In my use case, the Babylon scene precisely overlays the web page. But it flicker’s when the canvas element is show. I want to change the visibility of the renderCanvas so it is invisible when it comes in, and then smoothly becomes visible.
I forgot for a second that I am coding with Javascript. It seems that with this language is everything possible!
Thank you for pointing it out. Here is the fixed example for future generations who are not familiar with shader coding or if you want to fade out a specific part of your scene… fade in | Babylon.js Playground (babylonjs-playground.com)
So it looks like neither the AI nor the humans are able to actually read the title of the post.
This is a fade out, not a fade in
One would need to just invert these values
And then, isn’t this all a bit basic and outdated. With NME and on pp, we could do much sexier fade-in or -out today (in just about no time). What about a fade that would go from substract to blend, like the loading screens in red dead redemption2. With a bit of lenseffect on the edges. I guess you Guys realize that we can do all of that since v5 (or even v4.2). In the future, I expect more ‘sexy’ transitions to be shared (preferably in a format I can simply soak-up and integrate
I had some promiseing results using the postprocess.exposure, setting it to 0 via Babylon.Animation. But enabling post processing makes everything look dull and grey.
I think i am going crazy and need help/an answer. In a case like this;
I am using a PostProcess shader to fade out. It works but I need to inject into the BeforeScene Render to do it. I really want to use Babylons built in Animation system to control the “fadeLevel” var so I can have callbacks and use easing types.
You can un-comment the code to see it working, I have the animation running but it wont change the fadeLevel Float.
Is it impossible to use animations to control shader vars?