I'm getting there slowly, 1 more feature then I'll just need to make a bit more content, then polish! I'll send it to you when I finally finish (maybe another 2 months haha)
rick0
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I'd like to have a screen space camera in my scene but with the settings I'm using, I've found that the canvas has become rather unreadable.
I was thinking, if I could have my game scene be in one volume and then configure a volume with UI specific settings then I could make the UI readable. The only alternative I can think of is to use a screen space overlay camera.
In regards to what you said here:
1. UI can be rendered in a separate UI stage inside the pipeline
2. there are settings that help with UI readability/clipping for World Space and Screen Space - Camera canvases
Is 1. something I can use to do this? and what settings exist to help with readability/clipping?
What would your recommendation be? Totally open to changing my project if I'm doing anything weird/wrong!
Hi Holomind!
Just a small question, is it possible to have a screen space overlay/world canvas which isn't affected by the rendering pipeline?
I've found that the pipeline settings I use look good for models etc but makes the UI rather unreadable. It would be nice if I could somehow exclude a canvas from the effect or even apply UI specific volume settings to my UI.
Understandable if this isn't possible, just asking because I'm not sure, thanks!
(p.s I'm slowly making a game, I hope I can show something cool soon)
Hey Holomind!
I tried using the Gen5 sky you added, it looks really nice. I tried using the 'Gen5 Sky' monobehavior -> global volume but the generated clouds don't seem to move. I tried increasing cloud speed but the clouds remain static.
Could there be something I'm overlooking? Thanks!
p.s I'm still on 2.0.1
Hi Holomind,
1. That solved it! I was sure I'd tried this but I might have hit the wrong checkbox on that line lol. Glad it works now, it'll help a lot.
2. I'm new to this render pipeline so I don't know how it operates fully. As far as I know I can't do it in overlay mode as unity will use the built-in legacy UI renderer in this mode. So I'm forced to pick between World or Screen Space - Camera if I want the UI to have the shader effect from a volume applied to it.
I tried your script but no dice! I created a new material with this shader, applied it to the UI mask but unfortunately it makes no difference. I checked out the Haunted PS1 discord and saw messages from 2023 saying that the haunted pipeline doesn't support UI Masking right now because it clears the stencil buffer. That would explain why the UI mask doesn't work by default even with your shader (I think)
Let me know what you think. It's no problem if it doesn't work, I can change my scroll lists to paged lists instead!
Also, I'm on Unity 6.2
Thanks!
Hi Holomind, Thanks for making this, I appreciate the improvements you've made over the original! I had a couple of UI questions I hope you can answer.
1. Are there are guides to using world space UI? I can't seem to get the UI to be occluded by the world correctly, it always shows even when it's behind another object.
2. When I have my canvas set as 'Screen Space - Camera' I can see the shader effects on my UI just fine. However this prevents Mask from correctly masking such as scroll menus, my list elements will appear outside of the masked area. Is there something I can do to fix this?
Thanks again!




