microsoft / microsoft/MixedReality-GraphicsTools-Unity

Re-think gradient application to base and stroke

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enhancement
Dominant language
C#
Stars
209
Forks
49
PR merge metrics
No merged PRs in 30d

Description

Describe the problem

Right now, the Graphics Tools/Standard and Graphics Tools/Standard Canvas shaders apply base colors/gradients and strokes (border lights) using paradigms convenient to HoloLens 1 and 2 but are not very flexible.

Describe the solution you'd like

We should spend some time to reevaluate how base colors and stokes are selected/enabled/disabled. This will take some refactoring of the shader code and inspector. This might even be a good opportunity to add shader graph nodes for these effects.

Describe alternatives you've considered

Live with the existing workflow.

Additional context

See how stoke gradients are currently hidden in the UI:
image

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by locating the Graphics Tools/Standard and Graphics Tools/Standard Canvas shaders, then inspect their shader code and the related inspector UI. Review how base colors, gradients, and strokes are selected and enabled or disabled, including the currently hidden stroke-gradient controls. Done means the refactored workflow and inspector behavior are defined and implemented, with any shader graph node opportunity evaluated.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp, unity
Domain
computer-graphics, game-dev
Issue type
Refactor
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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