SpiderPig Posted March 30 Share Posted March 30 I like the transparent window effect in the editor - could this be done with a shader? I'd like to get a similar effect on a sprite in my UI for the inventory panels. Is it pretty much just a blur effect? Quote Link to comment Share on other sites More sharing options...
Josh Posted March 30 Share Posted March 30 The effect in the editor is part of the Windows compositor. To have this effect in your game you would need to blur the screen, then use that texture in the background of the layer on top. I'm not sure what the best way to do this would be. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted March 30 Author Share Posted March 30 Can I get the colour buffer in the fragment shader of a single camera? 🤔 Quote Link to comment Share on other sites More sharing options...
Josh Posted March 30 Share Posted March 30 Wouldn't that be a post-processing effect? You can not write to and read from the same color texture at the same time. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted March 30 Author Share Posted March 30 It would kind of be a post effect, yeah. Okay, so the colour texture is first written to by the 3D camera, then added too with the UI camera. At the very least I might be able to capture a screen shot and use that as the texture. Wouldn't be real-time but it might look good. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted March 31 Author Share Posted March 31 Would it be possible to get the previous frame in the fragment shader? I don't mind it being 1 or 2 frames out of sync, would that solve the reading & writing at the same time issue you mentioned? Quote Link to comment Share on other sites More sharing options...
Josh Posted April 1 Share Posted April 1 You would probably want to use to cameras to render this, first drawing everything under the transparent window, then applying the post-effect, then rendering the window in another pass. Honestly, it sounds pretty hard to set up in a general-purpose way. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted April 1 Author Share Posted April 1 Yeah it might be too hard. Worth a look though, thankyou. Quote Link to comment Share on other sites More sharing options...
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