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/// Credit glennpow, Zarlang
|
||||
/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
|
||||
/// Updated by Zarlang with a more robust implementation, including TextureSheet annimation support
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Coffee.UIExtensions.Demos
|
||||
{
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
|
||||
public class UIParticleSystem_Demo : MaskableGraphic
|
||||
{
|
||||
[Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")]
|
||||
public bool fixedTime = true;
|
||||
|
||||
private Transform _transform;
|
||||
private ParticleSystem pSystem;
|
||||
private ParticleSystem.Particle[] particles;
|
||||
private UIVertex[] _quad = new UIVertex[4];
|
||||
private Vector4 imageUV = Vector4.zero;
|
||||
private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation;
|
||||
private int textureSheetAnimationFrames;
|
||||
private Vector2 textureSheetAnimationFrameSize;
|
||||
private ParticleSystemRenderer pRenderer;
|
||||
|
||||
private Material currentMaterial;
|
||||
|
||||
private Texture currentTexture;
|
||||
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
private ParticleSystem.MainModule mainModule;
|
||||
#endif
|
||||
|
||||
public override Texture mainTexture
|
||||
{
|
||||
get
|
||||
{
|
||||
return currentTexture;
|
||||
}
|
||||
}
|
||||
|
||||
protected bool Initialize()
|
||||
{
|
||||
// initialize members
|
||||
if (_transform == null)
|
||||
{
|
||||
_transform = transform;
|
||||
}
|
||||
if (pSystem == null)
|
||||
{
|
||||
pSystem = GetComponent<ParticleSystem>();
|
||||
|
||||
if (pSystem == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
mainModule = pSystem.main;
|
||||
if (pSystem.main.maxParticles > 14000)
|
||||
{
|
||||
mainModule.maxParticles = 14000;
|
||||
}
|
||||
#else
|
||||
if (pSystem.maxParticles > 14000)
|
||||
pSystem.maxParticles = 14000;
|
||||
#endif
|
||||
|
||||
pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
|
||||
if (pRenderer != null)
|
||||
pRenderer.enabled = false;
|
||||
|
||||
//Shader foundShader = Shader.Find("UI Extensions/Particles/Additive");
|
||||
//Material pMaterial = new Material(foundShader);
|
||||
|
||||
//if (material == null)
|
||||
//material = pMaterial;
|
||||
|
||||
currentMaterial = material;
|
||||
if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
|
||||
{
|
||||
currentTexture = currentMaterial.mainTexture;
|
||||
if (currentTexture == null)
|
||||
currentTexture = Texture2D.whiteTexture;
|
||||
}
|
||||
material = currentMaterial;
|
||||
// automatically set scaling
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
|
||||
#else
|
||||
pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
|
||||
#endif
|
||||
|
||||
particles = null;
|
||||
}
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
if (particles == null)
|
||||
particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
|
||||
#else
|
||||
if (particles == null)
|
||||
particles = new ParticleSystem.Particle[pSystem.maxParticles];
|
||||
#endif
|
||||
|
||||
imageUV = new Vector4(0, 0, 1, 1);
|
||||
|
||||
// prepare texture sheet animation
|
||||
textureSheetAnimation = pSystem.textureSheetAnimation;
|
||||
textureSheetAnimationFrames = 0;
|
||||
textureSheetAnimationFrameSize = Vector2.zero;
|
||||
if (textureSheetAnimation.enabled)
|
||||
{
|
||||
textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
|
||||
textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
if (!Initialize())
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
|
||||
protected override void OnPopulateMesh(VertexHelper vh)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
if (!Initialize())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// prepare vertices
|
||||
vh.Clear();
|
||||
|
||||
if (!gameObject.activeInHierarchy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 temp = Vector2.zero;
|
||||
Vector2 corner1 = Vector2.zero;
|
||||
Vector2 corner2 = Vector2.zero;
|
||||
// iterate through current particles
|
||||
int count = pSystem.GetParticles(particles);
|
||||
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
ParticleSystem.Particle particle = particles[i];
|
||||
|
||||
// get particle properties
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
|
||||
#else
|
||||
Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
|
||||
#endif
|
||||
float rotation = -particle.rotation * Mathf.Deg2Rad;
|
||||
float rotation90 = rotation + Mathf.PI / 2;
|
||||
Color32 color = particle.GetCurrentColor(pSystem);
|
||||
float size = particle.GetCurrentSize(pSystem) * 0.5f;
|
||||
|
||||
// apply scale
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
|
||||
position /= canvas.scaleFactor;
|
||||
#else
|
||||
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
|
||||
position /= canvas.scaleFactor;
|
||||
#endif
|
||||
|
||||
// apply texture sheet animation
|
||||
Vector4 particleUV = imageUV;
|
||||
if (textureSheetAnimation.enabled)
|
||||
{
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
|
||||
|
||||
if (textureSheetAnimation.frameOverTime.curveMin != null)
|
||||
{
|
||||
frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
|
||||
}
|
||||
else if (textureSheetAnimation.frameOverTime.curve != null)
|
||||
{
|
||||
frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
|
||||
}
|
||||
else if (textureSheetAnimation.frameOverTime.constant > 0)
|
||||
{
|
||||
frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
|
||||
}
|
||||
#else
|
||||
float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
|
||||
#endif
|
||||
|
||||
frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
|
||||
int frame = 0;
|
||||
|
||||
switch (textureSheetAnimation.animation)
|
||||
{
|
||||
|
||||
case ParticleSystemAnimationType.WholeSheet:
|
||||
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
|
||||
break;
|
||||
|
||||
case ParticleSystemAnimationType.SingleRow:
|
||||
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
|
||||
|
||||
int row = textureSheetAnimation.rowIndex;
|
||||
// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
|
||||
// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
|
||||
// }
|
||||
frame += row * textureSheetAnimation.numTilesX;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
frame %= textureSheetAnimationFrames;
|
||||
|
||||
particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
|
||||
particleUV.y = Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
|
||||
particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
|
||||
particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
|
||||
}
|
||||
|
||||
temp.x = particleUV.x;
|
||||
temp.y = particleUV.y;
|
||||
|
||||
_quad[0] = UIVertex.simpleVert;
|
||||
_quad[0].color = color;
|
||||
_quad[0].uv0 = temp;
|
||||
|
||||
temp.x = particleUV.x;
|
||||
temp.y = particleUV.w;
|
||||
_quad[1] = UIVertex.simpleVert;
|
||||
_quad[1].color = color;
|
||||
_quad[1].uv0 = temp;
|
||||
|
||||
temp.x = particleUV.z;
|
||||
temp.y = particleUV.w;
|
||||
_quad[2] = UIVertex.simpleVert;
|
||||
_quad[2].color = color;
|
||||
_quad[2].uv0 = temp;
|
||||
|
||||
temp.x = particleUV.z;
|
||||
temp.y = particleUV.y;
|
||||
_quad[3] = UIVertex.simpleVert;
|
||||
_quad[3].color = color;
|
||||
_quad[3].uv0 = temp;
|
||||
|
||||
if (rotation == 0)
|
||||
{
|
||||
// no rotation
|
||||
corner1.x = position.x - size;
|
||||
corner1.y = position.y - size;
|
||||
corner2.x = position.x + size;
|
||||
corner2.y = position.y + size;
|
||||
|
||||
temp.x = corner1.x;
|
||||
temp.y = corner1.y;
|
||||
_quad[0].position = temp;
|
||||
temp.x = corner1.x;
|
||||
temp.y = corner2.y;
|
||||
_quad[1].position = temp;
|
||||
temp.x = corner2.x;
|
||||
temp.y = corner2.y;
|
||||
_quad[2].position = temp;
|
||||
temp.x = corner2.x;
|
||||
temp.y = corner1.y;
|
||||
_quad[3].position = temp;
|
||||
}
|
||||
else
|
||||
{
|
||||
// apply rotation
|
||||
Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
|
||||
Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
|
||||
|
||||
_quad[0].position = position - right - up;
|
||||
_quad[1].position = position - right + up;
|
||||
_quad[2].position = position + right + up;
|
||||
_quad[3].position = position + right - up;
|
||||
}
|
||||
|
||||
vh.AddUIVertexQuad(_quad);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!fixedTime && Application.isPlaying)
|
||||
{
|
||||
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
|
||||
SetAllDirty();
|
||||
|
||||
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
|
||||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
|
||||
{
|
||||
pSystem = null;
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
SetAllDirty();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (fixedTime)
|
||||
{
|
||||
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
|
||||
SetAllDirty();
|
||||
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
|
||||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
|
||||
{
|
||||
pSystem = null;
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (material == currentMaterial)
|
||||
return;
|
||||
pSystem = null;
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f5f85388e938d9e4599afc6d9441ed57
|
||||
timeCreated: 1464383716
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,12 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Coffee.UIExtensions.Demo
|
||||
{
|
||||
public class UIParticle_Demo : MonoBehaviour
|
||||
{
|
||||
public void SetTimeScale(float scale)
|
||||
{
|
||||
Time.timeScale = scale;
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}
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}
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}
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using UnityEditor;
|
||||
using UnityEditor.UI;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Coffee.UIExtensions
|
||||
{
|
||||
[CustomEditor(typeof(UIParticle))]
|
||||
[CanEditMultipleObjects]
|
||||
public class UIParticleEditor : GraphicEditor
|
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{
|
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//################################
|
||||
// Constant or Static Members.
|
||||
//################################
|
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static readonly GUIContent contentParticleMaterial = new GUIContent("Particle Material", "The material for rendering particles");
|
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static readonly GUIContent contentTrailMaterial = new GUIContent("Trail Material", "The material for rendering particle trails");
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|
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|
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//################################
|
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// Public/Protected Members.
|
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//################################
|
||||
/// <summary>
|
||||
/// This function is called when the object becomes enabled and active.
|
||||
/// </summary>
|
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protected override void OnEnable()
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{
|
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base.OnEnable();
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_spParticleSystem = serializedObject.FindProperty("m_ParticleSystem");
|
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_spTrailParticle = serializedObject.FindProperty("m_TrailParticle");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implement this function to make a custom inspector.
|
||||
/// </summary>
|
||||
public override void OnInspectorGUI()
|
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{
|
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serializedObject.Update();
|
||||
|
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EditorGUILayout.PropertyField(_spParticleSystem);
|
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EditorGUI.indentLevel++;
|
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var ps = _spParticleSystem.objectReferenceValue as ParticleSystem;
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if (ps)
|
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{
|
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var pr = ps.GetComponent<ParticleSystemRenderer>();
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var sp = new SerializedObject(pr).FindProperty("m_Materials");
|
||||
|
||||
EditorGUILayout.PropertyField(sp.GetArrayElementAtIndex(0), contentParticleMaterial);
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||||
EditorGUILayout.PropertyField(sp.GetArrayElementAtIndex(1), contentTrailMaterial);
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sp.serializedObject.ApplyModifiedProperties();
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||||
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if(!Application.isPlaying && pr.enabled)
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{
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EditorGUILayout.HelpBox("ParticleSystemRenderer will be disable on playing.", MessageType.Info);
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}
|
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}
|
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EditorGUI.indentLevel--;
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|
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.PropertyField(_spTrailParticle);
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EditorGUI.EndDisabledGroup();
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|
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serializedObject.ApplyModifiedProperties();
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}
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|
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//################################
|
||||
// Private Members.
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||||
//################################
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||||
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.UI;
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namespace Coffee.UIExtensions
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{
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/// <summary>
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/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
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/// </summary>
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[ExecuteInEditMode]
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{
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//################################
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//################################
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//################################
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//################################
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[Tooltip("The ParticleSystem rendered by CanvasRenderer")]
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[SerializeField] ParticleSystem m_ParticleSystem;
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[Tooltip("The UIParticle to render trail effect")]
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[SerializeField] UIParticle m_TrailParticle;
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[HideInInspector] [SerializeField] bool m_IsTrail = false;
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//################################
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//################################
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{
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get
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{
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}
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}
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{
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}
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protected override void OnEnable()
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{
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_renderer = m_ParticleSystem ? m_ParticleSystem.GetComponent<ParticleSystemRenderer>() : null;
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_mesh = new Mesh();
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_mesh.MarkDynamic();
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CheckTrail();
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base.OnEnable();
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}
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protected override void OnDisable()
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{
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DestroyImmediate(_mesh);
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_mesh = null;
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CheckTrail();
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base.OnDisable();
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}
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protected override void UpdateGeometry()
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{
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}
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//################################
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// Private Members.
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//################################
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Mesh _mesh;
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ParticleSystemRenderer _renderer;
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void Update()
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{
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Profiler.BeginSample("CheckTrail");
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CheckTrail();
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Profiler.EndSample();
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if (m_ParticleSystem)
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{
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Profiler.BeginSample("Disable ParticleSystemRenderer");
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if (Application.isPlaying)
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{
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_renderer.enabled = false;
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}
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Profiler.BeginSample("Make Matrix");
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var cam = canvas.worldCamera ?? Camera.main;
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bool useTransform = false;
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Matrix4x4 matrix = default(Matrix4x4);
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switch (m_ParticleSystem.main.simulationSpace)
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{
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case ParticleSystemSimulationSpace.Local:
|
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matrix =
|
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Matrix4x4.Rotate(m_ParticleSystem.transform.rotation).inverse
|
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* Matrix4x4.Scale(m_ParticleSystem.transform.lossyScale).inverse;
|
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useTransform = true;
|
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break;
|
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case ParticleSystemSimulationSpace.World:
|
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matrix = m_ParticleSystem.transform.worldToLocalMatrix;
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break;
|
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case ParticleSystemSimulationSpace.Custom:
|
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break;
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}
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|
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_mesh.Clear();
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{
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if (m_IsTrail)
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{
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_renderer.BakeTrailsMesh(_mesh, cam, useTransform);
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}
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else
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{
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_renderer.BakeMesh(_mesh, cam, useTransform);
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_mesh.GetVertices(s_Vertices);
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{
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s_Vertices[i] = matrix.MultiplyPoint3x4(s_Vertices[i]);
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}
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_mesh.SetVertices(s_Vertices);
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s_Vertices.Clear();
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}
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// Set mesh to CanvasRenderer.
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Profiler.BeginSample("Set mesh to CanvasRenderer");
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canvasRenderer.SetMesh(_mesh);
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Profiler.EndSample();
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}
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}
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void CheckTrail()
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{
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|
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{
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if (!m_TrailParticle)
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{
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m_TrailParticle = new GameObject("[UIParticle] Trail").AddComponent<UIParticle>();
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var trans = m_TrailParticle.transform;
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trans.SetParent(transform);
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trans.localPosition = Vector3.zero;
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trans.localRotation = Quaternion.identity;
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trans.localScale = Vector3.one;
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|
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m_TrailParticle._renderer = GetComponent<ParticleSystemRenderer>();
|
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m_TrailParticle.m_ParticleSystem = GetComponent<ParticleSystem>();
|
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m_TrailParticle.m_IsTrail = true;
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}
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m_TrailParticle.enabled = true;
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}
|
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else if (m_TrailParticle)
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{
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14
CHANGELOG.md
14
CHANGELOG.md
|
@ -1,4 +1,18 @@
|
|||
# Changelog
|
||||
|
||||
## [v0.1.0](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/v0.1.0) (2018-06-22)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/6b89c14a5144e290e55d041bc0ad03756a113ae0...v0.1.0)
|
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|
||||

|
||||
|
||||
This plugin uses new APIs `MeshBake/MashTrailBake` (added with Unity 2018.2) to render particles by CanvasRenderer.
|
||||
You can mask and sort particles for uGUI without Camera, RenderTexture, Canvas.
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Bake particle mesh to render by CanvasRenderer [\#1](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/1)
|
||||
|
||||
|
||||
|
||||
\* *This Changelog was automatically generated by [github_changelog_generator](https://github.com/skywinder/Github-Changelog-Generator)*
|
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@ -0,0 +1,39 @@
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"com.unity.modules.unitywebrequestwww": "1.0.0",
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"com.unity.modules.vehicles": "1.0.0",
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"com.unity.modules.video": "1.0.0",
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"com.unity.modules.vr": "1.0.0",
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"com.unity.modules.xr": "1.0.0"
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m_DSPBufferSize: 0
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108
README.md
108
README.md
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@ -1,2 +1,106 @@
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ParticleForUGUI
|
||||
===
|
||||
ParticleEffectForUGUI
|
||||
===
|
||||
|
||||
This plugin provide a component to render particle effect for uGUI in Unity 2018.2+.
|
||||
The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.
|
||||
|
||||
[](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
|
||||
[](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
|
||||

|
||||
[](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/master/LICENSE.txt)
|
||||
[](https://github.com/mob-sakai/ParticleEffectForUGUI/commits/develop)
|
||||
[](https://github.com/mob-sakai/ParticleEffectForUGUI/issues)
|
||||
|
||||
|
||||
|
||||
<< [Description](#Description) | [WebGL Demo](#demo) | [Download](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) | [Usage](#usage) | [Development Note](#development-note) | [Change log](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/master/CHANGELOG.md) >>
|
||||
|
||||
### What's new? Please see [RELEASE NOTE ](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/master/CHANGELOG.md)
|
||||
|
||||
|
||||
|
||||
|
||||
<br><br><br><br>
|
||||
## Description
|
||||
|
||||

|
||||
|
||||
This plugin uses new APIs `MeshBake/MashTrailBake` (added with Unity 2018.2) to render particles by CanvasRenderer.
|
||||
You can mask and sort particles for uGUI without Camera, RenderTexture, Canvas.
|
||||
|
||||
Compares this "Baking mesh" approach with the conventional approach:
|
||||
(This scene is included in the package.)
|
||||
|
||||
|Approach|Good|Bad|Screenshot|
|
||||
|-|-|-|-|
|
||||
|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|**Requires Unity 2018.2+.**<br>Requires UI shaders.|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">|
|
||||
|Do nothing|Rendered as is.|**Looks like a glitch.**<br>Not maskable.<br>Not sortable.|<img src="https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif" width="500px">|
|
||||
|Convert particle to UIVertex<br>[\(UIParticleSystem\)](https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/)|Maskable.<br>Sortable.<br>Less objects.|**Adjustment is difficult.**<br>Requires UI shaders.<br>Difficult to adjust scale.<br>Force hierarchy scalling.<br>Simulation results are incorrect.<br>Trail, rotation of transform, time scaling are not supported.|<img src="https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif" width="500px">|
|
||||
|Use Canvas to sort|Rendered as is.<br>Sortable.|**You must to manage sorting orders.**<br>Not maskable.<br>More batches.|<img src="https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif" width="500px">|
|
||||
|Use RenderTexture|Maskable.<br>Sortable.|**Requires Camera and RenderTexture.**<br>Difficult to adjust position and size.<br>Quality depends on the RenderTexture's setting.|<img src="https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif" width="500px">|
|
||||
|
||||
|
||||
|
||||
|
||||
<br><br><br><br>
|
||||
## Demo
|
||||
|
||||
[WebGL Demo](http://mob-sakai.github.io/ParticleEffectForUGUI)
|
||||
|
||||
|
||||
|
||||
<br><br><br><br>
|
||||
## Usage
|
||||
|
||||
1. Download ParticleEffectForUGUI.unitypackage from [Releases](https://github.com/mob-sakai/ParticleEffectForUGUI/releases).
|
||||
1. Import the package into your Unity project. Select `Import Package > Custom Package` from the `Assets` menu.
|
||||
1. Add particle system to canvas.
|
||||
1. If you want to mask particles, set the "UI/UIAdditive" shader to material.
|
||||
1. Add `UIParticle` component to particle system from `Add Component` in inspector.
|
||||

|
||||
1. Enjoy!
|
||||
|
||||
|
||||
##### Requirement
|
||||
|
||||
* Unity 2018.2+ (Tested in Unity 2018.2b9)
|
||||
* No other SDK are required
|
||||
|
||||
|
||||
|
||||
|
||||
<br><br><br><br>
|
||||
## Development Note
|
||||
|
||||
#### BakeMesh API has a issue!
|
||||
|
||||
See [this issue](https://issuetracker.unity3d.com/issues/bakemesh-slash-baketrailsmesh-crashes-if-update-jobs-are-running).
|
||||
|
||||
`UIParticle` avoids the issue, but the rendering result lags one frame.
|
||||
|
||||
Please vote the issue to improve `UIParticle`!
|
||||
|
||||
|
||||
|
||||
|
||||
<br><br><br><br>
|
||||
## License
|
||||
|
||||
* MIT
|
||||
* © UTJ/UCL
|
||||
|
||||
|
||||
|
||||
## Author
|
||||
|
||||
[mob-sakai](https://github.com/mob-sakai)
|
||||
|
||||
|
||||
|
||||
## 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
|
||||
* Current project : https://github.com/mob-sakai/ParticleEffectForUGUI/projects/1
|
||||
* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/master/CHANGELOG.md
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
{
|
||||
"name": "ParticleForUGUI",
|
||||
"name": "ParticleEffectForUGUI",
|
||||
"version": "0.1.0",
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "git+https://github.com/mob-sakai/ParticleForUGUI.git"
|
||||
"url": "git+https://github.com/mob-sakai/ParticleEffectForUGUI.git"
|
||||
},
|
||||
"src": "Assets/Coffee/UIExtensions/UIParticle",
|
||||
"license": "MIT"
|
||||
|
|
Loading…
Reference in New Issue