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Particle Effect For UGUI (UI Particle) # Particle Effect For UGUI (UI Particle)
===
This plugin provide a component to render particle effect for uGUI in Unity 2018.2 or later. This package provides a component to render particle effects for uGUI in Unity 2018.2 or later.
The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas. The particle rendering is maskable and sortable, without the need for an extra Camera, RenderTexture, or Canvas.
![](https://img.shields.io/badge/Editor-2018.2+-4796F2?logo=unity)
[![](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/) [![](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/)
[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases&sort=semver)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) [![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases&sort=semver&filter=3.%2A&label=release(3.x))](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.txt)
[![](https://img.shields.io/github/release-date/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) [![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/master/LICENSE.txt) ![](https://img.shields.io/badge/Unity-2018.2+-57b9d3.svg?style=flat&logo=unity)
![](https://github.com/mob-sakai/ParticleEffectForUGUI/actions/workflows/test.yml/badge.svg?branch=develop)
[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai)
<< [📝 Description](#-description) | [🎮 Demo](#-demo) | [⚙ Installation](#-installation) | [🚀 Usage](#-usage) | [🛠 Development Note](#-development-note) | [🤝 Contributing](#-contributing) >>
<< [Description](#Description) | [Demo](#demo) | [Installation](#installation) | [Usage](#usage) | [Development Note](#development-note) | [Change log](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md) >> <br><br>
## 📝 Description
<br><br><br><br>
## Description
![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif) ![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif)
This plugin uses new APIs `MeshBake/MashTrailBake` (added with Unity 2018.2) to render particles by CanvasRenderer. This package utilizes the new APIs `MeshBake/MashTrailBake` (introduced with Unity 2018.2) to render particles through
You can mask and sort particles for uGUI without Camera, RenderTexture, Canvas. CanvasRenderer.
You can render, mask, and sort your ParticleSystems for UI without the necessity of an additional Camera, RenderTexture,
or Canvas.
Compares this "Baking mesh" approach with the conventional approach: ### Features
[Performance test results](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/193#issuecomment-1160028374)
|Approach|Good|Bad|Screenshot| * Easy to use: The package is ready to use out of the box.
|-|-|-|-| * Sort particle effects and other UI by sibling index.
|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|[Not support `TEXCOORD*.zw` components for custom vertex stream](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191#issuecomment-1043409186)|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">| * No extra Camera, RenderTexture, or Canvas required.
|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">| * Masking options for Mask or RectMask2D.
|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.<br>Generate heavy GC every frame.|<img src="https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif" width="500px">| * Support for the Trail module.
|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">| * Support for CanvasGroup alpha.
|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">| * No allocations needed to render particles.
* Compatibility with overlay, camera space, and world space.
* Support for Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).
* Support for disabling `Enter Play Mode Options > Reload Domain`.
* Support for changing material property with AnimationClip (AnimatableProperty).
![AnimatableProperty.gif][AnimatableProperty.gif]
* [4.0.0+] Support for 8+ materials.
* [4.0.0+] Correct world space particle position adjustment when changing window size for standalone platforms (Windows,
MacOSX, and Linux).
* [4.0.0+] Adaptive scaling for UI.
* [4.0.0+] Mesh sharing group to improve performance.
![MeshSharing.gif][MeshSharing.gif]
* [4.0.0+] Particle attractor component.
![ParticleAttractor.gif][ParticleAttractor.gif]
* [4.1.0+] Relative/Absolute particle position mode.
![AbsolutePosition.gif][AbsolutePosition.gif]
|Approach|FPS on Editor|FPS on iPhone6|FPS on Xperia XZ| [AnimatableProperty.gif]: https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif
|--|--|--|--|
|Particle System|43|57|22| [MeshSharing.gif]: https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif
|UIParticleSystem|4|3|0 (unmeasurable)|
|Sorting By Canvas|43|44|18| [ParticleAttractor.gif]: https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif
|UIParticle|17|12|4|
|UIParticle with MeshSharing|44|45|30| [AbsolutePosition.gif]: https://user-images.githubusercontent.com/12690315/175751579-5a2357e8-2ecf-4afd-83c8-66e9771bde39.gif
<br><br> <br><br>
#### Features ## 🎮 Demo
* Easy to use: the package is out-of-the-box
* Sort particle effects and UI by sibling index
* No Camera, RenderTexture or Canvas are required
* Masking by Mask or RectMask2D
* Support Trail module
* Support CanvasGroup alpha
* No allocations
* Support overlay, camera space and world space
* Support Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP)
* Support disabling `Enter Play Mode Options > Reload Domain`
* Support changing material property with AnimationClip (AnimatableProperty)
![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
* [4.0.0+] Support 8+ materials
* [4.0.0+] Correct world space particle position when changing window size for standalone platforms (Windows, MacOSX and Linux)
* [4.0.0+] Adaptive scaling for UI
* [4.0.0+] Mesh sharing group to improve performance
![](https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif)
* [4.0.0+] Particle attractor component
![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif)
* [4.1.0+] Relative/Absolute particle position mode
![](https://user-images.githubusercontent.com/12690315/175751579-5a2357e8-2ecf-4afd-83c8-66e9771bde39.gif)
<br><br><br><br>
## Demo
* [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html) * [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html)
> ![](https://user-images.githubusercontent.com/12690315/174311768-1843a5f2-f776-491b-aaa8-2a131a8b6a16.gif) > ![](https://user-images.githubusercontent.com/12690315/174311768-1843a5f2-f776-491b-aaa8-2a131a8b6a16.gif)
* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX) * [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX)
* [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle * [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle
> ![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif) > ![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif)
[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565 [CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565
[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669 [WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669
[JMO]: https://assetstore.unity.com/publishers/1669 [JMO]: https://assetstore.unity.com/publishers/1669
<br><br><br><br> <br><br>
## Installation ## ⚙ Installation
### Requirement _This package requires Unity 2018.3 or later._
Unity 2018.2 or later #### Install via OpenUPM
### Install via OpenUPM 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.
This package is available on [OpenUPM](https://openupm.com). If you have [openupm-cli](https://github.com/openupm/openupm-cli) installed, then run the following command in your
It's recommended to install it via [openupm-cli](https://github.com/openupm/openupm-cli). project's directory:
```
```sh
openupm add com.coffee.ui-particle openupm add com.coffee.ui-particle
``` ```
### Install via Package Manager Window (using Git URL) #### Install via UPM (using Git URL)
1. Select `Window/Package Manager` menu to open `Package Manager` window. Navigate to your project's Packages folder and open the `manifest.json` file. Then add this package somewhere in
2. Click `+` and `Install package from git URL...` the `dependencies` block:
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/57317aa4-e55c-4568-b2aa-2ee2a78ddc02)
3. Input `https://github.com/mob-sakai/ParticleEffectForUGUI.git` and click `Install`
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/72cc38b5-cb32-4c85-8209-c85f7bb931ea)
```json
{
"dependencies": {
"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git",
...
}
}
```
To update the package, change suffix `#{version}` to the target version.
* e.g. `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.6.0",`
Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package. Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package.
### Install via manifest.json (using Git URL) <br><br>
1. Open `Packages/manifest.json` in your project. ## 🚀 Usage
2. Add this line below `"dependencies": {`
* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git",`
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/fe1cad9c-8d09-4e17-b6f5-9eac0d267921)
3. To update the package, change suffix `#{version}`.
* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.2.0",`
### Install as an embed package ### UIParticle Component
1. Download a source code zip file from [Releases](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) page `UIParticle` controls the ParticleSystems that are attached to its own game objects and child game objects.
2. Extract it and place it under `Packages` directory in your project.
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/4c3d3439-5bb0-4e87-a917-ebe328ef89a8)
<br><br><br><br>
## How to play demo
### For Unity 2019.1 or later
1. Open `Package Manager` window
2. Select `UI Particle` package in package list
3. Click `Import Sample` button
![demo](https://user-images.githubusercontent.com/12690315/95017806-83bd1480-0696-11eb-8c24-c56f45ab1ac2.png)
4. The demo project is imported into `Assets/Samples/UI Particle/{version}/Demo`
5. Open `UIParticle_Demo` scene and play it
### For Unity 2018.4 or earlier
1. Select `Assets/Samples/UI Particle Demo` from menu
2. The demo project is imported into `Assets/Samples/UI Particle/{version}/Demo`
3. Open `UIParticle_Demo` scene and play it
### About `Cartoon FX & War Fx Demo`
* It requires free assets ([Cartoon FX Free][CFX] & [War FX][WFX])
* by [Jean Moreno (JMO)][JMO]
<br><br><br><br>
## Usage
### UIParticle component
`UIParticle` controls the ParticleSystems that is attached to its own game objects and child game objects.
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/3559df45-63e7-4c4c-9233-f455779efa29) ![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/3559df45-63e7-4c4c-9233-f455779efa29)
| Properties | Description | - **Maskable**: Does this graphic allow masking.
| -- | -- | - **Scale**: Scale the rendering. When the `3D` toggle is enabled, 3D scale (x, y, z) is supported.
| Maskable | Does this graphic allow masking. | - **Animatable Properties**: If you want to update material properties (e.g., `_MainTex_ST`, `_Color`) in AnimationClip,
| Scale | Scale the rendering.<br>When the `3D` toggle is enabled, 3D scale (x,y,z) is supported. | use this to mark the changes.
| Animatable Properties | If you want update material properties (e.g. `_MainTex_ST`, `_Color`) in AnimationClip, use this to mark the changes. | - **Mesh Sharing**: Particle simulation results are shared within the same group. A large number of the same effects can
| Mesh Sharing | Particle simulation results are shared within the same group.<br>A large number of the same effects can be displayed with a small load.<br>When the `Random` toggle is enabled, it will be grouped randomaly. | be displayed with a small load. When the `Random` toggle is enabled, it will be grouped randomly.
| Position Mode | **Absolute:** Emit from the world position of the `ParticleSystem`.<br>**Relative:** Emit from the scaled position of the `ParticleSystem`. | - **Position Mode**: Emission position mode.
| Auto Scaling | Transform.lossyScale (=world scale) will be set to `(1, 1, 1)` on update.<br>It prevents the root-Canvas scale from affecting the hierarchy-scaled `ParticleSystem`. | - **Absolute:** Emit from the world position of the `ParticleSystem`.
| Rendering Order | The ParticleSystem list to be rendered.<br>You can change the order and the materials. | - **Relative:** Emit from the scaled position of the `ParticleSystem`.
- **Auto Scaling**: `Transform.lossyScale` (=world scale) will be set to `(1, 1, 1)` on update. It prevents the
root-Canvas scale from affecting the hierarchy-scaled `ParticleSystem`.
- **Rendering Order**: The ParticleSystem list to be rendered. You can change the order and the materials.
NOTE: Press `Refresh` button to reconstruct rendering order based on children ParticleSystem's sorting order and z position. **NOTE:** Press the `Refresh` button to reconstruct the rendering order based on children ParticleSystem's sorting order
and z-position.
<br><br> <br><br>
### Basically usage #### Basic Usage
1. Select `Game Object/UI/ParticleSystem` to create UIParticle with a ParticleSystem. 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) ![particle](https://user-images.githubusercontent.com/12690315/95007361-cad0e880-0649-11eb-8835-f145d62c5977.png)
2. Adjust the ParticleSystem as you like. 2. Adjust the ParticleSystem as you like.
![particle1](https://user-images.githubusercontent.com/12690315/95007359-ca385200-0649-11eb-8383-627c9750bda8.png) ![particle1](https://user-images.githubusercontent.com/12690315/95007359-ca385200-0649-11eb-8383-627c9750bda8.png)
<br><br> <br>
### With your existing ParticleSystem prefab #### With Your Existing ParticleSystem Prefab
1. Select `Game Object/UI/ParticleSystem (Empty)` to create UIParticle. 1. Select `GameObject/UI/ParticleSystem (Empty)` to create UIParticle.
![empty](https://user-images.githubusercontent.com/12690315/95007362-cb697f00-0649-11eb-8a09-29b0a13791e4.png) ![empty](https://user-images.githubusercontent.com/12690315/95007362-cb697f00-0649-11eb-8a09-29b0a13791e4.png)
2. Drag & drop your ParticleSystem prefab on UIParticle. 2. Drag and drop your ParticleSystem prefab onto UIParticle.
![particle3](https://user-images.githubusercontent.com/12690315/95007356-c6a4cb00-0649-11eb-9316-562f4bce3f31.png) ![particle3](https://user-images.githubusercontent.com/12690315/95007356-c6a4cb00-0649-11eb-9316-562f4bce3f31.png)
<br><br> <br>
### With `Mask` or `RectMask2D` component #### With `Mask` or `RectMask2D` Component
If you want to mask particles, set a stencil supported shader (such as `UI/UIAdditive`) to material for ParticleSystem. If you want to mask particles, set a stencil-supported shader (such as `UI/UIAdditive`) to the material for
If you use some custom shaders, see [How to make a custom shader to support Mask/RectMask2D component](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) section. 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) ![](https://user-images.githubusercontent.com/12690315/95017591-3b512700-0695-11eb-864e-04166ea1809a.png)
<br><br> <br><br>
### Script usage ### Script usage
@ -232,43 +198,108 @@ uiParticle.Stop();
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/ea6ae0ed-f9a8-437c-8baa-47526303391e) ![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/ea6ae0ed-f9a8-437c-8baa-47526303391e)
![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif) ![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif)
| Properties | Description | - **Particle System**: Attracts particles generated by the specified particle system.
| -- | -- | - **Destination Radius**: Once the particle is within the radius, the particle lifetime will become 0, and `OnAttracted`
| Particle System | Attracts particles generated by the specified particle system. | will be called.
| Distination 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.
| Delay Rate | Delay to start attracting.<br>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
| Max Speed | Maximum speed of attracting.<br> If this value is too small, attracting may not be completed by the end of the lifetime and `OnAttracted` may not be called. | the lifetime, and `OnAttracted` may not be called.
| Movement | Attracting movement type. (Linear, Smooth, Sphere) | - **Movement**: Attracting movement type. (`Linear`, `Smooth`, `Sphere`)
| Update Mode | **Normal:** Update with scaled delta time.<br>**Unscaled Time:** Update with unscaled delta time. | - **Update Mode**: Update mode.
| OnAttracted | An event called when attracting is complete (per particle). | - **Normal:** Update with scaled delta time.
- **Unscaled Time:** Update with unscaled delta time.
- **OnAttracted**: An event called when attracting is complete (per particle).
<br><br><br><br> <br><br>
## Development Note ## 🛠 Development Note
### FAQ: Why are my particle effects not displayed correctly? ### 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)
- :+1: Rendered as is.
- :+1: Maskable.
- :+1: Sortable.
- :+1: Less objects.
- **Do nothing (=Plain ParticleSystem)**
![](https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif)
- :+1: Rendered as is.
- :-1: Looks like a glitch.
- :-1: Not maskable.
- :-1: Not sortable.
- **Convert particle to UIVertex (=[UIParticleSystem][UIParticleSystem])**
![](https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif)
- :+1: Maskable.
- :+1: Sortable.
- :-1: Adjustment is difficult.
- :-1: Requires UI shaders.
- :-1: Difficult to adjust scale.
- :-1: Force hierarchy scalling.
- :-1: Simulation results are incorrect.
- :-1: Trail, rotation of transform, time scaling are not supported.
- :-1: Generate heavy GC every frame.
- **Use Canvas to sort (Sorting By Canvas )**
![](https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif)
- :+1: Rendered as is.
- :+1: Sortable.
- :-1: You must to manage sorting orders.
- :-1: Not maskable.
- :-1: More batches.
- :-1: Requires Canvas.
- **Use RenderTexture**
![](https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif)
- :+1: Maskable.
- :+1: Sortable.
- :-1: Requires Camera and RenderTexture.
- :-1: Difficult to adjust position and size.
- :-1: Quality depends on the RenderTexture's setting.
[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?
If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points: If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points:
* [Shader Limitation](https://github.com/mob-sakai/ParticleEffectForUGUI#shader-limitation) - [Shader Limitation](#shader-limitation)
* Most cases can be solved by using `UI/Additive` or `UI/Default`. - `UIParticle` does not support all built-in shaders except for `UI/Default`.
* Particles are masked - Most cases can be solved by using `UI/Additive` or `UI/Default`.
* `UIParticle` is maskable. - Particles are not masked
* Set `Mask` or `RectMask2D` component properly. - `UIParticle` is maskable.
* Particles are too small - Set `Mask` or `RectMask2D` component properly.
* If particles are small enough, they will not appear on the screen. - [Use maskable/clipable shader](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) (such
* Increase the `Scale` value. as `UI/Additive` or `UI/Default`)
* If you don't want to change the apparent size depending on the resolution, try `Auto Scaling` option. - Particles are too small
* Particles are too many - If particles are small enough, they will not appear on the screen.
* No more than 65535 vertices can be displayed (for mesh combination limitations). - Increase the `Scale` value.
* Please set `Emission` module and `Max Particles` of ParticleSystem properly. - If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option.
* Particles are emitted off-screen. - Particles are too many
* When `Position Mode = Relative`, particles are emitted from scaled position of the ParticleSystem, not from the screen point of the ParticleSystem. - No more than 65535 vertices can be displayed (for mesh combination limitations).
* Place the ParticleSystem in the proper position or try `Position Mode = Absolute`. - Please set `Emission` module and `Max Particles` of ParticleSystem properly.
* Attaching `UIParticle` to the same object as `ParticleSystem` - Particles are emitted off-screen.
* `Transform.localScale` will be overridden by `Auto Scaling` option. - When `Position Mode = Relative`, particles are emitted from the scaled position of the ParticleSystem, not from
* It is recommended to place `ParticleSystem` under `UIParticle`. 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`.
<br> <br>
@ -282,35 +313,37 @@ The use of UI shaders is recommended.
#### Built-in shaders are not supported #### Built-in shaders are not supported
UIParticle does not support all built-in shaders except for `UI/Default`. `UIParticle` does not support all built-in shaders except for `UI/Default`.
If their use is detected, an error is displayed in the inspector. If their use is detected, an error is displayed in the inspector.
Use UI shaders instead. Use UI shaders instead.
#### (2019.4 or earlier) UV.zw components will be discarded #### (Unity 2018 or 2019) UV.zw components will be discarded
UIParticleRenderer renders the particles based on UIVertex. UIParticleRenderer renders the particles based on UIVertex.
Therefore, only xy components is available for each UV in the shader. (zw components will be discarded). 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. So unfortunately, UIParticles will not work well with some shaders.
#### (2019.4 or earlier) Custom vertex streams #### (Unity 2018 or 2019) Custom vertex streams
When using custom vertex streams, you can fill zw components with "unnecessary" data. When using custom vertex streams, you can fill zw components with "unnecessary" data.
https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191 Refer to [this issue](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191) for more information.
<br> <br>
### Overheads ### Overheads
UIParticle has some overheads and the batching depends on uGUI. UIParticle has some overheads, and the batching depends on uGUI.
When improving performance, keep the following in mind: When improving performance, keep the following in mind:
- If you are displaying a large number of the same effect, consider `Mesh Sharing` feature in [UIParticle Component](#uiparticle-component).
- If you don't like the uniform output, consider `Random Group` feature.
![](https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif)
- If you are using multiple materials, you will have more draw calls.
- Consider single material, atlasing the sprites, and using `Sprite` mode in the `Texture Sheet Animation` module in ParticleSystem.
### How to make a custom shader to support Mask/RectMask2D component - 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)
- If you are using multiple materials, you will have more draw calls.
- Consider a single material, atlasing the sprites, and using `Sprite` mode in the `Texture Sheet Animation` module
in the ParticleSystem.
### How to Make a Custom Shader to Support Mask/RectMask2D Component
<details> <details>
<summary>Shader tips</summary> <summary>Shader tips</summary>
@ -402,54 +435,49 @@ Shader "Your/Custom/Shader"
} }
} }
``` ```
</details> </details>
<br><br>
<br><br><br><br> ## 🤝 Contributing
## Contributing
### Issues ### Issues
Issues are very valuable to this project. Issues are incredibly valuable to this project:
- Ideas are a valuable source of contributions others can make - Ideas provide a valuable source of contributions that others can make.
- Problems show where this project is lacking - Problems help identify areas where this project needs improvement.
- With a question you show where contributors can improve the user experience - Questions indicate where contributors can enhance the user experience.
### Pull Requests ### Pull Requests
Pull requests are, a great way to get your ideas into this repository. Pull requests offer a fantastic way to contribute your ideas to this repository.
See [CONTRIBUTING.md](/../../blob/develop/CONTRIBUTING.md). 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 ### Support
This is an open source project that I am developing in my spare time. This is an open-source project developed during my spare time.
If you like it, please support me. If you appreciate it, consider supporting me.
With your support, I can spend more time on development. :) Your support allows me to dedicate more time to development. 😊
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<br><br>
<br><br><br><br>
## License ## License
* MIT * MIT
## Author ## 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) * ![](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)
## See Also ## See Also
* GitHub page : https://github.com/mob-sakai/ParticleEffectForUGUI * GitHub page : https://github.com/mob-sakai/ParticleEffectForUGUI
* Releases : https://github.com/mob-sakai/ParticleEffectForUGUI/releases * Releases : https://github.com/mob-sakai/ParticleEffectForUGUI/releases
* Issue tracker : https://github.com/mob-sakai/ParticleEffectForUGUI/issues * Issue tracker : https://github.com/mob-sakai/ParticleEffectForUGUI/issues
* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md * Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CHANGELOG.md