/// Credit glennpow /// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/ /// *Note - experimental. Currently renders in scene view and not game view. namespace UnityEngine.UI.Extensions { #if UNITY_5_3_OR_NEWER [ExecuteInEditMode] [RequireComponent(typeof(CanvasRenderer))] [RequireComponent(typeof(ParticleSystem))] public class UIParticleSystem : MaskableGraphic { public Texture particleTexture; public Sprite particleSprite; private Transform _transform; private ParticleSystem _particleSystem; private ParticleSystem.Particle[] _particles; private UIVertex[] _quad = new UIVertex[4]; private Vector4 _uv = Vector4.zero; private ParticleSystem.TextureSheetAnimationModule _textureSheetAnimation; private int _textureSheetAnimationFrames; private Vector2 _textureSheedAnimationFrameSize; public override Texture mainTexture { get { if (particleTexture) { return particleTexture; } if (particleSprite) { return particleSprite.texture; } return null; } } protected bool Initialize() { // initialize members if (_transform == null) { _transform = transform; } // prepare particle system ParticleSystemRenderer renderer = GetComponent(); bool setParticleSystemMaterial = false; if (_particleSystem == null) { _particleSystem = GetComponent(); if (_particleSystem == null) { return false; } // get current particle texture if (renderer == null) { renderer = _particleSystem.gameObject.AddComponent(); } Material currentMaterial = renderer.sharedMaterial; if (currentMaterial && currentMaterial.HasProperty("_MainTex")) { particleTexture = currentMaterial.mainTexture; } // automatically set scaling _particleSystem.scalingMode = ParticleSystemScalingMode.Local; _particles = null; setParticleSystemMaterial = true; } else { if (Application.isPlaying) { setParticleSystemMaterial = (renderer.material == null); } #if UNITY_EDITOR else { setParticleSystemMaterial = (renderer.sharedMaterial == null); } #endif } // automatically set material to UI/Particles/Hidden shader, and get previous texture if (setParticleSystemMaterial) { Material material = new Material(Shader.Find("UI/Particles/Hidden")); if (Application.isPlaying) { renderer.material = material; } #if UNITY_EDITOR else { material.hideFlags = HideFlags.DontSave; renderer.sharedMaterial = material; } #endif } // prepare particles array if (_particles == null) { _particles = new ParticleSystem.Particle[_particleSystem.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 _textureSheetAnimation = _particleSystem.textureSheetAnimation; _textureSheetAnimationFrames = 0; _textureSheedAnimationFrameSize = Vector2.zero; if (_textureSheetAnimation.enabled) { _textureSheetAnimationFrames = _textureSheetAnimation.numTilesX * _textureSheetAnimation.numTilesY; _textureSheedAnimationFrameSize = 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; } // iterate through current particles int count = _particleSystem.GetParticles(_particles); for (int i = 0; i < count; ++i) { ParticleSystem.Particle particle = _particles[i]; // get particle properties Vector2 position = (_particleSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position)); float rotation = -particle.rotation * Mathf.Deg2Rad; float rotation90 = rotation + Mathf.PI / 2; Color32 color = particle.GetCurrentColor(_particleSystem); float size = particle.GetCurrentSize(_particleSystem) * 0.5f; // apply scale if (_particleSystem.scalingMode == ParticleSystemScalingMode.Shape) { position /= canvas.scaleFactor; } // apply texture sheet animation Vector4 particleUV = _uv; if (_textureSheetAnimation.enabled) { float frameProgress = 1 - (particle.lifetime / particle.startLifetime); // float frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.lifetime / particle.startLifetime)); // TODO - once Unity allows MinMaxCurve reading 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) * _textureSheedAnimationFrameSize.x; particleUV.y = Mathf.FloorToInt(frame / _textureSheetAnimation.numTilesX) * _textureSheedAnimationFrameSize.y; particleUV.z = particleUV.x + _textureSheedAnimationFrameSize.x; particleUV.w = particleUV.y + _textureSheedAnimationFrameSize.y; } _quad[0] = UIVertex.simpleVert; _quad[0].color = color; _quad[0].uv0 = new Vector2(particleUV.x, particleUV.y); _quad[1] = UIVertex.simpleVert; _quad[1].color = color; _quad[1].uv0 = new Vector2(particleUV.x, particleUV.w); _quad[2] = UIVertex.simpleVert; _quad[2].color = color; _quad[2].uv0 = new Vector2(particleUV.z, particleUV.w); _quad[3] = UIVertex.simpleVert; _quad[3].color = color; _quad[3].uv0 = new Vector2(particleUV.z, particleUV.y); if (rotation == 0) { // no rotation Vector2 corner1 = new Vector2(position.x - size, position.y - size); Vector2 corner2 = new Vector2(position.x + size, position.y + size); _quad[0].position = new Vector2(corner1.x, corner1.y); _quad[1].position = new Vector2(corner1.x, corner2.y); _quad[2].position = new Vector2(corner2.x, corner2.y); _quad[3].position = new Vector2(corner2.x, corner1.y); } 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 (Application.isPlaying) { // unscaled animation within UI _particleSystem.Simulate(Time.unscaledDeltaTime, false, false); SetAllDirty(); } } #if UNITY_EDITOR void LateUpdate() { if (!Application.isPlaying) { SetAllDirty(); } } #endif } #endif }