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VAMOverlays

Plugins + Scripts VAMOverlays

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In my scene Shirou EP2, the Fade is triggered by McGruber Fade plug in, not the Overlay. So you can uncheck the Active box in McGruber Fade plug in in Atom Storyline.
I put the trigger in VAMSTORY or the Timeline in atom Storyline. I think this error is caused by low performance that the timeline failed to trigger the fade out order in time. I am testing the Mcgruber Relay and Delay plug in to check if it will help to solve this error while perfromance is low.
thanks for the feedback. Hope it can be solved soon.
 
@hazmhox I use this plugin a lot. Do you know if there's a way to make the solid color overlay (the fade out / in) be on a different render queue? I've noticed a couple items still showing through the black overlay when I use it to fade between things. The first is the sphere ball in the HPV (I think that's it) plugin that adds volumentric lighting to lights. The second is elements from @Foost 's awesome fluids plugin.
 
@hazmhox I use this plugin a lot. Do you know if there's a way to make the solid color overlay (the fade out / in) be on a different render queue? I've noticed a couple items still showing through the black overlay when I use it to fade between things. The first is the sphere ball in the HPV (I think that's it) plugin that adds volumentric lighting to lights. The second is elements from @Foost 's awesome fluids plugin.
Unfortunately my fluids are rendered as a camera post-processing screen-space effect (for all active cameras, that's how they work in mirrors too). The annoying side effect is that they end up showing on top of all elements which are simple part of the world geometry. Changing the render queue ordering won't help there I am afraid, Unity's camera command buffer API won't let me do much more than "render before or after alpha blended layers". The fluids even render over the VAM's UI, since that's just "floating in the world" as well.

I could possibly add triggers for scene scripts and other plugins to fade in/out all of the fluids instead :unsure:
 
Foost summarized pretty well the issue.

I have some ideas to improve it since I need to fix the monitor bug... with like GUI drawing or eventually a render to texture trick. But I'm not sure it's gonna be functional. And would still be "below" anything that uses post processing technics or raymarching features.

The idea of the overlay was to keep the main UI (the one you have on the controller) visible even faded out... to prevent glitches and getting fully locked into a black screen as some shit can happen in scenes. And without entering in details of how complex it is in the render queue to have something that fully blocks anything... it would also potentially lock the user in a state where he can't interact at all with VAM to reset it in case of "emergency".

So it's a matter of convenience / UX and small sacrifices above else.
 
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