKShapeNode(rectOf: CGSize(width:100,height:100))
shape.fillColor = SKColor.orange
var shape2 = SKShapeNode(rectOf: CGSize(width:25,height:25))
shape2.fillColor = SKColor.black
shape2.blendMode = .replace
shape.addChild(shape2)
let mask = generateMaskNode(from:shape)
cropNode.addChild(shape)
cropNode.position = CGPoint(x:150,y:170)
cropNode.maskNode=mask
container.addChild(cropNode)
Which begs the question now that I cannot test, is my function even needed.
The following code in theory should work, since it is replacing the underlying pixels with the one above, so in theory the alpha should transfer over. If anybody could test this, please let me know if it works.
var cropNode = SKCropNode()
var shape = SKShapeNode(rectOf: CGSize(width:100,height:100))
shape.fillColor = SKColor.orange
var shape2 = SKShapeNode(rectOf: CGSize(width:25,height:25))
shape2.fillColor = SKColor(red:0,green:0,blue:0,alpha:0)
shape2.blendMode = .replace
shape.addChild(shape2)
cropNode.addChild(shape)
cropNode.position = CGPoint(x:150,y:170)
cropNode.maskNode= shape.copy() as! SKNode
container.addChild(cropNode)
replace only replaces color not alpha