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Frame Filter Component

Component Screenshot

Overview

This component enables easily adding a framed outline to UI components. It supports automatic resizing to fit the content, padding, different shapes, anti-aliased rendering, rounded corners and different fill modes.

WebGL Demo

Properties

Component Screenshot

Property                            Type    Range    DefaultDescription
Shape
    ShapeEnumRectangleThe base shape to render around the source content. Options are:
Rectangle: Has the most flexibility.
Square: Ensures the frame has equal width and height.
Circle: Ensures the frame has constant radius.
    PaddingFloat[-inf..inf]16.0For each Rectangle edge expands the edge length in pixels. For Square and Circle shapes this is a single value that controls radius padding.
    Pad To EdgeBoolFalseFor each Rectangle edge allows padding value to be ignored and instead extends the length to the screen edge.
    Round CornersEnumPercentThe type of rounded corners to use for the Rectangle or Square shapes. Options are:
None: No rounded corners.
Small: 12.5% rounded corners.
Medium: 25% rounded corners.
Large: 50% rounded corners.
Circular: 100% rounded corners
Percent: Value between 0..1 relative to the size of shape.
Custom Percent: Specify each of the 4 corner sizes in 0..1 range.
Pixels: A single value in pixel units.
Custom Pixels: Specifyt each of the 4 corner sizes in pixels.
Fill
    Fill ModeEnumColorThe mode to use to fill the frame background with. Options are:
None: The frame background has no fill.
Color: A single color.
Texture: A texture is used to fill the background.
Gradient: A gradient used to fill the background.
    ColorColorBlackThe color to fill the frame with in Color fill mode.
    TextureTextureThe texture to fill the frame with in Texture fill mode.
    GradientGradientThe gradient to fill the frame with in Gradient fill mode.
    Gradient ShapeEnumHorizontal
    SoftnessFloat[1..inf]2.0Softness of the frame. 1 = no softness.
Border
    Fill ModeEnumColorThe mode to use to fill the frame broder with. Options are:
None: No border.
Color: A single color.
Texture: A texture is used to fill the background.
Gradient: A gradient used to fill the background.
    ColorColorWhiteThe color to fill the frame border with in Color fill mode.
    TextureTextureThe texture to fill the frame border with in Texture fill mode.
    GradientGradientThe gradient to fill the frame border with in Gradient fill mode.
    Gradient ShapeEnumHorizontalThe shape of the gradient in Gradient fill mode. Options are:
Horizontal: Colors run from left to right.
Vertical: Colors run from top to bottom.
Diagonal: Colors run from top-left to bottom-right.
    SizeFloat[0..inf]4.0The size of the border in pixels.
    SoftnessFloat[1..inf]2.0Softness of the border. 1 = no softness.
Apply
    Cutout SourceBoolFalseWhether to render the source graphic on top of the frame, or to use the source graphic to make a hole in the frame.
    StrengthFloat[0..1]1.0Strength of the effect.
    Render SpaceEnumCanvasWhich coordinate system use when rendering this filter. Options are:
Canvas: Render the filter before any transforms (scale/rotation/translation etc) are applied.
Screen: Render the filter after transforms have been applied. Read more about this property here.

Usage

Add this component to any GameObject that contains a UI Graphic component (eg Text, Image, RawImage, etc). The object will now render with a shadow.

Usage with TextMeshPro

To use this filter effect with TextMeshPro use the Filter Stack (TextMeshPro) component.

Render Space

The RenderSpace property effectively controls whether the Graphic filter is applied before or after the Transform is applied. There are two options:

  • Canvas - This is the default mode for all filters. In this mode the filter is rendered to the Graphic before it is transformed into screen-space by the local Transform and by the Canvas. This means that any changes or animations to the transform (or it's parents) will not cause the filter to re-render (unless Canvas has per-pixel mode enabled), which is a performance benefit! This also means that when the Graphic is rotated, the filter will not be aware of this, so the filter will rotate as well. Imagine as drop-shadow effect.
  • Screen - This was the default mode before version 1.8.0 was released. In this mode the filter is rendered to the Graphic after it is transformed into screne-space. This means that any changes or animations to the transform (or it's parents) will cause the filter to re-render which can become expensive. It has the advantage that it is possible to do some screen-aware options, such as clamping the filter to the edges of the screen, or extending an edge to the edge of the screen (for example in the Frame Filter component)

A summary of the differences:

FeatureCanvasScreen
Adjusting transform causes filter re-renderNo (unless Canvas has per-pixel mode enabled)Yes