How to add post processing on UI (Unity) - unity3d

My question is very simple, i just want to add Post Processing on my Canvas object or UI in general. I know there is an option to select the UI layer but that still doesnt affect my UI. Thanks in advance
And this is what happens when i switch it to Screen Space Camera:

Go to your Canvas and change the Render Mode from Screen Space-Overlay to Screen Space-Camera. I think that should fix your problem.

Yes, chage your setting to Screen Space-Camera but use these settings (under render camera put your camera):

Related

Unity UI panel transparency

I'm working on my game and I want to add an inventory type system, when I added the panel it was a little transparent while the one in the video was watching was not. I didn’t see any setting for transparency in the Unity inspector for both the canvas and the panel. The UI mode is an overlay
I didn’t try much other than clicking all the check boxes, and I was excepting for the up to be a solid color.
If you have a Canvas Group in your hierarchy, it can come from here (Alpha property).
I needed to go to colors and slide this slider all the way up or down (the slider you need to change)

Unity AR UI not showing up

I have created a simple Unity AR Foundation app which places objects on a plane whenever the screen is touched. I would like to add some UI so the user can press a button rather than anywhere on the screen.
I have followed several different tutorials which seem to be doing mostly the same thing. I right-click the Hierarchy -> UI -> Button. I have scaled it so it should fit my mobile screen and anchored it to the center so it should be easy enough to find.
These are the canvas settings:
Might the UI somehow be hidden behind the camera feed from the AR Session Origin -> AR Camera? Am I missing any steps to anchor the UI to the screen?
As you can probably tell, I am very new to Unity but I feel like I have followed the tutorials for creating a UI, but it simply won't show. If you need more information, please just ask and I will provide.
Not sure but sounds like you might need to have that Canvas Scalar to scale with the screen size. Change the UI scale mode to Scale with Screen Size.
I was compiling the wrong scene. I had two very similar scenes, so when I compiled I didn't realize there were no changes and that I was inspecting the entirely wrong scene.
Once I changed to the correct scene the setup above worked as expected.

I want the background of panel scroll in unity5

I make a scene in unity5 with Canvas and added Panel into that canvas,I want to scroll background image of panel but could not find any reasonable solution for this, I know background scrolling is applied to quad, but I want to do it with panel, is it possible or guide me best possible solution.
You need ScrollRect to scroll the Panel.This may help

How to change the Canvas Render Camera via C#

I have two camera. One which is the main camera and another that follow an object.
The main camera is attached to a canvas with HUD and other GUI Text stuff. When I change the camera to the object that need to be followed, I loose the canvas. I clearly need to change the Render Camera inside the Canvas component.
I've tought that something like this would exist
canvas.GetComponent<Canvas>().renderCamera...
but it's not. So how can I change the render camera via script?
I think it's this one:
https://docs.unity3d.com/ScriptReference/Canvas-worldCamera.html
canvas.worldCamera = someOtherCamera;
Assign to the Canvas.worldCamera
Doesn't make sense but that's the way it is!

Work with iphone camera

I am looking for anyone that can help create some source and a tutorial with me to answer how to create a transparent straight line on iphone camera.
Please , If anyone knows of a tutorial already then pls reply me.
If I understand you correctly, you want to have a live preview of the camera overlays by I more or less transparent line, right ?
Two solution come to my mind:
Build one view that gets the camera input via AvFoundation framework and build another - transparent - view that holds whatever elements you want to display on top of that.
Another solution would be to build one OpenGL view, use the camera input as texture for a background rectangle filling the whole screen and then render your other content on top of that.
If you are looking tutorial for camera overlay you can visit this. It has source code attached too. So you will find easy with that. But pls don't just copy paste try to understand the code when you have time.