![]() I'll set up a pull request with some improvements (global texture use instead of explicit reference to single UI material to allow multiple materials to participate in blurring separate NGUI shader following all NGUI conventions like vertex color use, blending and so on iOS-style saturation-based boost to blurred pixels etc.) a bit later. Frame Debugger doesn't work correctly in Edit mode either, so I'm not sure what's up with that, but I'm glad everything works in play mode. Make UISprite/UITexture components use a custom material with a SuperBlur shaderįor some reason, blitting is broken in Edit mode - I don't know why, but blitting over UI quads results in pure black color no matter what you do, for as long as you are in Edit mode.Attach the SuperBlur component to world-rendering camera. ![]() To make the asset work with NGUI or any other world-space UI system, you need to do the following: There is one problem remaining (UVs are vertically flipped), but otherwise everything works wonderfully. I apologize for asking questions not specific to the stock UI system, but I'm hopeful I can get this wonderful asset to work with NGUI (especially since Unity UI was based on NGUI design). Psychedelic app and a good trip sitter (I'm a dev) by PavelDoGreat in woahdude.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |