mob-sakai/UIEffect

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 under Samples~
      - 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...

yxx10 commented

Any news on this?

37wjy commented

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