Skip to main content

Class GlowFilter

A glow filter for uGUI components

Assembly: ChocDino.UIFX.dll​
Declaration
[AddComponentMenu("UI/Chocolate Dinosaur UIFX/Filters/UIFX - Glow Filter")]
public class GlowFilter : FilterBase, IMaterialModifier, IMeshModifier

Inheritance: System.Object -> UnityEngine.Object -> UnityEngine.Component -> UnityEngine.Behaviour -> UnityEngine.MonoBehaviour -> UnityEngine.EventSystems.UIBehaviour -> ChocDino.UIFX.FilterBase

Implements:
UnityEngine.UI.IMaterialModifier, UnityEngine.UI.IMeshModifier

Properties​

EdgeSide​

Which side of the edge to use for the glow.

Declaration
public EdgeSide EdgeSide { get; set; }

DistanceShape​

The shape that the glow grows in.

Declaration
public DistanceShape DistanceShape { get; set; }

MaxDistance​

Declaration
public float MaxDistance { get; set; }

FalloffMode​

Declaration
public GlowFalloffMode FalloffMode { get; set; }

ExpFalloffEnergy​

Declaration
public float ExpFalloffEnergy { get; set; }

ExpFalloffPower​

Declaration
public float ExpFalloffPower { get; set; }

ExpFalloffOffset​

Declaration
public float ExpFalloffOffset { get; set; }

FalloffCurve​

Declaration
public AnimationCurve FalloffCurve { get; set; }

FalloffCurveGamma​

Declaration
public float FalloffCurveGamma { get; set; }

FillMode​

Declaration
public GlowFillMode FillMode { get; set; }

Color​

The color of the glow.

Declaration
public Color Color { get; set; }

GradientTexture​

The color of the back of the extrusion

Declaration
public Texture GradientTexture { get; set; }

Gradient​

The gradient to color the distance from the edge.

Declaration
public Gradient Gradient { get; set; }

GradientOffset​

Declaration
public float GradientOffset { get; set; }

GradientGamma​

Declaration
public float GradientGamma { get; set; }

GradientReverse​

Declaration
public bool GradientReverse { get; set; }

Blur​

The radius of the blur filter in pixels.

Declaration
public float Blur { get; set; }

Additive​

How additive to make the glow. Zero will apply an alpha blend, One will apply an additive blend.

Declaration
public float Additive { get; set; }

SourceAlpha​

The transparency of the source content. Set to zero to make only the glow show. Range is [0..1] Default is 1.0

Declaration
public float SourceAlpha { get; set; }

Methods​

GetDisplayShaderPath()​

Declaration
protected override string GetDisplayShaderPath()
Returns​

System.String

DoParametersModifySource()​

Declaration
protected override bool DoParametersModifySource()
Returns​

System.Boolean

OnEnable()​

Declaration
protected override void OnEnable()

OnDisable()​

Declaration
protected override void OnDisable()

GetFilterAdjustSize(ref Vector2Int, ref Vector2Int)​

Declaration
protected override void GetFilterAdjustSize(ref Vector2Int leftDown, ref Vector2Int rightUp)
Parameters​
TypeName
UnityEngine.Vector2IntleftDown
UnityEngine.Vector2IntrightUp

SetupDisplayMaterial(Texture, Texture)​

Declaration
protected override void SetupDisplayMaterial(Texture source, Texture result)
Parameters​
TypeName
UnityEngine.Texturesource
UnityEngine.Textureresult

RenderFilters(RenderTexture)​

Declaration
protected override RenderTexture RenderFilters(RenderTexture source)
Returns​

UnityEngine.RenderTexture

Parameters​
TypeName
UnityEngine.RenderTexturesource

Implements​

  • UnityEngine.UI.IMaterialModifier
  • UnityEngine.UI.IMeshModifier