Update readme
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README.md
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README.md
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@ -55,6 +55,8 @@ Compares this "Baking mesh" approach with the conventional approach:
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* Scaled gizmo
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* Animatable material property
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@ -74,12 +76,13 @@ Find the manifest.json file in the Packages folder of your project and edit it t
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```js
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{
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"dependencies": {
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"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#2.1.0",
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"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#2.2.0",
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...
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},
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}
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```
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To update the package, change `#{version}` to the target version.
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To update the package, change `#{version}` to the target version.
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Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension).
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#### Using .unitypackage file (for Unity 2018.2+)
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@ -124,6 +127,21 @@ Select `Assets > Import Package > Custom Package` from the menu.
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<br><br><br><br>
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## Development Note
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#### Animatable material property
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Animation clips can change the material properties of the Renderer, such as ParticleSystemRenderer.
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It uses MaterialPropertyBlock so it does not create new material instances.
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Using material properties, you can change UV animation, scale and color etc.
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Well, there is a component called CanvasRenderer.
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It is used by all Graphic components for UI (Text, Image, Raw Image, etc.) including UIParticle.
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However, It is **NOT** a Renderer.
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Therefore, in UIParticle, changing ParticleSystemRenderer's MaterialPropertyBlock by animation clip is ignored.
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To prevent this, Use "Animatable Material Property".
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"Animatable Material Property" gets the necessary properties from ParticleSystemRenderer's MaterialPropertyBlock and sets them to the CanvasRenderer's material.
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