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psydack avatar psydack commented on June 29, 2024

Hello there.

Could you share which version this is happening/reproduce?
Could you share some image / video of this happening ?

Thank you very much for sharing the snippet and using UImGui.

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iUltimateLP avatar iUltimateLP commented on June 29, 2024

Wanted to comment on this, as we're experiencing the same issue. The Gist provided by @stepperman works just fine, although we noticed that it does screw with the alpha channel, making transparent windows way more transparent as they were previously.

Edit: we fixed that by switching the alpha mode to a seperate blend, add this to every pass in Resources/Shaders/DearImGui-Mesh.shader:

Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha

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futurecreep-dev avatar futurecreep-dev commented on June 29, 2024

(UImGui 4.1.1, HDRP 15.0.6, 2023.1.6f1, Windows DX11, Custom Buffer Format R8G8B8A8 - did not test others)
The custom pass method makes UImGui display in Game view only if Gizmos are enabled; It's always visible in Scene view (while playing).
Even so, I found these other issues:

  • Dynamic resolution makes UImGui rescale (at least visually, probably not technically).
  • It has a smeared look as it is affected by TAA and (at least) bloom (custom pass set After Post Process).
  • In builds UImGui is not visible at all.

Using the gist code instead (custom pass removed) it works and looks as expected, in builds included.
However, I modified the handler so it only runs for the main camera, otherwise UImGui flickers when on demand reflection probes get rendered (I think). It still has occasional 1-frame flickers in Editor but I don't mind for now.

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