Search found 241 matches

by stonstad
23 May 2023, 14:03
Forum: General Discussion
Replies: 5
Views: 384

Re: XAML Tutorial and Geometry Path Question

Just a brief follow-up question here. Since these paths have fixed dimensions, if I am wanting to have a UI like this grow in size (but not change scale), are my options the following: 1) 9-slice the paths shown above and create 9 separate paths. 2) Modify the path geometry dynamically on resize to ...
by stonstad
22 May 2023, 21:04
Forum: General Discussion
Replies: 5
Views: 384

XAML Tutorial and Geometry Path Question

Could you describe what your workflow was to create the geometry paths for this UI? https://github.com/Noesis/Tutorials/tree/master/Samples/BackgroundBlur I'm working with the UI in Blend and I see the following paths, but I'm at a loss for how they were created: <Geometry x:Key="BackgroundBlur...
by stonstad
18 May 2023, 19:27
Forum: General Discussion
Replies: 16
Views: 3119

Re: Background Effect and Texture Formats w/ HDR

Thank you! https://i.imgur.com/t0Gcrtt.png public class CopyRenderTexture : MonoBehaviour { public RenderTexture OutputRenderTexture { get; set; } private void Awake() { OutputRenderTexture = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear)...
by stonstad
17 May 2023, 19:28
Forum: General Discussion
Replies: 16
Views: 3119

Re: Background Effect and Texture Formats w/ HDR

Unity exposes tonemapping features via the post-processing pipeline. If I change tonemapping from ACES to Neutral, or disable tonemapping, or set output to standard def, the bloom and dynamic range is lost. I don't know if I can remove HDR without disabling HDR effects in the post-processing pipelin...
by stonstad
17 May 2023, 17:17
Forum: General Discussion
Replies: 16
Views: 3119

Re: Background Effect and Texture Formats w/ HDR

...Maybe I need to modify Unity's post-processing stack to premultiply alpha. I tried this with a post-processing effect (similar to above) but maybe that output is overwritten. I'll try premultiplying alpha via a camera OnRenderImage pass. Update. This didn't work for me, but perhaps I am missing s...
by stonstad
17 May 2023, 17:16
Forum: General Discussion
Replies: 16
Views: 3119

Re: Background Effect and Texture Formats w/ HDR

That's fair. I'm trying to get Noesis BackgroundEffect working with Unity RenderTexture output when Unity Post-Processing is enabled. Example 1 : Camera Backbuffer. Unity Post-Processing w/ HDR is enabled, but BackgroundEffect is disabled (as expected). Bloom exists around star and starship engines....
by stonstad
16 May 2023, 22:42
Forum: General Discussion
Replies: 16
Views: 3119

Re: Background Effect and Texture Formats w/ HDR

I'm uncertain that HDR to SDR conversion is what I need. HDR to SDR exhibits the same behavior as routing camera render target output to a non-HDR texture. I think Unity strips HDR when the render target is SDR. Or maybe this does work, but due to the gamma correction or Reinhard tone mapping, it ju...
by stonstad
16 May 2023, 22:25
Forum: General Discussion
Replies: 16
Views: 3119

Re: Background Effect and Texture Formats w/ HDR

Thank you.

Feature request is here: https://www.noesisengine.com/bugs/view.php?id=2601

I'll look into HDR to SDR conversion via a shader.
by stonstad
16 May 2023, 15:38
Forum: General Discussion
Replies: 16
Views: 3119

Background Effect and Texture Formats w/ HDR

I'm working with BackgroundEffect and as a first step, I am compositing my camera output to a single render texture. Initially, I used ARGB32 Linear, and this works with a Rectangle and TextureSource. Great, almost there, I'm thinking! Unfortunately, the ARGB32 Linear format disables Unity HDR rende...
by stonstad
24 Mar 2023, 22:23
Forum: Showcase Gallery
Replies: 9
Views: 29414

Re: SVG

Does InkScape still support export from SVG to XAML? It seems they may have removed support.

Update: Yes, it does! Use Save As instead of Export.