Would it be possible to either switch to a material based workflow or provide the option for one, so you can use a base material with mandatory parameters (for the texture, etc) so we can apply global effects? For example, I want to apply a digital distortion like effect to the whole interface, and a shared material would be perfect for this.
We have plans to support Effects in the next major version. With effects you can apply pixel shaders effects to elements of you interface. The plan in Unreal is directly supporting the materials you can create in the editor. The same for Unity.
I'll see what can be done. By default the UI pass happens directly over the back buffer where the scene has already been drawn, so having a post process pass that affects only the UI would require drawing the UI to a different surface. I'll investigate it.
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