ParticleEffectForUGUI/README.md

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# <img alt="UIParticleIcon" src="https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/d76e105e-a840-4f61-a1f6-8cf311c0812d" width="26"/> Particle Effect For UGUI (UI Particle) <!-- omit in toc -->
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[![](https://img.shields.io/npm/v/com.coffee.ui-particle?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-particle/)
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[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/LICENSE.md)
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![](https://img.shields.io/badge/Unity-2018.2+-57b9d3.svg?style=flat&logo=unity)
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![](https://img.shields.io/badge/uGUI_2.0_Ready-57b9d3.svg?style=flat)
![](https://img.shields.io/badge/UPR%2FHDPR_Ready-57b9d3.svg?style=flat)
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![](https://github.com/mob-sakai/ParticleEffectForUGUI/actions/workflows/test.yml/badge.svg?branch=develop)
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[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
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[![](https://img.shields.io/github/watchers/mob-sakai/ParticleEffectForUGUI.svg?style=social&label=Watch)](https://github.com/mob-sakai/ParticleEffectForUGUI/subscription)
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[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai)
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<< [📝 Description](#-description-) | [📌 Key Features](#-key-features) | [🎮 Demo](#-demo) | [⚙ Installation](#-installation) | [🚀 Usage](#-usage) | [🛠 Development Note](#-development-note) | [🤝 Contributing](#-contributing) >>
## 📝 Description <!-- omit in toc -->
![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif)
This package uses the new APIs `MeshBake/MeshTrailBake` (introduced in Unity 2018.2) to render particles through `CanvasRenderer`.
You can render, mask, and sort your `ParticleSystems` for UI without the need for an additional `Camera`, `RenderTexture`, or `Canvas`.
- [📌 Key Features](#-key-features)
- [🎮 Demo](#-demo)
- [⚙ Installation](#-installation)
- [Install via OpenUPM](#install-via-openupm)
- [Install via UPM (with Package Manager UI)](#install-via-upm-with-package-manager-ui)
- [Install via UPM (Manually)](#install-via-upm-manually)
- [Install as Embedded Package](#install-as-embedded-package)
- [🚀 Usage](#-usage)
- [Component: UIParticle](#component-uiparticle)
- [Basic Usage](#basic-usage)
- [Usage with Your Existing ParticleSystem Prefab](#usage-with-your-existing-particlesystem-prefab)
- [Usage with `Mask` or `RectMask2D` Component](#usage-with-mask-or-rectmask2d-component)
- [Usage with Script](#usage-with-script)
- [Component: UIParticleAttractor](#component-uiparticleattractor)
- [🛠 Development Note](#-development-note)
- [Compares the Baking mesh approach with the conventional approach](#compares-the-baking-mesh-approach-with-the-conventional-approach)
- [Performance test results](#performance-test-results)
- [🔍 FAQ: Why Are My UIParticles Not Displayed Correctly?](#-faq-why-are-my-uiparticles-not-displayed-correctly)
- [Shader Limitation](#shader-limitation)
- [Built-in shaders are not supported](#built-in-shaders-are-not-supported)
- [(Unity 2018 or 2019) UV.zw components will be discarded](#unity-2018-or-2019-uvzw-components-will-be-discarded)
- [(Unity 2018 or 2019) Custom vertex streams](#unity-2018-or-2019-custom-vertex-streams)
- [Overheads](#overheads)
- [How to Make a Custom Shader to Support `Mask` and `RectMask2D` Component](#how-to-make-a-custom-shader-to-support-mask-and-rectmask2d-component)
- [🤝 Contributing](#-contributing)
- [Issues](#issues)
- [Pull Requests](#pull-requests)
- [Support](#support)
- [License](#license)
- [Author](#author)
- [See Also](#see-also)
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<br><br>
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## 📌 Key Features
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* **Easy to use:** The package is ready to use out of the box.
* **Sortable:** Sort particle effects and other UI elements by sibling index.
* **Maskable:** Supports `Mask` or `RectMask2D`.
* **No extra components required:** No need for an additional `Camera`, `RenderTexture`, or `Canvas`.
* **Trail module support:** Fully supports the Trail module.
* **CanvasGroup alpha support:** Integrates with `CanvasGroup` alpha.
* **No allocations:** Efficiently renders particles without allocations.
* **Any canvas render mode support:** Works with overlay, camera space, and world space.
* **Any Render pipeline support:** Compatible with Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).
* **Disabling domain reload support:** Supports disabling `Enter Play Mode Options > Reload Domain`.
* **Animatable material properties:** Supports changing material properties with AnimationClip (AnimatableProperty).
![AnimatableProperty.gif](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
* **Multiple materials:** Supports 8+ materials.
* **Correct positioning:** Adjusts world space particle positions correctly when changing window size for standalone platforms (Windows, MacOSX, and Linux).
* **Adaptive scaling:** Provides adaptive scaling for UI (AutoScalingMode).
* **Performance optimization:** Mesh sharing group to improve performance.
<img alt="MeshSharing.gif" src="https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif" width="450"/>
* **Particle attractor:** Includes a particle attractor component.
<img alt="ParticleAttractor.gif" src="https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif" width="450"/>
* **Emission position mode:** Supports relative/absolute particle emission position modes.
<img alt="AbsolutePosition.gif" src="https://user-images.githubusercontent.com/12690315/175751579-5a2357e8-2ecf-4afd-83c8-66e9771bde39.gif" width="450"/>
* **Custom view size:** Fixes min/max particle size mismatch.
![CustomViewSize.gif](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/dd929959-1a37-420b-b13d-e849022b9c9d)
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<br><br>
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## 🎮 Demo
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* [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html)
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> ![](https://user-images.githubusercontent.com/12690315/174311768-1843a5f2-f776-491b-aaa8-2a131a8b6a16.gif)
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* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX)
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* [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle
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> ![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif)
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[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565
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[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669
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[JMO]: https://assetstore.unity.com/publishers/1669
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<br><br>
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## ⚙ Installation
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_This package requires **Unity 2018.3 or later**._
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#### Install via OpenUPM
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- This package is available on [OpenUPM](https://openupm.com) package registry.
- This is the preferred method of installation, as you can easily receive updates as they're released.
- If you have [openupm-cli](https://github.com/openupm/openupm-cli) installed, then run the following command in your project's directory:
```
openupm add com.coffee.ui-particle
```
- To update the package, use Package Manager UI (`Window > Package Manager`) or run the following command with `@{version}`:
```
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openupm add com.coffee.ui-particle@4.9.0
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```
#### Install via UPM (with Package Manager UI)
- Click `Window > Package Manager` to open Package Manager UI.
- Click `+ > Add package from git URL...` and input the repository URL: `https://github.com/mob-sakai/ParticleEffectForUGUI.git`
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![](https://github.com/user-attachments/assets/f88f47ad-c606-44bd-9e86-ee3f72eac548)
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- To update the package, change suffix `#{version}` to the target version.
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- e.g. `https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.9.0`
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#### Install via UPM (Manually)
- Open the `Packages/manifest.json` file in your project. Then add this package somewhere in the `dependencies` block:
```json
{
"dependencies": {
"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git",
...
}
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}
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```
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- To update the package, change suffix `#{version}` to the target version.
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- e.g. `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.9.0",`
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#### Install as Embedded Package
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1. Download a source code zip file from [Releases](https://github.com/mob-sakai/ParticleEffectForUGUI.git/releases) and extract it.
2. Place it in your project's `Packages` directory.
![](https://github.com/mob-sakai/mob-sakai/assets/12690315/0b7484b4-5fca-43b0-a9ef-e5dbd99bcdb4)
- If you want to fix bugs or add features, install it as an embedded package.
- To update the package, you need to re-download it and replace the contents.
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<br><br>
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## 🚀 Usage
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### Component: UIParticle
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`UIParticle` controls the ParticleSystems that are attached to its own game objects and child game objects.
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![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/1cf5753b-33fc-4cef-91c3-413c515a954f)
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- **Maskable**: Does this graphic allow maskable.
- **Scale**: Scale the rendering particles. When the `3D` toggle is enabled, 3D scale (x, y, z) is supported.
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- **Animatable Properties**: If you want to update material properties (e.g., `_MainTex_ST`, `_Color`) in AnimationClip,
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use this to mark as animatable.
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- **Mesh Sharing**: Particle simulation results are shared within the same group. A large number of the same effects can
be displayed with a small load. When the `Random` toggle is enabled, it will be grouped randomly.
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- **None:** Disable mesh sharing.
- **Auto:** Automatically select Primary/Replica.
- **Primary:** Provides particle simulation results to the same group.
- **Primary Simulator:** Primary, but do not render the particle (simulation only).
- **Replica:** Render simulation results provided by the primary.
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- **Position Mode**: Emission position mode.
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- **Absolute:** The particles will be emitted from the world position.
- **Relative:** The particles will be emitted from the scaled position.
- **Auto Scaling Mode**: How to automatically adjust when the Canvas scale is changed by the screen size or reference resolution.
- **None:** Do nothing.
- **Transform:** Transform.lossyScale (=world scale) will be set to (1, 1, 1).
- **UIParticle:** UIParticle.scale will be adjusted.
- **Use Custom View:** Use this if the particles are not displayed correctly due to min/max particle size.
- **Custom view size:** Change the bake view size.
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- **Rendering Order**: The ParticleSystem list to be rendered. You can change the order and the materials.
**NOTE:** Press the `Refresh` button to reconstruct the rendering order based on children ParticleSystem's sorting order
and z-position.
<br><br>
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### Basic Usage
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1. Select `GameObject/UI/ParticleSystem` to create UIParticle with a ParticleSystem.
![particle](https://user-images.githubusercontent.com/12690315/95007361-cad0e880-0649-11eb-8835-f145d62c5977.png)
2. Adjust the ParticleSystem as you like.
![particle1](https://user-images.githubusercontent.com/12690315/95007359-ca385200-0649-11eb-8383-627c9750bda8.png)
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<br>
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### Usage with Your Existing ParticleSystem Prefab
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1. Select `GameObject/UI/ParticleSystem (Empty)` to create UIParticle.
![empty](https://user-images.githubusercontent.com/12690315/95007362-cb697f00-0649-11eb-8a09-29b0a13791e4.png)
2. Drag and drop your ParticleSystem prefab onto UIParticle.
![particle3](https://user-images.githubusercontent.com/12690315/95007356-c6a4cb00-0649-11eb-9316-562f4bce3f31.png)
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<br>
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### Usage with `Mask` or `RectMask2D` Component
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If you want to mask particles, set a stencil-supported shader (such as `UI/UIAdditive`) to the material for
ParticleSystem.
If you use some custom shaders, see
the [How to Make a Custom Shader to Support Mask/RectMask2D Component](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component)
section.
![](https://user-images.githubusercontent.com/12690315/95017591-3b512700-0695-11eb-864e-04166ea1809a.png)
<br><br>
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### Usage with Script
```cs
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// Instantiate ParticleSystem prefab with UIParticle on runtime.
var go = GameObject.Instantiate(prefab);
var uiParticle = go.AddComponent<UIParticle>();
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uiParticle.scale = 100;
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// Control by ParticleSystem.
particleSystem.Play();
particleSystem.Emit(10);
// Control by UIParticle.
uiParticle.Play();
uiParticle.Stop();
```
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<br><br>
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### Component: UIParticleAttractor
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`UIParticleAttractor` attracts particles generated by the specified ParticleSystem.
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![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/5c20ad73-4b9a-4f38-9cdc-119df5cce077)
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![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif)
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- **Particle Systems**: Attracts particles generated by the specified ParticleSystems.
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- **Destination Radius**: Once the particle is within the radius, the particle lifetime will become 0, and `OnAttracted`
will be called.
- **Delay Rate**: Delay to start attracting. It is a percentage of the particle's start lifetime.
- **Max Speed**: Maximum speed of attracting. If this value is too small, attracting may not be completed by the end of
the lifetime, and `OnAttracted` may not be called.
- **Movement**: Attracting movement type. (`Linear`, `Smooth`, `Sphere`)
- **Update Mode**: Update mode.
- **Normal:** Update with scaled delta time.
- **Unscaled Time:** Update with unscaled delta time.
- **OnAttracted**: An event called when attracting is complete (per particle).
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<br><br>
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## 🛠 Development Note
### Compares the Baking mesh approach with the conventional approach
- **Baking mesh approach (=UIParticle)**
![](https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif)
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- ✅ Rendered as is.
- ✅ Maskable.
- ✅ Sortable.
- ✅ Less objects.
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- **Do nothing (=Plain ParticleSystem)**
![](https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif)
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- ✅ Rendered as is.
- ❌ Looks like a glitch.
- ❌ Not maskable.
- ❌ Not sortable.
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- **Convert particle to UIVertex (=[UIParticleSystem][UIParticleSystem])**
![](https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif)
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- ✅ Maskable.
- ✅ Sortable.
- ❌ Adjustment is difficult.
- ❌ Requires UI shaders.
- ❌ Difficult to adjust scale.
- ❌ Force hierarchy scalling.
- ❌ Simulation results are incorrect.
- ❌ Trail, rotation of transform, time scaling are not supported.
- ❌ Generate heavy GC every frame.
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- **Use Canvas to sort (Sorting By Canvas )**
![](https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif)
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- ✅ Rendered as is.
- ✅ Sortable.
- ❌ You must to manage sorting orders.
- ❌ Not maskable.
- ❌ More batches.
- ❌ Requires Canvas.
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- **Use RenderTexture**
![](https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif)
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- ✅ Maskable.
- ✅ Sortable.
- ❌ Requires Camera and RenderTexture.
- ❌ Difficult to adjust position and size.
- ❌ Quality depends on the RenderTexture's setting.
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[UIParticleSystem]: https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
#### [Performance test results](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/193#issuecomment-1160028374)
| Approach | FPS on Editor | FPS on iPhone6 | FPS on Xperia XZ |
|-----------------------------|---------------|----------------|------------------|
| Particle System | 43 | 57 | 22 |
| UIParticleSystem | 4 | 3 | 0 (unmeasurable) |
| Sorting By Canvas | 43 | 44 | 18 |
| UIParticle | 17 | 12 | 4 |
| UIParticle with MeshSharing | 44 | 45 | 30 |
### 🔍 FAQ: Why Are My UIParticles Not Displayed Correctly?
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If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points:
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- [Shader Limitation](#shader-limitation)
- `UIParticle` does not support all built-in shaders except for `UI/Default`.
- Most cases can be solved by using `UI/Additive` or `UI/Default`.
- Particles are not masked
- `UIParticle` is maskable.
- Set `Mask` or `RectMask2D` component properly.
- [Use maskable/clipable shader](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) (such
as `UI/Additive` or `UI/Default`)
- Particles are too small
- If particles are small enough, they will not appear on the screen.
- Increase the `Scale` value.
- If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option.
- Particles are too many
- No more than 65535 vertices can be displayed (for mesh combination limitations).
- Please set `Emission` module and `Max Particles` of ParticleSystem properly.
- Particles are emitted off-screen.
- When `Position Mode = Relative`, particles are emitted from the scaled position of the ParticleSystem, not from
the screen point of the ParticleSystem.
- Place the ParticleSystem in the proper position or try `Position Mode = Absolute`.
- Attaching `UIParticle` to the same object as `ParticleSystem`
- `Transform.localScale` will be overridden by the `Auto Scaling` option.
- It is recommended to place `ParticleSystem` under `UIParticle`.
- If `Transform.localScale` contains 0, rendering will be skipped.
- Displayed particles are in the correct position but too large/too small
- Adjust `ParticleSystem.renderer.Min/MaxParticleSize`.
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<br>
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### Shader Limitation
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The use of UI shaders is recommended.
- If you need a simple Additive shader, use the `UI/Additive` shader instead.
- If you need a simple alpha-blend shader, use the `UI/Default` shader instead.
- If your custom shader does not work properly with UIParticle, consider creating a custom UI shader.
#### Built-in shaders are not supported
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`UIParticle` does not support all built-in shaders except for `UI/Default`.
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If their use is detected, an error is displayed in the inspector.
Use UI shaders instead.
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#### (Unity 2018 or 2019) UV.zw components will be discarded
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UIParticleRenderer renders the particles based on UIVertex.
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Therefore, only the xy components are available for each UV in the shader. (zw components will be discarded).
So unfortunately, UIParticles will not work well with some shaders.
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#### (Unity 2018 or 2019) Custom vertex streams
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When using custom vertex streams, you can fill zw components with "unnecessary" data.
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Refer to [this issue](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191) for more information.
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<br>
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### Overheads
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UIParticle has some overheads, and the batching depends on uGUI.
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When improving performance, keep the following in mind:
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- If you are displaying a large number of the same effect, consider the `Mesh Sharing` feature in
the [UIParticle Component](#uiparticle-component).
- If you don't like the uniform output, consider the `Random Group` feature.
![](https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif)
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- If you are using multiple materials, you will have more draw calls.
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- Consider a single material, atlasing the sprites, and using `Sprite` mode in the `Texture Sheet Animation` module
in the ParticleSystem.
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### How to Make a Custom Shader to Support `Mask` and `RectMask2D` Component
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<details>
<summary>Shader tips</summary>
```ShaderLab
Shader "Your/Custom/Shader"
{
Properties
{
// ...
// #### required for Mask ####
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
// ...
}
// #### required for Mask ####
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
ColorMask [_ColorMask]
// ...
Pass
{
// ...
// #### required for RectMask2D ####
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
float4 _ClipRect;
// #### required for Mask ####
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
// ...
};
struct v2f
{
// ...
// #### required for RectMask2D ####
float4 worldPosition : TEXCOORD1;
};
v2f vert(appdata_t v)
{
v2f OUT;
// ...
// #### required for RectMask2D ####
OUT.worldPosition = v.vertex;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
// ...
// #### required for RectMask2D ####
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
// #### required for Mask ####
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
```
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</details>
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<br><br>
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## 🤝 Contributing
### Issues
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Issues are incredibly valuable to this project:
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- Ideas provide a valuable source of contributions that others can make.
- Problems help identify areas where this project needs improvement.
- Questions indicate where contributors can enhance the user experience.
### Pull Requests
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Pull requests offer a fantastic way to contribute your ideas to this repository.
Please refer to [CONTRIBUTING.md](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CONTRIBUTING.md)
and [develop branch](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/develop) for guidelines.
### Support
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This is an open-source project developed during my spare time.
If you appreciate it, consider supporting me.
Your support allows me to dedicate more time to development. 😊
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[![](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?)
[![](https://user-images.githubusercontent.com/12690315/66942881-03686280-f085-11e9-9586-fc0b6011029f.png)](https://github.com/users/mob-sakai/sponsorship)
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<br><br>
## License
* MIT
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## Author
* ![](https://user-images.githubusercontent.com/12690315/96986908-434a0b80-155d-11eb-8275-85138ab90afa.png) [mob-sakai](https://github.com/mob-sakai) [![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) ![GitHub followers](https://img.shields.io/github/followers/mob-sakai?style=social)
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## See Also
* GitHub page : https://github.com/mob-sakai/ParticleEffectForUGUI
* Releases : https://github.com/mob-sakai/ParticleEffectForUGUI/releases
* Issue tracker : https://github.com/mob-sakai/ParticleEffectForUGUI/issues
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* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CHANGELOG.md