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A member registered Mar 13, 2017 · View creator page →

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I'll hopefully have something to show in a month or two!

(1 edit)

Wow it works! I got it to work on my game scene successfully :)

Thanks so much for looking into this problem, I was trying to fix it myself but I don't know enough about shaders yet so I couldn't get it to work haha. 

You're the best!

(2 edits)

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!