Your comments

It has been fixed in Shader Weaver 1.3.3

Remap improvement in 1.3.3:
1 Edit under orginal size
2 Aspect ratio correction
3 Remap data persistence
4 Remap points editing
    Move point: Ctrl+LMB
    Delete point:Ctrl+RMB
    Clear points: C


Use a low size(128/256) for remap texture under corrected aspect ratio,

everything should be fine.

I am working on it, it is gonna take some time.

You are right, that is a issue when using a texture not close to a square size. Remap tex was stretched.

I think editing the generated remap texture in photoshop can make it looks right. I am also planning to add a feature to support remap with different ratio. It will take time.

Wow, first time heard of Godot, looks cool. Shaders created in Shader Weaver use same syntax as common unity shaders. So if you can find a way to export unity shader/material to Godot, Shader Weaver can also be used for Godot. Otherwise you might need a tool to do that, which I guess will take work. 

Cheers

Well. An easy way is to make your Canvas in the world space. And make all the cards with chopped mesh. Manage depth with world pos. UI and cards will work together. For me, a tcg game, I will choose these way.


If your cards have many effects. They will use different mat. There is not too much benefit to do it with UGUI.

And the main problem is about fill rate. Do the thing you mentioned with sw or not will make not much difference, since UGUI/Sprites do blending by default.

And you can also check through project settings and graphic settings.

I think this is a problem with transparent fill rate, especially full screen.Here are some ideas

[1] remove clip

     after sw, open shader file in mono/vs

     clip(result.a - 0);  ->  //clip(result.a - 0);


[2] blend off

    A quad area can match the rest part of card without blending. 

    1 use a quad for main card area

    2 in sw scale up so that main card can fill out. And border will not be render( out of quad)

    3 open shader file in mono/vs, Blend SrcAlpha OneMinusSrcAlpha -> Blend off

    4 match up main and border

[3] Border:chop

     Make a simple quad mesh and chop inner area, use sw as usual and ignore center.


They are just some ideas, might work or not. There might be some try and error. Hope they can provide some help.


A new ShaderType 'UI2D Sprite(NGUI)' has been added in Shader Weaver 1.3.1

It supports all NGUI clipping methods.

Thank you for submitting. It has been fixed in the coming version.