UGUIDOTS
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Create common shader effects
- [x] Fill effect
- [ ] Background blur effect
- [ ] Emissive lit shader for bloom
- [x] Translation based shaders
- [x] Radial Fill Shader
I think one of the issues with this is trying to figure out how to update all the material property blocks. A couple of things I can think of is:
- By default all rendered elements should have a material property block. A small issue with this is that visually - it will be hard to see how UI shaders are applied in editor time until I figure that out and instead of a temporary material property block, you now have a continuous array of material property blocks. The primary issue is that - not all material property blocks need to be there if not all render elements need to be change.
a. If there are only visual changes then the material property block can just be updated includes:
- Translation/Rotation
- Color Updates
- Create custom material property params
a. The issue with this is that if you have multiple buffers and multiple systems to read the buffers and apply it a temporary material property that is only created and used in the
OrthographicRenderFeature.
I'm leaning towards option 1 since I can deprecate systems which update the translation/rotation/color. I think to reduce the number of material property blocks there are it would be a good idea to map reduce common materials and ones with custom properties should have their own. I'll have to figure out how to do it 🤔

Added a basic translation shader - need to try and mimic the default UI Shader and display the texture properly
Added stencil override support so that the new unlit shader looks similar to Unity's.

Vertical/Horizontal fill shaders added

Added support for radial fills :)

All fill options currently available. (Axis fill + 360 radial fill)