After some experimentation I realised it was possible to do this technique in Unity directly. This would make the idea basically drag drop, but also opens up the possibility of applying this cutout technique to a RenderTextures for pro users, which in turn could be quite easily abused for previously difficult to achieve screen transitions.
If anyone’s interested, I am considering putting together a package for this.
For now, planned features are:
-Procedural (Editor script to generate left to right, top to bottom, clock, double-clock, radial, square / grid, perlin noise, static noise/dissolve, each with some basic parameters) (mostly done)
-Image preparation editor script to generate the procedural textures and optionally bake in the alpha (for mobile or just to be more efficient)
-Various pre-prepared textures (fractal, smoke, spiral / twirls, possibly some uv animated although animated textures will not be supported when baking)
-Some simple scripts to animate, etc.
The basic technique should work relatively efficiently on IOS / Android too, although I can’t test RenderTextures on IOS as I lack the pro license.
Let me know here if this is worth doing- any questions about the product or requests for features. I expect to submit the initial package for approval at the end of next week, initially free.
I think you will get the most traction by bundling transition effects with it and editor controls, sounds like you’re on the right track, looking forward to updates.
I’ve been looking for something like this for so long! Thank you so much for sharing the tutorials! I would like to implement this kind of transition effect in the opensource visual novel plugin I’m working on, so I hope you’ll release this for free with option for donation. I’ll definitely donate
But you said initially free, so it means you’ll charge it later, and it’s your decision so I respect that.
If the price is reasonable, I’d probably buy anyway to say thank you for the tutorials!
Working on this still. Currently the scene transition works best with pro+render textures, and I have a work-around for indie. I’d use the indie solution for both, but it seems to break shadows in pro, which is not ideal (not a problem for indie, which has no shadows).
My initial comments regarding working relatively efficiently on IOS now come with a big *** which is that it will need extensive testing, as it is using AlphaTest which is expensive on IOS, and as a transition, is full screen. I’ll be experimenting with various scenes to determine the impact. In my experience, all common knowledge is often down to very specific circumstances and warrants retesting to check if it’s valid in your specific use-case.
@himatako - glad you’re enjoying the tutorials. I say initially, mainly as it depends on how complex the solution is and more importantly, how much support I need to provide If it turns out to be widely used and require a lot of my time supporting queries, I’ll consider adding a nominal price-tag!