mob-sakai / UIEffect

UIEffect is an effect component for uGUI element in Unity. Let's decorate your UI with effects!
https://github.com/mob-sakai/UIEffect
MIT License
5.62k stars 773 forks source link

Reboot this project #203

Open mob-sakai opened 4 years ago

mob-sakai commented 4 years ago

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.

Fortunately, after two weeks, I have free time. I will take enough time for this project and make this project a top priority.

Thanks,

unnanego commented 3 years ago

It's gonna be a year since then soon)

mob-sakai commented 3 years ago

Yeah, I'm really sorry...

yxx10 commented 2 years ago

Any news on this?

37wjy commented 1 year ago

Any news on TMPro?

Futuremappermydud commented 1 year ago

Please! I really need this right now

tengiplex commented 1 year ago

TMPro is a nightmare to support lol. Don't keep your hopes up on this one.

Mob Sakai prove me wrong <3

wangbenchong commented 1 month ago

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.

wangbenchong commented 1 month ago

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