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Option to disable softening completely #98
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@BenWoodford |
I would like to know more about this issue.
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If you want a hard edge, Unity Default Masks are the easiest option: NOTE: Set the |
I’ll see what I can do but as it occurred randomly I’m not sure how easy it’ll be to recreate it in a stand-alone project. Using Unity masks isn’t really viable in all scenarios as Unity doesn’t obey hierarchies for masks - two siblings will act as one mask I’ve found. Whereas your system does obey the hierarchy and only mask children |
Sorry for late reply. |
# [1.0.0-preview.8](v1.0.0-preview.7...v1.0.0-preview.8) (2020-09-08) ### Features * if the 'UIMask' sprite is specified as the source image, it is suggested to use another image ([ea904db](ea904db)), closes [#82](#82) * option to disable softening completely ([dedd847](dedd847)), closes [#98](#98) * use the stencil buffer outside the scene view canvas for editing ([dbab85c](dbab85c)), closes [#100](#100)
🎉 This issue has been resolved in version 1.0.0-preview.8 🎉 The release is available on:
Your semantic-release bot 📦🚀 |
Is your feature request related to a problem? Please describe.
The below happens when using a hard-edged mask (Unity's own mask doesn't support overlapping masks where it only masks the children, so having two images "splitscreen" style diagonally isn't terribly easy)
The masks for context
Even at 0.01 softness it gives a soft-edged look.
Describe the solution you'd like
The option to completely disable softening and just utilise the other features of the component (like the better hierarchical masking)
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