Page 1 of 1

How do you achieve Gaussian Blur and Radial Clipping?

Posted: 01 Jul 2015, 09:51
by Trithilon
Hi,

I am trying to make two effects:

1: Cooldowns (clockwise, anticlockwise, linear) after casting an ability.
(Like this: http://image.webzen.net/C9/guideImage/g ... kills6.jpg)

2: Gaussian Blur & Refraction of elements below
(Like this: http://i.stack.imgur.com/iDfTp.jpg)

Re: How do you achieve Gaussian Blur and Radial Clipping?

Posted: 01 Jul 2015, 19:40
by Trithilon
Anyone?

Re: How do you achieve Gaussian Blur and Radial Clipping?

Posted: 03 Jul 2015, 13:32
by jsantos
You can find more information about Cooldowns at this post: viewtopic.php?f=3&t=604

Regarding the refraction you have to do it manually. So, you need to render to texture, apply a post effect using Unity and paste the result to the screen.

Re: How do you achieve Gaussian Blur and Radial Clipping?

Posted: 03 Jul 2015, 15:13
by jsantos
For v1.3 we were evaluating the implementation of Shader Effects but we discovered that Microsoft dropped that feature in Universal Apps. Right now, we have a plan to implement a way to hook your own shaders (native shaders in C++ or Unity shaders) in a new composition API. Anyway, this is a very preliminary work. As soon as we have more information we will comment about it.

Re: How do you achieve Gaussian Blur and Radial Clipping?

Posted: 03 Jul 2015, 18:57
by Trithilon
Thanks!

Is this how everyone does it? Using two cameras? I thought you would work with shaders which would use a grab pixel pass and do it for you.

Re: How do you achieve Gaussian Blur and Radial Clipping?

Posted: 03 Jul 2015, 19:46
by jsantos
Right now this is the only option for applying effects. We are evaluating options for v1.3, any suggestion is welcome.

Thanks!