#my UI shader isnt picking up the color
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hmmm thats good, but also... why it no work ๐ฅฒ
what text are you using Text or TextMeshProUGUI ?
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)
this is my ui text test setup
using the color of the original text texture does not make any sens its all ways just black
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
TMC is rendering behind everything, apparently it wants to be in overlay mode -_-
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 ๐
apart from TMC...
howdy people, im back with this UI shader ๐ 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
the issue with the textmesh pro text is that is uses its own fonts to generate the visible text from the distance field data.
so you would need to make a copy of that shader and modify it for your needs and that will not be happening via the shader graph.