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How to modify Effect Mode at Runtime? #202
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mob-sakai
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Apr 10, 2020
This change adds the following features: - Effects components can be added at runtime - Effect mode, color mode, and blur mode can be changed at runtime - No pre-production of materials required - Support for non-default UI (TextMeshPro, SVG, Spine, etc.) in the future Closes #202, #198, #195, #189, #173, #104 BREAKING CHANGE: Scenes, prefabs and scripts using UIEffect v3.x may not work properly.
mob-sakai
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Apr 10, 2020
This change adds the following features: - Effects components can be added at runtime - Effect mode, color mode, and blur mode can be changed at runtime - No pre-production of materials required - Support for non-default UI (TextMeshPro, SVG, Spine, etc.) in the future Closes #202, #198, #195, #189, #173, #104 BREAKING CHANGE: Scenes, prefabs and scripts using UIEffect v3.x may not work properly.
github-actions bot
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# [4.0.0-preview.1](v3.2.0...v4.0.0-preview.1) (2020-04-10) ### Bug Fixes * adjusting the brightness of the shiny shader ([29b4dad](29b4dad)) * the effect is kept even if the component is disabled (UIFlip, UIGradient) ([6124214](6124214)) ### Features * add asmdef files ([24710fc](24710fc)) * new effect that synchronize with another effect ([7a2a97c](7a2a97c)), closes [#159](#159) [#158](#158) [#143](#143) * transfer TextMeshPro support to another package ([be90210](be90210)) * transfer UIEffectCapturedImage support to another package ([c2a2320](c2a2320)) * update docs to support Unity Package Manager ([bdc891a](bdc891a)), closes [#141](#141) * update the effect architecture ([4c08c8c](4c08c8c)), closes [#202](#202) [#198](#198) [#195](#195) [#189](#189) [#173](#173) [#104](#104) * update the structure of shaders ([db06e68](db06e68)) * updated the Unity version used for development to 2018.3 ([c5f22c1](c5f22c1)), closes [#169](#169) ### BREAKING CHANGES * Scenes, prefabs and scripts using UIEffect v3.x may not work properly. * The recommended Unity version is 2018.1 or later; it will work with Unity 2017.1, but it is not guaranteed to be supported. * UIEffectCapturedImage will be supported by another package. * TextMeshPro support has been removed from this package. It will be supported by another package.
github-actions bot
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Apr 10, 2020
# [4.0.0-preview.1](v3.2.0...v4.0.0-preview.1) (2020-04-10) ### Bug Fixes * adjusting the brightness of the shiny shader ([29b4dad](29b4dad)) * the effect is kept even if the component is disabled (UIFlip, UIGradient) ([6124214](6124214)) ### Features * add asmdef files ([24710fc](24710fc)) * new effect that synchronize with another effect ([7a2a97c](7a2a97c)), closes [#159](#159) [#158](#158) [#143](#143) * transfer TextMeshPro support to another package ([be90210](be90210)) * transfer UIEffectCapturedImage support to another package ([c2a2320](c2a2320)) * update docs to support Unity Package Manager ([bdc891a](bdc891a)), closes [#141](#141) * update the effect architecture ([4c08c8c](4c08c8c)), closes [#202](#202) [#198](#198) [#195](#195) [#189](#189) [#173](#173) [#104](#104) * update the structure of shaders ([db06e68](db06e68)) * updated the Unity version used for development to 2018.3 ([c5f22c1](c5f22c1)), closes [#169](#169) ### BREAKING CHANGES * Scenes, prefabs and scripts using UIEffect v3.x may not work properly. * The recommended Unity version is 2018.1 or later; it will work with Unity 2017.1, but it is not guaranteed to be supported. * UIEffectCapturedImage will be supported by another package. * TextMeshPro support has been removed from this package. It will be supported by another package.
🎉 This issue has been resolved in version 4.0.0-preview.1 🎉 The release is available on:
Your semantic-release bot 📦🚀 |
kekouyang
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May 5, 2023
# [4.0.0-preview.1](mob-sakai/UIEffect@v3.2.0...v4.0.0-preview.1) (2020-04-10) ### Bug Fixes * adjusting the brightness of the shiny shader ([29b4dad](mob-sakai@29b4dad)) * the effect is kept even if the component is disabled (UIFlip, UIGradient) ([6124214](mob-sakai@6124214)) ### Features * add asmdef files ([24710fc](mob-sakai@24710fc)) * new effect that synchronize with another effect ([7a2a97c](mob-sakai@7a2a97c)), closes [mob-sakai#159](mob-sakai#159) [mob-sakai#158](mob-sakai#158) [mob-sakai#143](mob-sakai#143) * transfer TextMeshPro support to another package ([be90210](mob-sakai@be90210)) * transfer UIEffectCapturedImage support to another package ([c2a2320](mob-sakai@c2a2320)) * update docs to support Unity Package Manager ([bdc891a](mob-sakai@bdc891a)), closes [mob-sakai#141](mob-sakai#141) * update the effect architecture ([4c08c8c](mob-sakai@4c08c8c)), closes [mob-sakai#202](mob-sakai#202) [mob-sakai#198](mob-sakai#198) [mob-sakai#195](mob-sakai#195) [mob-sakai#189](mob-sakai#189) [mob-sakai#173](mob-sakai#173) [mob-sakai#104](mob-sakai#104) * update the structure of shaders ([db06e68](mob-sakai@db06e68)) * updated the Unity version used for development to 2018.3 ([c5f22c1](mob-sakai@c5f22c1)), closes [mob-sakai#169](mob-sakai#169) ### BREAKING CHANGES * Scenes, prefabs and scripts using UIEffect v3.x may not work properly. * The recommended Unity version is 2018.1 or later; it will work with Unity 2017.1, but it is not guaranteed to be supported. * UIEffectCapturedImage will be supported by another package. * TextMeshPro support has been removed from this package. It will be supported by another package.
AwfulDarkness0110
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Jun 28, 2023
# [4.0.0-preview.1](mob-sakai/UIEffect@v3.2.0...v4.0.0-preview.1) (2020-04-10) ### Bug Fixes * adjusting the brightness of the shiny shader ([29b4dad](mob-sakai/UIEffect@29b4dad)) * the effect is kept even if the component is disabled (UIFlip, UIGradient) ([6124214](mob-sakai/UIEffect@6124214)) ### Features * add asmdef files ([24710fc](mob-sakai/UIEffect@24710fc)) * new effect that synchronize with another effect ([7a2a97c](mob-sakai/UIEffect@7a2a97c)), closes [#159](mob-sakai/UIEffect#159) [#158](mob-sakai/UIEffect#158) [#143](mob-sakai/UIEffect#143) * transfer TextMeshPro support to another package ([be90210](mob-sakai/UIEffect@be90210)) * transfer UIEffectCapturedImage support to another package ([c2a2320](mob-sakai/UIEffect@c2a2320)) * update docs to support Unity Package Manager ([bdc891a](mob-sakai/UIEffect@bdc891a)), closes [#141](mob-sakai/UIEffect#141) * update the effect architecture ([4c08c8c](mob-sakai/UIEffect@4c08c8c)), closes [#202](mob-sakai/UIEffect#202) [#198](mob-sakai/UIEffect#198) [#195](mob-sakai/UIEffect#195) [#189](mob-sakai/UIEffect#189) [#173](mob-sakai/UIEffect#173) [#104](mob-sakai/UIEffect#104) * update the structure of shaders ([db06e68](mob-sakai/UIEffect@db06e68)) * updated the Unity version used for development to 2018.3 ([c5f22c1](mob-sakai/UIEffect@c5f22c1)), closes [#169](mob-sakai/UIEffect#169) ### BREAKING CHANGES * Scenes, prefabs and scripts using UIEffect v3.x may not work properly. * The recommended Unity version is 2018.1 or later; it will work with Unity 2017.1, but it is not guaranteed to be supported. * UIEffectCapturedImage will be supported by another package. * TextMeshPro support has been removed from this package. It will be supported by another package.
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First of All, Thanks for your work!
I am using the Grayscale Effect Mode. And I want it to set to None at Runtime and then back to Grayscale again. I am updating the effect mode at runtime but the changes aren't seen in the Image. I think this has to do with UIEffectCapturedImage.Capture(). Is there any way to call it again?
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