Brahim Hadriche
Brahim Hadriche
**Motives:** When I first created this plugin, I wanted to keep away from all the complexities related to font/ glyphs, rendering, and so on, and leave that for the underlying...
https://github.com/Unity-Technologies/ConditionalCompilationUtility
test.html : ``` var DEBUG = true; function Render(emojiText, width, height, /*ignored*/sanitize) { var canvas = document.getElementById("emojiCanvas") || document.createElement("canvas"); canvas.id = "emojiCanvas" if(DEBUG) document.body.appendChild(canvas); canvas.width = width; canvas.height = height;...
Native rendering on windows using [DirectWrite ](https://msdn.microsoft.com/en-us/library/windows/desktop/dd368038(v=vs.85).aspx)
TextMesh Pro doesn't not support Emoji modifiers yet. Need work around.
Could use [IssuePluginCustomTextureUpdate](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomTextureUpdate.html) for rendering on mobile since it supports GLES and Metal
Refactor current code to implement interface `EmojiProvider` (native, github, other) and possibility to set fallback list
Previews in the shader graph nodes are ~~completely broken~~ hacky, dirty and unreliable. Currently they rely on a global texture `_PreviewTexture` set by the custom effect. The shader graph gui...
Post processing profile prevents from adding the same effect more than once. Even when using hacks, and successfully adding more than one effect of the same type, the renderer will...