diff --git a/README.md b/README.md index d9f5880..8951693 100644 --- a/README.md +++ b/README.md @@ -55,6 +55,8 @@ Compares this "Baking mesh" approach with the conventional approach:  * Scaled gizmo  +* Animatable material property + @@ -74,12 +76,13 @@ Find the manifest.json file in the Packages folder of your project and edit it t ```js { "dependencies": { - "com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#2.1.0", + "com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#2.2.0", ... }, } ``` -To update the package, change `#{version}` to the target version. +To update the package, change `#{version}` to the target version. +Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension). #### Using .unitypackage file (for Unity 2018.2+) @@ -124,6 +127,21 @@ Select `Assets > Import Package > Custom Package` from the menu. <br><br><br><br> ## Development Note +#### Animatable material property + + + +Animation clips can change the material properties of the Renderer, such as ParticleSystemRenderer. +It uses MaterialPropertyBlock so it does not create new material instances. +Using material properties, you can change UV animation, scale and color etc. + +Well, there is a component called CanvasRenderer. +It is used by all Graphic components for UI (Text, Image, Raw Image, etc.) including UIParticle. +However, It is **NOT** a Renderer. +Therefore, in UIParticle, changing ParticleSystemRenderer's MaterialPropertyBlock by animation clip is ignored. + +To prevent this, Use "Animatable Material Property". +"Animatable Material Property" gets the necessary properties from ParticleSystemRenderer's MaterialPropertyBlock and sets them to the CanvasRenderer's material.