Reboot this project
mob-sakai opened this issue ยท 8 comments
Hi everyone,
It's been a long time since this project was last updated.
Sorry, I could hardly spend time on this project...
I know you are waiting for UIEffect v4.
The alpha version has not yet been released.
v4 is currently under development, but has some technical issues.
- Fast blur
- #196
- Implementation not successful - Upgrade from v3.x
- Architecture has changed significantly
- Difficult to upgrade automatically - TMPro support
- Should be supported as a separate package
- Even if most users have TMPro installed. - Demo
- I do not want to use*.unitypackage
file
- Demos should be underSamples~
- A menu should be added for 2018.x - Access to internals/privates
- Use OpenSesameCompiler to access internals/privates without slow reflection
- The project is also currently under development - Update release workflow
- via GitHub Actions
Fortunately, after two weeks, I have free time.
I will take enough time for this project and make this project a top priority.
Thanks,
It's gonna be a year since then soon)
Yeah, I'm really sorry...
Any news on this?
Any news on TMPro?
Please! I really need this right now
TMPro is a nightmare to support lol. Don't keep your hopes up on this one.
Mob Sakai prove me wrong <3
I am trying to edit the shader to SRP version , choosing shader logic in BaseMaterialEffect.cs like this:
protected void SetNewMaterialShader(Material newMaterial, string baseName)
{
//Built-in renderer pipline
if (GraphicsSettings.defaultRenderPipeline == null)
{
newMaterial.shader = Shader.Find(string.Format("Hidden/{0} ({1})", newMaterial.shader.name, baseName));
}
//SRP renderer pipline
else
{
newMaterial.shader = Shader.Find(string.Format("Hidden/SRP_{0} ({1})", newMaterial.shader.name, baseName));
}
}
and now I almost done this job, just some SRP batch issue. I'll try to finish it.
I am trying to edit the shader to SRP version , choosing shader logic in BaseMaterialEffect.cs like this:
protected void SetNewMaterialShader(Material newMaterial, string baseName) { //Built-in renderer pipline if (GraphicsSettings.defaultRenderPipeline == null) { newMaterial.shader = Shader.Find(string.Format("Hidden/{0} ({1})", newMaterial.shader.name, baseName)); } //SRP renderer pipline else { newMaterial.shader = Shader.Find(string.Format("Hidden/SRP_{0} ({1})", newMaterial.shader.name, baseName)); } }and now I almost done this job, just some SRP batch issue. I'll try to finish it.
seems like I finish by this fork:https://github.com/wangbenchong/UIEffect