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Fill Texture Filter Component

Component Screenshot

Overview

This component is fill a UI element with a texture.

WebGL Demo

Properties

Component Screenshot

Property                            Type    Range    DefaultDescription
Fill
    TextureTextureThe 2D texture to fill with.
    Fit ModeEnumScale To FitThe fit mode to use which applies an initial scaling to the texture coordinates to describe how the texture should fit into the rectangular area of Graphic to fill. Options are:
Stretch To Fill: Stretches the texture to fill the complete rectangle. The texture will not maintain aspect ratio.
Scale And Crop: Scales the texture, maintaining aspect ratio, so it completely covers the rectangle area. If the texture is being draw to a rectangle with a different aspect ratio than the original, the image is cropped.
Scale To Fit: Scales the texture, maintaining aspect ratio, so it completely fits withing the rectangle area.
    Wrap ModeEnumDefaultThe texture coordinate wrap mode to use for tiling the texture. Options are:
Default: Use the wrap mode specified in the original texture.
Clamp: Texture coordinate are clamped to [0..1] meaning the texture can not tile.
Repeat: The texture coordinates repeat infinitly producing a repeating tile pattern.
Mirror: The texture coordinates repeat with the tiling direction alternating after each repeat.
    ColorColorWhiteThe color of the tint the texture. The texture color is multiplied by this color.
Transform
    ScaleFloat[0..32]1.0Scale the texture coordinate to create a zoom in or zoom out effect.
    RotateFloat[0..360]0.0Rotate the texture coordinates.
    OffsetVector20, 0Offset the texture coordinates to translate the texture.
    Scroll SpeedVector30, 0, 0Set an animation speed. XY correspondes to the texture offset, and Z corrresponds to rotation.
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.

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