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Haha thanks :) Well yeah I am used to have a totally clean environment and I know its just a "warning" and nothing important - but I always remove those error for myself so its nice if I don't have to do this after every new release :)

Thanks a lot and much appreciated ^^

Hey there - I was just checking those 5-6 warnings - but they seem to have no use and are just variables which are nowhere used - so if you would remove them - the errors would be gone :) I love to have clean code without warnings - that's all.

Assets/ShaderWeaver/Plugin/Scripts/Editor/Node/SWNodeBase.cs(378,26): warning CS0168: The variable `e' is declared but never used
Assets/ShaderWeaver/Plugin/Scripts/Editor/Node/SWNodeCode.cs(126,27): warning CS0168: The variable `e' is declared but never used
Assets/ShaderWeaver/Plugin/Scripts/Editor/Window/SWWindowEffect.cs(996,10): warning CS0168: The variable `temp' is declared but never used
Assets/ShaderWeaver/Plugin/Scripts/Editor/Window/SWWindowLayoutV.cs(958,10): warning CS0219: The variable `yOff' is assigned but its value is never used
Assets/ShaderWeaver/Plugin/Scripts/Editor/Window/SWWindowMainRight.cs(59,27): warning CS0168: The variable `e' is declared but never used
Assets/ShaderWeaver/Plugin/Scripts/Editor/Window/SWWindowMainRight.cs(254,48): warning CS0618: `UnityEditorInternal.InternalEditorUtility.SetupShaderMenu(UnityEngine.Material)' is obsolete: `SetupShaderMenu is obsolete. You can get list of available shaders with ShaderUtil.GetAllShaderInfos'


One error is obsolete warning - not sure about this one.


Thanks a lot,

Oliver

Any news if this can be resolved?

Hey there, well I am using the Screen Space - Camera (not overlay) - so I now changed the border effect to a true "chopped" sprite and you are right that mix perfectly into the normal ui. I have to use UI for all the drag and event system things - since thats how the game is done by now. However my performance issues are gone now and its working very well. Thanks :)

Hey there and thanks for the infos...


well nr (1) didn't work - at least it didn't show any improvement at all - would have been the easiest workaround thogh :(


With 2/3 you mean that instead of Using a UI Image - I will add a SpriteRenderer to the Canvas (?)- and render it with this - so I would get the benefit of chopping out the transparent inner area and I could only use the border (that would surely work) - but not sure how easy this is to implement within a canvas and mixing with UI images shaders.

What I was thinking too is that I could split it up into 4 UI images -> for each border (that would reduce fill rate alot) - but then I can't do a circle animation anymore - because having 4 seperate images....

Hmm but I think in UI image we are not able to use anything other then a full rect image - so how could we tell the shader to only process the remapped border and not rendering all the many transparents pixels inside?


Hope you understand my issue :)

I think you can close this - I get this issue also with other Shaders :) So it seems to be a bug in the Samsung J3 handy :)

Did you have a chance to test this?

Oh my fault, used the wrong email, send now to this :)

I have send you all the info per email,  hope you can reproduce it.