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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(); + + 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(); + 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 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assetBundleVariant: diff --git a/Editor/UIParticleEditor.cs b/Editor/UIParticleEditor.cs new file mode 100644 index 0000000..8d67de2 --- /dev/null +++ b/Editor/UIParticleEditor.cs @@ -0,0 +1,70 @@ +using UnityEditor; +using UnityEditor.UI; +using UnityEngine; + +namespace Coffee.UIExtensions +{ + [CustomEditor(typeof(UIParticle))] + [CanEditMultipleObjects] + public class UIParticleEditor : GraphicEditor + { + //################################ + // Constant or Static Members. + //################################ + static readonly GUIContent contentParticleMaterial = new GUIContent("Particle Material", "The material for rendering particles"); + static readonly GUIContent contentTrailMaterial = new GUIContent("Trail Material", "The material for rendering particle trails"); + + + //################################ + // Public/Protected Members. + //################################ + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable(); + _spParticleSystem = serializedObject.FindProperty("m_ParticleSystem"); + _spTrailParticle = serializedObject.FindProperty("m_TrailParticle"); + } + + /// + /// Implement this function to make a custom inspector. + /// + public override void OnInspectorGUI() + { + serializedObject.Update(); + + EditorGUILayout.PropertyField(_spParticleSystem); + EditorGUI.indentLevel++; + var ps = _spParticleSystem.objectReferenceValue as ParticleSystem; + if (ps) + { + var pr = ps.GetComponent(); + var sp = new SerializedObject(pr).FindProperty("m_Materials"); + + EditorGUILayout.PropertyField(sp.GetArrayElementAtIndex(0), contentParticleMaterial); + EditorGUILayout.PropertyField(sp.GetArrayElementAtIndex(1), contentTrailMaterial); + sp.serializedObject.ApplyModifiedProperties(); + + if(!Application.isPlaying && pr.enabled) + { + EditorGUILayout.HelpBox("ParticleSystemRenderer will be disable on playing.", MessageType.Info); + } + } + EditorGUI.indentLevel--; + + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(_spTrailParticle); + EditorGUI.EndDisabledGroup(); + + serializedObject.ApplyModifiedProperties(); + } + + //################################ + // Private Members. + //################################ + SerializedProperty _spParticleSystem; + SerializedProperty _spTrailParticle; + } +} \ No newline at end of file diff --git a/Editor/UIParticleEditor.cs.meta b/Editor/UIParticleEditor.cs.meta new file mode 100644 index 0000000..2407ef9 --- /dev/null +++ b/Editor/UIParticleEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 37cdd12f98487483aba53394d2174e31 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/LICENSE.txt b/LICENSE.txt new file mode 120000 index 0000000..fff8277 --- /dev/null +++ b/LICENSE.txt @@ -0,0 +1 @@ +./../../../../LICENSE.txt \ No newline at end of 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0000000..9a9e47c --- /dev/null +++ b/UIAdditive.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e44a36783dcfc43bdab399a1adcef4f5 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/UIAdditive.shader b/UIAdditive.shader new file mode 100644 index 0000000..9a4b61c --- /dev/null +++ b/UIAdditive.shader @@ -0,0 +1,93 @@ +Shader "UI/Additive" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _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 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Fog { Mode Off } + Blend One One + + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + half2 texcoord : TEXCOORD0; + }; + + fixed4 _Color; + + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.vertex = UnityObjectToClipPos(IN.vertex); + OUT.texcoord = IN.texcoord; +#ifdef UNITY_HALF_TEXEL_OFFSET + OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); +#endif + OUT.color = IN.color * _Color; + return OUT; + } + + sampler2D _MainTex; + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = tex2D(_MainTex, IN.texcoord) * IN.color; + color.rgb *= color.a; + clip (color.a - 0.01); + return color; + } + ENDCG + } + } +} diff --git a/UIAdditive.shader.meta b/UIAdditive.shader.meta new file mode 100644 index 0000000..58d20b9 --- /dev/null +++ b/UIAdditive.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ecfa8f5732b504ef98fba10aa18d0326 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/UIParticle.cs b/UIParticle.cs new file mode 100644 index 0000000..19b3e0a --- /dev/null +++ b/UIParticle.cs @@ -0,0 +1,174 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Profiling; +using UnityEngine.UI; + + +namespace Coffee.UIExtensions +{ + /// + /// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas. + /// + [ExecuteInEditMode] + public class UIParticle : MaskableGraphic + { + //################################ + // Constant or Readonly Static Members. + //################################ + static readonly int s_IdMainTex = Shader.PropertyToID("_MainTex"); + static readonly List s_Vertices = new List(); + + + //################################ + // Serialize Members. + //################################ + [Tooltip("The ParticleSystem rendered by CanvasRenderer")] + [SerializeField] ParticleSystem m_ParticleSystem; + [Tooltip("The UIParticle to render trail effect")] + [SerializeField] UIParticle m_TrailParticle; + [HideInInspector] [SerializeField] bool m_IsTrail = false; + + + //################################ + // Public/Protected Members. + //################################ + public override Texture mainTexture + { + get + { + var mat = _renderer ? _renderer.sharedMaterial : defaultGraphicMaterial; + return mat && mat.HasProperty(s_IdMainTex) ? mat.mainTexture : s_WhiteTexture; ; + } + } + + public override Material GetModifiedMaterial(Material baseMaterial) + { + return base.GetModifiedMaterial(_renderer ? _renderer.sharedMaterial : baseMaterial); + } + + protected override void OnEnable() + { + m_ParticleSystem = m_ParticleSystem ? m_ParticleSystem : GetComponent(); + _renderer = m_ParticleSystem ? m_ParticleSystem.GetComponent() : null; + + _mesh = new Mesh(); + _mesh.MarkDynamic(); + CheckTrail(); + base.OnEnable(); + } + + protected override void OnDisable() + { + DestroyImmediate(_mesh); + _mesh = null; + CheckTrail(); + base.OnDisable(); + } + + protected override void UpdateGeometry() + { + } + + //################################ + // Private Members. + //################################ + Mesh _mesh; + ParticleSystemRenderer _renderer; + + void Update() + { + Profiler.BeginSample("CheckTrail"); + CheckTrail(); + Profiler.EndSample(); + + if (m_ParticleSystem) + { + Profiler.BeginSample("Disable ParticleSystemRenderer"); + if (Application.isPlaying) + { + _renderer.enabled = false; + } + Profiler.EndSample(); + + Profiler.BeginSample("Make Matrix"); + var cam = canvas.worldCamera ?? Camera.main; + bool useTransform = false; + Matrix4x4 matrix = default(Matrix4x4); + switch (m_ParticleSystem.main.simulationSpace) + { + case ParticleSystemSimulationSpace.Local: + matrix = + Matrix4x4.Rotate(m_ParticleSystem.transform.rotation).inverse + * Matrix4x4.Scale(m_ParticleSystem.transform.lossyScale).inverse; + useTransform = true; + break; + case ParticleSystemSimulationSpace.World: + matrix = m_ParticleSystem.transform.worldToLocalMatrix; + break; + case ParticleSystemSimulationSpace.Custom: + break; + } + Profiler.EndSample(); + + _mesh.Clear(); + if (0 < m_ParticleSystem.particleCount) + { + Profiler.BeginSample("Bake Mesh"); + if (m_IsTrail) + { + _renderer.BakeTrailsMesh(_mesh, cam, useTransform); + } + else + { + _renderer.BakeMesh(_mesh, cam, useTransform); + } + Profiler.EndSample(); + + // Apply matrix. + Profiler.BeginSample("Apply matrix to position"); + _mesh.GetVertices(s_Vertices); + var count = s_Vertices.Count; + for (int i = 0; i < count; i++) + { + s_Vertices[i] = matrix.MultiplyPoint3x4(s_Vertices[i]); + } + _mesh.SetVertices(s_Vertices); + s_Vertices.Clear(); + Profiler.EndSample(); + } + + + // Set mesh to CanvasRenderer. + Profiler.BeginSample("Set mesh to CanvasRenderer"); + canvasRenderer.SetMesh(_mesh); + Profiler.EndSample(); + } + } + + void CheckTrail() + { + if (isActiveAndEnabled && !m_IsTrail && m_ParticleSystem && m_ParticleSystem.trails.enabled) + { + if (!m_TrailParticle) + { + m_TrailParticle = new GameObject("[UIParticle] Trail").AddComponent(); + var trans = m_TrailParticle.transform; + trans.SetParent(transform); + trans.localPosition = Vector3.zero; + trans.localRotation = Quaternion.identity; + trans.localScale = Vector3.one; + + m_TrailParticle._renderer = GetComponent(); + m_TrailParticle.m_ParticleSystem = GetComponent(); + m_TrailParticle.m_IsTrail = true; + } + m_TrailParticle.enabled = true; + } + else if (m_TrailParticle) + { + m_TrailParticle.enabled = false; + } + } + } +} \ No newline at end of file diff --git a/UIParticle.cs.meta b/UIParticle.cs.meta new file mode 100644 index 0000000..ab809ed --- /dev/null +++ b/UIParticle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 16f0b0b6d0b7542bfbd20a3e05b04ff1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: -100 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: