Shader Filter (beta) Component
Overview
This company makes it possible to easily integrate your own custom shaders into the UIFX process.
Properties

| Property | Type | Details |
|---|---|---|
| Material | ||
| Shader | Shader | The custom shader to apply. |
| Dynamic Update | Bool | Whether to update the shader every frame. |
| Apply | ||
| Render Space | Enum | Which 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. |
| Strength | Float | Strength of the effect. Default value is 1.0, range is [0..1] |
Usage
Add this component to any GameObject that contains a UI Graphic component (eg Text, Image, RawImage, etc). The object will now render with this shader applied.
Usage with TextMeshPro
To use this filter effect with TextMeshPro - Text (UI) use the Filter Stack (TextMeshPro) component.
Custom Shaders
Scripting
Namespace
The namespace
using ChocDino.UIFX;
Adding the ShaderFilter Component
Add the ShaderFilter component to your GameObject
// Add the component to your GameObject and set default properties
var filter = AddComponent<ShaderFilter>();
filter.BeginPropertyChange();
filter.Shader = null;
filter.DynamicUpdate = false;
filter.RenderSpace = FilterRenderSpace.Canvas;
filter.Strength = 1f;
filter.EndPropertyChange();
Applying a Custom Shader
Applying a Custom Shader
// Add the component to your GameObject
var filter = AddComponent<ShaderFilter>();
// Assign the shader to use
filter.Shader = Shader.Find("ChocDino/UIFX/AddNoise");
// Assign material properties
var material = filter.GetDisplayMaterial();
material.SetFloat("_Speed", 10f);
// Force the filter to update
filter.ForceUpdate();