This asset allows UI components (Images, Text, TextMeshPro etc) to be rendered with a dynamic extrusion effect in both perspective and orthographic rendering styles.
Effect works in edit mode (doesn’t require entering play mode)
Any Questions? Just contact us via Email, our Discord community or this Unity forum. UIFX - Extrude Filter is part of the UIFX Bundle which includes all of the UIFX assets at a discounted price.
Your thoughts, comments and questions are welcomed.
Optimised Long Shadow filter to use less GPU memory and bandwidth
Some minor general code improvements
Fixed
Fixed issue where filter wouldn’t run when textures were too large, maximum texture size is now limited
Fixed bug where resolution-indepdenent scale would be calculated incorrectly sometimes
Fixed bug where enum property sometimes wouldn’t be saved correctly
Fixed bug where changing the transform wouldn’t cause the filter to re-render
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TextMeshPro is now supported by all filter effects!!
Outline and Long Shadow filters being applied to TextMeshPro
Filters (Blur, Outline, Drop Shadow etc) now support TextMeshPro through the new component UIFX - TextMeshPro Filters. This component also alows easy filter reordering and supports TMP sprites and underlines.
New project preferences menu exposes plugin options
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Massive performance improvements across all filters
Many TextMeshPro issues fixed and improvements
Performance
Eliminated redundant per-frame filter rendering
Added per-platform performance settings to allow lower pecision and downsampling to be used on some platforms
All property changes are now checked for changes and only trigger minimal rendering
Editor preview no longer renders every frame, now only when rendering changes
Improved
FilterStackTextMeshPro now ignore empty placeholder vertices and updates whenever camera/transform changes and has a handy dropdown of the filter list to make adding filters easier
More accurate projection matrix region calculations
World-space canvas support improved
Added support for SVGImage component (part of com.unity.vectorgraphics package) and other UI components that have Graphic.useLegacyMeshGeneration enabled
UIFX - Long Shadow FilterDistance property can now be negative
UIFX - Long Shadow Filter has new Step Size property
Text Mesh Pro text rendering is now pixel perfect in orthographic camera mode
Several optimisations for memory usage, code performance and garbage reduction
Fixed
Fixed Text Mesh Pro sprite rendering blend mode
Fixed rare bug in filter rendering logic, where mid-frame dynamic font texture update would cause mesh regeneration, which would cause incorrect rendering due to optimisation that prevented multiple renders per-frame
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Added “Convert To Image” button to automatically bake all the filters into a texture and replace them with a RawImage component. This is a beta feature and must be enabled in UIFX preferences.
Added support for Canvas.vertexColorAlwaysGammaSpace for TextMeshPro rendering
Added support for TextMeshPro.tintAllSprites for TextMeshPro rendering
Fixed all effects and filters not restoring rendering when Canvas was disabled initially and then enabled.
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How can we make this asset better?
Any missing features you would like to see?
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FilterStackTextMeshPro now has toggle for quickly enabling/disabling filters and delayed attribute for font relative size.
FilterStackTextMeshPro has reduced memory usage in cases where second RenderTexture is not needed.
Fixed
Fixed Reset() and OnValidate() sometimes not updating the rendering due frame caching optimisation.
We want to hear from you!
How can we make this asset better?
Any missing features you would like to see?
We look forward to hearing your feedback, reviews and ratings!
I’m using a prefab, and I’ve added the LongShadow component to the base prefab. If I have 100 text game objects where LongShadow is disabled on all of them, what would be the performance impact? Would it be the same as having 100 text game objects without the LongShadow component at all, or would there be a difference?
Hi jGate99,
If you have the component disabled then it is the same as it not being there. It doesn’t use any more memory/resources and it doesn’t cost any performance. Once it is enabled however it allocates some memory and has some performance cost. I hope that answers your question. Let me know if there’s anything else!
Thank you for your response, and just to be clear. Ill have enabled game objects, but their shadow components will be disabled like this. Idea is that i use the same prefab ui for multiple projects, but in some projects there is only shadow, in some its some other effect and so on
so this way shadow and other components from your bundle will be attached to all the text gameobjects, where those gameobjects will be always enabled/active but the shadow component will b disabled…
Like audio source is disabled in my gameobject (ignore ui toolkit)