CapersProject/Assets/AnimateUIMaterials-main/Readme.md
Nam Tae Gun dd9ea77427 Ui관련 패키지들 추가
+ Ui Particle package
+ Unity UI Extensions package
+ AnimateUIMaterials-main package
+ AllIn1VfxToolkit package

+ Title 변경 중 오류 수정
+ 전투 플레이어 죽을 때, 플레이어의 스킬 모두 중단
+ 전투 플레이어의 스킬 게이지 Ui가 100%가 되었을 때, 하이라이트 효과 추가
+ Bloom Volume 추가
2024-06-24 00:57:47 +09:00

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#
![alt_text](images/image1.png "image_tooltip")
# Introduction
**Animate UI Materials** allows editing and animating materials for a single UI component.
![alt_text](images/image2.png "image_tooltip")
You can see such an example in the demo scene.
# Setup
Download the package from the [asset store](https://assetstore.unity.com/packages/2d/gui/animate-ui-materials-253197) or the Releases folder
Import the package into your project
Simply add the **GraphicMaterialOverride** component to an UI element, such as an **Image** with a custom **Material**
![alt_text](images/image3.png "image_tooltip")
When selecting the dropdown “Add Override”, you will be greeted with every possible property you can animate.
![alt_text](images/image4.png "image_tooltip")
You can ignore those you dont know, such as the _Stencil properties. They are internal to UI stencil rendering. Simply select “_Color” for example.
Two things will happen:
1. A **new modifier** will be listed in the **GraphicMaterialOverride** component
![alt_text](images/image5.png "image_tooltip")
You can already **edit the color value**, and the change will only affect the Image component
2. A new gameobject will be created, holding a **GraphicPropertyOverride** component
![alt_text](images/image6.png "image_tooltip")
![alt_text](images/image7.png "image_tooltip")
The value displayed here is the exact same as in the **GraphicMaterialComponent**. However this value can also be **animated.**
# Animation
To animate the property, add the usual **Animator** component to the image
![alt_text](images/image8.png "image_tooltip")
Create a new **AnimationClip**
![alt_text](images/image9.png "image_tooltip")
Click **Add Property** and select **_Color Override**, then **Graphic Property Override Color**, then **Graphic Property Override Color.Property Value**
![alt_text](images/image10.png "image_tooltip")
You can now **animate** the value like any other !
![alt_text](images/image11.png "image_tooltip")
Alternatively, hit the **Record** button, and simply modify the properties from the **GraphicMaterialOverride** inspector
![alt_text](images/image12.png "image_tooltip")
![alt_text](images/image13.png "image_tooltip")
# Baking
To get the final modified material as a material asset, simply open the context menu of your GraphicMaterialOverride or Graphic and press "Bake Modified Material". A new material variant will be saved alongside the source material.
# Next Steps
## Emulate an actual MaterialEditor
I want to support custom materials drawers, and other possible combinations, which could be done with a "ghost" MaterialEditor, but would require dropping support before unity 2021.3
https://discussions.unity.com/t/edit-chosen-material-in-the-inspector-for-custom-editor/67530/3
This is required as MaterialEditor does a lot of closed-source heavy lifting to recover that attribute data, and because those attribute drawer require a reference to the MaterialEditor
# End Notes
If you encounter a bug or need any help, please contact me at [fleeting.being.official@gmail.com](mailto:fleeting.being.official@gmail.com)
Dont hesitate to look into the code if you want to know how things work !