UI material nodes and reusable functions
UI Foundry adds material nodes for scalable UI artwork and material-driven particle effects, alongside reusable functions and a sample generator.
N-Slice
Section titled “N-Slice”N-Slice extends nine-slice scaling to configurable grids. Regions can use fixed, stretch, or repeat behavior, with repeat thresholds and sizing expressed in widget units or screen pixels.
Its editor provides visual cut positioning, previews, and presets. This allows the layout of an asset’s preserved edges, scalable sections, and repeating details to be authored together.
When setting up a material, choose the sizing units deliberately and preview the result at the widget sizes where it will be used. A layout authored in widget units and one authored in screen pixels have different sizing contracts.
Global UI Scale
Section titled “Global UI Scale”Global UI Scale exposes shared DPI and HUD-scale values to materials. Use these values when a material needs to respond to the UI’s scale settings as part of its own sizing logic.
Particle Data Texture
Section titled “Particle Data Texture”Particle Data Texture exposes particle properties for material-driven effects. It provides a material-side way to use that data alongside the UI particle system.
Reusable functions and samples
Section titled “Reusable functions and samples”The checked-in function set includes:
- Scale To Fit
- Scale To Fill
- Linear Gradient
An additional generator creates project-owned Glow, Sparks, Trails, and Noise Motes material samples. These generated samples are distinct from the checked-in functions and can be maintained as project assets.
Related workflows
Section titled “Related workflows”Use the Material Library and Material Editor tools to organize, inspect, and edit the surrounding material assets. Use the Distance Field Toolkit when your material begins with SVG artwork and needs a generated distance-field texture.