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Question by Imi · Aug 02, 2011 at 11:19 PM · guimaterialsunitygui

UnityGUI using Materials instead of Textures

Is there a way for UnityGUI to use full material definitions to render elements instead of just specifying textures?

One simple use case that springs in mind is a specular shader for simulating highlighted textures without the need to preprocess every texture manually.

Or a gray/sepia filter for disabled buttons.

Edit: At the moment, I am looking into a way to use a render texture target as texture for a gui element. I think that may be the solution to this and a lot of other nifty GUI things (particle effects like sparkles, simple animated textures like zoom/fading), but I can't quite figure out all the pieces yet (I am just new to Unity.) So any points to tutorials/docu/examples in this direction would be appreciated.

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avatar image Waz · Aug 03, 2011 at 01:04 AM 0
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You can do any rendering you like: http://answers.unity3d.com/answers/48399/view.html - the question is (as always), performance. Though I too am interested in allowing alternative Shaders for GUI painting (not $$anonymous$$aterials, that doesn't really apply for 2D geometry).

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