Replies: 4 comments
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We discovered this issue recently ourselves and are investigating a fix. We'll be sure to follow up here once we have a status update! |
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We found the culprit and will include the fix in the next Nova release! In the meantime, if you want to patch it yourself locally, you can make the following changes to On line 22 in the shader, change Pass
{
...
ZWrite Off
Blend [_SrcBlend] [_DstBlend], One OneMinusSrcAlpha // this is the modified line
Lighting Off
...
} If you're using any lit UI, you'll want to make the same change to the drop shadow shader of the different lighting model types - they're all located in the same folder as |
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Oh Man! This is awesome! thanks so much for addressing this. I thought this may have been low down on your priority list given the niche use-case. I had already implemented a 'flat' look for when in MR, because of this - but now I can put all the UX back to its former glory! |
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The fix for this has been published in Nova v2.0.1! |
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When using the Nova Shadow UIBlock2D, and Passthrough on a Meta Quest device, the shadow is made 'see-through' transparent. Is there any way to make this still show as a solid gradient shadow effect?
Ive tried adding a plane with a black solid mesh texture 'behind' the UI2Block but it still shows the shadow as a transparent passthrough.
Any ideas?
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