UI Particle System update from forum thread

release
Simon Jackson 2017-08-11 13:15:42 +01:00
parent d6cfb41bf5
commit 8bd4312c16
19 changed files with 1131 additions and 139 deletions

View File

@ -6,38 +6,36 @@ namespace UnityEngine.UI.Extensions
{ {
#if UNITY_5_3_OR_NEWER #if UNITY_5_3_OR_NEWER
[ExecuteInEditMode] [ExecuteInEditMode]
[RequireComponent(typeof(CanvasRenderer))] [RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
[RequireComponent(typeof(ParticleSystem))] [AddComponentMenu("UI/Effects/Extensions/UIParticleSystem")]
public class UIParticleSystem : MaskableGraphic public class UIParticleSystem : MaskableGraphic
{ {
[Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")]
public Texture particleTexture; public bool fixedTime = true;
public Sprite particleSprite;
private Transform _transform; private Transform _transform;
private ParticleSystem _particleSystem; private ParticleSystem pSystem;
private ParticleSystem.Particle[] _particles; private ParticleSystem.Particle[] particles;
private UIVertex[] _quad = new UIVertex[4]; private UIVertex[] _quad = new UIVertex[4];
private Vector4 _uv = Vector4.zero; private Vector4 imageUV = Vector4.zero;
private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation; private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation;
private int _textureSheetAnimationFrames; private int textureSheetAnimationFrames;
private Vector2 _textureSheedAnimationFrameSize; 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 public override Texture mainTexture
{ {
get get
{ {
if (particleTexture) return currentTexture;
{
return particleTexture;
}
if (particleSprite)
{
return particleSprite.texture;
}
return null;
} }
} }
@ -48,93 +46,71 @@ namespace UnityEngine.UI.Extensions
{ {
_transform = transform; _transform = transform;
} }
if (pSystem == null)
// prepare particle system
ParticleSystemRenderer renderer = GetComponent<ParticleSystemRenderer>();
bool setParticleSystemMaterial = false;
if (_particleSystem == null)
{ {
_particleSystem = GetComponent<ParticleSystem>(); pSystem = GetComponent<ParticleSystem>();
if (_particleSystem == null) if (pSystem == null)
{ {
return false; return false;
} }
// get current particle texture #if UNITY_5_5_OR_NEWER
if (renderer == null) mainModule = pSystem.main;
if (pSystem.main.maxParticles > 14000)
{ {
renderer = _particleSystem.gameObject.AddComponent<ParticleSystemRenderer>(); mainModule.maxParticles = 14000;
} }
Material currentMaterial = renderer.sharedMaterial; #else
if (pSystem.maxParticles > 14000)
pSystem.maxParticles = 14000;
#endif
pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
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")) if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
{ {
particleTexture = currentMaterial.mainTexture; currentTexture = currentMaterial.mainTexture;
if (currentTexture == null)
currentTexture = Texture2D.whiteTexture;
} }
material = currentMaterial;
// automatically set scaling // automatically set scaling
var main = _particleSystem.main; #if UNITY_5_5_OR_NEWER
main.scalingMode = ParticleSystemScalingMode.Local; mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
#else
_particles = null; pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
setParticleSystemMaterial = true;
}
else
{
if (Application.isPlaying)
{
setParticleSystemMaterial = (renderer.material == null);
}
#if UNITY_EDITOR
else
{
setParticleSystemMaterial = (renderer.sharedMaterial == null);
}
#endif #endif
}
// automatically set material to UI/Particles/Hidden shader, and get previous texture particles = null;
if (setParticleSystemMaterial) }
{ #if UNITY_5_5_OR_NEWER
Material material = new Material(Shader.Find("UI/Particles/Hidden")); if (particles == null)
if (Application.isPlaying) particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
{ #else
renderer.material = material; if (particles == null)
} particles = new ParticleSystem.Particle[pSystem.maxParticles];
#if UNITY_EDITOR
else
{
material.hideFlags = HideFlags.DontSave;
renderer.sharedMaterial = material;
}
#endif #endif
}
// prepare particles array imageUV = new Vector4(0, 0, 1, 1);
if (_particles == null)
{
_particles = new ParticleSystem.Particle[_particleSystem.main.maxParticles];
}
// prepare uvs
if (particleTexture)
{
_uv = new Vector4(0, 0, 1, 1);
}
else if (particleSprite)
{
_uv = UnityEngine.Sprites.DataUtility.GetOuterUV(particleSprite);
}
// prepare texture sheet animation // prepare texture sheet animation
_textureSheetAnimation = _particleSystem.textureSheetAnimation; textureSheetAnimation = pSystem.textureSheetAnimation;
_textureSheetAnimationFrames = 0; textureSheetAnimationFrames = 0;
_textureSheedAnimationFrameSize = Vector2.zero; textureSheetAnimationFrameSize = Vector2.zero;
if (_textureSheetAnimation.enabled) if (textureSheetAnimation.enabled)
{ {
_textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY; textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
_textureSheedAnimationFrameSize = new Vector2(1f / _textureSheetAnimation.numTilesX, 1f / _textureSheetAnimation.numTilesY); textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
} }
return true; return true;
@ -143,13 +119,11 @@ namespace UnityEngine.UI.Extensions
protected override void Awake() protected override void Awake()
{ {
base.Awake(); base.Awake();
if (!Initialize()) if (!Initialize())
{
enabled = false; enabled = false;
}
} }
protected override void OnPopulateMesh(VertexHelper vh) protected override void OnPopulateMesh(VertexHelper vh)
{ {
#if UNITY_EDITOR #if UNITY_EDITOR
@ -161,7 +135,6 @@ namespace UnityEngine.UI.Extensions
} }
} }
#endif #endif
// prepare vertices // prepare vertices
vh.Clear(); vh.Clear();
@ -170,96 +143,134 @@ namespace UnityEngine.UI.Extensions
return; return;
} }
Vector2 temp = Vector2.zero;
Vector2 corner1 = Vector2.zero;
Vector2 corner2 = Vector2.zero;
// iterate through current particles // iterate through current particles
int count = _particleSystem.GetParticles(_particles); int count = pSystem.GetParticles(particles);
for (int i = 0; i < count; ++i) for (int i = 0; i < count; ++i)
{ {
ParticleSystem.Particle particle = _particles[i]; ParticleSystem.Particle particle = particles[i];
// get particle properties // get particle properties
Vector2 position = (_particleSystem.main.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position)); #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 rotation = -particle.rotation * Mathf.Deg2Rad;
float rotation90 = rotation + Mathf.PI / 2; float rotation90 = rotation + Mathf.PI / 2;
Color32 color = particle.GetCurrentColor(_particleSystem); Color32 color = particle.GetCurrentColor(pSystem);
float size = particle.GetCurrentSize(_particleSystem) * 0.5f; float size = particle.GetCurrentSize(pSystem) * 0.5f;
// apply scale // apply scale
if (_particleSystem.main.scalingMode == ParticleSystemScalingMode.Shape) #if UNITY_5_5_OR_NEWER
{ if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor; position /= canvas.scaleFactor;
} #else
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
position /= canvas.scaleFactor;
#endif
// apply texture sheet animation // apply texture sheet animation
Vector4 particleUV = _uv; Vector4 particleUV = imageUV;
if (_textureSheetAnimation.enabled) if (textureSheetAnimation.enabled)
{ {
#if UNITY_5_5_OR_NEWER #if UNITY_5_5_OR_NEWER
float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime); float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
frameProgress = _textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading
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 #else
float frameProgress = 1 - (particle.lifetime / particle.startLifetime); float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
frameProgress = Mathf.Repeat(frameProgress * _textureSheetAnimation.cycleCount, 1);
#endif #endif
frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
int frame = 0; int frame = 0;
switch (_textureSheetAnimation.animation) switch (textureSheetAnimation.animation)
{ {
case ParticleSystemAnimationType.WholeSheet: case ParticleSystemAnimationType.WholeSheet:
frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimationFrames); frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
break; break;
case ParticleSystemAnimationType.SingleRow: case ParticleSystemAnimationType.SingleRow:
frame = Mathf.FloorToInt(frameProgress * _textureSheetAnimation.numTilesX); frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
int row = _textureSheetAnimation.rowIndex; int row = textureSheetAnimation.rowIndex;
#if UNITY_5_5_OR_NEWER // if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
if (_textureSheetAnimation.useRandomRow) // row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
{ // }
Random.InitState((int)particle.randomSeed); frame += row * textureSheetAnimation.numTilesX;
row = Random.Range(0, _textureSheetAnimation.numTilesY);
}
#endif
frame += row * _textureSheetAnimation.numTilesX;
break; break;
} }
frame %= _textureSheetAnimationFrames; frame %= textureSheetAnimationFrames;
particleUV.x = (frame % _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.x; particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
particleUV.y = Mathf.FloorToInt(frame / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y; particleUV.y = Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
particleUV.z = particleUV.x + _textureSheedAnimationFrameSize.x; particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
particleUV.w = particleUV.y + _textureSheedAnimationFrameSize.y; particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
} }
temp.x = particleUV.x;
temp.y = particleUV.y;
_quad[0] = UIVertex.simpleVert; _quad[0] = UIVertex.simpleVert;
_quad[0].color = color; _quad[0].color = color;
_quad[0].uv0 = new Vector2(particleUV.x, particleUV.y); _quad[0].uv0 = temp;
temp.x = particleUV.x;
temp.y = particleUV.w;
_quad[1] = UIVertex.simpleVert; _quad[1] = UIVertex.simpleVert;
_quad[1].color = color; _quad[1].color = color;
_quad[1].uv0 = new Vector2(particleUV.x, particleUV.w); _quad[1].uv0 = temp;
temp.x = particleUV.z;
temp.y = particleUV.w;
_quad[2] = UIVertex.simpleVert; _quad[2] = UIVertex.simpleVert;
_quad[2].color = color; _quad[2].color = color;
_quad[2].uv0 = new Vector2(particleUV.z, particleUV.w); _quad[2].uv0 = temp;
temp.x = particleUV.z;
temp.y = particleUV.y;
_quad[3] = UIVertex.simpleVert; _quad[3] = UIVertex.simpleVert;
_quad[3].color = color; _quad[3].color = color;
_quad[3].uv0 = new Vector2(particleUV.z, particleUV.y); _quad[3].uv0 = temp;
if (rotation == 0) if (rotation == 0)
{ {
// no rotation // no rotation
Vector2 corner1 = new Vector2(position.x - size, position.y - size); corner1.x = position.x - size;
Vector2 corner2 = new Vector2(position.x + size, position.y + size); corner1.y = position.y - size;
corner2.x = position.x + size;
corner2.y = position.y + size;
_quad[0].position = new Vector2(corner1.x, corner1.y); temp.x = corner1.x;
_quad[1].position = new Vector2(corner1.x, corner2.y); temp.y = corner1.y;
_quad[2].position = new Vector2(corner2.x, corner2.y); _quad[0].position = temp;
_quad[3].position = new Vector2(corner2.x, corner1.y); 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 else
{ {
@ -279,24 +290,45 @@ namespace UnityEngine.UI.Extensions
void Update() void Update()
{ {
if (Application.isPlaying) if (!fixedTime && Application.isPlaying)
{ {
// unscaled animation within UI pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
_particleSystem.Simulate(Time.unscaledDeltaTime, false, false);
SetAllDirty(); SetAllDirty();
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
{
pSystem = null;
Initialize();
}
} }
} }
#if UNITY_EDITOR
void LateUpdate() void LateUpdate()
{ {
if (!Application.isPlaying) if (!Application.isPlaying)
{ {
SetAllDirty(); SetAllDirty();
} }
else
{
if (fixedTime)
{
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();
}
}
}
if (material == currentMaterial)
return;
pSystem = null;
Initialize();
} }
#endif
} }
#endif #endif
} }

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@ -0,0 +1,104 @@
Shader "UI Extensions/Particles/Additive" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t IN)
{
v2f v;
v.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef SOFTPARTICLES_ON
v.projPos = ComputeScreenPos (v.vertex);
COMPUTE_EYEDEPTH(v.projPos.z);
#endif
v.color = IN.color;
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
UNITY_TRANSFER_FOG(v,v.vertex);
return v;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f IN) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(IN.projPos)));
float partZ = IN.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
IN.color.a *= fade;
#endif
fixed4 col = 2.0f * IN.color * _TintColor * tex2D(_MainTex, IN.texcoord);
UNITY_APPLY_FOG_COLOR(IN.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}

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@ -0,0 +1,9 @@
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@ -0,0 +1,108 @@
Shader "UI Extensions/Particles/~Additive-Multiply" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Blend One OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t IN)
{
v2f v;
v.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef SOFTPARTICLES_ON
v.projPos = ComputeScreenPos (v.vertex);
COMPUTE_EYEDEPTH(v.projPos.z);
#endif
v.color = IN.color;
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
UNITY_TRANSFER_FOG(v,v.vertex);
return v;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color *= fade;
#endif
fixed4 tex = tex2D(_MainTex, i.texcoord);
fixed4 col;
col.rgb = _TintColor.rgb * tex.rgb * i.color.rgb * 2.0f;
col.a = (1 - tex.a) * (_TintColor.a * i.color.a * 2.0f);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}

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@ -0,0 +1,9 @@
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@ -0,0 +1,104 @@
Shader "UI Extensions/Particles/Additive (Soft)" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Blend One OneMinusSrcColor
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t IN)
{
v2f v;
v.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef SOFTPARTICLES_ON
v.projPos = ComputeScreenPos (v.vertex);
COMPUTE_EYEDEPTH(v.projPos.z);
#endif
v.color = IN.color;
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
UNITY_TRANSFER_FOG(v,v.vertex);
return v;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half4 col = i.color * tex2D(_MainTex, i.texcoord);
col.rgb *= col.a;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}

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@ -0,0 +1,104 @@
Shader "UI Extensions/Particles/Alpha Blended" {
Properties {
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t IN)
{
v2f v;
v.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef SOFTPARTICLES_ON
v.projPos = ComputeScreenPos (v.vertex);
COMPUTE_EYEDEPTH(v.projPos.z);
#endif
v.color = IN.color;
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
UNITY_TRANSFER_FOG(v,v.vertex);
return v;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}

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Shader "UI Extensions/Particles/Blend" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Blend DstColor One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t IN)
{
v2f v;
v.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef SOFTPARTICLES_ON
v.projPos = ComputeScreenPos (v.vertex);
COMPUTE_EYEDEPTH(v.projPos.z);
#endif
v.color = IN.color;
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
UNITY_TRANSFER_FOG(v,v.vertex);
return v;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color *= fade;
#endif
fixed4 col = i.color * tex2D(_MainTex, i.texcoord);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}

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Shader "UI Extensions/Particles/Multiply" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Blend Zero SrcColor
Cull Off Lighting Off ZWrite Off
SubShader {
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t IN)
{
v2f v;
v.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef SOFTPARTICLES_ON
v.projPos = ComputeScreenPos (v.vertex);
COMPUTE_EYEDEPTH(v.projPos.z);
#endif
v.color = IN.color;
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
UNITY_TRANSFER_FOG(v,v.vertex);
return v;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
half4 prev = i.color * tex2D(_MainTex, i.texcoord);
fixed4 col = lerp(half4(1,1,1,1), prev, prev.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode
return col;
}
ENDCG
}
}
}
}

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Shader "UI Extensions/Particles/Multiply (Double)" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Blend DstColor SrcColor
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t IN)
{
v2f v;
v.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef SOFTPARTICLES_ON
v.projPos = ComputeScreenPos (v.vertex);
COMPUTE_EYEDEPTH(v.projPos.z);
#endif
v.color = IN.color;
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
UNITY_TRANSFER_FOG(v,v.vertex);
return v;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f i) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
fixed4 col;
fixed4 tex = tex2D(_MainTex, i.texcoord);
col.rgb = tex.rgb * i.color.rgb * 2;
col.a = i.color.a * tex.a;
col = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), col, col.a);
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0.5,0.5,0.5,0.5)); // fog towards gray due to our blend mode
return col;
}
ENDCG
}
}
}
}

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Shader "UI Extensions/Particles/Alpha Blended Premultiply" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
_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
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Blend One OneMinusSrcAlpha
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
sampler2D _MainTex;
fixed4 _TintColor;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD1;
#endif
};
float4 _MainTex_ST;
v2f vert (appdata_t IN)
{
v2f v;
v.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef SOFTPARTICLES_ON
v.projPos = ComputeScreenPos (v.vertex);
COMPUTE_EYEDEPTH(v.projPos.z);
#endif
v.color = IN.color;
v.texcoord = TRANSFORM_TEX(IN.texcoord,_MainTex);
return v;
}
sampler2D_float _CameraDepthTexture;
float _InvFade;
fixed4 frag (v2f IN) : SV_Target
{
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(IN.projPos)));
float partZ = IN.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
IN.color.a *= fade;
#endif
return IN.color * tex2D(_MainTex, IN.texcoord) * IN.color.a;
}
ENDCG
}
}
}
}

View File

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Shader "UI Extensions/Particles/VertexLit Blended" {
Properties {
_EmisColor ("Emissive Color", Color) = (.2,.2,.2,0)
_MainTex ("Particle Texture", 2D) = "white" {}
_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 { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Tags { "LightMode" = "Vertex" }
Cull Off
Lighting On
Material { Emission [_EmisColor] }
ColorMaterial AmbientAndDiffuse
ZWrite Off
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass {
SetTexture [_MainTex] { combine primary * texture }
}
}
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