We need more information about how standard unity tools work with magic leap glasses. We want to use standard shaders for UI elements, but we get different results in the editor, in the magic leap and in the recorded video from the magic leap.
For example, rendering a black sprite with transparency. We can guess how it works, but can you clarify how to work with black so that it looks as expected.
Unity Editor version: 2022.2.3f1 ML2 OS version: Version 1.4.0-dev2 Build B3E.230810.09-R.028 Android API Level 29 MLSDK version: v1.4.0-dev2 Host OS: Windows
The top photo is a screenshot from the ML 2 camera.
The photo that is below is an editor.
Headers are the name of the shader with parameters, for example:
0.5(A) is the alpha value.
UIDefault is the name of the standard shader.
Sprite/NonSprite - whether to use your own sprite or the default one.
Black - if the color value is 0.0.0 (RGB).
Icon - if it is drawn as a separate sprite from the background.
Our goal is to show a black background with a transparency of 0.3-0.5. And can this be done with standard unity tools?
We also get different display results in the editor, in glasses, in screenshots from glasses.