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Question by IntelligentDesign · May 01, 2018 at 05:18 AM · fpscanvasuser interface

Implementing Reticle Bloom?

Does anyone have advice on how to implement reticle bloom similar to that in Halo: Reach? I can't use a simple image and scale it unfortunately - doing so would make the reticle get "thicker" as it gets larger. Instead I'm looking for a means of scaling a circular reticle up while having its "stroke" remain consistent.

What I've attempted to far is to use a ring-shaped Image Mask and a simple circle as the Image, which gives me enough control to ensure consistent thickness at any size but has the drawback of displeasing jaggedness and even some misshapenness:

Comparison

On the left is how the reticle appears in game with a resolution set to 16:9 ratio, and on the right is a recreation I did using a reticle made in Adobe Illustrator. I have noticed that the reticle appears much cleaner if I set the Aspect in Game View to 1920x1080, so perhaps the issue here has to do with Canvas settings?

If anyone knows how to resolve this jaggedness please let me know, and if there is a better means of implementing this besides the mask/image hierarchy I'd appreciate the advice

reticle-comparison.jpg (449.7 kB)
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