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Effects

Border Glow

Light the edge of a Graphic as the pointer approaches

Overview

Border Glow draws pointer lighting along the inside of a sprite’s alpha edge or a Procedural Shape’s border. It can run on its own or through Interactive.

Preview

Usage

Add Border Glow or enable it on Interactive.

Assign the target Graphic.

Set border width, light radius, and color.

Choose Hover Only or Always visibility.


Customization

Ambient provides a minimum amount of light around the whole border while the effect is visible. Width and radius use local UI units. Follow and fade durations control motion and visibility.

Ignore Graphic Alpha keeps the glow at its own opacity when the graphic is translucent or fully transparent. The sprite or Procedural Shape outline still clips it, and Canvas Groups and masks still apply.


Public API

Use BorderGlow in the Evo.UI namespace.

Fields

NameTypeDescription
borderGlowSettingsSettings object for the target and glow.

Methods

NameParametersDescription
Show()PointerEventData eventData = nullShows the glow and follows a pointer event or the global pointer.
Hide()NoneFades out the glow.

Settings

BorderGlow.Settings exposes enabled, targetGraphic, visibility, color, ignoreGraphicAlpha, width, ambient, radius, softness, followDuration, fadeInDuration, and fadeOutDuration.

Example

BorderGlowExample.cs
using UnityEngine;
using Evo.UI;

public class BorderGlowExample : MonoBehaviour
{
    [SerializeField] private BorderGlow target;

    private void Start()
    {
        target.borderGlow.width = 2f;
        target.borderGlow.radius = 140f;
        target.borderGlow.ambient = 0.1f;
        target.borderGlow.color = Color.cyan;
    }
}

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