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Tips and Tricks
Christian Kosman edited this page Jun 29, 2021
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This page will discuss good practices and tips when creating an energy bar.
Because of Beat Saber's bloom setup, bloom on an object is controlled by its alpha value. This means fully opaque objects in the Unity Editor will appear blown out with light in Beat Saber. There are a couple workarounds that you can use to stop this from happening:
- One is to use a cutout material. Cutout materials are either completely opaque, or completely transparent. They render on the geometry queue rather than the transparent queue which means you can safely set the alpha of a cutout material to 0 without making it invisible, but also retaining transparency to a degree.
- Another solution is a little more complicated, but is useful for things like TextMeshPro and semi-transparent materials. To do this, first go to the material you're changing and switch to Debug mode in the Unity inspector:

Then under Saved Properties > Floats find the property called _ColorMask. Expand the property and set its "Second" value to 14. This will remove bloom on TextMeshPro materials. For your own shader, add ColorMask RGB at the top of your shader to do the same thing.