537 lines
24 KiB
Markdown
537 lines
24 KiB
Markdown
# <img alt="UIParticleIcon" src="https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/d76e105e-a840-4f61-a1f6-8cf311c0812d" width="26"/> Particle Effect For UGUI (UI Particle) <!-- omit in toc -->
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[![](https://img.shields.io/npm/v/com.coffee.ui-particle?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-particle/)
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[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
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[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/LICENSE.md)
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![](https://img.shields.io/badge/Unity-2018.2+-57b9d3.svg?style=flat&logo=unity)
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![](https://img.shields.io/badge/uGUI_2.0_Ready-57b9d3.svg?style=flat)
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![](https://img.shields.io/badge/UPR%2FHDPR_Ready-57b9d3.svg?style=flat)
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![](https://github.com/mob-sakai/ParticleEffectForUGUI/actions/workflows/test.yml/badge.svg?branch=develop)
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[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
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[![](https://img.shields.io/github/watchers/mob-sakai/ParticleEffectForUGUI.svg?style=social&label=Watch)](https://github.com/mob-sakai/ParticleEffectForUGUI/subscription)
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[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai)
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<< [📝 Description](#-description-) | [📌 Key Features](#-key-features) | [🎮 Demo](#-demo) | [⚙ Installation](#-installation) | [🚀 Usage](#-usage) | [🛠 Development Note](#-development-note) | [🤝 Contributing](#-contributing) >>
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## 📝 Description <!-- omit in toc -->
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![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif)
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This package uses the new APIs `MeshBake/MeshTrailBake` (introduced in Unity 2018.2) to render particles through `CanvasRenderer`.
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You can render, mask, and sort your `ParticleSystems` for UI without the need for an additional `Camera`, `RenderTexture`, or `Canvas`.
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- [📌 Key Features](#-key-features)
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- [🎮 Demo](#-demo)
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- [⚙ Installation](#-installation)
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- [Install via OpenUPM](#install-via-openupm)
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- [Install via UPM (with Package Manager UI)](#install-via-upm-with-package-manager-ui)
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- [Install via UPM (Manually)](#install-via-upm-manually)
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- [Install as Embedded Package](#install-as-embedded-package)
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- [🚀 Usage](#-usage)
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- [Component: UIParticle](#component-uiparticle)
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- [Basic Usage](#basic-usage)
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- [Usage with Your Existing ParticleSystem Prefab](#usage-with-your-existing-particlesystem-prefab)
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- [Usage with `Mask` or `RectMask2D` Component](#usage-with-mask-or-rectmask2d-component)
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- [Usage with Script](#usage-with-script)
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- [Component: UIParticleAttractor](#component-uiparticleattractor)
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- [Project Settings](#project-settings)
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- [🛠 Development Note](#-development-note)
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- [Compares the Baking mesh approach with the conventional approach](#compares-the-baking-mesh-approach-with-the-conventional-approach)
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- [Performance test results](#performance-test-results)
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- [🔍 FAQ: Why Are My UIParticles Not Displayed Correctly?](#-faq-why-are-my-uiparticles-not-displayed-correctly)
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- [Shader Limitation](#shader-limitation)
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- [Built-in shaders are not supported](#built-in-shaders-are-not-supported)
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- [(Unity 2018 or 2019) UV.zw components will be discarded](#unity-2018-or-2019-uvzw-components-will-be-discarded)
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- [(Unity 2018 or 2019) Custom vertex streams](#unity-2018-or-2019-custom-vertex-streams)
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- [Overheads](#overheads)
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- [How to Make a Custom Shader to Support `Mask` and `RectMask2D` Component](#how-to-make-a-custom-shader-to-support-mask-and-rectmask2d-component)
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- [🤝 Contributing](#-contributing)
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- [Issues](#issues)
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- [Pull Requests](#pull-requests)
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- [Support](#support)
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- [License](#license)
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- [Author](#author)
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- [See Also](#see-also)
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<br><br>
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## 📌 Key Features
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* **Easy to use:** The package is ready to use out of the box.
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* **Sortable:** Sort particle effects and other UI elements by sibling index.
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* **Maskable:** Supports `Mask` or `RectMask2D`.
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* **No extra components required:** No need for an additional `Camera`, `RenderTexture`, or `Canvas`.
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* **Trail module support:** Fully supports the Trail module.
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* **CanvasGroup alpha support:** Integrates with `CanvasGroup` alpha.
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* **No allocations:** Efficiently renders particles without allocations.
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* **Any canvas render mode support:** Works with overlay, camera space, and world space.
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* **Any Render pipeline support:** Compatible with Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).
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* **Disabling domain reload support:** Supports disabling `Enter Play Mode Options > Reload Domain`.
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* **Animatable material properties:** Supports changing material properties with AnimationClip (AnimatableProperty).
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![AnimatableProperty.gif](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
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* **Multiple materials:** Supports 8+ materials.
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* **Correct positioning:** Adjusts world space particle positions correctly when changing window size for standalone platforms (Windows, MacOSX, and Linux).
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* **Adaptive scaling:** Provides adaptive scaling for UI (AutoScalingMode).
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* **Performance optimization:** Mesh sharing group to improve performance.
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<img alt="MeshSharing.gif" src="https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif" width="450"/>
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* **Particle attractor:** Includes a particle attractor component.
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<img alt="ParticleAttractor.gif" src="https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif" width="450"/>
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* **Emission position mode:** Supports relative/absolute particle emission position modes.
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<img alt="AbsolutePosition.gif" src="https://user-images.githubusercontent.com/12690315/175751579-5a2357e8-2ecf-4afd-83c8-66e9771bde39.gif" width="450"/>
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* **Custom view size:** Fixes min/max particle size mismatch.
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![CustomViewSize.gif](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/dd929959-1a37-420b-b13d-e849022b9c9d)
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<br><br>
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## 🎮 Demo
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* [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html)
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> ![](https://user-images.githubusercontent.com/12690315/174311768-1843a5f2-f776-491b-aaa8-2a131a8b6a16.gif)
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* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX)
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* [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle
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> ![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif)
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[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565
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[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669
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[JMO]: https://assetstore.unity.com/publishers/1669
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<br><br>
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## ⚙ Installation
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_This package requires **Unity 2018.3 or later**._
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#### Install via OpenUPM
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- This package is available on [OpenUPM](https://openupm.com) package registry.
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- This is the preferred method of installation, as you can easily receive updates as they're released.
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- If you have [openupm-cli](https://github.com/openupm/openupm-cli) installed, then run the following command in your project's directory:
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```
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openupm add com.coffee.ui-particle
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```
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- To update the package, use Package Manager UI (`Window > Package Manager`) or run the following command with `@{version}`:
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```
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openupm add com.coffee.ui-particle@4.9.0
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```
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#### Install via UPM (with Package Manager UI)
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- Click `Window > Package Manager` to open Package Manager UI.
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- Click `+ > Add package from git URL...` and input the repository URL: `https://github.com/mob-sakai/ParticleEffectForUGUI.git`
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![](https://github.com/user-attachments/assets/f88f47ad-c606-44bd-9e86-ee3f72eac548)
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- To update the package, change suffix `#{version}` to the target version.
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- e.g. `https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.9.0`
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#### Install via UPM (Manually)
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- Open the `Packages/manifest.json` file in your project. Then add this package somewhere in the `dependencies` block:
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```json
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{
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"dependencies": {
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"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git",
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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 suffix `#{version}` to the target version.
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- e.g. `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.9.0",`
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#### Install as Embedded Package
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1. Download a source code zip file from [Releases](https://github.com/mob-sakai/ParticleEffectForUGUI.git/releases) and extract it.
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2. Place it in your project's `Packages` directory.
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![](https://github.com/mob-sakai/mob-sakai/assets/12690315/0b7484b4-5fca-43b0-a9ef-e5dbd99bcdb4)
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- If you want to fix bugs or add features, install it as an embedded package.
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- To update the package, you need to re-download it and replace the contents.
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<br><br>
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## 🚀 Usage
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### Component: UIParticle
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`UIParticle` controls the ParticleSystems that are attached to its own game objects and child game objects.
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![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/1cf5753b-33fc-4cef-91c3-413c515a954f)
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- **Maskable**: Does this graphic allow maskable.
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- **Scale**: Scale the rendering particles. When the `3D` toggle is enabled, 3D scale (x, y, z) is supported.
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- **Animatable Properties**: If you want to update material properties (e.g., `_MainTex_ST`, `_Color`) in AnimationClip,
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use this to mark as animatable.
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- **Mesh Sharing**: Particle simulation results are shared within the same group. A large number of the same effects can
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be displayed with a small load. When the `Random` toggle is enabled, it will be grouped randomly.
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- **None:** Disable mesh sharing.
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- **Auto:** Automatically select Primary/Replica.
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- **Primary:** Provides particle simulation results to the same group.
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- **Primary Simulator:** Primary, but do not render the particle (simulation only).
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- **Replica:** Render simulation results provided by the primary.
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- **Position Mode**: Emission position mode.
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- **Absolute:** The particles will be emitted from the world position.
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- **Relative:** The particles will be emitted from the scaled position.
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- **Auto Scaling Mode**: How to automatically adjust when the Canvas scale is changed by the screen size or reference resolution.
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- **None:** Do nothing.
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- **Transform:** Transform.lossyScale (=world scale) will be set to (1, 1, 1).
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- **UIParticle:** UIParticle.scale will be adjusted.
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- **Use Custom View:** Use this if the particles are not displayed correctly due to min/max particle size.
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- **Custom view size:** Change the bake view size.
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- **Rendering Order**: The ParticleSystem list to be rendered. You can change the order and the materials.
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**NOTE:** Press the `Refresh` button to reconstruct the rendering order based on children ParticleSystem's sorting order
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and z-position.
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<br><br>
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### Basic Usage
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1. Select `GameObject/UI/ParticleSystem` to create UIParticle with a ParticleSystem.
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![particle](https://user-images.githubusercontent.com/12690315/95007361-cad0e880-0649-11eb-8835-f145d62c5977.png)
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2. Adjust the ParticleSystem as you like.
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![particle1](https://user-images.githubusercontent.com/12690315/95007359-ca385200-0649-11eb-8383-627c9750bda8.png)
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<br>
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### Usage with Your Existing ParticleSystem Prefab
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1. Select `GameObject/UI/ParticleSystem (Empty)` to create UIParticle.
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![empty](https://user-images.githubusercontent.com/12690315/95007362-cb697f00-0649-11eb-8a09-29b0a13791e4.png)
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2. Drag and drop your ParticleSystem prefab onto UIParticle.
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![particle3](https://user-images.githubusercontent.com/12690315/95007356-c6a4cb00-0649-11eb-9316-562f4bce3f31.png)
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<br>
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### Usage with `Mask` or `RectMask2D` Component
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If you want to mask particles, set a stencil-supported shader (such as `UI/UIAdditive`) to the material for
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ParticleSystem.
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If you use some custom shaders, see
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the [How to Make a Custom Shader to Support Mask/RectMask2D Component](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component)
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section.
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![](https://user-images.githubusercontent.com/12690315/95017591-3b512700-0695-11eb-864e-04166ea1809a.png)
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<br><br>
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### Usage with Script
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```cs
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// Instantiate ParticleSystem prefab with UIParticle on runtime.
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var go = GameObject.Instantiate(prefab);
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var uiParticle = go.AddComponent<UIParticle>();
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uiParticle.scale = 100;
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// Control by ParticleSystem.
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particleSystem.Play();
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particleSystem.Emit(10);
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// Control by UIParticle.
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uiParticle.Play();
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uiParticle.Stop();
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```
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<br><br>
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### Component: UIParticleAttractor
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`UIParticleAttractor` attracts particles generated by the specified ParticleSystem.
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![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/5c20ad73-4b9a-4f38-9cdc-119df5cce077)
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![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif)
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- **Particle Systems**: Attracts particles generated by the specified ParticleSystems.
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- **Destination Radius**: Once the particle is within the radius, the particle lifetime will become 0, and `OnAttracted`
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will be called.
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- **Delay Rate**: Delay to start attracting. It is a percentage of the particle's start lifetime.
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- **Max Speed**: Maximum speed of attracting. If this value is too small, attracting may not be completed by the end of
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the lifetime, and `OnAttracted` may not be called.
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- **Movement**: Attracting movement type. (`Linear`, `Smooth`, `Sphere`)
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- **Update Mode**: Update mode.
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- **Normal:** Update with scaled delta time.
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- **Unscaled Time:** Update with unscaled delta time.
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- **OnAttracted**: An event called when attracting is complete (per particle).
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<br><br>
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### Project Settings
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![](https://github.com/user-attachments/assets/befc7f34-fb47-4006-831a-eba79fda11ca)
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- Click `Edit > Project Settings` to open the Project Settings window and then select `UI > UI Particle` category.
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<br><br>
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## 🛠 Development Note
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### Compares the Baking mesh approach with the conventional approach
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- **Baking mesh approach (=UIParticle)**
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![](https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif)
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- ✅ Rendered as is.
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- ✅ Maskable.
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- ✅ Sortable.
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- ✅ Less objects.
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- **Do nothing (=Plain ParticleSystem)**
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![](https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif)
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- ✅ Rendered as is.
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- ❌ Looks like a glitch.
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- ❌ Not maskable.
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- ❌ Not sortable.
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- **Convert particle to UIVertex (=[UIParticleSystem][UIParticleSystem])**
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![](https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif)
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- ✅ Maskable.
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- ✅ Sortable.
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- ❌ Adjustment is difficult.
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- ❌ Requires UI shaders.
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- ❌ Difficult to adjust scale.
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- ❌ Force hierarchy scalling.
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- ❌ Simulation results are incorrect.
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- ❌ Trail, rotation of transform, time scaling are not supported.
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- ❌ Generate heavy GC every frame.
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- **Use Canvas to sort (Sorting By Canvas )**
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![](https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif)
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- ✅ Rendered as is.
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- ✅ Sortable.
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- ❌ You must to manage sorting orders.
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- ❌ Not maskable.
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- ❌ More batches.
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- ❌ Requires Canvas.
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- **Use RenderTexture**
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![](https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif)
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- ✅ Maskable.
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- ✅ Sortable.
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- ❌ Requires Camera and RenderTexture.
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- ❌ Difficult to adjust position and size.
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- ❌ Quality depends on the RenderTexture's setting.
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[UIParticleSystem]: https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
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#### [Performance test results](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/193#issuecomment-1160028374)
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| Approach | FPS on Editor | FPS on iPhone6 | FPS on Xperia XZ |
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|-----------------------------|---------------|----------------|------------------|
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| Particle System | 43 | 57 | 22 |
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| UIParticleSystem | 4 | 3 | 0 (unmeasurable) |
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| Sorting By Canvas | 43 | 44 | 18 |
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| UIParticle | 17 | 12 | 4 |
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| UIParticle with MeshSharing | 44 | 45 | 30 |
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### 🔍 FAQ: Why Are My UIParticles Not Displayed Correctly?
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If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points:
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- [Shader Limitation](#shader-limitation)
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- `UIParticle` does not support all built-in shaders except for `UI/Default`.
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- Most cases can be solved by using `UI/Additive` or `UI/Default`.
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- Particles are not masked
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- `UIParticle` is maskable.
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- Set `Mask` or `RectMask2D` component properly.
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- [Use maskable/clipable shader](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) (such
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as `UI/Additive` or `UI/Default`)
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- Particles are too small
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- If particles are small enough, they will not appear on the screen.
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- Increase the `Scale` value.
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- If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option.
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- Particles are too many
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- No more than 65535 vertices can be displayed (for mesh combination limitations).
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- Please set `Emission` module and `Max Particles` of ParticleSystem properly.
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- Particles are emitted off-screen.
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- When `Position Mode = Relative`, particles are emitted from the scaled position of the ParticleSystem, not from
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the screen point of the ParticleSystem.
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- Place the ParticleSystem in the proper position or try `Position Mode = Absolute`.
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- Attaching `UIParticle` to the same object as `ParticleSystem`
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- `Transform.localScale` will be overridden by the `Auto Scaling` option.
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- It is recommended to place `ParticleSystem` under `UIParticle`.
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- 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>
|
|
|
|
### Shader Limitation
|
|
|
|
The use of UI shaders is recommended.
|
|
|
|
- If you need a simple Additive shader, use the `UI/Additive` shader instead.
|
|
- If you need a simple alpha-blend shader, use the `UI/Default` shader instead.
|
|
- If your custom shader does not work properly with UIParticle, consider creating a custom UI shader.
|
|
|
|
#### Built-in shaders are not supported
|
|
|
|
`UIParticle` does not support all built-in shaders except for `UI/Default`.
|
|
If their use is detected, an error is displayed in the inspector.
|
|
Use UI shaders instead.
|
|
|
|
#### (Unity 2018 or 2019) UV.zw components will be discarded
|
|
|
|
UIParticleRenderer renders the particles based on UIVertex.
|
|
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.
|
|
|
|
#### (Unity 2018 or 2019) Custom vertex streams
|
|
|
|
When using custom vertex streams, you can fill zw components with "unnecessary" data.
|
|
Refer to [this issue](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191) for more information.
|
|
|
|
<br>
|
|
|
|
### Overheads
|
|
|
|
UIParticle has some overheads, and the batching depends on uGUI.
|
|
When improving performance, keep the following in mind:
|
|
|
|
- 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` and `RectMask2D` Component
|
|
|
|
<details>
|
|
<summary>Shader tips</summary>
|
|
|
|
```ShaderLab
|
|
Shader "Your/Custom/Shader"
|
|
{
|
|
Properties
|
|
{
|
|
// ...
|
|
// #### required for Mask ####
|
|
_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
|
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
// ...
|
|
}
|
|
|
|
// #### required for Mask ####
|
|
Stencil
|
|
{
|
|
Ref [_Stencil]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilOp]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
}
|
|
ColorMask [_ColorMask]
|
|
// ...
|
|
|
|
Pass
|
|
{
|
|
// ...
|
|
// #### required for RectMask2D ####
|
|
#include "UnityUI.cginc"
|
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
float4 _ClipRect;
|
|
|
|
// #### required for Mask ####
|
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
|
|
struct appdata_t
|
|
{
|
|
// ...
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
// ...
|
|
// #### required for RectMask2D ####
|
|
float4 worldPosition : TEXCOORD1;
|
|
};
|
|
|
|
v2f vert(appdata_t v)
|
|
{
|
|
v2f OUT;
|
|
// ...
|
|
// #### required for RectMask2D ####
|
|
OUT.worldPosition = v.vertex;
|
|
return OUT;
|
|
}
|
|
|
|
fixed4 frag(v2f IN) : SV_Target
|
|
{
|
|
// ...
|
|
// #### required for RectMask2D ####
|
|
#ifdef UNITY_UI_CLIP_RECT
|
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
|
#endif
|
|
|
|
// #### required for Mask ####
|
|
#ifdef UNITY_UI_ALPHACLIP
|
|
clip (color.a - 0.001);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
</details>
|
|
|
|
<br><br>
|
|
|
|
## 🤝 Contributing
|
|
|
|
### Issues
|
|
|
|
Issues are incredibly valuable to this project:
|
|
|
|
- Ideas provide a valuable source of contributions that others can make.
|
|
- Problems help identify areas where this project needs improvement.
|
|
- Questions indicate where contributors can enhance the user experience.
|
|
|
|
### Pull Requests
|
|
|
|
Pull requests offer a fantastic way to contribute your ideas to this repository.
|
|
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
|
|
|
|
This is an open-source project developed during my spare time.
|
|
If you appreciate it, consider supporting me.
|
|
Your support allows me to dedicate more time to development. 😊
|
|
|
|
[![](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?)
|
|
[![](https://user-images.githubusercontent.com/12690315/66942881-03686280-f085-11e9-9586-fc0b6011029f.png)](https://github.com/users/mob-sakai/sponsorship)
|
|
|
|
<br><br>
|
|
|
|
## License
|
|
|
|
* MIT
|
|
|
|
## 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)
|
|
|
|
## 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
|
|
* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CHANGELOG.md
|