Jump to content
  • Advertisement
Sign in to follow this  
CarlJ

Unity gui gradient scaling?

This topic is 3569 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

In a continuation from this thread i would like to ask a follow up question. Basically i want to have a Y axis gradient but in the other thread nife87 said to keep the borders 1xA were 'A' is the size of the corners. If i do that i would be able to have a gradient so how exactly are gradients done in GUI development? Thanks

Share this post


Link to post
Share on other sites
Advertisement
For simple linear gradients you can use per vertex colors. The gpu will do the linear interpolation and create the gradient.

Share this post


Link to post
Share on other sites
Quote:
Original post by carlj133
But for this GUI i'm using images so how would i do it using them?


You cannot have Y-axis gradient on the vertical borders using the previously explained method. Normally such gradients will be made with simple colors like Kambiz suggested or perhaps by actually making/creating the images run-time (this will then be needed every time the window is scaled) to avoid scaling static/premade images. The latter solution is clearly the most flexible, since you can do much more than just simple linear gradients. But should you choose the latter solution, you could also go with a shader-based approach (may be too much for your needs), where some parts of the GUI are still stored as static images (only parts that cannot be calculated via simple formulas), and where some parts (preferably most parts) are created dynamically in shaders.

Share this post


Link to post
Share on other sites
Quote:
Original post by nife87
Quote:
Original post by carlj133
But for this GUI i'm using images so how would i do it using them?


You cannot have Y-axis gradient on the vertical borders using the previously explained method. Normally such gradients will be made with simple colors like Kambiz suggested or perhaps by actually making/creating the images run-time (this will then be needed every time the window is scaled) to avoid scaling static/premade images. The latter solution is clearly the most flexible, since you can do much more than just simple linear gradients. But should you choose the latter solution, you could also go with a shader-based approach (may be too much for your needs), where some parts of the GUI are still stored as static images (only parts that cannot be calculated via simple formulas), and where some parts (preferably most parts) are created dynamically in shaders.

It's not on the vertical borders. It's the left-hand side border.

Share this post


Link to post
Share on other sites
Quote:
Original post by carlj133
But for this GUI i'm using images so how would i do it using them?


Use gray scale images and multiply the colors with the gradients. This doesn't even require shades. (If you are using OpenGL look how the boxes in NeHe lesson 12 are colored, it is really simply: just set the vertex colors and render just like before... )
EDIT:
To make it clear, unlike lesson 12 you have to give each vertex a different color:


[Edited by - Kambiz on August 16, 2008 6:43:22 PM]

Share this post


Link to post
Share on other sites
But what do you do if you want more control over the gradient. Where the second color
starts blending in and where it's the only color. I don't you can get this using this method.

Share this post


Link to post
Share on other sites
With a shader it is definitely possible, but instead of colors, you would have to assign texture coordinates which get converted to a color (via a gradient) in the shader.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Aryndon
      Project Redemption is an semi-fantasy RPG with a linear story and an elaborate combat system.
      We are building in Unity and are currently looking animators and artists.
      What we are looking for
      -Someone who is okay with split revenue/profits when finished
      -Collaborate with others in the team. Do you have an idea/thought on what should be included? Tell us!
      -Someone who wants to work with people that are passionate about this project
      If you are interested. Please message me and I will get back to you as soon as possible! Or add me on Discord AJ#6664
    • By Aggrojag
      Hello!
      I'm working on a game that is a narrative driven dark comedy with some small aspects of platforming and puzzle solving. The project is rather small as well. It touches on topics such as suicide, mental illness, family, corruption, free-will, and redemption.
      This project is exercise in polish, this means some experimentation will be needed along with some reworking of assets as they're provided.
      This will be a revshare model.
      First, I'm looking for a 2D sprite artist, not pixelated, that can compliment the style of the attached images, and be similar to the temporary character.
      We are looking to bring on a SFX designer at this time. Full list of required SFX will be available upon request, as well as a build with all elements related to sound implemented in some form (many SFXs pulled from the web for now). Will likely require some field recording, and some pretty strange SFX for when things get weird. I imagine a good portion of these will be quite fun to create.
      Lastly, I'm looking for a male voice actor, English should be your primary language. There will be at minimum two characters that will need to be brought to life through vocals. The first voice is similar to Marvin from Hitchhiker's Guide to the Galaxy. A reference for the second voice would be a mix of Ren (Ren & Stimpy), and Android 21 (DragonBallFighterZ). Due to formatting, I'm not including YouTube links in the post, sorry.
       
      WIP Scene with our custom shaders attached (platforms are lazily placed, as this was an asset test):

      A scene with dynamic lighting and temp character:

       
      Unshaded asset:

      If you made it to the bottom, thank you, and I look forward to hearing from you.
    • By SickTwistGames
      Ok, firstly, Hi.
       
      This is my first post on this forum. I am an Indie Dev making my first game so bear with me when I say dumb stuff, I'm on a huge learning curve.
       
      My first question is about inventory systems for unity. I am trying to make a survival type game with crafting. I have purchased Inventory manager pro by devdog from the unity asset store and it seems like a pretty powerful assett but for an intermediate coder its a little tough to use.  I'm beginning to wonder if it was the right purchase.
      So my question is.... does anyone have any experience of inventory plugins / systems for unity and can anyone reccomend a system to me?
      It needs to have the following: Loot system, crafting system, character sheet, blueprint system,  character stats system. Ideally with as little coding as possible.
       
      Thanks
    • By ethancodes
      I've got a bug with my brick breaker style game. The bricks move down one line at a time ever 1.5 seconds. What appears to be happening is occasionally the ball will be just about to hit the brick when the brick moves down a line, and now the ball is behind it. I'm not sure how to fix this. I have two ideas but I'm not sure of implementation. 1 solution would be to check where they were and where they are going to be before rendering the frame. Then if they crossed paths, then register the brick as hit. Solution 2 would be change how the bricks move. I could maybe slide them down line by line, instead of a jump down. I'm not sure of this will fix the issue or not. Any ideas?
    • By Pixeye
      I wrote an extension for unity inspector that allows to group/fold variables. 
      Available on github  , cheers!

       
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!