#my UI shader isnt picking up the color

1 messages ยท Page 1 of 1 (latest)

sonic mauve
#

@dusk cosmos if you've got any insight I'd appreciate it ๐Ÿ˜„

nimble jolt
#

Text also stores color in vertices

#

(iirc)

sonic mauve
#

hmmm thats good, but also... why it no work ๐Ÿฅฒ

dusk cosmos
#

what text are you using Text or TextMeshProUGUI ?

sonic mauve
#

i think we use both, i havnt even looked at the text mesh pro parts actually, the majority is just text and thats not working

#

looks like it's not getting TMC color either (hard to tell as its on a black background, might not be rendering at all for all i know)

dusk cosmos
#

using the color of the original text texture does not make any sens its all ways just black

sonic mauve
#

i figured it out, i am multiplying the vert colors by the _MainTex, so text goes black. turning that off fixes it but then my images that are texture based cant have color

i need a way to pass the _mainTex into the color output without overriding vert colors...

#

or to turn off textures for text

dusk cosmos
#

you still need the _MainTex else you just get colord planes

#

a least for the alpha

sonic mauve
#

oh aye i have the alpha in use still

#

TMC doesnt seem to have been fixed by this

sonic mauve
#

TMC is rendering behind everything, apparently it wants to be in overlay mode -_-

sonic mauve
#

ok i used the saturation of the _ImageTex to mask it out (this works because fonts are black so have zero saturation, anything id want the texture map for will have saturation), so as long as actual images have black vertex colors, all is well ๐Ÿ˜„

apart from TMC...

sonic mauve
#

howdy people, im back with this UI shader ๐Ÿ˜„ so now i've got all of it working, apart from it doesnt get the _ImageTex from text mesh pro assets even when i force material override it. anyone know if its even possible to get the font images from TMP?

alternatively if i could get TMP to render after post processing without having to material override it that'd be great

dusk cosmos