explaingit

mob-sakai/uieffect

7,302C#Audience · developerComplexity · 2/5Setup · moderate

TLDR

A Unity package that adds visual effects, blur, grayscale, dissolve, and glowing outlines, to any UI element in a game without writing code, by attaching a component in the Unity Inspector.

Mindmap

mindmap
  root((repo))
    What it does
      UI visual effects
      No code required
      Layerable filters
    Effects
      Grayscale
      Blur
      Dissolve
      Glow outline
    Companion Tools
      UIEffectTweener
      UIEffectReplica
    Compatibility
      Unity 2020.3 plus
      URP and HDRP
      VR support
Click or tap to explore — scroll the page freely

Code map

Detail Auto

An interactive map of this repo's files and how they connect — its source is parsed live in your browser. Click Visualize to build it.

filefunction / class

Things people build with this

USE CASE 1

Apply a grayscale filter to buttons or icons when they are disabled, to give a clear visual cue to players.

USE CASE 2

Add a dissolve animation to a UI panel so it fades out in a stylized way instead of disappearing instantly.

USE CASE 3

Layer blur and color-shift effects on a pause-menu overlay to make the background game screen look out-of-focus.

Tech stack

C#UnityShaderGraphTextMeshProHLSL

Getting it running

Difficulty · moderate Time to first run · 30min

Requires Unity 2020.3 or newer, install via Unity Package Manager using the package registry URL.

No license information was mentioned in the explanation.

In plain English

UIEffect is a Unity package for adding visual effects to UI elements in games. Unity is a popular tool for building games and interactive apps, and its built-in UI system lets developers place buttons, images, and text on screen. UIEffect extends that system by letting you apply filters like grayscale (turning colored images gray), blur (making things look out-of-focus), and dissolve (a fading-away animation) to any UI element. You add effects by attaching a component to a UI object in the Unity Inspector, which is the panel where you adjust properties visually, and tuning the settings there. No code is required for basic use. Multiple filters can be layered together, so you can combine blur with a color shift or add a glowing edge outline to a button. Beyond individual effects, the package includes two companion components: UIEffectTweener, which animates effects over time (so you could fade a grayscale filter in when a button gets disabled), and UIEffectReplica, which copies one element's effects onto several others so you do not have to configure each separately. The package works with Unity 2020.3 and later, including both the Universal Render Pipeline and the High Definition Render Pipeline for modern visual styles, and it also supports VR projects. It integrates with TextMeshPro for styled text, ShaderGraph for custom shader setups, and Unity Timeline for scripted animation sequences. Only the shader code needed for your specific chosen effects is compiled, which keeps build times shorter than compiling every possible variant. The full README is longer than what was shown.

Copy-paste prompts

Prompt 1
I'm using UIEffect in Unity. Show me how to attach UIEffectTweener to a button so it animates from full color to grayscale when I call a method to disable it.
Prompt 2
In Unity with UIEffect installed, write a C# snippet that uses UIEffectReplica to copy the blur settings from one Image component to five other Image components at runtime.
Prompt 3
I want a dissolve effect on my Unity UI canvas element using UIEffect. Give me the Inspector settings I should use and any Shader Graph or TextMeshPro considerations.
Prompt 4
UIEffect says it only compiles the shader variants I actually use. How do I confirm which variants are included in my build, and how do I strip unused ones further?
Open on GitHub → Explain another repo

← mob-sakai on gitmyhub — every repo by this author, as a profile.

Verify against the repo before relying on details.