How do you achieve Gaussian Blur and Radial Clipping?
Hi,
I am trying to make two effects:
1: Cooldowns (clockwise, anticlockwise, linear) after casting an ability.
(Like this: http://image.webzen.net/C9/guideImage/g ... kills6.jpg)
2: Gaussian Blur & Refraction of elements below
(Like this: http://i.stack.imgur.com/iDfTp.jpg)
I am trying to make two effects:
1: Cooldowns (clockwise, anticlockwise, linear) after casting an ability.
(Like this: http://image.webzen.net/C9/guideImage/g ... kills6.jpg)
2: Gaussian Blur & Refraction of elements below
(Like this: http://i.stack.imgur.com/iDfTp.jpg)
Re: How do you achieve Gaussian Blur and Radial Clipping?
You can find more information about Cooldowns at this post: viewtopic.php?f=3&t=604
Regarding the refraction you have to do it manually. So, you need to render to texture, apply a post effect using Unity and paste the result to the screen.
Regarding the refraction you have to do it manually. So, you need to render to texture, apply a post effect using Unity and paste the result to the screen.
Re: How do you achieve Gaussian Blur and Radial Clipping?
For v1.3 we were evaluating the implementation of Shader Effects but we discovered that Microsoft dropped that feature in Universal Apps. Right now, we have a plan to implement a way to hook your own shaders (native shaders in C++ or Unity shaders) in a new composition API. Anyway, this is a very preliminary work. As soon as we have more information we will comment about it.
Re: How do you achieve Gaussian Blur and Radial Clipping?
Thanks!
Is this how everyone does it? Using two cameras? I thought you would work with shaders which would use a grab pixel pass and do it for you.
Is this how everyone does it? Using two cameras? I thought you would work with shaders which would use a grab pixel pass and do it for you.
Re: How do you achieve Gaussian Blur and Radial Clipping?
Right now this is the only option for applying effects. We are evaluating options for v1.3, any suggestion is welcome.
Thanks!
Thanks!
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