unity-vertex-effects | Beautiful text outline for Unity UI | User Interface library

 by   n-yoda C# Version: Current License: Zlib

kandi X-RAY | unity-vertex-effects Summary

kandi X-RAY | unity-vertex-effects Summary

unity-vertex-effects is a C# library typically used in User Interface, Unity applications. unity-vertex-effects has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Beautiful text outline for Unity UI.
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            kandi-support Support

              unity-vertex-effects has a low active ecosystem.
              It has 326 star(s) with 52 fork(s). There are 35 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 3 have been closed. On average issues are closed in 46 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of unity-vertex-effects is current.

            kandi-Quality Quality

              unity-vertex-effects has 0 bugs and 0 code smells.

            kandi-Security Security

              unity-vertex-effects has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              unity-vertex-effects code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              unity-vertex-effects is licensed under the Zlib License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              unity-vertex-effects releases are not available. You will need to build from source code and install.

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            unity-vertex-effects Key Features

            No Key Features are available at this moment for unity-vertex-effects.

            unity-vertex-effects Examples and Code Snippets

            No Code Snippets are available at this moment for unity-vertex-effects.

            Community Discussions

            Trending Discussions on unity-vertex-effects

            QUESTION

            Smoothing noises with different amplitudes (Part 2)
            Asked 2018-Nov-29 at 15:00

            Well, I'm continuing this question without answer (Smoothing random noises with different amplitudes) and I have another question.

            I have opted to use the contour/shadow of a shape (Translating/transforming? list of points from its center with an offset/distance).

            This contour/shadow is bigger than the current path. I used this repository (https://github.com/n-yoda/unity-vertex-effects) to recreate the shadow. And this works pretty well, except for one fact.

            To know the height of all points (obtained by this shadow algorithm (Line 13 of ModifiedShadow.cs & Line 69 of CircleOutline.cs)) I get the distance of the current point to the center and I divide between the maximum distance to the center:

            ...

            ANSWER

            Answered 2018-Nov-29 at 15:00

            The problem is that the lerp percentage (e.g., from high/low or "red" to "black" in your visualization) is only a function of the point's distance from the center, which is divided by a constant (which happens to be the maximum distance of any point from the center). That's why it appears circular.

            For instance, the centermost point on the left side of the polygon might be 300 pixels away from the center, while the centermost point on the right might be 5 pixels. Both need to be red, but basing it off of 0 distance from center = red won't have either be red, and basing it off the min distance from center = red will only have red on the right side.

            The relevant minimum and maximum distances will change depending on where the point is

            One alternative method is for each point: find the closest white pixel, and find the closest green pixel, (or, the closest shadow pixel that is adjacent to green/white, such as here). Then, choose your redness depending on how the distances compare between those two points and the current point.

            Therefore, you could do this (pseudo-C#):

            Source https://stackoverflow.com/questions/53505973

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install unity-vertex-effects

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone n-yoda/unity-vertex-effects

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            git@github.com:n-yoda/unity-vertex-effects.git

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