JeffUI - Procedural Image and Blur

EDIT:

I’ve released two new assets and have deprecated JeffUI. These assets build JeffUI’s foundation.

Flexible Image goes much further than prior UGUI Image component replacement assets, including the ability to have multiple “quads” per component (which, among other things, helps to flatten the hiearchy)

Flexible Blur has fewer, but still significant changes. Instead of a choice of “LQ” and “HQ” algorithms, there are now 9 distinct blur algorithms that can be combined and chained together, including true n*m-tap Gaussian.

These two assets can be used standalone, or integrated together into what is effectively a further evolved version of JeffUI .

Existing JeffUI customers get a 100% discount on the new assets.

Due to fundamental changes, there is no forward compatibility to the new assets. Therefore, if you stay on the old asset and need support, I may still be able to help you.

ORIGINAL:

Do you want beautiful UI blur?

Do you want to procedurally create most of your UI images without needing to open a graphics editor like Photoshop?

Do you want to be able to apply that beautiful UI blur to those procedural elements?

In the past you would be out of luck, even if you had separate procedural UI and blur assets. Now with JeffUI you can finally combine these UI essentials in vertically integrated Swiss Army knife of an asset.

JeffUI is the evolution of Flexible Blur, expanded to include powerful procedural UI image generation features.

JeffUI isn’t a UI Blur asset with a procedural UI asset duct tapped onto it as an afterthought, or vice versa.

Both sides of the asset are powerful in their own right.

Flexible Blur is the most advanced and in-depth blur solution for Unity, created due to other top UI blur assets being insufficient to meet my own needs. It is an a league of its own.

The procedural portion of JeffUI is focused on exposing as much useful functionality as possible without needing multiple materials or shared settings. Every shader input channel is utilized and packed with data, down to the last bit. Alternatives either offer less functionality or incur additional draw calls since they cannot be batched.


Reserved for later

Version 2.3.0 is out with a host of new features, including support for screenspace gradients!

This makes it possible to apply a seamless gradient across multiple components.

The next largest new feature is a toggle that, when transform-independent rotation is used, scales the rotated shape so that it always stays inside the original rect bounds, like so:

Version 2.4 is out, with the most significant feature being the ability to choose between outline alpha affecting the transparency of the outline area (left) or blending the outline color in with primary color/blur (right).

This helps facilitate a few different effects, including something like AVP-style etched glass.

I’ve released two new assets and have deprecated JeffUI. These assets build JeffUI’s foundation.

Flexible Image goes much further than prior UGUI Image component replacement assets, including the ability to have multiple “quads” per component (which, among other things, helps to flatten the hiearchy)

Flexible Blur has fewer, but still significant changes. Instead of a choice of “LQ” and “HQ” algorithms, there are now 9 distinct blur algorithms that can be combined and chained together, including true n*m-tap Gaussian.

These two assets can be used standalone, or integrated together into what is effectively a further evolved version of JeffUI .

Existing JeffUI customers get a 100% discount on the new assets.

Due to fundamental changes, there is no forward compatibility to the new assets. Therefore, if you stay on the old asset and need support, I may still be able to help you.