microsoft / microsoft/MixedReality-GraphicsTools-Unity
Re-think gradient application to base and stroke
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- 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:

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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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