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Messages - Lex_87

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1
NGUI 3 Support / Re: Unusual content
« on: February 25, 2014, 07:16:04 AM »
Thank you for a good idea!

2
NGUI 3 Support / Re: Unusual content
« on: February 25, 2014, 03:21:07 AM »
Quote
It's easy enough to check the current scene

Okay, master!
I can't check other stuff and i can check stuff of the current scene.
But how can i do it? FAQ does not contain this topic.

3
NGUI 3 Support / Re: Unusual content
« on: February 24, 2014, 12:16:58 PM »
I meant that sprites in atlases which do not use in the components of objects the scene hierarchy.

4
NGUI 3 Support / Unusual content
« on: February 24, 2014, 06:28:59 AM »
Is there a way to find unusual content such as sprites in atlases?

We have too many atlases wich contains unusual sprites.
Content changes dynamically. It is too hard to investigate this every time.

5
Thank you for a good idea!

6
I lose my hope...

But what is it?
With 3D geometry it works fine.
http://forum.unity3d.com/threads/141870-Apply-post-processing-image-effects-to-specific-camera-layer

What separates NGUI from World geometry in this case?

7
Hmm.. no! It is my custom bloom with soft threshold of bright pass through all color dynamics from the darkness to brightness.

(Possible that equals of that worst old school bloom, haha :) )

Image 2/2 in a first post of this topic demonstrates that bloom threshold affects on an orange widget. Image 1/2 demonstrates that something does wrong.

I want to bloom with soft threshold orange widget, UILabel above them and blue transparent window. All these widgets are rendered by camera with image effect.
Blue bottle, background and content of the another screenspace I do not want to bloom.
 
Instead of what i want I have either whole screenspace effect or bloomed UILabels only.

8
Hi everyone  :)

I want to use image effect (e.g. bloom) for only for the single of several Camera layers which contents GUI.

But as a result i have processed UILabels only:


Implementation:

I use two cameras. First camera clears alpha to apply image effect to last layer only.

 ??? Wherein: If i did not apply clear alpha script for the first camera then i have image effect for the whole screenspace like this:


Second camera does image effect for own layer.

Scene hierarchy:
- UIRoot
-- UICamera (layer 1) [clear alpha shader]
--- UIWidgets
--- ...
--- ...
-- UICamera (layer 2) [image effect script]
--- UIWidgets <- Here must be bloomed whole content of this layer but it works with UILabels only
--- ...
--- ...

Clear alpha shader is:
  1. Shader ""ClearAlpha"" {
  2.         SubShader {
  3.                 ColorMask A
  4.                 ZTest Always Cull Off ZWrite Off Fog { Mode Off }
  5.                 Pass { Color (0,0,0,0) }
  6.         }
  7.  
  8.         Fallback off
  9. }
  10.  


OnRenderImage method of the clear alpha script:
  1.         void OnRenderImage (RenderTexture source, RenderTexture destination) {
  2.                 Graphics.Blit (source, destination, material);
  3.         }
  4.  

OnRenderImage method of the image effect script:
  1.         void OnRenderImage (RenderTexture source, RenderTexture destination)
  2.         {
  3.                 amount = Mathf.Sin (Time.fixedTime);
  4.                 material.SetFloat("_Amount", amount);
  5.                 Graphics.Blit (source, destination, material);
  6.         }
  7.  

9
Solved!

I forgot to change Unity layer, therefore my widget has been invisible.

10
Thank you for your quickly reply, great creator!

But when I place my widget under separate UIPanel then widget becomes invisible. Very sad. I still do not understand why.

Wherein:
Depth of UIPanel with invisible widget is more than another.
Depth of its UITexture is more than depth of another widgets.
Both UIPanels puts under common UICamera.

I can attach screenshot tomorrow if necessary.

11
Hi everyone  ;)

I've an issue with assigning different shader parameters on the different UITextures.

Here i have three different UITextures like a gold labels which flashes together.


I wanna coerce flash only e.g. first label.
I guess that roots of this issue is common draw call on the common UIPanel.

How i can draw UItextures in different draw calls on the common UIPanel?

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