Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

AndrewMarcHarris

2
Posts
1
Topics
A member registered May 06, 2015

Recent community posts

Yea editing SuperTextMesh.cs so that it reads

[Tooltip("Default color of the text mesh. This can be changed with the <c> tag! See the docs for more info.")]
[ColorUsageAttribute(true, true)]
public Color _color = Color.white; //i wish marking this as internal didn't break stuff (well, you know why this doesn't work........ shoulda used namespaces)
public Color color

From line 774 lets me pick the HDR color as you can see in the inspector there, but the output is not HDR
The benefit of HDR in my case is that it plays really nicely with unity bloom post processing, for example the UI image beneath glows nicely thanks to HDR plus bloom, it's actually just a small rectangle.

High Dynamic Range colours for the text colour / gradients would look great.
I've had a brief go at adding them to the shaders myself, but i couldn't quite get there.
I pasted
[ColorUsageAttribute(true, true)]
above the colour in the shader script, and it allowed me to pick a HDR colour in the inspector, but it seemed to output that colour without HDR