Colors of shapes darker than real colors

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Colors of shapes are darker than real colors. How we can get the same colors using shapes shaders? Maybe we could configure them somehow or change some configs in the shape plugin itself? 
We're using URP and basic URP shader for the cube. 

Reporting a bug? please specify Unity version:
2020.2.6f1
Reporting a bug? please specify Shapes version:
3.2.3
Reporting a bug? please specify Render Pipeline:
URP
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Freya Holmér
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It looks like the colors that are brighter are using a shader that can receive lighting, which means light will be added to the color.

Shapes doesn't support lighting, so I'm guessing that's why your other objects are brighter?

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Alexander Grishin
Quote from Freya Holmér

It looks like the colors that are brighter are using a shader that can receive lighting, which means light will be added to the color.

Shapes doesn't support lighting, so I'm guessing that's why your other objects are brighter?

But that information isn't described on the website & at the unity asset store as well. So how we could fix that? Because sounds like a bug 👀. That's a really important thing to have the same colors because each project has its own color palette. So, any solutions? 

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Freya Holmér
  • Answered

it's not a bug, it's just not a feature that Shapes has - shapes is designed for flat shaded colors, as is common in vector graphics APIs like this, it doesn't support more advanced shader features like lighting, due to the enormous complexities that come from that I'm afraid

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Alexander Grishin
Quote from Freya Holmér

it's not a bug, it's just not a feature that Shapes has - shapes is designed for flat shaded colors, as is common in vector graphics APIs like this, it doesn't support more advanced shader features like lighting, due to the enormous complexities that come from that I'm afraid

Good, I understand. So one more relative question. Why does the global volume take effect on shapes? You could see that on video: https://monosnap.com/file/JdXenDhKk9cGl8wSOzyq2pqYhTSeUQ. I couldn't change the color in runtime, but it takes effect as well.

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Freya Holmér

Not sure what you're asking, it seems to work in the video you linked? Global post effects should apply to everything, which it seems to do there

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Tim Schedlbauer
Quote from Freya Holmér

Not sure what you're asking, it seems to work in the video you linked? Global post effects should apply to everything, which it seems to do there

Hi Freya, Yes, that is exactly our problem. https://streamable.com/rhfo3y
We would like to use your great shapes in our software vispa.io where we want to enable users to plan and execute a next level ideation workshop.

Your shapes play a big role in our software as our 2d graphic elements, we would be very happy if we can continue to use them. We already have a nice lit environment and unfortunately we are just failing to display the colors of the 2d shapes correctly. Can you think of a solution to our problem? Like turning off the global volume specifically for the shapes or actually using a lit shader?

We are looking forward to hear from you

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Freya Holmér
Quote from Tim Schedlbauer

Hi Freya, Yes, that is exactly our problem. https://streamable.com/rhfo3y
We would like to use your great shapes in our software vispa.io where we want to enable users to plan and execute a next level ideation workshop.

Your shapes play a big role in our software as our 2d graphic elements, we would be very happy if we can continue to use them. We already have a nice lit environment and unfortunately we are just failing to display the colors of the 2d shapes correctly. Can you think of a solution to our problem? Like turning off the global volume specifically for the shapes or actually using a lit shader?

We are looking forward to hear from you

that's pretty hard to do, unless you find some way to make global post effects only affect certain render layers?

post effects are designed to affect everything, so if you want to exclude certain objects that gets pretty difficult. You might be able to do it with the immediate mode drawing methods, but that's an entirely different workflow. I'd start googling around to see if there are ways to exclude certain objects from post effects in your current render pipeline! All component shapes are mesh renderers, so whatever you'd to do mask those, Shapes would work the same way