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Fill Gradient Filter Component

Component Screenshot

Overview

This component is fill a UI element with a gradient of colors.

WebGL Demo

Properties

Component Screenshot

Property                            Type    Range    DefaultDescription
Shape
    ShapeEnumHorizontalThe shape of the gradient Graphic to fill. Options are:
None: The whole graphic is filled with the same gradient value. This can still animate using Offset or Scroll Speed.
Horizontal: Gradient starts at the left edge and ends at the right edge.
Vertical: Gradient starts at the top edge and ends at the bottom edge.
Diagonal: Gradient starts at the top-left corner and ends at the bottom-right corner.
Linear: Gradient follows the W3C definition for a linear gradient going in the direction specified by an angle.
Radial: Gradient starts from a specified point and radiates outwards.
Conic: Gradient starts from a specific point and sweeps outward based on the angular direction to that point.
    Diagonal FlipBoolFalseFlip the Diagonal gradient shape so the gradient starts at the bottom-left corner and ends at the top-right corner.
    AngleFloat[0..360]0.0Angle for the gradient in Linear mode. Angle starts at 0 which is from bottom to top and continues clockwise.
    RadiusFloat[0..16]0.5Radius of the gradient in Radial mode.
    CenterX/YFloat[-2..2]0.0Position of the gradient origin in Radial and Conic modes. 0.0 correspond to the center, -1.0 and 1.0 correspond to the edges of the rectangle. -2.0 and 2.0 correspond to double the distance from the edges.
Gradient
    GradientGradientDefaultThe gradient to fill the Graphic with.
    ColorSpaceEnumLinearThe color-space used to blend the graphic colors in. Options are:
Linear: Convert colors to sRGB/linear before blending depending on the active colorspace in Unity.
Perceptual: Convert colors to OKLAB before blending. This is the most expensive option but gives the most natural results.
    LerpEnumSmoothThe interpolation type to use when sampling the gradient. Options are:
Step: No interpolation, just sample the nearest color stop.
Linear: Use linear interpolation.
Smooth: Use smoothstep interpolation.
    WrapEnumClampHow to tile the gradient when it is repeated. Options are:
Clamp: No tiling/repeating - the first and last colors extend to infinity.
Repeat: The gradient repeats when tiling.
Mirror: The gradient trepeats when tiling, but alternates direction after each tiling.
    DitherFloat[0..1]0.125Apply a random dithering when sampling the gradient which can help reduce banding, especially for dark gradients.
Transform
    RepeatFloat[0..100]1.0Scale the gradient to create a zoom in or zoom out effect.
    Repeat PivotFloat[0..1]0.5The position on the gradient to use for scaling. Usual values of 0.0, 0.5 and 1.0 correspond to the scaling happening from the start, center and end of the gradient respectively.
    OffsetFloat[-1..1]0.0Offset the gradient position.
    Scroll SpeedFloat[-inf..inf]0.0Set an animation speed to offset the gradient.
Apply
    Blend ModeEnumAlpha BlendThe blending mode to apply the gradient to the original Graphic. Options are:
Replace: Replace the destination colors with the fill color.
Alpha Blend: Blend the fill color over the destination colors.
Multiply: Multiply the fill color with the destination color.
Darken: Fill with the minimum color values between the destination and fill color.
Lighten: Fill with the maximum color values between the destination and fill color.
Replace (Alpha): Only replace the alpha channel.
    StrengthFloat[0..1]1.0Strength of the effect.
    Render SpaceEnumCanvasWhich coordinate system use when rendering this filter. Options are:
Canvas: Render the filter before any transforms (scale/rotation/translation etc) are applied.
Screen: Render the filter after transforms have been applied. Read more about this property here.

Usage

Add this component to any GameObject that contains a UI Graphic component (eg Text, Image, RawImage, etc). The object will now render with a shadow.

Usage with TextMeshPro

To use this filter effect with TextMeshPro use the Filter Stack (TextMeshPro) component.

Render Space

The RenderSpace property effectively controls whether the Graphic filter is applied before or after the Transform is applied. There are two options:

  • Canvas - This is the default mode for all filters. In this mode the filter is rendered to the Graphic before it is transformed into screen-space by the local Transform and by the Canvas. This means that any changes or animations to the transform (or it's parents) will not cause the filter to re-render (unless Canvas has per-pixel mode enabled), which is a performance benefit! This also means that when the Graphic is rotated, the filter will not be aware of this, so the filter will rotate as well. Imagine as drop-shadow effect.
  • Screen - This was the default mode before version 1.8.0 was released. In this mode the filter is rendered to the Graphic after it is transformed into screne-space. This means that any changes or animations to the transform (or it's parents) will cause the filter to re-render which can become expensive. It has the advantage that it is possible to do some screen-aware options, such as clamping the filter to the edges of the screen, or extending an edge to the edge of the screen (for example in the Frame Filter component)

A summary of the differences:

FeatureCanvasScreen
Adjusting transform causes filter re-renderNo (unless Canvas has per-pixel mode enabled)Yes

Scripting

Namespace

The namespace
using ChocDino.UIFX;

Adding the Component

Add the component to your GameObject
// Add the component to your GameObject and set default properties
var fill = AddComponent<FillGradientFilter>();
fill.Shape = GradientShape.Horizontal;
fill.Gradient = ColorUtils.GetBuiltInGradient(BuiltInGradient.SoftRainbow);
fill.LerpMode = GradientLerp.Smooth;
fill.ColorSpace = GradientColorSpace.Linear;
fill.WrapMode = GradientWrap.Clamp;
fill.Dither = 0f;
fill.Repeat = 1f;
fill.RepeatCenter = 0.5f;
fill.Offset = 0f;
fill.ScrollSpeed = 0f;
fill.BlendMode = FillGradientBlendMode.AlphaBlend;

Set Linear Gradient Shape

Set linear gradient shape
// Set a linear gradient
var fill = GetComponent<FillGradientFilter>();
fill.Shape = GradientShape.Linear;
fill.LinearAngle = 45f;

Set Diagonal Gradient Shape

Set diagonal gradient shape
// Set a diagonal gradient
var fill = GetComponent<FillGradientFilter>();
fill.Shape = GradientShape.Diagonal;
fill.DiagonalFlip = false;

Set Radial Gradient Shape

Set radial gradient shape
// Set a radial gradient
var fill = GetComponent<FillGradientFilter>();
fill.Shape = GradientShape.Radial;
fill.CenterX = 0f;
fill.CenterY = 0f;
fill.Radius = 0.5f;

Set Conic Gradient Shape

Set conic gradient shape
// Set a conic gradient
var fill = GetComponent<FillGradientFilter>();
fill.Shape = GradientShape.Conic;
fill.CenterX = 0f;
fill.CenterY = 0f;
fill.Radius = 0.5f;

Set Gradient Colors

Set gradient colors
// Set custom gradient colors
var fill = GetComponent<FillGradientFilter>();
fill.Gradient = new Gradient()
{
colorKeys = new GradientColorKey[]
{
new GradientColorKey(Color.red, 0f),
new GradientColorKey(Color.white, 1f)
}
};

Set Gradient Colors + Alpha

Set gradient colors + alpha
// Set custom gradient colors and alpha
var fill = GetComponent<FillGradientFilter>();
fill.Gradient = new Gradient()
{
colorKeys = new GradientColorKey[]
{
new GradientColorKey(Color.red, 0f),
new GradientColorKey(Color.white, 1f)
},
alphaKeys = new GradientAlphaKey[]
{
new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(0f, 1f),
}
};

Modify Gradient Colors

Modify gradient colors
// Modify existing gradient colors (NOTE: Unity Gradients require making a copy of the keys)
var fill = GetComponent<FillGradientFilter>();
Gradient gradient = new Gradient();
var colorKeys = fill.Gradient.colorKeys;
var alphaKeys = fill.Gradient.alphaKeys;
colorKeys[0].color = new Color(Random.value, Random.value, Random.value, 1f);
fill.Gradient.SetKeys(colorKeys, alphaKeys);
fill.ForceUpdate();