
Frame Debugger doesn't work correctly in Edit mode either, so I'm not sure what's up with that, but I'm glad everything works in play mode. Make UISprite/UITexture components use a custom material with a SuperBlur shaderįor some reason, blitting is broken in Edit mode - I don't know why, but blitting over UI quads results in pure black color no matter what you do, for as long as you are in Edit mode.Attach the SuperBlur component to world-rendering camera.To make the asset work with NGUI or any other world-space UI system, you need to do the following: There is one problem remaining (UVs are vertically flipped), but otherwise everything works wonderfully.
I apologize for asking questions not specific to the stock UI system, but I'm hopeful I can get this wonderful asset to work with NGUI (especially since Unity UI was based on NGUI design).
What can cause the shader to only render correctly for the very first frame after change of properties, immediately switching to black once a frame has passed? Here is a gif depicting that issue - changing color of the widget makes the blur rendered correctly, until I click on game view, forcing editor to redraw it and turning everything black:. Only "UI" mode seems to work correctly, drawing blurred perspective view within quads belonging to UI hierarchy widget with blur material. Should I use "UI" mode on the SuperBlur component? "Screen" mode just makes world camera render a blurred version of it's perspective on every pixel, and "UI only" mode gives me perspective-rendered background from UI camera transform - again, blurring whole screen at once. Should perspective camera drawing the world or orthographic UI camera drawing the widgets be hosting your SuperBlur component? So far I'm guessing it should be hosted on world-drawing perspective camera. I have a couple of questions related to that setup: UI hierarchy is just a collection of transparent widgets scaled to sit nicely within the view rectangle of orthographic UI camera Psychedelic app and a good trip sitter (I'm a dev) by PavelDoGreat in woahdude. UI camera draws after the main camera, using orthographic projection and depth clear mode and rendering only objects on UI layer. Main camera draws the 3d scene using perspective mode, clearing to skybox or other background. #PAVELDOGREAT HOW TO#
To continue the subject - can you please explain a bit more how to use this with UI systems like NGUI (which can be considered "world-space", I suppose, since no UI tailored Unity functionality is used by it)? To be specific, here is the setup: