Re: Error when using NoesisExt in Blend
If that is happening it is a bug. Do you have a XAML showing that behavior?Also, how come gradients have different colours when in Blend than when in Unity?
Re: Error when using NoesisExt in Blend
I'm attaching the XAML to this post.
Here's a side-by-side comparison (left is Blend, right is Unity in-game):

The center color is supposed to be 31,71,255. Picking the color on the screenshot, Blend shows 30,70,254 (about right), but in-game is 3,16,251 (pretty far off).
Here's the XAML. Note, you need to move the storyboard to 0:01 to see it.
Additionally, I'm not sure if I'm doing everything the proper way. So if you have any suggestions on how to improve it I'd open
Thanks.
Here's a side-by-side comparison (left is Blend, right is Unity in-game):

The center color is supposed to be 31,71,255. Picking the color on the screenshot, Blend shows 30,70,254 (about right), but in-game is 3,16,251 (pretty far off).
Here's the XAML. Note, you need to move the storyboard to 0:01 to see it.
Additionally, I'm not sure if I'm doing everything the proper way. So if you have any suggestions on how to improve it I'd open

Thanks.
Re: Error when using NoesisExt in Blend
This is what I am getting using a slightly modified version of your XAML (to avoid having to move the storyboard):

Very similar to Blend. Could you please test with this XAML?

Very similar to Blend. Could you please test with this XAML?
Re: Error when using NoesisExt in Blend
Your XAML doesn't work either. I've tracked the problem to one of my shaders. When I disable the object with that shader, the colour goes to normal. The shader is basically just a combination of normal Diffuse with texture and Toon Outline. I've even disabled everything except for the diffuse in the shader and the problem persists.
Here's the shader (with things that don't affect the problem commented out). Without assigning a texture it looks fine. When I do, it looks darker. I also noticed I think this is the reason I thought the quality of NoesisGUI was really... weird? I realize now it's probably the texture being applied in some way to the NoesisGUI UI elements.
I'm not really sure what to do here as I need this shader.
Here's the shader (with things that don't affect the problem commented out). Without assigning a texture it looks fine. When I do, it looks darker. I also noticed I think this is the reason I thought the quality of NoesisGUI was really... weird? I realize now it's probably the texture being applied in some way to the NoesisGUI UI elements.
I'm not really sure what to do here as I need this shader.
Re: Error when using NoesisExt in Blend
This is really odd... Turning on Ambient Obscurance also triggers the same darkening. Like this: 
I'd imagine it's also to do with the shader. Changing the settings on it seems to have no effect on how dark it is.
Also, do you think there's a way to have camera FXAA not work on NoesisGUI?

I'd imagine it's also to do with the shader. Changing the settings on it seems to have no effect on how dark it is.
Also, do you think there's a way to have camera FXAA not work on NoesisGUI?
Re: Error when using NoesisExt in Blend
Can you try the steps I outline in this thread: viewtopic.php?f=3&t=423
Re: Error when using NoesisExt in Blend
Well, I'll be damned. That fixed both issues and even another one I hadn't talked about: The animation of scaling the rectangle now properly animates between pixels (subpixel precision), making it much smoother. Thanks a lot!
This begs the question though... Why is this not by default? And if there's a problem with it, why isn't there an easier way to toggle this? I usually prefer avoiding to modify third party libraries as I don't like to have so much additional space taken on the git by it, and also the problems of conflicts when updating with newer versions.
I'm guessing since NoesisGUI is relatively new in Unity there hasn't been many people that have used it yet. I do think developers have to be aware of this though. The FXAA thing shouldn't be too hard to track down (and yet... the solution isn't immediately obvious. I suspect some developers might just turn it off and be done with it), but the thing with the shaders still boggles my mind.
Not that I'm complaining. The support here is amongst the better I've ever experienced. But, you know... it would obviously be better if I didn't have to come here.
This begs the question though... Why is this not by default? And if there's a problem with it, why isn't there an easier way to toggle this? I usually prefer avoiding to modify third party libraries as I don't like to have so much additional space taken on the git by it, and also the problems of conflicts when updating with newer versions.
I'm guessing since NoesisGUI is relatively new in Unity there hasn't been many people that have used it yet. I do think developers have to be aware of this though. The FXAA thing shouldn't be too hard to track down (and yet... the solution isn't immediately obvious. I suspect some developers might just turn it off and be done with it), but the thing with the shaders still boggles my mind.
Not that I'm complaining. The support here is amongst the better I've ever experienced. But, you know... it would obviously be better if I didn't have to come here.
Re: Error when using NoesisExt in Blend
I've got an open ticket with them about this, and I've been assured it will be addressed in 1.2. Meanwhile, I added my own toggle switch, since waiting until Unity has finished drawing breaks using Noesis for render texture. Also, some people might like to use full screen effects that affect the UI. Toggle switch is definitely the way to go.
Re: Error when using NoesisExt in Blend
Yes, we got this patched in v1.2 (version yet not public) with a toggle switch. Thanks to wckdspn for all his help here and in the rest of issues.
At first we considered this a feature, that is the reason we didn't add this to v1.1. But seeing the delay that v1.2 is getting I think we could consider this a bug and submit it in the next v1.1 version.
So, just to clarify everything. All the issues mentioned in this thread (gradients) were being caused by the Unity post-processor shader, weren't they?
At first we considered this a feature, that is the reason we didn't add this to v1.1. But seeing the delay that v1.2 is getting I think we could consider this a bug and submit it in the next v1.1 version.
So, just to clarify everything. All the issues mentioned in this thread (gradients) were being caused by the Unity post-processor shader, weren't they?
Re: Error when using NoesisExt in Blend
No. Other than the postfx shader, I have a simple model with a simple shader that causes this, as I mentioned in my previous post:So, just to clarify everything. All the issues mentioned in this thread (gradients) were being caused by the Unity post-processor shader, weren't they?
I've tracked the problem to one of my shaders. When I disable the object with that shader, the colour goes to normal. The shader is basically just a combination of normal Diffuse with texture and Toon Outline. I've even disabled everything except for the diffuse in the shader and the problem persists.
Here's the shader (with things that don't affect the problem commented out). Without assigning a texture it looks fine. When I do, it looks darker. I also noticed I think this is the reason I thought the quality of NoesisGUI was really... weird? I realize now it's probably the texture being applied in some way to the NoesisGUI UI elements.
Who is online
Users browsing this forum: No registered users and 4 guests