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UI and masking 3d meshes in a scrollrect

Discussion in 'UGUI & TextMesh Pro' started by saarwii, Oct 1, 2015.

  1. CraftedGaming

    CraftedGaming

    Joined:
    Jun 9, 2017
    Posts:
    29
    You guys may want to try it out
    . Though, I'm not entirely sure how we can add it onto the UI.

    hi phil, can you guys update us on what we can do in the URP and HDRP? the solution posted here doesn't seem to work on the new render pipelines.

    I'm getting an error from the shader:
    Code (CSharp):
    1. Shader error in 'Universal Render Pipeline/Simple Lit': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl'. at line 134
     
    larry2013z likes this.
  2. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

    Joined:
    Nov 23, 2012
    Posts:
    1,226
    Proper support of URP is coming. The basics have worked since day 1 but anything requiring lighting needs to be redone and they've just not gotten around to supporting it yet. I'm working with on of their devs to get URP full support into a release soon.

    As for you issue i'm not 100% sure as i'm not fully informed on how URP shaders are working.
     
    CraftedGaming likes this.
  3. MidnightCoffeeInc

    MidnightCoffeeInc

    Joined:
    Feb 28, 2017
    Posts:
    415
    I would love an update on this for URP, if there's a solution?
    I want to make a scrollrect with 3D objects.
    Thanks!
     
  4. VitaliusSch

    VitaliusSch

    Joined:
    Dec 7, 2013
    Posts:
    1
    Hey All!
    I approached this question in a rather non-standard way. I hide the 3D meshes if they are not visible in the viewport. Maybe someone will come in handy:

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class ScrollItemCtl : MonoBehaviour
    6. {
    7.     public RectTransform scrollViewViewport;
    8.     public GameObject go3dMesh;
    9.  
    10.     Vector4 offset = new Vector4( 0, 17, 0, 20);
    11.  
    12.     private void Update()
    13.     {
    14.         if (go3dMesh != null)
    15.             go3dMesh.SetActive(RectTransformUtility.RectangleContainsScreenPoint(scrollViewViewport, transform.position, null , offset));
    16.     }
    17. }
    Oh yeah .. you can add offsets to fine tune the hiding of objects.
     
    Last edited: Aug 3, 2021
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