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243 Commits
2.2.0 ... 4.6.2

Author SHA1 Message Date
semantic-release-bot
25a9cdb400 chore(release): 4.6.2 [skip ci]
## [4.6.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v4.6.1...v4.6.2) (2024-02-01)

### Bug Fixes

* fix compile error in Unity 2021.1 or older ([fcae60b](fcae60bf29))
* fix demos ([ad20d12](ad20d128a2))
* fix warning ([7fd4a8e](7fd4a8e343))
2024-02-01 07:23:21 +00:00
mob-sakai
c6b2950a75 fix: fix demos 2024-02-01 16:18:17 +09:00
mob-sakai
841e449f78 fix: fix compile error in Unity 2021.1 or older 2024-02-01 16:18:17 +09:00
mob-sakai
9d04e41cde fix: fix warning 2024-02-01 16:14:15 +09:00
mob-sakai
f1e672470c docs: update contributing 2024-02-01 16:14:11 +09:00
semantic-release-bot
9d1b6a81ee chore(release): 4.6.1 [skip ci]
## [4.6.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v4.6.0...v4.6.1) (2024-01-26)

### Bug Fixes

* unintended scaling occurs when `AutoScalingMode=UIParticle` and `ScalingMode=Local` ([1627de1](1627de10eb)), closes [#292](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/292)
2024-01-26 11:41:10 +00:00
mob-sakai
e32077fb0d fix: unintended scaling occurs when AutoScalingMode=UIParticle and ScalingMode=Local
close #292
2024-01-26 20:40:36 +09:00
semantic-release-bot
293dc43db7 chore(release): 4.6.0 [skip ci]
# [4.6.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v4.5.2...v4.6.0) (2024-01-26)

### Bug Fixes

* fix abnormal mesh bounds error ([772bf50](772bf50d16)), closes [#213](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/213)
* fix warning ([93d3919](93d3919b6f))
* fix warning ([8a78ec1](8a78ec13ad))

### Features

* "[generated]" GameObjects on the hierarchy is disturbing ([7c42421](7c4242150b)), closes [#288](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/288)
* add explicit dependencies ([9a0187a](9a0187a72a))
* add icon ([0c1022c](0c1022c622))
* remove samples ([f53a7fa](f53a7faed3))
2024-01-26 09:56:34 +00:00
mob-sakai
2b5166dcd9 docs: update readme 2024-01-26 18:55:20 +09:00
semantic-release-bot
ee780c4996 chore(release): 4.6.0-preview.1 [skip ci]
# [4.6.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v4.5.2...v4.6.0-preview.1) (2024-01-24)

### Bug Fixes

* fix abnormal mesh bounds error ([772bf50](772bf50d16)), closes [#213](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/213)
* fix warning ([93d3919](93d3919b6f))
* fix warning ([8a78ec1](8a78ec13ad))

### Features

* "[generated]" GameObjects on the hierarchy is disturbing ([7c42421](7c4242150b)), closes [#288](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/288)
* add explicit dependencies ([9a0187a](9a0187a72a))
* add icon ([0c1022c](0c1022c622))
* remove samples ([f53a7fa](f53a7faed3))
2024-01-24 07:29:29 +00:00
wmltogether
e840631fb3 fix: fix abnormal mesh bounds error
close #213
2024-01-24 16:20:56 +09:00
mob-sakai
a5fdfce554 fix: fix warning 2024-01-24 16:07:36 +09:00
mob-sakai
8028b2a770 feat: add icon 2024-01-24 00:40:12 +09:00
mob-sakai
b45dc77312 refactor: apply refactor 2024-01-23 23:27:46 +09:00
mob-sakai
5dab4f21c7 refactor: fix package structure 2024-01-23 23:17:31 +09:00
mob-sakai
f17ecafae7 feat: "[generated]" GameObjects on the hierarchy is disturbing
close #288
2024-01-23 23:01:45 +09:00
mob-sakai
5892df1ce1 refactor: (remove code) sub emitters option is not work in editor playing 2024-01-23 19:55:30 +09:00
mob-sakai
f0fb205212 chore: release workflow 2024-01-23 15:07:10 +09:00
mob-sakai
70e917107d docs: fix readme 2023-11-21 11:55:34 +09:00
mob-sakai
eaae94ce00 fix: fix warning 2023-11-26 17:15:26 +09:00
mob-sakai
7430c39f52 feat: remove samples 2023-11-21 16:33:27 +09:00
mob-sakai
5fc44b82bc style: update package.json 2024-01-23 11:48:00 +09:00
mob-sakai
128990acc6 feat: add explicit dependencies 2024-01-23 11:38:45 +09:00
mob-sakai
4790db6b93 chore: remove workflow in the package 2024-01-23 12:39:27 +09:00
semantic-release-bot
32b93d3eeb chore(release): 4.5.2 [skip ci]
## [4.5.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.5.1...4.5.2) (2024-01-18)

### Bug Fixes

* (editor) sometimes crashes when entering play mode ([b80c3e6](b80c3e6c9f))
2024-01-18 10:41:58 +00:00
mob-sakai
86de8b6e03 Merge pull request #289 from wmltogether/fix-deserialize-crash
Fix Editor sometimes crashes when entering Play Mode
2024-01-18 19:41:27 +09:00
wmltogether
b80c3e6c9f fix: (editor) sometimes crashes when entering play mode
If there are particle prefabs created using version 3.x in the project, there is a possibility that the editor may crash when entering Play Mode due to deserialization.
2024-01-18 19:40:12 +09:00
semantic-release-bot
6a1fef4150 chore(release): 4.5.1 [skip ci]
## [4.5.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.5.0...4.5.1) (2023-12-23)

### Bug Fixes

* fix material for mesh sharing group ([6126af9](6126af9f37))
* the changes made to the material used by the ParticleSystem are not immediately reflected ([3184ba9](3184ba94ae)), closes [#280](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/280)
2023-12-23 10:48:34 +00:00
mob-sakai
3184ba94ae fix: the changes made to the material used by the ParticleSystem are not immediately reflected
close #280
2023-12-23 19:43:50 +09:00
mob-sakai
6126af9f37 fix: fix material for mesh sharing group 2023-12-23 19:23:20 +09:00
semantic-release-bot
c6b816c312 chore(release): 4.5.0 [skip ci]
# [4.5.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.4.0...4.5.0) (2023-12-23)

### Bug Fixes

* incorrect rendering of world-space simulated particles while animating scale ([ac58475](ac58475539)), closes [#285](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/285)
* remove obsolete warning ([5d5eb34](5d5eb34590))

### Features

* Automatically generated objects are no longer editable (NotEditable). ([5607dc4](5607dc4eed))
* support IMeshModifier ([5c3232f](5c3232faf3)), closes [#282](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/282)
2023-12-23 07:32:51 +00:00
mob-sakai
5d5eb34590 fix: remove obsolete warning 2023-12-23 14:48:37 +09:00
mob-sakai
5c3232faf3 feat: support IMeshModifier
Custom vertex effects and CompositeCanvasRenderer are supported
close #282
2023-12-23 14:46:39 +09:00
mob-sakai
ac58475539 fix: incorrect rendering of world-space simulated particles while animating scale
close #285
2023-12-23 14:32:04 +09:00
mob-sakai
5607dc4eed feat: Automatically generated objects are no longer editable (NotEditable).
The automatically generated objects (UIParticleRenderer, UIParticleOverlayCamera) are not editable and will not be saved in scenes or prefabs.
2023-12-23 14:28:55 +09:00
mob-sakai
4e4b9eb2a7 doc: update readme 2023-11-09 14:18:16 +09:00
semantic-release-bot
3fac6e4773 chore(release): 4.4.0 [skip ci]
# [4.4.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.3.0...4.4.0) (2023-11-08)

### Features

* support 'Active Apply Color Space' for linear color space ([45c56bb](45c56bbd85))
2023-11-08 11:31:04 +00:00
mob-sakai
45c56bbd85 feat: support 'Active Apply Color Space' for linear color space 2023-11-08 20:24:38 +09:00
semantic-release-bot
2b8d3b1385 chore(release): 4.3.0 [skip ci]
# [4.3.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.2...4.3.0) (2023-11-08)

### Features

* added 'autoScalingMode (None, Transform.localScale, UIParticle.scale)' instead of 'autoScaling' ([107f901](107f901fe3))
* reset transform.localScale on upgrading v3.x to v4.x ([c710787](c710787b5b)), closes [#277](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/277)
2023-11-08 03:26:34 +00:00
mob-sakai
c710787b5b feat: reset transform.localScale on upgrading v3.x to v4.x
close #277
2023-11-08 11:53:16 +09:00
mob-sakai
107f901fe3 feat: added 'autoScalingMode (None, Transform.localScale, UIParticle.scale)' instead of 'autoScaling'
fixed issue when upgrading from 3.x to 4.x
2023-11-07 17:48:02 +09:00
semantic-release-bot
447996ce0f chore(release): 4.2.2 [skip ci]
## [4.2.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.1...4.2.2) (2023-10-25)

### Bug Fixes

* il2cpp code stripping bug ([73f6dad](73f6dad0f3)), closes [#269](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/269)
2023-10-25 17:23:55 +00:00
mob-sakai
73f6dad0f3 fix: il2cpp code stripping bug
close #269
2023-10-26 02:22:52 +09:00
semantic-release-bot
3c11209f17 chore(release): 4.2.1 [skip ci]
## [4.2.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.0...4.2.1) (2023-08-18)

### Bug Fixes

* autoScaling and PositionMode may be locked ([3f2f12d](3f2f12d2cf))
2023-08-18 13:50:36 +00:00
mob-sakai
3f2f12d2cf fix: autoScaling and PositionMode may be locked 2023-08-18 21:22:35 +09:00
semantic-release-bot
b9643b98ff chore(release): 4.2.0 [skip ci]
# [4.2.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.7...4.2.0) (2023-08-18)

### Bug Fixes

* assertion 'ps->array_size()' in UpdateMesh() when using trails of type ribbon ([f75fcce](f75fcce0da)), closes [#241](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/241)
* built-in shaders are no longer supported ([c2119c1](c2119c171a)), closes [#233](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/233) [#257](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/257)
* crash occurs when too many vertices are rendered ([723a04d](723a04d0cf))
* error: SerializedObject target has been destroyed ([e930516](e93051603e)), closes [#267](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/267)
* excessive particle emitted on move ParticleSystem for local space simulation and emission over distance ([2fe0bde](2fe0bde422)), closes [#265](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/265)
* fix typos ([52f2ef1](52f2ef1f24))
* generated GameObject will be named '[generated] *' ([9b2e5c1](9b2e5c1d10))
* inactive ParticleSystems are removed from the list on refresh ([4851a18](4851a1880e))
* mesh sharing not working ([8b4ca1a](8b4ca1add5)), closes [#236](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/236)
* nullptr exceptions when using nested UIParticle components in hierarchy ([e67e948](e67e9482e2)), closes [#246](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/246)
* nullReferenceException after copy-n-paste ([425aad0](425aad0cba)), closes [#258](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/258)
* remove unnecessary per-frame allocation. ([e92b514](e92b514624))
* scaling ParticleSystem puts prewarmed particles in wrong location ([fb31db4](fb31db47f2)), closes [#235](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/235)
* sub-emitters option is not work in editor playing ([b308b26](b308b26833)), closes [#231](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/231)
* the camera under UIParticle will be assigned as _orthoCamera ([c42f8c8](c42f8c8ab0))
* UIParticleAttractor attracts the particles at wrong position when in RelativeMode ([68d9925](68d9925a16)), closes [#262](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/262)

### Features

* 'AbsoluteMode' option is renamed to 'PositionMode' ([67eff61](67eff61073))
* 'AutoScaling' option will be imported from 'IgnoreCanvasScale' (for v3.x) ([4103041](410304125f))
* add 'AutoScaling' option for UIParticle ([35325c8](35325c8899))
* add 'UpdateMode' option for UIParticleAttractor ([903f702](903f702d7b)), closes [#250](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/250)
* add particle system getter and setter for attractor ([a4bcf93](a4bcf93022)), closes [#253](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/253)
* add public properties for UIParticleAttractor ([392ab6d](392ab6dd76)), closes [#253](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/253)
* add Start/StopEmission API for UIParticle ([e499836](e4998365c9)), closes [#240](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/240)
2023-08-18 08:54:23 +00:00
mob-sakai
b36a1571b3 chore: fix workflows 2023-08-18 17:52:48 +09:00
mob-sakai
c42f8c8ab0 fix: the camera under UIParticle will be assigned as _orthoCamera
Prevents unintended camera control
2023-08-18 17:45:04 +09:00
mob-sakai
9b2e5c1d10 fix: generated GameObject will be named '[generated] *'
These objects are automatically generated and are not stored in the scene or prefab (HideFlags.DontSave)
2023-08-18 17:45:04 +09:00
mob-sakai
821f08ff5c docs: add FAQ 2023-08-18 17:45:04 +09:00
mob-sakai
28d8698597 fix compile error on Unity 2021.1 2023-08-18 17:45:04 +09:00
mob-sakai
db28f171f7 docs: update docs 2023-08-18 15:08:24 +09:00
mob-sakai
410304125f feat: 'AutoScaling' option will be imported from 'IgnoreCanvasScale' (for v3.x) 2023-08-18 13:17:09 +09:00
mob-sakai
67eff61073 feat: 'AbsoluteMode' option is renamed to 'PositionMode'
AbsoluteMode property is obsolete
2023-08-18 13:17:09 +09:00
mob-sakai
4851a1880e fix: inactive ParticleSystems are removed from the list on refresh 2023-08-18 13:17:09 +09:00
mob-sakai
2fe0bde422 fix: excessive particle emitted on move ParticleSystem for local space simulation and emission over distance
close #265
2023-08-18 13:17:09 +09:00
mob-sakai
c2119c171a fix: built-in shaders are no longer supported
close #233, close #257

Use UI shaders instead.
If built-in non-UI shaders are used, an error is displayed in the inspector.
2023-08-18 13:17:09 +09:00
mob-sakai
3df190382a resharp 2023-08-18 13:17:09 +09:00
mob-sakai
35325c8899 feat: add 'AutoScaling' option for UIParticle
Transform.lossyScale (=world scale) is automatically set to (1, 1, 1).
It prevents the root-Canvas scale from affecting the hierarchy-scaled ParticleSystem.
This option works in reverse of ’IgnoreCanvasScaler’ option in v3.x.
2023-08-18 11:48:05 +09:00
mob-sakai
903f702d7b feat: add 'UpdateMode' option for UIParticleAttractor
close #250
2023-08-18 11:48:05 +09:00
mob-sakai
e93051603e fix: error: SerializedObject target has been destroyed
close #267
2023-08-18 11:48:05 +09:00
mob-sakai
e4998365c9 feat: add Start/StopEmission API for UIParticle
close #240
2023-08-18 11:48:05 +09:00
mob-sakai
68d9925a16 fix: UIParticleAttractor attracts the particles at wrong position when in RelativeMode
close #262
2023-08-18 11:48:05 +09:00
mob-sakai
392ab6dd76 feat: add public properties for UIParticleAttractor
close #253
2023-08-18 11:48:05 +09:00
mob-sakai
f75fcce0da fix: assertion 'ps->array_size()' in UpdateMesh() when using trails of type ribbon
close #241
2023-08-18 11:48:05 +09:00
mob-sakai
fb31db47f2 fix: scaling ParticleSystem puts prewarmed particles in wrong location
close #235
2023-08-18 11:47:40 +09:00
mob-sakai
425aad0cba fix: nullReferenceException after copy-n-paste
close #258
2023-08-18 11:47:40 +09:00
mob-sakai
8b4ca1add5 fix: mesh sharing not working
close #236
2023-08-18 11:47:40 +09:00
mob-sakai
b308b26833 fix: sub-emitters option is not work in editor playing
close #231
2023-08-18 11:47:40 +09:00
mob-sakai
e67e9482e2 fix: nullptr exceptions when using nested UIParticle components in hierarchy
close #246
2023-08-18 11:47:11 +09:00
mob-sakai
723a04d0cf fix: crash occurs when too many vertices are rendered 2023-08-18 11:47:11 +09:00
mob-sakai
52f2ef1f24 fix: fix typos 2023-08-15 09:40:11 +09:00
Jake O'Connor
e92b514624 fix: remove unnecessary per-frame allocation. 2023-08-15 09:40:11 +09:00
AndreevWezom
a4bcf93022 feat: add particle system getter and setter for attractor
close #253
2023-08-15 09:40:11 +09:00
semantic-release-bot
a499f0c046 chore(release): 4.1.7 [skip ci]
## [4.1.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.6...4.1.7) (2022-08-30)

### Bug Fixes

* the annoying empty black scene overlay box shown even when nothing is selected ([bdeeabb](bdeeabbbe1))
2022-08-30 00:42:14 +00:00
takashi.sakai
447c83dbbc docs: add shader sample 2022-08-30 09:40:59 +09:00
Bamdad Bastani
bdeeabbbe1 fix: the annoying empty black scene overlay box shown even when nothing is selected 2022-08-30 09:40:00 +09:00
semantic-release-bot
5e6da2e158 chore(release): 4.1.6 [skip ci]
## [4.1.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.5...4.1.6) (2022-08-10)

### Bug Fixes

* fix abnormal mesh bounds error ([f60d6df](f60d6dfe60)), closes [#213](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/213) [#218](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/218)
2022-08-10 07:46:41 +00:00
takashi.sakai
f60d6dfe60 fix: fix abnormal mesh bounds error
close #213, close #218
2022-08-10 16:45:50 +09:00
semantic-release-bot
c795d24003 chore(release): 4.1.5 [skip ci]
## [4.1.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.4...4.1.5) (2022-08-10)

### Bug Fixes

* fix culling for RectMask2D ([9e2dbe7](9e2dbe7758)), closes [#220](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/220)
2022-08-10 01:44:58 +00:00
takashi.sakai
9e2dbe7758 fix: fix culling for RectMask2D
close #220
2022-08-10 10:31:50 +09:00
semantic-release-bot
4edcef1bbf chore(release): 4.1.4 [skip ci]
## [4.1.4](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.3...4.1.4) (2022-07-01)

### Bug Fixes

* add `Enabled` toggle in overlay window ([f97e619](f97e6195e6))
* if `m_Particles` contains null, an error will occur ([550d0c4](550d0c43be)), closes [#214](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/214)
* ParticleSystem reordering and refreshing in inspector does not work for prefab asset ([7eb4112](7eb41124db))
* refresh button does not works in prefab edit mode ([c1538a8](c1538a8399)), closes [#214](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/214)
* when `UIParticlrRenderer` destroy manually, an error will occur ([a11d2d0](a11d2d01ce))
2022-07-01 07:49:12 +00:00
mob-sakai
a11d2d01ce fix: when UIParticlrRenderer destroy manually, an error will occur 2022-07-01 16:10:10 +09:00
mob-sakai
550d0c43be fix: if m_Particles contains null, an error will occur
close #214
2022-07-01 16:10:10 +09:00
mob-sakai
c1538a8399 fix: refresh button does not works in prefab edit mode
close #214
2022-07-01 16:10:10 +09:00
mob-sakai
f97e6195e6 fix: add Enabled toggle in overlay window 2022-07-01 16:10:10 +09:00
mob-sakai
7eb41124db fix: ParticleSystem reordering and refreshing in inspector does not work for prefab asset 2022-07-01 16:10:09 +09:00
semantic-release-bot
65c60000c2 chore(release): 4.1.3 [skip ci]
## [4.1.3](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.2...4.1.3) (2022-06-28)

### Bug Fixes

* error on drag prefab to scene ([fa2f867](fa2f867bca)), closes [#211](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/211)
2022-06-28 08:07:32 +00:00
mob-sakai
fa2f867bca fix: error on drag prefab to scene
close #211
2022-06-28 14:26:09 +09:00
semantic-release-bot
b2b2b0f767 chore(release): 4.1.2 [skip ci]
## [4.1.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.1...4.1.2) (2022-06-27)

### Bug Fixes

* error on editor ([8034228](8034228713)), closes [#210](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/210)
* incorrect position of world space trail particles ([fb7f308](fb7f308f09)), closes [#209](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/209)
2022-06-27 16:08:02 +00:00
mob-sakai
fb7f308f09 fix: incorrect position of world space trail particles
close #209
2022-06-28 00:20:37 +09:00
mob-sakai
8034228713 fix: error on editor
close #210
2022-06-28 00:18:59 +09:00
semantic-release-bot
f526671826 chore(release): 4.1.1 [skip ci]
## [4.1.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.0...4.1.1) (2022-06-25)

### Bug Fixes

* add absolute mode toggle to overlay window ([48d1994](48d1994f5f))
2022-06-25 06:57:43 +00:00
mob-sakai
81dacb1efe docs: update readme (for absolute mode) 2022-06-25 13:22:09 +09:00
mob-sakai
48d1994f5f fix: add absolute mode toggle to overlay window 2022-06-25 13:22:09 +09:00
semantic-release-bot
f9901a0255 chore(release): 4.1.0 [skip ci]
# [4.1.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.1...4.1.0) (2022-06-25)

### Features

* add relative/absolute particle position mode ([1879ac8](1879ac8c53)), closes [#205](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/205)
2022-06-25 00:37:09 +00:00
mob-sakai
3b0f6985f6 demo: add relative/absolute position mode demo 2022-06-25 09:07:28 +09:00
mob-sakai
1879ac8c53 feat: add relative/absolute particle position mode
close #205
2022-06-25 09:07:28 +09:00
semantic-release-bot
e651039032 chore(release): 4.0.1 [skip ci]
## [4.0.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.0...4.0.1) (2022-06-24)

### Bug Fixes

* overlays do not exist in Unity 2019.2-2021.1 ([cd8e037](cd8e0372b6)), closes [#207](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/207) [#208](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/208)
2022-06-24 00:54:28 +00:00
mob-sakai
1d5c87463a docs: update license 2022-06-24 09:46:13 +09:00
mob-sakai
cd8e0372b6 fix: overlays do not exist in Unity 2019.2-2021.1
close #207, close #208
2022-06-24 09:30:51 +09:00
semantic-release-bot
e1715afbab chore(release): 4.0.0 [skip ci]
# [4.0.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0) (2022-06-21)

### Bug Fixes

* correct world space particle position when changing screen size ([c6644a2](c6644a2132))
* keep properly canvas batches ([d8e96e6](d8e96e69a6))

### Features

* adaptive scaling for UI ([aa0d56f](aa0d56f9fa))
* add overlay window for UIParticle ([7b21c50](7b21c500ef))
* add particle attractor component ([386170c](386170cbf6))
* display warning in inspector if using 'TEXCOORD*.zw' components as custom vertex stream ([59221d5](59221d5821))
* mesh sharing group ([9afeebf](9afeebf672))
* random mesh sharing group ([4fa43ed](4fa43eda4b))
* support 8+ materials ([b76bf5a](b76bf5a5ad)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122) [#152](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/152) [#186](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/186)

### BREAKING CHANGES

* If you update to v4, you may be required to adjust your UIParticle.scale.
2022-06-21 12:12:02 +00:00
mob-sakai
2f51bff791 docs: update readme 2022-06-21 21:09:59 +09:00
mob-sakai
59221d5821 feat: display warning in inspector if using 'TEXCOORD*.zw' components as custom vertex stream 2022-06-21 19:52:22 +09:00
mob-sakai
4fe9a3200d fix on editor: on select UIParticle, particles will be cleared 2022-06-21 19:47:08 +09:00
mob-sakai
8c959b257c demo: update demo 2022-06-20 15:48:59 +09:00
semantic-release-bot
6c50cf85f3 chore(release): 4.0.0-preview.1 [skip ci]
# [4.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0-preview.1) (2022-06-18)

### Bug Fixes

* correct world space particle position when changing screen size ([c6644a2](c6644a2132))
* keep properly canvas batches ([d8e96e6](d8e96e69a6))

### Features

* adaptive scaling for UI ([aa0d56f](aa0d56f9fa))
* add overlay window for UIParticle ([7b21c50](7b21c500ef))
* add particle attractor component ([386170c](386170cbf6))
* mesh sharing group ([9afeebf](9afeebf672))
* random mesh sharing group ([4fa43ed](4fa43eda4b))
* support 8+ materials ([b76bf5a](b76bf5a5ad)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122) [#152](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/152) [#186](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/186)

### BREAKING CHANGES

* If you update to v4, you may be required to adjust your UIParticle.scale.
2022-06-18 02:52:01 +00:00
mob-sakai
52ae87f301 demo: update demos 2022-06-18 11:47:59 +09:00
mob-sakai
845365ee27 docs: update readme 2022-06-18 11:47:59 +09:00
mob-sakai
8e1b4eb086 fix build error and something 2022-06-18 11:47:59 +09:00
mob-sakai
97ea668294 test: update test forkflow 2022-06-18 11:47:59 +09:00
mob-sakai
6b11e7c588 demo: add performance demo 2022-06-18 10:20:12 +09:00
mob-sakai
d9e7eb9732 fix to emit 2022-06-18 10:20:12 +09:00
mob-sakai
386170cbf6 feat: add particle attractor component 2022-06-18 10:20:12 +09:00
mob-sakai
37d0c4b711 refactor 2022-06-18 10:20:12 +09:00
mob-sakai
4fa43eda4b feat: random mesh sharing group
The mesh sharing group id will be selected randomly.
2022-06-18 10:20:12 +09:00
mob-sakai
9afeebf672 feat: mesh sharing group
Particle simulation results are shared within the same group.
A large number of the same effects can be displayed with a small load.
2022-06-18 10:20:12 +09:00
mob-sakai
d8e96e69a6 fix: keep properly canvas batches 2022-06-18 10:20:12 +09:00
mob-sakai
01459b06b8 refactor 2022-06-18 10:20:12 +09:00
mob-sakai
7b21c500ef feat: add overlay window for UIParticle 2022-06-18 10:20:12 +09:00
mob-sakai
aa0d56f9fa feat: adaptive scaling for UI
Changing the canvas size does not affect the effect size or position.
This feature provides a constant-looking output and makes it easier to adjust effects.
BREAKING CHANGE: If you update to v4, you may be required to adjust your UIParticle.scale.
2022-06-17 21:25:35 +09:00
mob-sakai
c6644a2132 fix: correct world space particle position when changing screen size 2022-06-11 16:23:36 +09:00
mob-sakai
b76bf5a5ad feat: support 8+ materials
Instead of one CanvasRenderer with submeshes, render with multiple CanvasRenderers.
This feature allows the number of materials to be unlimited.
close #122, close #152, close #186
2022-06-11 16:23:36 +09:00
semantic-release-bot
69bde2cf3d chore(release): 3.3.12 [skip ci]
## [3.3.12](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.11...3.3.12) (2022-06-10)

### Bug Fixes

* always display materials in inspector ([a10042d](a10042d989))
* UNITY_UI_ALPHACLIP in UIAdditive shader is not working ([e817e8d](e817e8d3c7))
2022-06-10 11:32:11 +00:00
mob-sakai
a10042d989 fix: always display materials in inspector 2022-06-10 19:55:49 +09:00
mob-sakai
dd2d185e4a style: tab to space 2022-06-10 17:06:34 +09:00
mob-sakai
e817e8d3c7 fix: UNITY_UI_ALPHACLIP in UIAdditive shader is not working 2022-06-10 17:06:34 +09:00
semantic-release-bot
aaac2b71a3 chore(release): 3.3.11 [skip ci]
## [3.3.11](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.10...3.3.11) (2022-06-10)

### Bug Fixes

* sorting by layer does not work properly ([ccc09e6](ccc09e6aca))
* when using linear color space, the particle colors are not output correctly ([11c3a7b](11c3a7b374)), closes [#203](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/203)
2022-06-10 07:21:00 +00:00
mob-sakai
11c3a7b374 fix: when using linear color space, the particle colors are not output correctly
To fix, set 'Apply Active Color Space' in renderer module to false.

close #203
2022-06-10 16:12:15 +09:00
micromang
ccc09e6aca fix: sorting by layer does not work properly 2022-06-10 16:10:13 +09:00
semantic-release-bot
5a8f1263ef chore(release): 3.3.10 [skip ci]
## [3.3.10](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.9...3.3.10) (2022-02-17)

### Bug Fixes

* annoying warning for [ExecuteInEditMode] ([b6b2c72](b6b2c72b19)), closes [#180](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/180)
* PrefabStageUtility class is not experimental after 2021.2 ([0fd5d7a](0fd5d7affe))
2022-02-17 20:45:55 +00:00
mob-sakai
b6b2c72b19 fix: annoying warning for [ExecuteInEditMode]
Close #180
2022-02-18 04:57:27 +09:00
talessampaio-kazoo
0fd5d7affe fix: PrefabStageUtility class is not experimental after 2021.2 2022-02-18 04:46:01 +09:00
semantic-release-bot
2e4d80bc1c chore(release): 3.3.9 [skip ci]
## [3.3.9](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.8...3.3.9) (2021-08-02)

### Bug Fixes

* fix for warning CS0618 ([61760d9](61760d940c))
2021-08-02 17:49:09 +00:00
shadeAlex
6b87db7ac7 style: tab to space 2021-08-03 02:48:12 +09:00
shadeAlex
61760d940c fix: fix for warning CS0618 2021-08-03 02:48:12 +09:00
semantic-release-bot
f43d4c38ea chore(release): 3.3.8 [skip ci]
## [3.3.8](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.7...3.3.8) (2021-06-08)

### Bug Fixes

* improve performance ([e352d15](e352d153ce))
2021-06-08 17:28:36 +00:00
mob-sakai
ccb8386672 refactor: fix warning 2021-06-09 02:25:41 +09:00
mob-sakai
e15319a46e change: remove color space modifier 2021-06-09 02:25:41 +09:00
mob-sakai
e352d153ce fix: improve performance 2021-06-09 02:25:41 +09:00
semantic-release-bot
4f9bbf57bc chore(release): 3.3.7 [skip ci]
## [3.3.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.6...3.3.7) (2021-06-02)

### Bug Fixes

* Refresh() will be called multiple times in the same frame, due to external assets ([0b9d80d](0b9d80da93))
2021-06-02 18:15:36 +00:00
mob-sakai
0b9d80da93 fix: Refresh() will be called multiple times in the same frame, due to external assets 2021-06-03 03:04:07 +09:00
semantic-release-bot
24d32d8441 chore(release): 3.3.6 [skip ci]
## [3.3.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.5...3.3.6) (2021-05-11)

### Bug Fixes

* In rare cases, the generated camera (for baking) will not be deactivated ([12c748a](12c748a8cd))
* remove from "Add Component" menu ([476c402](476c4027ff))
2021-05-11 08:24:08 +00:00
mob-sakai
476c4027ff fix: remove from "Add Component" menu 2021-05-11 17:22:02 +09:00
mob-sakai
12c748a8cd fix: In rare cases, the generated camera (for baking) will not be deactivated 2021-05-11 17:21:10 +09:00
mob-sakai
0259ad2464 refactor 2021-05-11 16:20:50 +09:00
semantic-release-bot
5f3ead2086 chore(release): 3.3.5 [skip ci]
## [3.3.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.4...3.3.5) (2021-02-28)

### Bug Fixes

* fix cached position for pre-warmed particles ([e3f42d7](e3f42d747a))
* ParticleSystem creates particles in wrong position during pre-warm ([b93e0e4](b93e0e4701)), closes [#147](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/147)
2021-02-28 04:21:18 +00:00
mob-sakai
e3f42d747a fix: fix cached position for pre-warmed particles 2021-02-24 16:22:37 +09:00
mob-sakai
b93e0e4701 fix: ParticleSystem creates particles in wrong position during pre-warm
Close #147
2021-02-23 13:30:46 +09:00
semantic-release-bot
9f9e04724d chore(release): 3.3.4 [skip ci]
## [3.3.4](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.3...3.3.4) (2021-02-22)

### Bug Fixes

* Multiselecting sets all scales to the same value ([13223b2](13223b2d74))
* support sub emitter with 'PlayOnAwake' ([d5ce78a](d5ce78ae5a))
* The maximum material count is 8 ([3bb5241](3bb5241275))
2021-02-22 12:24:08 +00:00
mob-sakai
5981af6c0a build: update release workflow 2021-02-22 18:32:39 +09:00
mob-sakai
f38240f527 test: update test workflow 2021-02-22 18:32:39 +09:00
mob-sakai
d775e805fb Merge pull request #150 from Tointer/fix_multiselecting_bug
fix: Multiselecting sets all scales to the same value
2021-02-19 09:57:37 +09:00
mob-sakai
d9eb91c120 refactor: modify the value when the field is changed 2021-02-19 09:57:02 +09:00
ibragimov.i
13223b2d74 fix: Multiselecting sets all scales to the same value 2021-02-18 23:28:06 +03:00
mob-sakai
d5ce78ae5a fix: support sub emitter with 'PlayOnAwake' 2021-02-18 13:48:37 +09:00
mob-sakai
3bb5241275 fix: The maximum material count is 8 2021-02-18 13:44:47 +09:00
semantic-release-bot
41e895a2db chore(release): 3.3.3 [skip ci]
## [3.3.3](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.2...3.3.3) (2021-02-03)

### Bug Fixes

* particle trails draw in wrong transform ([17ce81e](17ce81eb0e)), closes [#145](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/145)
2021-02-03 02:17:19 +00:00
mob-sakai
17ce81eb0e fix: particle trails draw in wrong transform
Close #145
2021-02-03 11:16:16 +09:00
semantic-release-bot
ba3b80db7a chore(release): 3.3.2 [skip ci]
## [3.3.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.1...3.3.2) (2021-02-01)

### Bug Fixes

* _cachedPosition defaults to localPosition ([c0aa89b](c0aa89bd6f)), closes [#121](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/121)
* submeshes can't over 8 ([2a1f334](2a1f3345ba)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122)
2021-02-01 15:39:59 +00:00
mob-sakai
2a1f3345ba fix: submeshes can't over 8
Close #122
2021-02-02 00:38:19 +09:00
mob-sakai
c0aa89bd6f fix: _cachedPosition defaults to localPosition
Close #121
2021-02-01 23:51:35 +09:00
semantic-release-bot
501aa7b7f1 chore(release): 3.3.1 [skip ci]
## [3.3.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.0...3.3.1) (2021-02-01)

### Bug Fixes

* ignore material check and transform check ([d11cd0a](d11cd0a06d)), closes [#119](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/119)
* the trail is incorrect in SimulationSpace.Local ([9313489](9313489552))
2021-02-01 14:43:01 +00:00
mob-sakai
9313489552 fix: the trail is incorrect in SimulationSpace.Local 2021-02-01 23:33:06 +09:00
mob-sakai
63b36a45b9 fix for .Net 3.5 2021-01-06 17:43:14 +09:00
mob-sakai
087dbe99b9 test: update test workflow 2021-01-06 17:22:37 +09:00
LacusCon
d11cd0a06d fix: ignore material check and transform check
Add default sort by index.

Close #119
2021-01-06 16:50:48 +09:00
semantic-release-bot
429ff2dd09 chore(release): 3.3.0 [skip ci]
# [3.3.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.2.0...3.3.0) (2020-11-20)

### Bug Fixes

* the particles may disappear unintentionally ([2ec81da](2ec81da048)), closes [#117](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/117)

### Features

* ignore rendering of particle systems that do not have a SharedMaterial and TrailMaterial ([08c4aba](08c4aba8ab)), closes [#118](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/118)
* show/hide materials in inspector ([4b4aebf](4b4aebff8c))
* shrink rendering by material ([46a7ddd](46a7dddd11)), closes [#113](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/113)
2020-11-20 07:28:45 +00:00
mob-sakai
3f16943ccd docs: update readme 2020-11-20 16:25:37 +09:00
mob-sakai
4b4aebff8c feat: show/hide materials in inspector 2020-11-20 16:25:37 +09:00
mob-sakai
46a7dddd11 feat: shrink rendering by material
NOTE: Performance will be improved, but in some cases the rendering is not correct.

Close #113
2020-11-20 15:17:43 +09:00
mob-sakai
2ec81da048 fix: the particles may disappear unintentionally
Close #117
2020-11-20 13:12:07 +09:00
mob-sakai
08c4aba8ab feat: ignore rendering of particle systems that do not have a SharedMaterial and TrailMaterial
Close #118
2020-11-20 13:12:07 +09:00
mob-sakai
44889c8a33 build: support main branch 2020-11-16 03:12:06 +09:00
semantic-release-bot
6884c62687 chore(release): 3.2.0 [skip ci]
# [3.2.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.1.1...3.2.0) (2020-11-15)

### Features

* compatibility with other IMaterialModifier ([08273cb](08273cb0c3)), closes [#115](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/115)
2020-11-15 18:08:38 +00:00
mob-sakai
fc4bd708fd refactor: refactor 2020-11-16 03:07:35 +09:00
mob-sakai
08273cb0c3 feat: compatibility with other IMaterialModifier
Close #115
2020-11-16 03:07:24 +09:00
semantic-release-bot
06d8fae58f chore(release): 3.1.1 [skip ci]
## [3.1.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.1.0...3.1.1) (2020-11-09)

### Bug Fixes

* error on build in Unity 2019.3.11-15 ([68669c7](68669c7396)), closes [#114](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/114)
* null Reference when creating New Scene after Prefab was open in PrefabMode ([22bcecd](22bcecd0ab)), closes [#111](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/111)
2020-11-09 16:52:34 +00:00
mob-sakai
22bcecd0ab fix: null Reference when creating New Scene after Prefab was open in PrefabMode
Close #111
2020-11-10 01:51:24 +09:00
mob-sakai
68669c7396 fix: error on build in Unity 2019.3.11-15
Close #114
2020-11-10 01:44:24 +09:00
mob-sakai
1b1ca56461 docs: update readme 2020-10-29 02:13:45 +09:00
semantic-release-bot
b322db3ca9 chore(release): 3.1.0 [skip ci]
# [3.1.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.0.1...3.1.0) (2020-10-28)

### Bug Fixes

* compile error in 2018.2 ([82f81ef](82f81efd7e))

### Features

* maskable option to ignore masking ([af5f7e9](af5f7e90b0)), closes [#109](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/109)
2020-10-28 17:05:39 +00:00
mob-sakai
44beab0de8 test: update test workflow 2020-10-29 01:57:17 +09:00
mob-sakai
82f81efd7e fix: compile error in 2018.2 2020-10-29 01:57:17 +09:00
mob-sakai
af5f7e90b0 feat: maskable option to ignore masking
Close #109
2020-10-28 22:19:15 +09:00
mob-sakai
3d8f11ba82 docs: add warning for the obsolete tags and branches 2020-10-28 13:13:11 +09:00
semantic-release-bot
61f7706259 chore(release): 3.0.1 [skip ci]
## [3.0.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.0.0...3.0.1) (2020-10-28)

### Bug Fixes

* fix the sorting algorithm ([7acbf22](7acbf22b4d))
* in rare cases, an IndexOutOfRangeException is thrown ([f7eac0a](f7eac0a34f))
2020-10-28 03:34:59 +00:00
mob-sakai
c4c35a6611 refactor: update release workflow 2020-10-28 12:23:35 +09:00
mob-sakai
7acbf22b4d fix: fix the sorting algorithm 2020-10-28 12:21:34 +09:00
mob-sakai
f7eac0a34f fix: in rare cases, an IndexOutOfRangeException is thrown 2020-10-28 12:18:39 +09:00
mob-sakai
f2c78e3ae4 docs: update changelog 2020-10-28 03:54:12 +09:00
semantic-release-bot
f317e4475a chore(release): 3.0.0 [skip ci]
# [3.0.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/2.3.0...3.0.0) (2020-10-27)

### Bug Fixes

* IgnoreCanvasScaler may be enabled unintentionally ([d9f9244](d9f9244e49))
* update release workflow ([37ff06d](37ff06dd12))

### Features

* cache modified material ([6b397f3](6b397f39b8)), closes [#94](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/94)
* improve the material batching ([4be5666](4be56669fb))
* un-limit on the number of mesh instances ([f133881](f1338813ca))

### BREAKING CHANGES

* The development branch name has been changed. Most cases are unaffected.
2020-10-27 18:38:30 +00:00
mob-sakai
d586d19d2f docs: update readme 2020-10-28 03:29:11 +09:00
mob-sakai
d7a7d1b5b6 refactor: refactor 2020-10-28 03:14:26 +09:00
mob-sakai
f1338813ca feat: un-limit on the number of mesh instances 2020-10-28 03:14:15 +09:00
mob-sakai
4be56669fb feat: improve the material batching 2020-10-28 02:19:39 +09:00
mob-sakai
6b397f39b8 feat: cache modified material
Close #94
2020-10-28 02:19:39 +09:00
mob-sakai
d9f9244e49 fix: IgnoreCanvasScaler may be enabled unintentionally 2020-10-28 02:19:39 +09:00
mob-sakai
37ff06dd12 fix: update release workflow
BREAKING CHANGE: The development branch name has been changed. Most cases are unaffected.
2020-10-28 00:37:40 +09:00
semantic-release-bot
8b328154a4 3.0.0-preview.38
# [3.0.0-preview.38](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.37...v3.0.0-preview.38) (2020-10-04)

### Bug Fixes

* delete unused file in package ([2e69974](2e699749a8))
* material dirty on validate (on editor) ([fa34301](fa3430130c))

### Features

* display material properties in inspector ([313c1fc](313c1fc159)), closes [#104](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/104)
* support 3D scaling ([a508c3b](a508c3bb86)), closes [#105](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/105)
2020-10-04 14:26:53 +00:00
semantic-release-bot
7bf1bae64a 3.0.0-preview.37
# [3.0.0-preview.37](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.36...v3.0.0-preview.37) (2020-10-01)

### Bug Fixes

* fix menus ([5fa12b5](5fa12b5338))
2020-10-01 07:15:58 +00:00
semantic-release-bot
4b4d70bdd1 3.0.0-preview.36
# [3.0.0-preview.36](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.35...v3.0.0-preview.36) (2020-09-28)

### Bug Fixes

* do not bake particle system to mesh when the alpha is zero ([1775713](1775713c2d)), closes [#102](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/102)
* in Unity 2018.x, sample import failed on Windows ([f5861b0](f5861b0add))
2020-09-28 12:35:41 +00:00
semantic-release-bot
94ae9d2016 3.0.0-preview.35
# [3.0.0-preview.35](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.34...v3.0.0-preview.35) (2020-09-27)

### Bug Fixes

* an error happens during loading scene in editor ([ab9d9aa](ab9d9aa7b3)), closes [#101](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/101)
2020-09-27 06:58:10 +00:00
semantic-release-bot
bda77ab039 3.0.0-preview.34
# [3.0.0-preview.34](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.33...v3.0.0-preview.34) (2020-09-15)

### Bug Fixes

* not working as expected in world simulation space ([683fcb4](683fcb4ecd)), closes [#98](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/98)
2020-09-15 12:17:45 +00:00
semantic-release-bot
82aeb0e419 3.0.0-preview.33
# [3.0.0-preview.33](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.32...v3.0.0-preview.33) (2020-09-14)

### Bug Fixes

* if the package was installed via openupm, an unintended directory 'Samples' was included ([1913de5](1913de5577))
2020-09-14 13:56:30 +00:00
semantic-release-bot
64787261df 3.0.0-preview.32
# [3.0.0-preview.32](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.31...v3.0.0-preview.32) (2020-09-14)

### Bug Fixes

* animatable properties not working ([5b8b0bd](5b8b0bd28b)), closes [#95](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/95)
2020-09-14 09:29:16 +00:00
semantic-release-bot
6f3f4803da 3.0.0-preview.31
# [3.0.0-preview.31](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.30...v3.0.0-preview.31) (2020-09-02)

### Bug Fixes

* combine Instances error ([878f812](878f81202a)), closes [#91](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/91)
* in rare cases, the particle size is incorrect with camera-space mode ([90593ac](90593ac021)), closes [#93](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/93)
* trails material uses sprite texture ([9e65ee7](9e65ee7345)), closes [#92](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/92)

### Features

* refresh children ParticleSystem with a gameObjects as root ([8bae1d0](8bae1d08cc))
2020-09-02 16:02:59 +00:00
semantic-release-bot
b12b82c172 3.0.0-preview.30
# [3.0.0-preview.30](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.29...v3.0.0-preview.30) (2020-09-02)

### Bug Fixes

* ignore missing object on initialize ([8bd9b62](8bd9b621b9))

### Features

* add API to bind ParticleSystem object ([a77bbd3](a77bbd3a9a))
2020-09-02 05:15:30 +00:00
semantic-release-bot
c8ecd56e76 3.0.0-preview.29
# [3.0.0-preview.29](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.28...v3.0.0-preview.29) (2020-09-01)

### Features

* material batching ([8f703e6](8f703e6d2c))
2020-09-01 18:01:25 +00:00
semantic-release-bot
7f36ca15dd 3.0.0-preview.28
# [3.0.0-preview.28](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.27...v3.0.0-preview.28) (2020-09-01)

### Features

* support AnimatableProperty for multiple materials ([062d988](062d9887fb))
2020-09-01 17:39:05 +00:00
semantic-release-bot
2b9e8ecd73 3.0.0-preview.27
# [3.0.0-preview.27](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.26...v3.0.0-preview.27) (2020-09-01)

### Bug Fixes

* not masked ([4ef5947](4ef5947baa))
2020-09-01 08:05:15 +00:00
semantic-release-bot
eafc615ea6 3.0.0-preview.26
# [3.0.0-preview.26](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.25...v3.0.0-preview.26) (2020-09-01)

### Bug Fixes

* in Unity 2018.2, PrefabStageUtility is not found ([0b6dcff](0b6dcff5d6))
2020-09-01 07:03:08 +00:00
semantic-release-bot
94df58276a 3.0.0-preview.25
# [3.0.0-preview.25](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.24...v3.0.0-preview.25) (2020-09-01)

### Bug Fixes

* removed UIParticle will be saved in prefab mode ([08e2d51](08e2d51c73))
2020-09-01 05:27:06 +00:00
semantic-release-bot
9071798353 3.0.0-preview.24
# [3.0.0-preview.24](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.23...v3.0.0-preview.24) (2020-09-01)

### Bug Fixes

* hide camera for baking ([30b4703](30b4703e2a))
* In ignore canvas scaler mode, Transform.localScale is zero ([cc71f2b](cc71f2bdac)), closes [#89](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/89)
* In prefab mode, an error occurs ([a222f37](a222f3710b)), closes [#88](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/88)

### Features

* remove menu in inspector ([e7f8f51](e7f8f51212))
2020-09-01 04:50:54 +00:00
semantic-release-bot
0eb76a6432 3.0.0-preview.23
# [3.0.0-preview.23](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.22...v3.0.0-preview.23) (2020-08-31)

### Bug Fixes

* the default value of IgnoreCanvasScaler is true ([966fae1](966fae1d22))
2020-08-31 00:28:39 +00:00
semantic-release-bot
58465259ad 3.0.0-preview.22
# [3.0.0-preview.22](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.21...v3.0.0-preview.22) (2020-08-29)

### Bug Fixes

* build fails ([ac080a4](ac080a44e4)), closes [#85](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/85)
2020-08-29 03:10:32 +00:00
semantic-release-bot
46ec957a52 3.0.0-preview.21
# [3.0.0-preview.21](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.20...v3.0.0-preview.21) (2020-08-28)

### Bug Fixes

* if in the mask, rendering material will be destroyed ([0db40cf](0db40cf160))
* support animatable material property (again) ([cf6ca80](cf6ca80d12))
2020-08-28 18:55:47 +00:00
semantic-release-bot
ab27f0af6f 3.0.0-preview.20
# [3.0.0-preview.20](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.19...v3.0.0-preview.20) (2020-08-28)

### Features

* automatically update ([96a868b](96a868b60a))
2020-08-28 07:50:13 +00:00
semantic-release-bot
0d4a5875d1 3.0.0-preview.19
# [3.0.0-preview.19](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.18...v3.0.0-preview.19) (2020-08-28)

### Bug Fixes

* baking camera settings for camera space ([436c5e4](436c5e47f7))
* fix local simulation ([7add9de](7add9defb7))

### Features

* add menu to create UIParticle ([2fa1843](2fa18431f0))
* add play/pause/stop api ([f09a386](f09a386bc5))
* support for changing rendering orders ([745d4a5](745d4a5988))
* Support for child ParticleSystem rendering ([4ee90be](4ee90be17c))
* UIParticle for trail is no longer needed ([466e43c](466e43cf93))

### BREAKING CHANGES

* The child UIParticle is no longer needed.
2020-08-28 05:38:13 +00:00
semantic-release-bot
eccb3ecb5e 3.0.0-preview.18
# [3.0.0-preview.18](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.17...v3.0.0-preview.18) (2020-08-19)

### Bug Fixes

* AsmdefEx is no longer required ([50e749c](50e749c183))
* fix camera for baking mesh ([6395a4f](6395a4fa74))
* support .Net Framework 3.5 (again) ([23fcb06](23fcb06bf9))

### Features

* 3.0.0 updater ([f99292b](f99292b9a1))
* add menu to create UIParticle ([14f1c78](14f1c782ff))
* Combine baked meshes to improve performance ([633d058](633d058756))
* improve performance ([77c056a](77c056ad5f))
* optimization for vertices transforms and adding node for trails ([e070e8d](e070e8d5ee)), closes [#75](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/75)
* option to ignoring canvas scaling ([fe85fed](fe85fed3c0))
* support 3d scaling ([42a84bc](42a84bc5e1))
* support custom simulation space ([a83e647](a83e64761c)), closes [#78](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/78)
* support for particle systems including trail only ([f389d39](f389d39953)), closes [#61](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/61)

### BREAKING CHANGES

* The bake-task has changed significantly. It may look different from previous versions.
2020-08-19 19:42:17 +00:00
semantic-release-bot
785709fa02 3.0.0-preview.17
# [3.0.0-preview.17](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.16...v3.0.0-preview.17) (2020-08-13)

### Bug Fixes

* The type or namespace name 'U2D' does not exist in the namespace 'UnityEditor.Experimental' in Unity 2019.3 or later ([930199e](930199e5e4)), closes [#82](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/82)
2020-08-13 12:45:27 +00:00
semantic-release-bot
f2034e27b7 3.0.0-preview.16
# [3.0.0-preview.16](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.15...v3.0.0-preview.16) (2020-08-12)

### Bug Fixes

* texture sheet animation module Sprite mode not working ([30d1d5d](30d1d5d3cc)), closes [#79](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/79)
2020-08-12 14:19:09 +00:00
semantic-release-bot
7355c2ac78 3.0.0-preview.15
# [3.0.0-preview.15](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.14...v3.0.0-preview.15) (2020-08-11)

### Bug Fixes

* An exception in the OnSceneGUI caused the scale of the transformation to change unintentionally ([75413e0](75413e0e2c))
2020-08-11 17:10:22 +00:00
semantic-release-bot
2b3bf91655 3.0.0-preview.14
# [3.0.0-preview.14](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.13...v3.0.0-preview.14) (2020-08-11)

### Bug Fixes

* read-only properties in the inspector ([f012b23](f012b238d9))
2020-08-11 15:19:14 +00:00
semantic-release-bot
e036d254a8 3.0.0-preview.13
# [3.0.0-preview.13](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.12...v3.0.0-preview.13) (2020-08-11)

### Bug Fixes

* Added CanvasRenderer as a required component ([a8950f6](a8950f65c8))
* inspector is broken in Unity 2020.1 ([26c5395](26c5395a45))

### Features

* update OSC to 1.0.0-preview.25 ([22e116e](22e116e11d))
2020-08-11 15:09:56 +00:00
semantic-release-bot
af9909f4dc 3.0.0-preview.12
# [3.0.0-preview.12](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.11...v3.0.0-preview.12) (2020-08-11)

### Bug Fixes

* Profiler.BeginSample -> Profiler.EndSample if a canvas is disabled or a camera doesn't found ([4a0a5d1](4a0a5d13be))
2020-08-11 14:42:10 +00:00
semantic-release-bot
901e7f1647 3.0.0-preview.11
# [3.0.0-preview.11](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.10...v3.0.0-preview.11) (2020-05-07)

### Bug Fixes

* If sprite is null, a null exception is thrown ([50c6e98](50c6e980ca))
2020-05-07 18:11:09 +00:00
semantic-release-bot
bb7443400c 3.0.0-preview.10
# [3.0.0-preview.10](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.9...v3.0.0-preview.10) (2020-04-30)

### Features

* add support for SpriteAtlas ([b31e325](b31e325bb1))
2020-04-30 03:28:49 +00:00
semantic-release-bot
ce6478cf1f 3.0.0-preview.9
# [3.0.0-preview.9](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.8...v3.0.0-preview.9) (2020-03-04)

### Bug Fixes

* fix displayed version in readme ([c29bbdd](c29bbddf8a))
2020-03-04 03:36:54 +00:00
semantic-release-bot
c5ff121b35 3.0.0-preview.8
# [3.0.0-preview.8](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.7...v3.0.0-preview.8) (2020-03-03)

### Bug Fixes

* abnormal Mesh Bounds with Particle Trails ([518a749](518a749710)), closes [#61](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/61)
* multiple UIParticleOverlayCamera in scene ([3f09395](3f093958b3)), closes [#73](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/73)
2020-03-03 09:48:15 +00:00
semantic-release-bot
8cd1b9e46b 3.0.0-preview.7
# [3.0.0-preview.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.6...v3.0.0-preview.7) (2020-03-02)

### Bug Fixes

* add package keywords ([49d8f3f](49d8f3fe4c))
* fix sample path ([57ee210](57ee21005e))
2020-03-02 10:25:41 +00:00
semantic-release-bot
5b40341984 3.0.0-preview.6
# [3.0.0-preview.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.5...v3.0.0-preview.6) (2020-02-21)

### Bug Fixes

* sample version ([ed18032](ed18032be4))
2020-02-21 12:09:23 +00:00
semantic-release-bot
628a8c6bf0 3.0.0-preview.5
# [3.0.0-preview.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.4...v3.0.0-preview.5) (2020-02-21)

### Bug Fixes

* particles not visible if scale.z is 0 ([35718e0](35718e099a)), closes [#64](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/64)
2020-02-21 11:42:31 +00:00
semantic-release-bot
94b1c71a32 3.0.0-preview.4
# [3.0.0-preview.4](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.3...v3.0.0-preview.4) (2020-02-18)

### Bug Fixes

* compile error in Unity 2019.1 or later ([28ca922](28ca922167)), closes [#70](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/70) [#71](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/71)
2020-02-18 02:11:04 +00:00
semantic-release-bot
47edd82542 3.0.0-preview.3
# [3.0.0-preview.3](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.2...v3.0.0-preview.3) (2020-02-17)

### Bug Fixes

* remove unnecessary scripts ([0a43740](0a4374099d))
* workaround for [#70](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/70) ([4bbcc33](4bbcc334ab))
2020-02-17 03:22:13 +00:00
semantic-release-bot
c1d747695d 3.0.0-preview.2
# [3.0.0-preview.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.1...v3.0.0-preview.2) (2020-02-13)

### Bug Fixes

* compile error ([e2c5c7b](e2c5c7b05d))
2020-02-13 09:34:48 +00:00
semantic-release-bot
a4cbebeb29 3.0.0-preview.1
# [3.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v2.3.0...v3.0.0-preview.1) (2020-02-12)

### Bug Fixes

* change the text in the inspector to make it more understandable. ([7ca0b6f](7ca0b6fa34)), closes [#66](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/66)
* editor crashes when mesh is set to null when ParticleSystem.RenderMode=Mesh ([e5ebadd](e5ebadd847)), closes [#69](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/69)
* getting massive errors on editor ([ef82fa8](ef82fa82a6)), closes [#67](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/67)
* heavy editor UI ([d3b470a](d3b470a2be))
* remove a menu to add overlay camera ([f5d3b6e](f5d3b6edb5))
* rotating the particle rect may cause out of bounds ([3439842](3439842119)), closes [#55](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/55)
* scale will be decrease on editor ([0c59846](0c59846f11))
* UI darker than normal when change to linear color space ([db4d8a7](db4d8a742c)), closes [#57](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/57)

### Build System

* update develop environment ([9fcf169](9fcf169cd3))

### Features

* add menu to import sample ([b8b1827](b8b1827318))
* add samples test ([287b5cc](287b5cc832))
* **editor:** add osc package (portable mode) ([6c7f880](6c7f880435))

### BREAKING CHANGES

* update develop environment to Unity 2018.3.
Unity 2018.2 will continue to be supported.
2020-02-12 12:38:07 +00:00
mob-sakai
9c525ad0f0 update documents for v2.3.0 2019-05-12 16:03:20 +09:00
mob-sakai
66a0ab7ad5 fix #47; World simulation bug 2019-05-08 00:06:46 +09:00
mob-sakai
888eac4e54 update documents for v2.2.1 2019-02-26 11:30:17 +09:00
mob-sakai
f6e64c325b close #45; Disable ParticleSystemRenderer on reset 2019-02-26 11:28:22 +09:00
mob-sakai
beb6fa8367 Format 2019-02-26 11:11:48 +09:00
mob-sakai
6c2ed22e3a fix #44; v2.2.0 has 2 warnings 2019-02-26 11:10:47 +09:00
103 changed files with 77887 additions and 1581 deletions

22
.releaserc.json Normal file
View File

@@ -0,0 +1,22 @@
{
"branches": [
"release",
{
"name": "preview",
"prerelease": true
}
],
"plugins": [
"@semantic-release/commit-analyzer",
"@semantic-release/release-notes-generator",
"@semantic-release/changelog",
[
"@semantic-release/npm",
{
"npmPublish": false
}
],
"@semantic-release/git",
"@semantic-release/github"
]
}

View File

@@ -1,5 +1,868 @@
## [4.6.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v4.6.1...v4.6.2) (2024-02-01)
### Bug Fixes
* fix compile error in Unity 2021.1 or older ([fcae60b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fcae60bf29079bac07463bd3a86f8644151d72ba))
* fix demos ([ad20d12](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ad20d128a2ad033d9f30b98f0a0dab6091f5aa19))
* fix warning ([7fd4a8e](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7fd4a8e343ce587dffa9db5ff186061b3ebb38a6))
## [4.6.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v4.6.0...v4.6.1) (2024-01-26)
### Bug Fixes
* unintended scaling occurs when `AutoScalingMode=UIParticle` and `ScalingMode=Local` ([1627de1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/1627de10eb1e742a015603ae9939071665a5bd89)), closes [#292](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/292)
# [4.6.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v4.5.2...v4.6.0) (2024-01-26)
### Bug Fixes
* fix abnormal mesh bounds error ([772bf50](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/772bf50d168982bd401c30e58172e0a60fbafe46)), closes [#213](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/213)
* fix warning ([93d3919](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/93d3919b6fb6ac186b3e99f8baaef9a044f583f2))
* fix warning ([8a78ec1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8a78ec13ad2aad9138a22b67c332871e064a38cc))
### Features
* "[generated]" GameObjects on the hierarchy is disturbing ([7c42421](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7c4242150b591daf64390588afa27efa27368af3)), closes [#288](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/288)
* add explicit dependencies ([9a0187a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9a0187a72a35d378ff7be965bfcb7475f423fe0f))
* add icon ([0c1022c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0c1022c6224394713f62b41e5e4ef0c289610ae1))
* remove samples ([f53a7fa](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f53a7faed3ee73ac22d745a778284e818624b510))
# [4.6.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v4.5.2...v4.6.0-preview.1) (2024-01-24)
### Bug Fixes
* fix abnormal mesh bounds error ([772bf50](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/772bf50d168982bd401c30e58172e0a60fbafe46)), closes [#213](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/213)
* fix warning ([93d3919](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/93d3919b6fb6ac186b3e99f8baaef9a044f583f2))
* fix warning ([8a78ec1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8a78ec13ad2aad9138a22b67c332871e064a38cc))
### Features
* "[generated]" GameObjects on the hierarchy is disturbing ([7c42421](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7c4242150b591daf64390588afa27efa27368af3)), closes [#288](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/288)
* add explicit dependencies ([9a0187a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9a0187a72a35d378ff7be965bfcb7475f423fe0f))
* add icon ([0c1022c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0c1022c6224394713f62b41e5e4ef0c289610ae1))
* remove samples ([f53a7fa](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f53a7faed3ee73ac22d745a778284e818624b510))
## [4.5.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.5.1...4.5.2) (2024-01-18)
### Bug Fixes
* (editor) sometimes crashes when entering play mode ([b80c3e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b80c3e6c9fdd2a8fb72ff233edb85df2e3dbba3d))
## [4.5.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.5.0...4.5.1) (2023-12-23)
### Bug Fixes
* fix material for mesh sharing group ([6126af9](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/6126af9f376dd4c100a1b9d19d9499bdef7d5566))
* the changes made to the material used by the ParticleSystem are not immediately reflected ([3184ba9](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3184ba94ae08264223c0c71443ad70acc1a1ccb2)), closes [#280](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/280)
# [4.5.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.4.0...4.5.0) (2023-12-23)
### Bug Fixes
* incorrect rendering of world-space simulated particles while animating scale ([ac58475](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ac584755393d87bda2e80d9653370b7e4c68912f)), closes [#285](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/285)
* remove obsolete warning ([5d5eb34](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5d5eb34590b7cefb0e4ac26c0441e104176ce522))
### Features
* Automatically generated objects are no longer editable (NotEditable). ([5607dc4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5607dc4eed0c086b4651941953df6c7d535712e0))
* support IMeshModifier ([5c3232f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5c3232faf3d2cfad1e3e1a9349b8346c7982a608)), closes [#282](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/282)
# [4.4.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.3.0...4.4.0) (2023-11-08)
### Features
* support 'Active Apply Color Space' for linear color space ([45c56bb](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/45c56bbd850202365751ea019baf5131b2eb9fbe))
# [4.3.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.2...4.3.0) (2023-11-08)
### Features
* added 'autoScalingMode (None, Transform.localScale, UIParticle.scale)' instead of 'autoScaling' ([107f901](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/107f901fe3232223322681edc4bf908642474298))
* reset transform.localScale on upgrading v3.x to v4.x ([c710787](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c710787b5ba496cf73e7eb43458bb3958139baa9)), closes [#277](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/277)
## [4.2.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.1...4.2.2) (2023-10-25)
### Bug Fixes
* il2cpp code stripping bug ([73f6dad](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/73f6dad0f33641a76ddd05ffc6812ced3f8a276d)), closes [#269](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/269)
## [4.2.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.2.0...4.2.1) (2023-08-18)
### Bug Fixes
* autoScaling and PositionMode may be locked ([3f2f12d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3f2f12d2cf7541118c02830ec9fdea8183357487))
# [4.2.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.7...4.2.0) (2023-08-18)
### Bug Fixes
* assertion 'ps->array_size()' in UpdateMesh() when using trails of type ribbon ([f75fcce](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f75fcce0dae0bc166bd01d36a150aded1fd721f3)), closes [#241](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/241)
* built-in shaders are no longer supported ([c2119c1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c2119c171a1262431eac7fea6bf3125db2bcaaca)), closes [#233](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/233) [#257](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/257)
* crash occurs when too many vertices are rendered ([723a04d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/723a04d0cfd156715a3c92b6d6bd75fdc1862c28))
* error: SerializedObject target has been destroyed ([e930516](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e93051603e121732c92bcd89ded48087c2b0d7fb)), closes [#267](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/267)
* excessive particle emitted on move ParticleSystem for local space simulation and emission over distance ([2fe0bde](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/2fe0bde422f9769dfedaf6b053ea07f773646679)), closes [#265](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/265)
* fix typos ([52f2ef1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/52f2ef1f2471a2e1c29fca96255c04b222d9c848))
* generated GameObject will be named '[generated] *' ([9b2e5c1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9b2e5c1d1024e091de6d18a4578cd18b43563e48))
* inactive ParticleSystems are removed from the list on refresh ([4851a18](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4851a1880eef9f385dd9db644ea7e544f95da4fc))
* mesh sharing not working ([8b4ca1a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8b4ca1add5c409601e840253e1c0dbcdbf536da8)), closes [#236](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/236)
* nullptr exceptions when using nested UIParticle components in hierarchy ([e67e948](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e67e9482e2cb840b16e2cfe76e04f7423fcbd3a3)), closes [#246](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/246)
* nullReferenceException after copy-n-paste ([425aad0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/425aad0cbab475635c72bee84ecbf3f2acedccc2)), closes [#258](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/258)
* remove unnecessary per-frame allocation. ([e92b514](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e92b514624cc362e53ddeae5ade20fa732f94c7c))
* scaling ParticleSystem puts prewarmed particles in wrong location ([fb31db4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fb31db47f2debb3aadbdc4d1b88d0efd9c4ad7bd)), closes [#235](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/235)
* sub-emitters option is not work in editor playing ([b308b26](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b308b2683372662bb834b6f6d23ea3435a68d1b3)), closes [#231](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/231)
* the camera under UIParticle will be assigned as _orthoCamera ([c42f8c8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c42f8c8ab0ff033689349a81e02a4808e071a8a2))
* UIParticleAttractor attracts the particles at wrong position when in RelativeMode ([68d9925](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/68d9925a16237df3c7b07b4781172cbd03425421)), closes [#262](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/262)
### Features
* 'AbsoluteMode' option is renamed to 'PositionMode' ([67eff61](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/67eff610736344ba0122163ff5ee63b25c43f555))
* 'AutoScaling' option will be imported from 'IgnoreCanvasScale' (for v3.x) ([4103041](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/410304125f3f25f3f543c7bc01dcc661eab00609))
* add 'AutoScaling' option for UIParticle ([35325c8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/35325c88996fa6aea19a6dd1395c05884e1f84ae))
* add 'UpdateMode' option for UIParticleAttractor ([903f702](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/903f702d7be38228841a5a693e3afdceb4a59d9f)), closes [#250](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/250)
* add particle system getter and setter for attractor ([a4bcf93](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a4bcf93022d2729f3d2a74a2cac4f52e68641b18)), closes [#253](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/253)
* add public properties for UIParticleAttractor ([392ab6d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/392ab6dd76c36e815320d3a50744d19faa631260)), closes [#253](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/253)
* add Start/StopEmission API for UIParticle ([e499836](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e4998365c9825fa385e0a317768ce073a1f15b48)), closes [#240](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/240)
## [4.1.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.6...4.1.7) (2022-08-30)
### Bug Fixes
* the annoying empty black scene overlay box shown even when nothing is selected ([bdeeabb](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/bdeeabbbe140b0ba80fac7ac477874c2467d3a16))
## [4.1.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.5...4.1.6) (2022-08-10)
### Bug Fixes
* fix abnormal mesh bounds error ([f60d6df](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f60d6dfe6030ac89527a4265e414e9a0a20d56db)), closes [#213](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/213) [#218](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/218)
## [4.1.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.4...4.1.5) (2022-08-10)
### Bug Fixes
* fix culling for RectMask2D ([9e2dbe7](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9e2dbe7758eb28a4f6a7c11113d9169847880f96)), closes [#220](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/220)
## [4.1.4](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.3...4.1.4) (2022-07-01)
### Bug Fixes
* add `Enabled` toggle in overlay window ([f97e619](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f97e6195e62b5acfa8f3e97bfe3bc4a7dcadf38a))
* if `m_Particles` contains null, an error will occur ([550d0c4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/550d0c43be35cd07e390ffd5749557c89fee0332)), closes [#214](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/214)
* ParticleSystem reordering and refreshing in inspector does not work for prefab asset ([7eb4112](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7eb41124db06ea794db76788b35ce82a0af2c402))
* refresh button does not works in prefab edit mode ([c1538a8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c1538a83998608a30dc90944b05f8b75e165cf05)), closes [#214](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/214)
* when `UIParticlrRenderer` destroy manually, an error will occur ([a11d2d0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a11d2d01ce5f67e3f430bcb0bfdee1ad9abf7cfe))
## [4.1.3](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.2...4.1.3) (2022-06-28)
### Bug Fixes
* error on drag prefab to scene ([fa2f867](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fa2f867bcaff437bb9420da1abcef970cdb09ade)), closes [#211](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/211)
## [4.1.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.1...4.1.2) (2022-06-27)
### Bug Fixes
* error on editor ([8034228](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/80342287137c07d58a7492875a401d80cb134073)), closes [#210](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/210)
* incorrect position of world space trail particles ([fb7f308](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fb7f308f092db8a1512383857b80110cd626ecf9)), closes [#209](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/209)
## [4.1.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.0...4.1.1) (2022-06-25)
### Bug Fixes
* add absolute mode toggle to overlay window ([48d1994](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/48d1994f5f8751b707b6ef7695b552df731bece9))
# [4.1.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.1...4.1.0) (2022-06-25)
### Features
* add relative/absolute particle position mode ([1879ac8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/1879ac8c538778e386e68cfc989a6f4f974043ca)), closes [#205](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/205)
## [4.0.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.0...4.0.1) (2022-06-24)
### Bug Fixes
* overlays do not exist in Unity 2019.2-2021.1 ([cd8e037](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/cd8e0372b63bb6feaaf053518013a641bc7e65ac)), closes [#207](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/207) [#208](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/208)
# [4.0.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0) (2022-06-21)
### Bug Fixes
* correct world space particle position when changing screen size ([c6644a2](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c6644a213263375c7a35b5082ef4b71cc58964e6))
* keep properly canvas batches ([d8e96e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d8e96e69a62dff7a451eaed32c7a814e7e62dbb9))
### Features
* adaptive scaling for UI ([aa0d56f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/aa0d56f9faa05e9679d4b476bcf135eafb1b8af9))
* add overlay window for UIParticle ([7b21c50](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7b21c500ef78103b605fdca71051d2357b09602f))
* add particle attractor component ([386170c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/386170cbf68ebf59d4510fe0a45cf83925ec9ba4))
* display warning in inspector if using 'TEXCOORD*.zw' components as custom vertex stream ([59221d5](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/59221d58217a440b77d504e6428bf99f10246260))
* mesh sharing group ([9afeebf](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9afeebf67212cdf4d3ac9e9a3b78a7ced5c7ecfe))
* random mesh sharing group ([4fa43ed](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4fa43eda4bc70c9c827c4fad9d5ae1327bfbc322))
* support 8+ materials ([b76bf5a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b76bf5a5ad378c3c4b16bcf08d21337757557101)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122) [#152](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/152) [#186](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/186)
### BREAKING CHANGES
* If you update to v4, you may be required to adjust your UIParticle.scale.
# [4.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0-preview.1) (2022-06-18)
### Bug Fixes
* correct world space particle position when changing screen size ([c6644a2](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c6644a213263375c7a35b5082ef4b71cc58964e6))
* keep properly canvas batches ([d8e96e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d8e96e69a62dff7a451eaed32c7a814e7e62dbb9))
### Features
* adaptive scaling for UI ([aa0d56f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/aa0d56f9faa05e9679d4b476bcf135eafb1b8af9))
* add overlay window for UIParticle ([7b21c50](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7b21c500ef78103b605fdca71051d2357b09602f))
* add particle attractor component ([386170c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/386170cbf68ebf59d4510fe0a45cf83925ec9ba4))
* mesh sharing group ([9afeebf](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9afeebf67212cdf4d3ac9e9a3b78a7ced5c7ecfe))
* random mesh sharing group ([4fa43ed](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4fa43eda4bc70c9c827c4fad9d5ae1327bfbc322))
* support 8+ materials ([b76bf5a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b76bf5a5ad378c3c4b16bcf08d21337757557101)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122) [#152](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/152) [#186](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/186)
### BREAKING CHANGES
* If you update to v4, you may be required to adjust your UIParticle.scale.
## [3.3.12](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.11...3.3.12) (2022-06-10)
### Bug Fixes
* always display materials in inspector ([a10042d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a10042d989dea18ff010bdbe970aa434e2bdf117))
* UNITY_UI_ALPHACLIP in UIAdditive shader is not working ([e817e8d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e817e8d3c75188f3243243855b135bd840699199))
## [3.3.11](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.10...3.3.11) (2022-06-10)
### Bug Fixes
* sorting by layer does not work properly ([ccc09e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ccc09e6aca2fa3d7bc887e6c733e66706e40ae0f))
* when using linear color space, the particle colors are not output correctly ([11c3a7b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/11c3a7b37415d78e1b8ba3988a6e043c9f1861e0)), closes [#203](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/203)
## [3.3.10](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.9...3.3.10) (2022-02-17)
### Bug Fixes
* annoying warning for [ExecuteInEditMode] ([b6b2c72](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b6b2c72b198566e2880a22831c937eff7e9eff28)), closes [#180](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/180)
* PrefabStageUtility class is not experimental after 2021.2 ([0fd5d7a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0fd5d7affe707fa9e92abd6e192bf400dfb1a80a))
## [3.3.9](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.8...3.3.9) (2021-08-02)
### Bug Fixes
* fix for warning CS0618 ([61760d9](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/61760d940cdd4baacaa196ac1631a0a1a40b7204))
## [3.3.8](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.7...3.3.8) (2021-06-08)
### Bug Fixes
* improve performance ([e352d15](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e352d153cef8c1efb2792e35010d7eed1e31a040))
## [3.3.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.6...3.3.7) (2021-06-02)
### Bug Fixes
* Refresh() will be called multiple times in the same frame, due to external assets ([0b9d80d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0b9d80da939580c72ca1471081d7a034edc985d4))
## [3.3.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.5...3.3.6) (2021-05-11)
### Bug Fixes
* In rare cases, the generated camera (for baking) will not be deactivated ([12c748a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/12c748a8cd4adfd2dc5f085cec77050431f261a4))
* remove from "Add Component" menu ([476c402](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/476c4027ff5f70fb9b4c026dd5fc59bf5a876227))
## [3.3.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.4...3.3.5) (2021-02-28)
### Bug Fixes
* fix cached position for pre-warmed particles ([e3f42d7](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e3f42d747a7fd973b5813cc72a9444943a6c3ad0))
* ParticleSystem creates particles in wrong position during pre-warm ([b93e0e4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b93e0e4701c7011176eeec5c109dda7f4ea632e0)), closes [#147](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/147)
## [3.3.4](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.3...3.3.4) (2021-02-22)
### Bug Fixes
* Multiselecting sets all scales to the same value ([13223b2](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/13223b2d747609cf88b424ad590bda7f857b387d))
* support sub emitter with 'PlayOnAwake' ([d5ce78a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d5ce78ae5acf2740ba7fdc6cde9f197c4e165484))
* The maximum material count is 8 ([3bb5241](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3bb52412751360409747192150188ae904f2c3d3))
## [3.3.3](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.2...3.3.3) (2021-02-03)
### Bug Fixes
* particle trails draw in wrong transform ([17ce81e](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/17ce81eb0eccb103c21fa553183df97429cf5c6f)), closes [#145](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/145)
## [3.3.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.1...3.3.2) (2021-02-01)
### Bug Fixes
* _cachedPosition defaults to localPosition ([c0aa89b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c0aa89bd6f7847723a4702b6ca70fa202e8a8304)), closes [#121](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/121)
* submeshes can't over 8 ([2a1f334](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/2a1f3345bacdecf38e8890781a181a1392224e35)), closes [#122](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/122)
## [3.3.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.0...3.3.1) (2021-02-01)
### Bug Fixes
* ignore material check and transform check ([d11cd0a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d11cd0a06d76a32b2a119387bddc34c703b9b497)), closes [#119](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/119)
* the trail is incorrect in SimulationSpace.Local ([9313489](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9313489552b30f2e2b0b42a641f5e0502995b03d))
# [3.3.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.2.0...3.3.0) (2020-11-20)
### Bug Fixes
* the particles may disappear unintentionally ([2ec81da](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/2ec81da04877d63593dd863133b6da149dcd79e6)), closes [#117](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/117)
### Features
* ignore rendering of particle systems that do not have a SharedMaterial and TrailMaterial ([08c4aba](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/08c4aba8ab9b5a041d4350a72dae62d25530afca)), closes [#118](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/118)
* show/hide materials in inspector ([4b4aebf](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4b4aebff8cdaff9acc696a1094e170e65631135f))
* shrink rendering by material ([46a7ddd](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/46a7dddd11c3e030192cd998ae1a79441f5e5c14)), closes [#113](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/113)
# [3.2.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.1.1...3.2.0) (2020-11-15)
### Features
* compatibility with other IMaterialModifier ([08273cb](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/08273cb0c340ccb4f35120dc804c37d758da9ce1)), closes [#115](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/115)
## [3.1.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.1.0...3.1.1) (2020-11-09)
### Bug Fixes
* error on build in Unity 2019.3.11-15 ([68669c7](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/68669c739676f2354db4913a0e2296ab1715ee1f)), closes [#114](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/114)
* null Reference when creating New Scene after Prefab was open in PrefabMode ([22bcecd](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/22bcecd0abd6ad651fcf066e5c9efe9a43fd217a)), closes [#111](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/111)
# [3.1.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.0.1...3.1.0) (2020-10-28)
### Bug Fixes
* compile error in 2018.2 ([82f81ef](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/82f81efd7e4ea06465e24f44f96d9726a1a60cc8))
### Features
* maskable option to ignore masking ([af5f7e9](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/af5f7e90b0570d5c7fcf045fd6b81036a060e493)), closes [#109](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/109)
## [3.0.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.0.0...3.0.1) (2020-10-28)
### Bug Fixes
* fix the sorting algorithm ([7acbf22](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7acbf22b4de7c3b5251fbb720bb5b575946622f6))
* in rare cases, an IndexOutOfRangeException is thrown ([f7eac0a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f7eac0a34f07767dc04e035f97179cc30935284f))
# [3.0.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/2.3.0...3.0.0) (2020-10-27)
### Bug Fixes
* IgnoreCanvasScaler may be enabled unintentionally ([d9f9244](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d9f9244e49127bea405c3cb802b588c1eae00831))
* an error happens during loading scene in editor ([ab9d9aa](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ab9d9aa7b3afcdbdda00004f7af3fd4827aaea54)), closes [#101](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/101)
* not working as expected in world simulation space ([683fcb4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/683fcb4ecdf8bfa0994571f5d6c3dd2bc242ca2a)), closes [#98](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/98)
* if the package was installed via openupm, an unintended directory 'Samples' was included ([1913de5](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/1913de557743b9480f72c5378d13c284a4ac93f9))
* animatable properties not working ([5b8b0bd](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5b8b0bd28b251a7ea6e0cfa0c4b69bd7f9c4d953)), closes [#95](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/95)
* combine Instances error ([878f812](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/878f81202ac29a8a20f174efa916da64eef99e8a)), closes [#91](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/91)
* in rare cases, the particle size is incorrect with camera-space mode ([90593ac](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/90593ac021ce19d164927e44804354535db047bb)), closes [#93](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/93)
* trails material uses sprite texture ([9e65ee7](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9e65ee7345e16b5124e94d26f5749999c648f677)), closes [#92](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/92)
* ignore missing object on initialize ([8bd9b62](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8bd9b621b9efcd242c410405d066494a1d53f9a3))
* not masked ([4ef5947](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4ef5947baa325002aecd1ccbdc75056a6567f14b))
* in Unity 2018.2, PrefabStageUtility is not found ([0b6dcff](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0b6dcff5d6356db497532daa0a26804852e8de24))
* removed UIParticle will be saved in prefab mode ([08e2d51](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/08e2d51c73a294d44974e7fba35e2477f04e6860))
* hide camera for baking ([30b4703](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/30b4703e2a1746efc4b7db154354f80fd0593b98))
* In ignore canvas scaler mode, Transform.localScale is zero ([cc71f2b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/cc71f2bdac1a61fd5e5fc85d0a69589e05a0f79d)), closes [#89](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/89)
* In prefab mode, an error occurs ([a222f37](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a222f3710b530c7fc9fab10f25bd28d820ffebe2)), closes [#88](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/88)
* the default value of IgnoreCanvasScaler is true ([966fae1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/966fae1d22a98259ec5aff68b4603b7c21dfdfc9))
* build fails ([ac080a4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ac080a44e4d872bc3f784fc222cc74aac7e795e9)), closes [#85](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/85)
* if in the mask, rendering material will be destroyed ([0db40cf](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0db40cf160b2a5a27c83ef15d648b2771a47b51a))
* baking camera settings for camera space ([436c5e4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/436c5e47f75c3e167dcd77c188847e9d7d6ea68d))
* fix local simulation ([7add9de](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7add9defb70be29ddbe536d854591c2e0d9e83fa))
* fix camera for baking mesh ([6395a4f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/6395a4fa744a46551593185711d6545a94d8b456))
* The type or namespace name 'U2D' does not exist in the namespace 'UnityEditor.Experimental' in Unity 2019.3 or later ([930199e](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/930199e5e42920825b27d5bf3e2b2a4bda77fa14)), closes [#82](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/82)
* texture sheet animation module Sprite mode not working ([30d1d5d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/30d1d5d3cc67234a8cd985e98f181aff2a8bd8ef)), closes [#79](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/79)
* An exception in the OnSceneGUI caused the scale of the transformation to change unintentionally ([75413e0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/75413e0e2cff42a85b73b33e17e0bb6344ecc8f6))
* read-only properties in the inspector ([f012b23](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f012b238d97aad3fdc3107b1f9a197de869c43e6))
* Added CanvasRenderer as a required component ([a8950f6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a8950f65c817be04b0be222c9728c716fdd7c658))
* If sprite is null, a null exception is thrown ([50c6e98](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/50c6e980ca37dda1bece5252162fa05ca3472ee8))
* fix displayed version in readme ([c29bbdd](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c29bbddf8ad9a251d5f472b77cf85b3d432bba71))
* abnormal Mesh Bounds with Particle Trails ([518a749](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/518a7497105a114a0f6b1782df0c35ba0aecfab2)), closes [#61](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/61)
* multiple UIParticleOverlayCamera in scene ([3f09395](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3f093958b3353463d6c5bd29ef3338203d4e41d7)), closes [#73](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/73)
* add package keywords ([49d8f3f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/49d8f3fe4c76cf6bd2cd5b6134ee23134532da8e))
* particles not visible if scale.z is 0 ([35718e0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/35718e099acbb04fdadf131c7e4d2e6c3f4a1756)), closes [#64](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/64)
* remove unnecessary scripts ([0a43740](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0a4374099dc3151e7f1a3a24a6ce6c39a968e163))
* workaround for [#70](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/70) ([4bbcc33](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4bbcc334abb7cd6db2897fad0bda219d5ea73530))
* change the text in the inspector to make it more understandable. ([7ca0b6f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7ca0b6fa34c1168ef103992e1c69b68631b3bc60)), closes [#66](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/66)
* editor crashes when mesh is set to null when ParticleSystem.RenderMode=Mesh ([e5ebadd](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e5ebadd84731716f82c63ac5ba3eb676720e3ad6)), closes [#69](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/69)
* getting massive errors on editor ([ef82fa8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ef82fa82a69894e643f0d257f99eb9177785f697)), closes [#67](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/67)
* heavy editor UI ([d3b470a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d3b470a2be3a21add9e126b357e46bdfaa6f16c8))
* remove a menu to add overlay camera ([f5d3b6e](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f5d3b6edb5687c4d465992ef5c3c0d54f7b36d74))
* rotating the particle rect may cause out of bounds ([3439842](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3439842119f334b50910c0a983e561944cc792a2)), closes [#55](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/55)
* scale will be decrease on editor ([0c59846](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0c59846f11438b12caad04ae5d5b544a28883ea6))
* UI darker than normal when change to linear color space ([db4d8a7](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/db4d8a742ca36c8dd2de6936b9cf2912c72d4b9f)), closes [#57](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/57)
### Features
* cache modified material ([6b397f3](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/6b397f39b89f40c4aae9c9f56706b3bc68a376be)), closes [#94](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/94)
* improve the material batching ([4be5666](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4be56669fb764bf61c0246a6e56d18640053b565))
* un-limit on the number of mesh instances ([f133881](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f1338813ca85d305f334799b78154e03b0aff60c))
* refresh children ParticleSystem with a gameObjects as root ([8bae1d0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8bae1d08cc6f00e2b8d6f336aad92233891da1e4))
* add API to bind ParticleSystem object ([a77bbd3](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a77bbd3a9a65d5fd1198bd8e580982ca8e07fca8))
* material batching ([8f703e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8f703e6d2c0e8229ca14b25638dae5d91a5658c3))
* support AnimatableProperty for multiple materials ([062d988](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/062d9887fb8b096250ec3b43d9aa82637940a8bb))
* remove menu in inspector ([e7f8f51](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e7f8f512122a01423de415b55e3190d62bda146a))
* add menu to create UIParticle ([2fa1843](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/2fa18431f0c8c4aeadfdd1cb98eeeef5ac6970a0))
* add play/pause/stop api ([f09a386](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f09a386bc59fbab8143f7f0b814c8684aea7f27c))
* support for changing rendering orders ([745d4a5](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/745d4a598846b3e77d1071433079fdd5140921a8))
* Support for child ParticleSystem rendering ([4ee90be](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4ee90be17c68bf405f81f432615a3eebaa022366))
* UIParticle for trail is no longer needed ([466e43c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/466e43cf931d211907419f804a90776a0d9f4906))
* add menu to create UIParticle ([14f1c78](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/14f1c782ff0f2b67d85d7c9ad0cf662da1dd1fc6))
* Combine baked meshes to improve performance ([633d058](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/633d058756fde776a7e5192a0f023adf6eb0ca7b))
* improve performance ([77c056a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/77c056ad5f2918efe457883f3b0361f952600568))
* optimization for vertices transforms and adding node for trails ([e070e8d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e070e8d5ee205c25a1e3be5d3178821d4a8265d0)), closes [#75](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/75)
* option to ignoring canvas scaling ([fe85fed](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fe85fed3c0ad2881578ff68722863d65dfa4db7a))
* support 3d scaling ([42a84bc](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/42a84bc5e130aed3cf5e57dcd6a9d8dc94deb641))
* support custom simulation space ([a83e647](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a83e64761c008e88ff328a2609118806e97f19cf)), closes [#78](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/78)
* support for particle systems including trail only ([f389d39](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f389d39953c85b97482b12d1c8578ecaeddacd18)), closes [#61](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/61)
* add support for SpriteAtlas ([b31e325](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b31e325bb1ef0856cb1ac4c4b0c4da0f1578b8ba))
* add menu to import sample ([b8b1827](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b8b18273185769235101da01f5bbadbac188e387))
### BREAKING CHANGES
* The development branch name has been changed. Most cases are unaffected.
* The child UIParticle is no longer needed.
* The bake-task has changed significantly. It may look different from previous versions.
* update develop environment to Unity 2018.3. Unity 2018.2 will continue to be supported.
# [3.0.0-preview.38](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.37...v3.0.0-preview.38) (2020-10-04)
### Bug Fixes
* delete unused file in package ([2e69974](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/2e699749a8f0f620505621a13a628aa87f192875))
* material dirty on validate (on editor) ([fa34301](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fa3430130cdffa3f934e926645958ad9f19edc5d))
### Features
* display material properties in inspector ([313c1fc](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/313c1fc159429034f84b2e7c30424158c43b71e9)), closes [#104](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/104)
* support 3D scaling ([a508c3b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a508c3bb86ad6694722868303385b20adc914134)), closes [#105](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/105)
# [3.0.0-preview.37](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.36...v3.0.0-preview.37) (2020-10-01)
### Bug Fixes
* fix menus ([5fa12b5](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5fa12b5338a90764a3bf384dcd3911f2ab4eba61))
# [3.0.0-preview.36](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.35...v3.0.0-preview.36) (2020-09-28)
### Bug Fixes
* do not bake particle system to mesh when the alpha is zero ([1775713](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/1775713c2dbeef09ad3eb1f49b53cf44bf61d535)), closes [#102](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/102)
* in Unity 2018.x, sample import failed on Windows ([f5861b0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f5861b0add1477987d6b9a3db26979fde50930ad))
# [3.0.0-preview.35](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.34...v3.0.0-preview.35) (2020-09-27)
### Bug Fixes
* an error happens during loading scene in editor ([ab9d9aa](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ab9d9aa7b3afcdbdda00004f7af3fd4827aaea54)), closes [#101](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/101)
# [3.0.0-preview.34](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.33...v3.0.0-preview.34) (2020-09-15)
### Bug Fixes
* not working as expected in world simulation space ([683fcb4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/683fcb4ecdf8bfa0994571f5d6c3dd2bc242ca2a)), closes [#98](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/98)
# [3.0.0-preview.33](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.32...v3.0.0-preview.33) (2020-09-14)
### Bug Fixes
* if the package was installed via openupm, an unintended directory 'Samples' was included ([1913de5](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/1913de557743b9480f72c5378d13c284a4ac93f9))
# [3.0.0-preview.32](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.31...v3.0.0-preview.32) (2020-09-14)
### Bug Fixes
* animatable properties not working ([5b8b0bd](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/5b8b0bd28b251a7ea6e0cfa0c4b69bd7f9c4d953)), closes [#95](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/95)
# [3.0.0-preview.31](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.30...v3.0.0-preview.31) (2020-09-02)
### Bug Fixes
* combine Instances error ([878f812](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/878f81202ac29a8a20f174efa916da64eef99e8a)), closes [#91](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/91)
* in rare cases, the particle size is incorrect with camera-space mode ([90593ac](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/90593ac021ce19d164927e44804354535db047bb)), closes [#93](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/93)
* trails material uses sprite texture ([9e65ee7](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9e65ee7345e16b5124e94d26f5749999c648f677)), closes [#92](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/92)
### Features
* refresh children ParticleSystem with a gameObjects as root ([8bae1d0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8bae1d08cc6f00e2b8d6f336aad92233891da1e4))
# [3.0.0-preview.30](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.29...v3.0.0-preview.30) (2020-09-02)
### Bug Fixes
* ignore missing object on initialize ([8bd9b62](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8bd9b621b9efcd242c410405d066494a1d53f9a3))
### Features
* add API to bind ParticleSystem object ([a77bbd3](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a77bbd3a9a65d5fd1198bd8e580982ca8e07fca8))
# [3.0.0-preview.29](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.28...v3.0.0-preview.29) (2020-09-01)
### Features
* material batching ([8f703e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/8f703e6d2c0e8229ca14b25638dae5d91a5658c3))
# [3.0.0-preview.28](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.27...v3.0.0-preview.28) (2020-09-01)
### Features
* support AnimatableProperty for multiple materials ([062d988](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/062d9887fb8b096250ec3b43d9aa82637940a8bb))
# [3.0.0-preview.27](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.26...v3.0.0-preview.27) (2020-09-01)
### Bug Fixes
* not masked ([4ef5947](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4ef5947baa325002aecd1ccbdc75056a6567f14b))
# [3.0.0-preview.26](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.25...v3.0.0-preview.26) (2020-09-01)
### Bug Fixes
* in Unity 2018.2, PrefabStageUtility is not found ([0b6dcff](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0b6dcff5d6356db497532daa0a26804852e8de24))
# [3.0.0-preview.25](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.24...v3.0.0-preview.25) (2020-09-01)
### Bug Fixes
* removed UIParticle will be saved in prefab mode ([08e2d51](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/08e2d51c73a294d44974e7fba35e2477f04e6860))
# [3.0.0-preview.24](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.23...v3.0.0-preview.24) (2020-09-01)
### Bug Fixes
* hide camera for baking ([30b4703](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/30b4703e2a1746efc4b7db154354f80fd0593b98))
* In ignore canvas scaler mode, Transform.localScale is zero ([cc71f2b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/cc71f2bdac1a61fd5e5fc85d0a69589e05a0f79d)), closes [#89](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/89)
* In prefab mode, an error occurs ([a222f37](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a222f3710b530c7fc9fab10f25bd28d820ffebe2)), closes [#88](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/88)
### Features
* remove menu in inspector ([e7f8f51](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e7f8f512122a01423de415b55e3190d62bda146a))
# [3.0.0-preview.23](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.22...v3.0.0-preview.23) (2020-08-31)
### Bug Fixes
* the default value of IgnoreCanvasScaler is true ([966fae1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/966fae1d22a98259ec5aff68b4603b7c21dfdfc9))
# [3.0.0-preview.22](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.21...v3.0.0-preview.22) (2020-08-29)
### Bug Fixes
* build fails ([ac080a4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ac080a44e4d872bc3f784fc222cc74aac7e795e9)), closes [#85](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/85)
# [3.0.0-preview.21](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.20...v3.0.0-preview.21) (2020-08-28)
### Bug Fixes
* if in the mask, rendering material will be destroyed ([0db40cf](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0db40cf160b2a5a27c83ef15d648b2771a47b51a))
* support animatable material property (again) ([cf6ca80](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/cf6ca80d1273bcf49e18d805260afa8e36e94617))
# [3.0.0-preview.20](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.19...v3.0.0-preview.20) (2020-08-28)
### Features
* automatically update ([96a868b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/96a868b60a3f36d761d58b5082aa9d37666e63a3))
# [3.0.0-preview.19](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.18...v3.0.0-preview.19) (2020-08-28)
### Bug Fixes
* baking camera settings for camera space ([436c5e4](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/436c5e47f75c3e167dcd77c188847e9d7d6ea68d))
* fix local simulation ([7add9de](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7add9defb70be29ddbe536d854591c2e0d9e83fa))
### Features
* add menu to create UIParticle ([2fa1843](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/2fa18431f0c8c4aeadfdd1cb98eeeef5ac6970a0))
* add play/pause/stop api ([f09a386](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f09a386bc59fbab8143f7f0b814c8684aea7f27c))
* support for changing rendering orders ([745d4a5](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/745d4a598846b3e77d1071433079fdd5140921a8))
* Support for child ParticleSystem rendering ([4ee90be](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4ee90be17c68bf405f81f432615a3eebaa022366))
* UIParticle for trail is no longer needed ([466e43c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/466e43cf931d211907419f804a90776a0d9f4906))
### BREAKING CHANGES
* The child UIParticle is no longer needed.
# [3.0.0-preview.18](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.17...v3.0.0-preview.18) (2020-08-19)
### Bug Fixes
* AsmdefEx is no longer required ([50e749c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/50e749c183def5e97affa7e6ae9f3ceb69247825))
* fix camera for baking mesh ([6395a4f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/6395a4fa744a46551593185711d6545a94d8b456))
* support .Net Framework 3.5 (again) ([23fcb06](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/23fcb06bf9169ee160ccd8adb2cc3aab1a30186a))
### Features
* 3.0.0 updater ([f99292b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f99292b9a15c9c085efacc0330d6b848669fadfa))
* add menu to create UIParticle ([14f1c78](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/14f1c782ff0f2b67d85d7c9ad0cf662da1dd1fc6))
* Combine baked meshes to improve performance ([633d058](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/633d058756fde776a7e5192a0f023adf6eb0ca7b))
* improve performance ([77c056a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/77c056ad5f2918efe457883f3b0361f952600568))
* optimization for vertices transforms and adding node for trails ([e070e8d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e070e8d5ee205c25a1e3be5d3178821d4a8265d0)), closes [#75](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/75)
* option to ignoring canvas scaling ([fe85fed](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/fe85fed3c0ad2881578ff68722863d65dfa4db7a))
* support 3d scaling ([42a84bc](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/42a84bc5e130aed3cf5e57dcd6a9d8dc94deb641))
* support custom simulation space ([a83e647](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a83e64761c008e88ff328a2609118806e97f19cf)), closes [#78](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/78)
* support for particle systems including trail only ([f389d39](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f389d39953c85b97482b12d1c8578ecaeddacd18)), closes [#61](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/61)
### BREAKING CHANGES
* The bake-task has changed significantly. It may look different from previous versions.
# [3.0.0-preview.17](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.16...v3.0.0-preview.17) (2020-08-13)
### Bug Fixes
* The type or namespace name 'U2D' does not exist in the namespace 'UnityEditor.Experimental' in Unity 2019.3 or later ([930199e](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/930199e5e42920825b27d5bf3e2b2a4bda77fa14)), closes [#82](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/82)
# [3.0.0-preview.16](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.15...v3.0.0-preview.16) (2020-08-12)
### Bug Fixes
* texture sheet animation module Sprite mode not working ([30d1d5d](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/30d1d5d3cc67234a8cd985e98f181aff2a8bd8ef)), closes [#79](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/79)
# [3.0.0-preview.15](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.14...v3.0.0-preview.15) (2020-08-11)
### Bug Fixes
* An exception in the OnSceneGUI caused the scale of the transformation to change unintentionally ([75413e0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/75413e0e2cff42a85b73b33e17e0bb6344ecc8f6))
# [3.0.0-preview.14](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.13...v3.0.0-preview.14) (2020-08-11)
### Bug Fixes
* read-only properties in the inspector ([f012b23](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f012b238d97aad3fdc3107b1f9a197de869c43e6))
# [3.0.0-preview.13](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.12...v3.0.0-preview.13) (2020-08-11)
### Bug Fixes
* Added CanvasRenderer as a required component ([a8950f6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/a8950f65c817be04b0be222c9728c716fdd7c658))
* inspector is broken in Unity 2020.1 ([26c5395](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/26c5395a45ff00e99e46ee4aae85c51df6c3641f))
### Features
* update OSC to 1.0.0-preview.25 ([22e116e](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/22e116e11d3b8cf13b941e9a02a0ffce24e3e99f))
# [3.0.0-preview.12](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.11...v3.0.0-preview.12) (2020-08-11)
### Bug Fixes
* Profiler.BeginSample -> Profiler.EndSample if a canvas is disabled or a camera doesn't found ([4a0a5d1](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4a0a5d13be68e38d5b2e225156740aed27c52d12))
# [3.0.0-preview.11](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.10...v3.0.0-preview.11) (2020-05-07)
### Bug Fixes
* If sprite is null, a null exception is thrown ([50c6e98](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/50c6e980ca37dda1bece5252162fa05ca3472ee8))
# [3.0.0-preview.10](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.9...v3.0.0-preview.10) (2020-04-30)
### Features
* add support for SpriteAtlas ([b31e325](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b31e325bb1ef0856cb1ac4c4b0c4da0f1578b8ba))
# [3.0.0-preview.9](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.8...v3.0.0-preview.9) (2020-03-04)
### Bug Fixes
* fix displayed version in readme ([c29bbdd](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c29bbddf8ad9a251d5f472b77cf85b3d432bba71))
# [3.0.0-preview.8](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.7...v3.0.0-preview.8) (2020-03-03)
### Bug Fixes
* abnormal Mesh Bounds with Particle Trails ([518a749](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/518a7497105a114a0f6b1782df0c35ba0aecfab2)), closes [#61](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/61)
* multiple UIParticleOverlayCamera in scene ([3f09395](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3f093958b3353463d6c5bd29ef3338203d4e41d7)), closes [#73](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/73)
# [3.0.0-preview.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.6...v3.0.0-preview.7) (2020-03-02)
### Bug Fixes
* add package keywords ([49d8f3f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/49d8f3fe4c76cf6bd2cd5b6134ee23134532da8e))
* fix sample path ([57ee210](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/57ee21005e114fdf186b5db55ca2b77b7b7c441a))
# [3.0.0-preview.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.5...v3.0.0-preview.6) (2020-02-21)
### Bug Fixes
* sample version ([ed18032](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ed18032be43397debbd538cae258c226ebeeb2e9))
# [3.0.0-preview.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.4...v3.0.0-preview.5) (2020-02-21)
### Bug Fixes
* particles not visible if scale.z is 0 ([35718e0](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/35718e099acbb04fdadf131c7e4d2e6c3f4a1756)), closes [#64](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/64)
# [3.0.0-preview.4](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.3...v3.0.0-preview.4) (2020-02-18)
### Bug Fixes
* compile error in Unity 2019.1 or later ([28ca922](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/28ca922167afff3ef8341fa747968357d4487d1f)), closes [#70](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/70) [#71](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/71)
# [3.0.0-preview.3](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.2...v3.0.0-preview.3) (2020-02-17)
### Bug Fixes
* remove unnecessary scripts ([0a43740](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0a4374099dc3151e7f1a3a24a6ce6c39a968e163))
* workaround for [#70](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/70) ([4bbcc33](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4bbcc334abb7cd6db2897fad0bda219d5ea73530))
# [3.0.0-preview.2](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v3.0.0-preview.1...v3.0.0-preview.2) (2020-02-13)
### Bug Fixes
* compile error ([e2c5c7b](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e2c5c7b05d1307877e2f37555d4845932d542930))
# [3.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v2.3.0...v3.0.0-preview.1) (2020-02-12)
### Bug Fixes
* change the text in the inspector to make it more understandable. ([7ca0b6f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7ca0b6fa34c1168ef103992e1c69b68631b3bc60)), closes [#66](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/66)
* editor crashes when mesh is set to null when ParticleSystem.RenderMode=Mesh ([e5ebadd](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/e5ebadd84731716f82c63ac5ba3eb676720e3ad6)), closes [#69](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/69)
* getting massive errors on editor ([ef82fa8](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/ef82fa82a69894e643f0d257f99eb9177785f697)), closes [#67](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/67)
* heavy editor UI ([d3b470a](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d3b470a2be3a21add9e126b357e46bdfaa6f16c8))
* remove a menu to add overlay camera ([f5d3b6e](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/f5d3b6edb5687c4d465992ef5c3c0d54f7b36d74))
* rotating the particle rect may cause out of bounds ([3439842](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/3439842119f334b50910c0a983e561944cc792a2)), closes [#55](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/55)
* scale will be decrease on editor ([0c59846](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/0c59846f11438b12caad04ae5d5b544a28883ea6))
* UI darker than normal when change to linear color space ([db4d8a7](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/db4d8a742ca36c8dd2de6936b9cf2912c72d4b9f)), closes [#57](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/57)
### Build System
* update develop environment ([9fcf169](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9fcf169cd3ced519611b2ede7f98ad4d678027c6))
### Features
* add menu to import sample ([b8b1827](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/b8b18273185769235101da01f5bbadbac188e387))
* add samples test ([287b5cc](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/287b5cc832f2899796227520bda4d11ad8e4fae9))
* **editor:** add osc package (portable mode) ([6c7f880](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/6c7f8804350112505949c5c296f9e0340877a3e8))
### BREAKING CHANGES
* update develop environment to Unity 2018.3.
Unity 2018.2 will continue to be supported.
# Changelog
## [v2.3.0](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/v2.3.0) (2019-05-12)
[Full Changelog](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v2.2.1...v2.3.0)
World simulation bug due to transform movement have been fixed
**Fixed bugs:**
- World simulation bug due to transform movement [\#47](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/47)
## [v2.2.1](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/v2.2.1) (2019-02-26)
[Full Changelog](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v2.2.0...v2.2.1)
**Fixed bugs:**
- v2.2.0 has 2 warnings [\#44](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/44)
- Disable ParticleSystemRenderer on reset [\#45](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/45)
## [v2.2.0](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/v2.2.0) (2019-02-23)
[Full Changelog](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/v2.1.1...v2.2.0)

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# Contributor Covenant Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our community a harassment-free experience for everyone, regardless of age, body size, visible or invisible disability, ethnicity, sex characteristics, gender identity and expression, level of experience, education, socio-economic status, nationality, personal appearance, race, religion, or sexual identity and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming, diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes, and learning from the experience
* Focusing on what is best not just for us as individuals, but for the overall community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or
advances of any kind
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email
address, without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of acceptable behavior and will take appropriate and fair corrective action in response to any behavior that they deem inappropriate, threatening, offensive, or harmful.
Community leaders have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, and will communicate reasons for moderation decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when an individual is officially representing the community in public spaces. Examples of representing our community include using an official e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be reported to the community leaders responsible for enforcement at sakai861104@gmail.com. All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the reporter of any incident.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining the consequences for any action they deem in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behavior deemed unprofessional or unwelcome in the community.
**Consequence**: A private, written warning from community leaders, providing clarity around the nature of the violation and an explanation of why the behavior was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series of actions.
**Consequence**: A warning with consequences for continued behavior. No interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, for a specified period of time. This includes avoiding interactions in community spaces as well as external channels like social media. Violating these terms may lead to a temporary or permanent ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including sustained inappropriate behavior.
**Consequence**: A temporary ban from any sort of interaction or public communication with the community for a specified period of time. No public or private interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, is allowed during this period. Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community standards, including sustained inappropriate behavior, harassment of an individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within the community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 2.0,
available at https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
Community Impact Guidelines were inspired by [Mozilla's code of conduct enforcement ladder](https://github.com/mozilla/diversity).
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see the FAQ at
https://www.contributor-covenant.org/faq. Translations are available at https://www.contributor-covenant.org/translations.

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# Contributing
## How to Contribute
#### Code of Conduct
This repository has adopted the Contributor Covenant as it's
Code of Conduct. It is expected that participants adhere to it.
#### Proposing a Change
If you are unsure about whether or not a change is desired,
you can create an issue. This is useful because it creates
the possibility for a discussion that's visible to everyone.
When fixing a bug it is fine to submit a pull request right away.
#### Sending a Pull Request
Steps to be performed to submit a pull request:
1. Fork the repository.
2. Clone the repository.
3. Checkout `develop` branch.
4. Develop the package.
5. Test the package with the test runner (`Window > Generals > Test Runner`).
6. Commit with a message based
on [Angular Commit Message Conventions](https://gist.github.com/stephenparish/9941e89d80e2bc58a153) as follows:
- `fix:` fix a bug
- `feat:` new feature
- `docs:` changes only in documentation
- `style:` changes only in formatting, white-space, etc
- `refactor:` changes only in code structure (extract method, rename variable, move method, etc)
- `perf:` changes only in code performance
- `test:` add or update tests
- `chore:` changes to the build process or auxiliary tools and libraries such as documentation generation
7. Create a pull request on GitHub. Fill out the description, link any related issues and submit your pull request.
#### License
By contributing to this repository, you agree that your contributions will be licensed under its MIT license.

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externalObjects: {}
userData:
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using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Coffee.UIExtensions
{
internal static class AnimatablePropertyEditor
{
private static readonly GUIContent s_ContentNothing = new GUIContent("Nothing");
private static readonly List<string> s_ActiveNames = new List<string>();
private static readonly StringBuilder s_Sb = new StringBuilder();
private static readonly HashSet<string> s_Names = new HashSet<string>();
private static string CollectActiveNames(SerializedProperty sp, List<string> result)
{
result.Clear();
for (var i = 0; i < sp.arraySize; i++)
{
var spName = sp.GetArrayElementAtIndex(i).FindPropertyRelative("m_Name");
if (spName == null) continue;
result.Add(spName.stringValue);
}
s_Sb.Length = 0;
if (result.Count == 0)
{
s_Sb.Append("Nothing");
}
else
{
result.Aggregate(s_Sb, (a, b) => s_Sb.AppendFormat("{0}, ", b));
s_Sb.Length -= 2;
}
return s_Sb.ToString();
}
public static void Draw(SerializedProperty sp, Material[] mats)
{
bool isClicked;
using (new EditorGUILayout.HorizontalScope(GUILayout.ExpandWidth(false)))
{
var pos = EditorGUILayout.GetControlRect(true);
var label = new GUIContent(sp.displayName, sp.tooltip);
var rect = EditorGUI.PrefixLabel(pos, label);
var text = sp.hasMultipleDifferentValues
? "-"
: CollectActiveNames(sp, s_ActiveNames);
isClicked = GUI.Button(rect, text, EditorStyles.popup);
}
if (!isClicked) return;
var gm = new GenericMenu();
gm.AddItem(s_ContentNothing, s_ActiveNames.Count == 0, () =>
{
sp.ClearArray();
sp.serializedObject.ApplyModifiedProperties();
});
if (!sp.hasMultipleDifferentValues)
{
for (var i = 0; i < sp.arraySize; i++)
{
var p = sp.GetArrayElementAtIndex(i);
var name = p.FindPropertyRelative("m_Name").stringValue;
var type = (AnimatableProperty.ShaderPropertyType)p.FindPropertyRelative("m_Type").intValue;
AddMenu(gm, sp, new ShaderProperty(name, type), false);
}
}
s_Names.Clear();
for (var j = 0; j < mats.Length; j++)
{
var mat = mats[j];
if (!mat || !mat.shader) continue;
for (var i = 0; i < ShaderUtil.GetPropertyCount(mat.shader); i++)
{
var name = ShaderUtil.GetPropertyName(mat.shader, i);
var type = (AnimatableProperty.ShaderPropertyType)ShaderUtil.GetPropertyType(mat.shader, i);
if (s_Names.Contains(name)) continue;
s_Names.Add(name);
AddMenu(gm, sp, new ShaderProperty(name, type), true);
if (type != AnimatableProperty.ShaderPropertyType.Texture) continue;
AddMenu(gm, sp, new ShaderProperty($"{name}_ST"), true);
AddMenu(gm, sp, new ShaderProperty($"{name}_HDR"), true);
AddMenu(gm, sp, new ShaderProperty($"{name}_TexelSize"), true);
}
}
gm.ShowAsContext();
}
private static void AddMenu(GenericMenu menu, SerializedProperty sp, ShaderProperty prop, bool add)
{
if (add && s_ActiveNames.Contains(prop.name)) return;
var label = new GUIContent($"{prop.name} ({prop.type})");
menu.AddItem(label, s_ActiveNames.Contains(prop.name), () =>
{
var index = s_ActiveNames.IndexOf(prop.name);
if (0 <= index)
{
sp.DeleteArrayElementAtIndex(index);
}
else
{
sp.InsertArrayElementAtIndex(sp.arraySize);
var p = sp.GetArrayElementAtIndex(sp.arraySize - 1);
p.FindPropertyRelative("m_Name").stringValue = prop.name;
p.FindPropertyRelative("m_Type").intValue = (int)prop.type;
}
sp.serializedObject.ApplyModifiedProperties();
});
}
private struct ShaderProperty
{
public readonly string name;
public readonly AnimatableProperty.ShaderPropertyType type;
public ShaderProperty(string name)
{
this.name = name;
type = AnimatableProperty.ShaderPropertyType.Vector;
}
public ShaderProperty(string name, AnimatableProperty.ShaderPropertyType type)
{
this.name = name;
this.type = type;
}
}
}
}

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fileFormatVersion: 2
guid: f69dfb25b53b14addbd71dbebdbaa132
guid: 60feb9aeb134e4ec789c0e63b017997f
MonoImporter:
externalObjects: {}
serializedVersion: 2

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"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [],
"autoReferenced": false,
"defineConstraints": []
}

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using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.UI;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.UI;
using Coffee.UIParticleExtensions;
#if UNITY_2021_2_OR_NEWER
using UnityEditor.Overlays;
#else
using System;
using System.Reflection;
using Object = UnityEngine.Object;
#endif
#if UNITY_2021_2_OR_NEWER
using UnityEditor.SceneManagement;
#elif UNITY_2018_3_OR_NEWER
using UnityEditor.Experimental.SceneManagement;
#endif
namespace Coffee.UIExtensions
{
[CustomEditor(typeof(UIParticle))]
[CanEditMultipleObjects]
internal class UIParticleEditor : GraphicEditor
{
#if UNITY_2021_2_OR_NEWER
#if UNITY_2022_1_OR_NEWER
[Overlay(typeof(SceneView), "Scene View/UI Particles", "UI Particles", true,
defaultDockPosition = DockPosition.Bottom,
defaultDockZone = DockZone.Floating,
defaultLayout = Layout.Panel)]
#else
[Overlay(typeof(SceneView), "Scene View/UI Particles", "UI Particles", true)]
#endif
private class UIParticleOverlay : IMGUIOverlay, ITransientOverlay
{
public bool visible => s_SerializedObject != null;
public override void OnGUI()
{
if (visible)
{
WindowFunction();
}
}
}
#endif
//################################
// Constant or Static Members.
//################################
private static readonly GUIContent s_ContentRenderingOrder = new GUIContent("Rendering Order");
private static readonly GUIContent s_ContentRefresh = new GUIContent("Refresh");
private static readonly GUIContent s_ContentFix = new GUIContent("Fix");
private static readonly GUIContent s_ContentMaterial = new GUIContent("Material");
private static readonly GUIContent s_ContentTrailMaterial = new GUIContent("Trail Material");
private static readonly GUIContent s_Content3D = new GUIContent("3D");
private static readonly GUIContent s_ContentRandom = new GUIContent("Random");
private static readonly GUIContent s_ContentScale = new GUIContent("Scale");
private static SerializedObject s_SerializedObject;
private static bool s_XYZMode;
private SerializedProperty _maskable;
private SerializedProperty _scale3D;
private SerializedProperty _animatableProperties;
private SerializedProperty _meshSharing;
private SerializedProperty _groupId;
private SerializedProperty _groupMaxId;
private SerializedProperty _positionMode;
private SerializedProperty _autoScalingMode;
private ReorderableList _ro;
private bool _showMax;
private static readonly HashSet<Shader> s_Shaders = new HashSet<Shader>();
#if UNITY_2018 || UNITY_2019
private static readonly List<ParticleSystemVertexStream> s_Streams = new List<ParticleSystemVertexStream>();
#endif
private static readonly List<string> s_MaskablePropertyNames = new List<string>
{
"_Stencil",
"_StencilComp",
"_StencilOp",
"_StencilWriteMask",
"_StencilReadMask",
"_ColorMask"
};
[InitializeOnLoadMethod]
private static void Init()
{
#if !UNITY_2021_2_OR_NEWER
var miSceneViewOverlayWindow = Type.GetType("UnityEditor.SceneViewOverlay, UnityEditor")
?.GetMethods(BindingFlags.Public | BindingFlags.Static)
.First(x => x.Name == "Window" && 5 <= x.GetParameters().Length);
var windowFunction = (Action<Object, SceneView>)WindowFunction;
var windowFunctionType = Type.GetType("UnityEditor.SceneViewOverlay+WindowFunction, UnityEditor");
var windowFunctionDelegate = Delegate.CreateDelegate(windowFunctionType, windowFunction.Method);
var windowTitle = new GUIContent(ObjectNames.NicifyVariableName(nameof(UIParticle)));
#if UNITY_2019_2_OR_NEWER
//public static void Window(GUIContent title, WindowFunction sceneViewFunc, int order, Object target, WindowDisplayOption option, EditorWindow window = null)
var sceneViewArgs = new object[] { windowTitle, windowFunctionDelegate, 599, null, 2, null };
#else
//public static void Window(GUIContent title, WindowFunction sceneViewFunc, int order, Object target, WindowDisplayOption option)
var sceneViewArgs = new object[] { windowTitle, windowFunctionDelegate, 599, null, 2 };
#endif
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui += _ =>
#else
SceneView.onSceneGUIDelegate += _ =>
#endif
{
if (s_SerializedObject != null)
{
miSceneViewOverlayWindow.Invoke(null, sceneViewArgs);
}
};
#endif
SerializedObject CreateSerializeObject()
{
var uiParticles = Selection.gameObjects.Select(x => x.GetComponent<ParticleSystem>())
.Where(x => x)
.Select(x => x.GetComponentInParent<UIParticle>(true))
.Where(x => x && x.canvas)
.Concat(Selection.gameObjects.Select(x => x.GetComponent<UIParticle>())
.Where(x => x && x.canvas))
.Distinct()
.OfType<Object>()
.ToArray();
return 0 < uiParticles.Length ? new SerializedObject(uiParticles) : null;
}
s_SerializedObject = CreateSerializeObject();
Selection.selectionChanged += () => s_SerializedObject = CreateSerializeObject();
}
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_maskable = serializedObject.FindProperty("m_Maskable");
_scale3D = serializedObject.FindProperty("m_Scale3D");
_animatableProperties = serializedObject.FindProperty("m_AnimatableProperties");
_meshSharing = serializedObject.FindProperty("m_MeshSharing");
_groupId = serializedObject.FindProperty("m_GroupId");
_groupMaxId = serializedObject.FindProperty("m_GroupMaxId");
_positionMode = serializedObject.FindProperty("m_PositionMode");
_autoScalingMode = serializedObject.FindProperty("m_AutoScalingMode");
var sp = serializedObject.FindProperty("m_Particles");
_ro = new ReorderableList(sp.serializedObject, sp, true, true, true, true)
{
elementHeight = EditorGUIUtility.singleLineHeight * 3 + 4,
elementHeightCallback = _ => 3 * (EditorGUIUtility.singleLineHeight + 2),
drawElementCallback = (rect, index, _, __) =>
{
EditorGUI.BeginDisabledGroup(sp.hasMultipleDifferentValues);
rect.y += 1;
rect.height = EditorGUIUtility.singleLineHeight;
var p = sp.GetArrayElementAtIndex(index);
EditorGUI.ObjectField(rect, p, GUIContent.none);
rect.x += 15;
rect.width -= 15;
var ps = p.objectReferenceValue as ParticleSystem;
var materials = ps
? new SerializedObject(ps.GetComponent<ParticleSystemRenderer>()).FindProperty("m_Materials")
: null;
rect.y += rect.height + 1;
MaterialField(rect, s_ContentMaterial, materials, 0);
rect.y += rect.height + 1;
MaterialField(rect, s_ContentTrailMaterial, materials, 1);
EditorGUI.EndDisabledGroup();
if (materials != null && materials.serializedObject.hasModifiedProperties)
{
materials.serializedObject.ApplyModifiedProperties();
}
},
drawHeaderCallback = rect =>
{
#if !UNITY_2019_3_OR_NEWER
rect.y -= 1;
#endif
var pos = new Rect(rect.x, rect.y, 150, rect.height);
EditorGUI.LabelField(pos, s_ContentRenderingOrder);
pos = new Rect(rect.width - 35, rect.y, 60, rect.height);
if (GUI.Button(pos, s_ContentRefresh, EditorStyles.miniButton))
{
foreach (var uip in targets.OfType<UIParticle>())
{
uip.RefreshParticles();
EditorUtility.SetDirty(uip);
}
}
}
};
// On select UIParticle, refresh particles.
if (!Application.isPlaying)
{
foreach (var uip in targets.OfType<UIParticle>())
{
if (PrefabUtility.GetPrefabAssetType(uip) != PrefabAssetType.NotAPrefab) continue;
uip.RefreshParticles(uip.particles);
}
}
}
private static void MaterialField(Rect rect, GUIContent label, SerializedProperty sp, int index)
{
if (sp == null || sp.arraySize <= index)
{
EditorGUI.BeginDisabledGroup(true);
EditorGUI.ObjectField(rect, label, null, typeof(Material), true);
EditorGUI.EndDisabledGroup();
}
else
{
EditorGUI.PropertyField(rect, sp.GetArrayElementAtIndex(index), label);
}
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
var current = target as UIParticle;
if (!current) return;
serializedObject.Update();
// Maskable
EditorGUILayout.PropertyField(_maskable);
// Scale
EditorGUI.BeginDisabledGroup(!_meshSharing.hasMultipleDifferentValues && _meshSharing.intValue == 4);
s_XYZMode = DrawFloatOrVector3Field(_scale3D, s_XYZMode);
EditorGUI.EndDisabledGroup();
// AnimatableProperties
var mats = current.particles
.Where(x => x)
.Select(x => x.GetComponent<ParticleSystemRenderer>().sharedMaterial)
.Where(x => x)
.ToArray();
AnimatablePropertyEditor.Draw(_animatableProperties, mats);
// Mesh sharing
EditorGUI.BeginChangeCheck();
_showMax = DrawMeshSharing(_meshSharing, _groupId, _groupMaxId, _showMax);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
foreach (var uip in targets.OfType<UIParticle>())
{
uip.ResetGroupId();
}
}
// Position Mode
EditorGUILayout.PropertyField(_positionMode);
// Auto Scaling
DrawAutoScaling(_autoScalingMode, targets.OfType<UIParticle>());
// Target ParticleSystems.
EditorGUI.BeginChangeCheck();
EditorGUI.BeginDisabledGroup(targets.OfType<UIParticle>().Any(x => !x.canvas));
_ro.DoLayoutList();
EditorGUI.EndDisabledGroup();
serializedObject.ApplyModifiedProperties();
if (EditorGUI.EndChangeCheck())
{
foreach (var uip in targets.OfType<UIParticle>())
{
uip.RefreshParticles(uip.particles);
}
}
// Non-UI built-in shader is not supported.
foreach (var mat in current.materials)
{
if (!mat || !mat.shader) continue;
var shader = mat.shader;
if (IsBuiltInObject(shader) && !shader.name.StartsWith("UI/"))
{
EditorGUILayout.HelpBox(
$"Built-in shader '{shader.name}' in '{mat.name}' is not supported.\n" +
"Use UI shaders instead.",
MessageType.Error);
}
}
// Does the shader support UI masks?
if (current.maskable && current.GetComponentInParent<Mask>(false))
{
foreach (var mat in current.materials)
{
if (!mat || !mat.shader) continue;
var shader = mat.shader;
if (s_Shaders.Contains(shader)) continue;
s_Shaders.Add(shader);
foreach (var propName in s_MaskablePropertyNames)
{
if (mat.HasProperty(propName)) continue;
EditorGUILayout.HelpBox(
$"Shader '{shader.name}' doesn't have '{propName}' property." +
"\nThis graphic cannot be masked.",
MessageType.Warning);
break;
}
}
}
s_Shaders.Clear();
// UIParticle for trail should be removed.
var label = "This UIParticle component should be removed. The UIParticle for trails is no longer needed.";
#pragma warning disable CS0612
if (FixButton(current.m_IsTrail, label))
#pragma warning restore CS0612
{
DestroyUIParticle(current);
}
#if UNITY_2018 || UNITY_2019
// (2018, 2019) Check to use 'TEXCOORD*.zw' components as custom vertex stream.
var allPsRenderers = targets.OfType<UIParticle>()
.SelectMany(x => x.particles)
.Where(x => x)
.Select(x => x.GetComponent<ParticleSystemRenderer>())
.ToArray();
if (0 < allPsRenderers.Length)
{
// Check to use 'TEXCOORD*.zw' components as custom vertex stream.
foreach (var psr in allPsRenderers)
{
if (!new SerializedObject(psr).FindProperty("m_UseCustomVertexStreams").boolValue) continue;
if (psr.activeVertexStreamsCount == 0) continue;
psr.GetActiveVertexStreams(s_Streams);
if (2 < s_Streams.Select(GetUsedComponentCount).Sum())
{
EditorGUILayout.HelpBox(
$"ParticleSystem '{psr.name}' uses 'TEXCOORD*.zw' components as custom vertex stream.\n" +
"UIParticle does not support it (See README.md).",
MessageType.Warning);
}
s_Streams.Clear();
}
}
#endif
}
private bool IsBuiltInObject(Object obj)
{
return AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out var guid, out long _)
&& Regex.IsMatch(guid, "^0{16}.0{15}$", RegexOptions.Compiled);
}
#if UNITY_2018 || UNITY_2019
private static int GetUsedComponentCount(ParticleSystemVertexStream s)
{
switch (s)
{
case ParticleSystemVertexStream.Position:
case ParticleSystemVertexStream.Normal:
case ParticleSystemVertexStream.Tangent:
case ParticleSystemVertexStream.Color:
return 0;
case ParticleSystemVertexStream.UV:
case ParticleSystemVertexStream.UV2:
case ParticleSystemVertexStream.UV3:
case ParticleSystemVertexStream.UV4:
case ParticleSystemVertexStream.SizeXY:
case ParticleSystemVertexStream.StableRandomXY:
case ParticleSystemVertexStream.VaryingRandomXY:
case ParticleSystemVertexStream.Custom1XY:
case ParticleSystemVertexStream.Custom2XY:
case ParticleSystemVertexStream.NoiseSumXY:
case ParticleSystemVertexStream.NoiseImpulseXY:
return 2;
case ParticleSystemVertexStream.AnimBlend:
case ParticleSystemVertexStream.AnimFrame:
case ParticleSystemVertexStream.VertexID:
case ParticleSystemVertexStream.SizeX:
case ParticleSystemVertexStream.Rotation:
case ParticleSystemVertexStream.RotationSpeed:
case ParticleSystemVertexStream.Velocity:
case ParticleSystemVertexStream.Speed:
case ParticleSystemVertexStream.AgePercent:
case ParticleSystemVertexStream.InvStartLifetime:
case ParticleSystemVertexStream.StableRandomX:
case ParticleSystemVertexStream.VaryingRandomX:
case ParticleSystemVertexStream.Custom1X:
case ParticleSystemVertexStream.Custom2X:
case ParticleSystemVertexStream.NoiseSumX:
case ParticleSystemVertexStream.NoiseImpulseX:
return 1;
case ParticleSystemVertexStream.Center:
case ParticleSystemVertexStream.SizeXYZ:
case ParticleSystemVertexStream.Rotation3D:
case ParticleSystemVertexStream.RotationSpeed3D:
case ParticleSystemVertexStream.StableRandomXYZ:
case ParticleSystemVertexStream.VaryingRandomXYZ:
case ParticleSystemVertexStream.Custom1XYZ:
case ParticleSystemVertexStream.Custom2XYZ:
case ParticleSystemVertexStream.NoiseSumXYZ:
case ParticleSystemVertexStream.NoiseImpulseXYZ:
return 3;
case ParticleSystemVertexStream.StableRandomXYZW:
case ParticleSystemVertexStream.VaryingRandomXYZW:
case ParticleSystemVertexStream.Custom1XYZW:
case ParticleSystemVertexStream.Custom2XYZW:
return 4;
}
return 3;
}
#endif
private static bool DrawMeshSharing(SerializedProperty spMeshSharing, SerializedProperty spGroupId,
SerializedProperty spGroupMaxId, bool showMax)
{
showMax |= spGroupId.intValue != spGroupMaxId.intValue ||
spGroupId.hasMultipleDifferentValues ||
spGroupMaxId.hasMultipleDifferentValues;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(spMeshSharing);
EditorGUI.BeginChangeCheck();
showMax = GUILayout.Toggle(showMax, s_ContentRandom, EditorStyles.miniButton, GUILayout.Width(60));
if (EditorGUI.EndChangeCheck() && !showMax)
{
spGroupMaxId.intValue = spGroupId.intValue;
}
EditorGUILayout.EndHorizontal();
EditorGUI.BeginDisabledGroup(spMeshSharing.intValue == 0);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(spGroupId);
if (showMax)
{
EditorGUILayout.PropertyField(spGroupMaxId);
}
else if (spMeshSharing.intValue == 1 || spMeshSharing.intValue == 4)
{
EditorGUI.BeginDisabledGroup(true);
var obj = UIParticleUpdater.GetPrimary(spGroupId.intValue);
EditorGUILayout.ObjectField("Primary", obj, typeof(UIParticle), false);
EditorGUI.EndDisabledGroup();
}
EditorGUI.indentLevel--;
EditorGUI.EndDisabledGroup();
return showMax;
}
private static void DrawAutoScaling(SerializedProperty prop, IEnumerable<UIParticle> uiParticles)
{
var isTransformMode = prop.intValue == (int)UIParticle.AutoScalingMode.Transform;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(prop);
if (!EditorGUI.EndChangeCheck() || !isTransformMode) return;
// on changed true->false, reset scale.
EditorApplication.delayCall += () =>
{
foreach (var uip in uiParticles)
{
if (!uip) continue;
uip.transform.localScale = Vector3.one;
}
};
}
#if UNITY_2021_2_OR_NEWER
private static void WindowFunction()
#else
private static void WindowFunction(Object _, SceneView __)
#endif
{
try
{
if (s_SerializedObject == null || !s_SerializedObject.targetObject) return;
var uiParticles = s_SerializedObject.targetObjects.OfType<UIParticle>().ToArray();
if (uiParticles.Any(x => !x || !x.canvas)) return;
s_SerializedObject.Update();
using (new EditorGUILayout.VerticalScope(GUILayout.Width(220f)))
{
var labelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = 100;
EditorGUILayout.PropertyField(s_SerializedObject.FindProperty("m_Enabled"));
s_XYZMode = DrawFloatOrVector3Field(s_SerializedObject.FindProperty("m_Scale3D"), s_XYZMode);
EditorGUILayout.PropertyField(s_SerializedObject.FindProperty("m_PositionMode"));
DrawAutoScaling(s_SerializedObject.FindProperty("m_AutoScalingMode"), uiParticles);
EditorGUIUtility.labelWidth = labelWidth;
}
s_SerializedObject.ApplyModifiedProperties();
}
catch
{
// ignored
}
}
private void DestroyUIParticle(UIParticle p, bool ignoreCurrent = false)
{
if (!p || (ignoreCurrent && target == p)) return;
var cr = p.canvasRenderer;
DestroyImmediate(p);
DestroyImmediate(cr);
#if UNITY_2018_3_OR_NEWER
var stage = PrefabStageUtility.GetCurrentPrefabStage();
if (stage != null && stage.scene.isLoaded)
{
#if UNITY_2020_1_OR_NEWER
var prefabAssetPath = stage.assetPath;
#else
var prefabAssetPath = stage.prefabAssetPath;
#endif
PrefabUtility.SaveAsPrefabAsset(stage.prefabContentsRoot, prefabAssetPath);
}
#endif
}
private static bool FixButton(bool show, string text)
{
if (!show) return false;
using (new EditorGUILayout.HorizontalScope(GUILayout.ExpandWidth(true)))
{
EditorGUILayout.HelpBox(text, MessageType.Warning, true);
using (new EditorGUILayout.VerticalScope())
{
return GUILayout.Button(s_ContentFix, GUILayout.Width(30));
}
}
}
private static bool DrawFloatOrVector3Field(SerializedProperty sp, bool showXyz)
{
var x = sp.FindPropertyRelative("x");
var y = sp.FindPropertyRelative("y");
var z = sp.FindPropertyRelative("z");
showXyz |= !Mathf.Approximately(x.floatValue, y.floatValue) ||
!Mathf.Approximately(y.floatValue, z.floatValue) ||
y.hasMultipleDifferentValues ||
z.hasMultipleDifferentValues;
EditorGUILayout.BeginHorizontal();
if (showXyz)
{
EditorGUILayout.PropertyField(sp);
}
else
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(x, s_ContentScale);
if (EditorGUI.EndChangeCheck())
{
y.floatValue = z.floatValue = x.floatValue;
}
}
EditorGUI.BeginChangeCheck();
showXyz = GUILayout.Toggle(showXyz, s_Content3D, EditorStyles.miniButton, GUILayout.Width(30));
if (EditorGUI.EndChangeCheck() && !showXyz)
{
z.floatValue = y.floatValue = x.floatValue;
}
EditorGUILayout.EndHorizontal();
return showXyz;
}
}
}

46
Editor/UIParticleMenu.cs Normal file
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@@ -0,0 +1,46 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
internal class UIParticleMenu
{
[MenuItem("GameObject/UI/Particle System (Empty)", false, 2018)]
private static void AddParticleEmpty(MenuCommand menuCommand)
{
// Create empty UI element.
EditorApplication.ExecuteMenuItem("GameObject/UI/Image");
var ui = Selection.activeGameObject;
Object.DestroyImmediate(ui.GetComponent<Image>());
// Add UIParticle.
var uiParticle = ui.AddComponent<UIParticle>();
uiParticle.name = "UIParticle";
uiParticle.scale = 10;
uiParticle.rectTransform.sizeDelta = Vector2.zero;
}
[MenuItem("GameObject/UI/Particle System", false, 2019)]
private static void AddParticle(MenuCommand menuCommand)
{
// Create empty UIEffect.
AddParticleEmpty(menuCommand);
var uiParticle = Selection.activeGameObject.GetComponent<UIParticle>();
// Create ParticleSystem.
EditorApplication.ExecuteMenuItem("GameObject/Effects/Particle System");
var ps = Selection.activeGameObject;
ps.transform.SetParent(uiParticle.transform, false);
ps.transform.localPosition = Vector3.zero;
// Assign default material (UIAdditive).
var renderer = ps.GetComponent<ParticleSystemRenderer>();
var path = AssetDatabase.GUIDToAssetPath("9944483a3e009401ba5dcc42f14d5c63");
renderer.material = AssetDatabase.LoadAssetAtPath<Material>(path);
// Refresh particles.
uiParticle.RefreshParticles();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0ad158a8abf7646d6b540eed4a91a2dc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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userData:
assetBundleName:
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8
Icons.meta Normal file
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fileFormatVersion: 2
guid: 7a55e246f37df405bac88eac692e3a86
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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After

Width:  |  Height:  |  Size: 418 B

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borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
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userData:
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View File

@@ -1,7 +1,7 @@
Copyright 2018 mob-sakai
Copyright 2018-2023 mob-sakai
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

523
README.md
View File

@@ -1,170 +1,483 @@
ParticleEffectForUGUI
===
# Particle Effect For UGUI (UI Particle)
This plugin provide a component to render particle effect for uGUI in Unity 2018.2+.
The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.
This package provides a component to render particle effects for uGUI in Unity 2018.2 or later.
The particle rendering is maskable and sortable, without the need for an extra Camera, RenderTexture, or Canvas.
[![](https://img.shields.io/github/release/mob-sakai/ParticleEffectForUGUI.svg?label=latest%20version)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[![](https://img.shields.io/github/release-date/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
![](https://img.shields.io/badge/requirement-Unity%202018.2%2B-green.svg)
[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/LICENSE.md)
[![](https://img.shields.io/npm/v/com.coffee.ui-particle?label=openupm&registry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-particle/)
[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/LICENSE.txt)
![](https://img.shields.io/badge/Unity-2018.2+-57b9d3.svg?style=flat&logo=unity)
![](https://github.com/mob-sakai/ParticleEffectForUGUI/actions/workflows/test.yml/badge.svg?branch=develop)
[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com)
[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai)
<< [📝 Description](#-description) | [🎮 Demo](#-demo) | [⚙ Installation](#-installation) | [🚀 Usage](#-usage) | [🛠 Development Note](#-development-note) | [🤝 Contributing](#-contributing) >>
<br><br>
<< [Description](#Description) | [WebGL Demo](#demo) | [Download](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) | [Usage](#usage) | [Development Note](#development-note) | [Change log](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md) >>
### What's new? Please see [See changelog ![](https://img.shields.io/github/release-date/mob-sakai/ParticleEffectForUGUI.svg?label=last%20updated)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md)
### Do you want to receive notifications for new releases? [Watch this repo ![](https://img.shields.io/github/watchers/mob-sakai/ParticleEffectForUGUI.svg?style=social&label=Watch)](https://github.com/mob-sakai/ParticleEffectForUGUI/subscription)
### Support me on Patreon! [![become_a_patron](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?)
<br><br><br><br>
## Description
## 📝 Description
![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif)
This plugin uses new APIs `MeshBake/MashTrailBake` (added with Unity 2018.2) to render particles by CanvasRenderer.
You can mask and sort particles for uGUI without Camera, RenderTexture, Canvas.
This package utilizes the new APIs `MeshBake/MashTrailBake` (introduced with Unity 2018.2) to render particles through
CanvasRenderer.
You can render, mask, and sort your ParticleSystems for UI without the necessity of an additional Camera, RenderTexture,
or Canvas.
Compares this "Baking mesh" approach with the conventional approach:
(This scene is included in the package.)
### Features
|Approach|Good|Bad|Screenshot|
|-|-|-|-|
|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|**Requires Unity 2018.2+.**<br>Requires UI shaders to use Mask.|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">|
|Do nothing|Rendered as is.|**Looks like a glitch.**<br>Not maskable.<br>Not sortable.|<img src="https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif" width="500px">|
|Convert particle to UIVertex<br>[\(UIParticleSystem\)](https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/)|Maskable.<br>Sortable.<br>Less objects.|**Adjustment is difficult.**<br>Requires UI shaders.<br>Difficult to adjust scale.<br>Force hierarchy scalling.<br>Simulation results are incorrect.<br>Trail, rotation of transform, time scaling are not supported.<br>Generate heavy GC every frame.|<img src="https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif" width="500px">|
|Use Canvas to sort|Rendered as is.<br>Sortable.|**You must to manage sorting orders.**<br>Not maskable.<br>More batches.|<img src="https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif" width="500px">|
|Use RenderTexture|Maskable.<br>Sortable.|**Requires Camera and RenderTexture.**<br>Difficult to adjust position and size.<br>Quality depends on the RenderTexture's setting.|<img src="https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif" width="500px">|
* Easy to use: The package is ready to use out of the box.
* Sort particle effects and other UI by sibling index.
* No extra Camera, RenderTexture, or Canvas required.
* Masking options for Mask or RectMask2D.
* Support for the Trail module.
* Support for CanvasGroup alpha.
* No allocations needed to render particles.
* Compatibility with overlay, camera space, and world space.
* Support for Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).
* Support for disabling `Enter Play Mode Options > Reload Domain`.
* Support for changing material property with AnimationClip (AnimatableProperty).
![AnimatableProperty.gif][AnimatableProperty.gif]
* [4.0.0+] Support for 8+ materials.
* [4.0.0+] Correct world space particle position adjustment when changing window size for standalone platforms (Windows,
MacOSX, and Linux).
* [4.0.0+] Adaptive scaling for UI.
* [4.0.0+] Mesh sharing group to improve performance.
![MeshSharing.gif][MeshSharing.gif]
* [4.0.0+] Particle attractor component.
![ParticleAttractor.gif][ParticleAttractor.gif]
* [4.1.0+] Relative/Absolute particle position mode.
![AbsolutePosition.gif][AbsolutePosition.gif]
[AnimatableProperty.gif]: https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif
[MeshSharing.gif]: https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif
[ParticleAttractor.gif]: https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif
[AbsolutePosition.gif]: https://user-images.githubusercontent.com/12690315/175751579-5a2357e8-2ecf-4afd-83c8-66e9771bde39.gif
<br><br>
## 🎮 Demo
* [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html)
> ![](https://user-images.githubusercontent.com/12690315/174311768-1843a5f2-f776-491b-aaa8-2a131a8b6a16.gif)
* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX)
* [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle
> ![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif)
[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565
[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669
[JMO]: https://assetstore.unity.com/publishers/1669
#### Features
<br><br>
* Sort particle effects with uGUI
* No Camera, RenderTexture or Canvas are required
* Masking with Mask or RectMask2D
* Easy to use
* Support Trail module
* Change alpha with CanvasGroup
* Scaling independent of Transform
* No heavy allocation every frame
* All ParticleSystem.ScalingModes and all Canvas.RenderModes are supported. They look almost the same in all modes.
![](https://user-images.githubusercontent.com/12690315/49866926-6c22f500-fe4c-11e8-8393-d5a546e9e2d3.gif)
* Scaled gizmo
![](https://user-images.githubusercontent.com/12690315/50343861-f31e4e80-056b-11e9-8f60-8bd0a8ff7adb.gif)
* Animatable material property
![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
## ⚙ Installation
_This package requires Unity 2018.3 or later._
#### Install via OpenUPM
<br><br><br><br>
## Demo
This package is available on [OpenUPM](https://openupm.com) package registry.
This is the preferred method of installation, as you can easily receive updates as they're released.
[WebGL Demo](http://mob-sakai.github.io/ParticleEffectForUGUI)
If you have [openupm-cli](https://github.com/openupm/openupm-cli) installed, then run the following command in your
project's directory:
```sh
openupm add com.coffee.ui-particle
```
#### Install via UPM (using Git URL)
<br><br><br><br>
## Install
Navigate to your project's Packages folder and open the `manifest.json` file. Then add this package somewhere in
the `dependencies` block:
#### Using UnityPackageManager (for Unity 2018.3+)
Find the manifest.json file in the Packages folder of your project and edit it to look like this:
```js
```json
{
"dependencies": {
"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#2.2.0",
"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git",
...
},
}
}
```
To update the package, change `#{version}` to the target version.
Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension).
#### Using .unitypackage file (for Unity 2018.2+)
To update the package, change suffix `#{version}` to the target version.
Download `*.unitypackage` from [Releases](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) and import the package into your Unity project.
Select `Assets > Import Package > Custom Package` from the menu.
![](https://user-images.githubusercontent.com/12690315/46570979-edbb5a00-c9a7-11e8-845d-c5ee279effec.png)
* e.g. `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.6.0",`
Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package.
<br><br>
<br><br><br><br>
## How to play demo
## 🚀 Usage
* Import `UIParticle_Demo.unitypackage` into your project.
* The demo unitypackage exists in `Assets/Assets/Coffee/UIExtensions/UIParticle` or `Packages/UI Particle`.
* Open UIParticle_Demo scene and play it.
### UIParticle Component
`UIParticle` controls the ParticleSystems that are attached to its own game objects and child game objects.
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/3559df45-63e7-4c4c-9233-f455779efa29)
<br><br><br><br>
## Usage
- **Maskable**: Does this graphic allow masking.
- **Scale**: Scale the rendering. When the `3D` toggle is enabled, 3D scale (x, y, z) is supported.
- **Animatable Properties**: If you want to update material properties (e.g., `_MainTex_ST`, `_Color`) in AnimationClip,
use this to mark the changes.
- **Mesh Sharing**: Particle simulation results are shared within the same group. A large number of the same effects can
be displayed with a small load. When the `Random` toggle is enabled, it will be grouped randomly.
- **Position Mode**: Emission position mode.
- **Absolute:** Emit from the world position of the `ParticleSystem`.
- **Relative:** Emit from the scaled position of the `ParticleSystem`.
- **Auto Scaling**: `Transform.lossyScale` (=world scale) will be set to `(1, 1, 1)` on update. It prevents the
root-Canvas scale from affecting the hierarchy-scaled `ParticleSystem`.
- **Rendering Order**: The ParticleSystem list to be rendered. You can change the order and the materials.
1. Add your particle effect to canvas.
2. (Option) If you want to mask particles, set a UI shader such as "UI/UIAdditive" to material for ParticleSystem.
![](https://user-images.githubusercontent.com/12690315/42674022-134e3a40-86a9-11e8-8f44-a110d2f14185.gif)
3. Add `UIParticle` component to root particle system of your effect from `Add Component` in inspector.
![](https://user-images.githubusercontent.com/12690315/41772125-5aca69c8-7652-11e8-8442-21f6015069a1.png)
4. If your effect consists of multiple ParticleSystems, click "Fix".
![](https://user-images.githubusercontent.com/12690315/49148942-1c243880-f34c-11e8-9cf5-d871d65c4dbe.png)
5. Adjust the Scale property to change the size of the effect.
![](https://user-images.githubusercontent.com/12690315/49148937-19c1de80-f34c-11e8-87fc-138192777540.gif)
6. Enjoy!
**NOTE:** Press the `Refresh` button to reconstruct the rendering order based on children ParticleSystem's sorting order
and z-position.
<br><br>
##### Requirement
#### Basic Usage
* Unity 2018.2+ (Tested in Unity 2018.2.0f2)
* No other SDK are required
1. Select `GameObject/UI/ParticleSystem` to create UIParticle with a ParticleSystem.
![particle](https://user-images.githubusercontent.com/12690315/95007361-cad0e880-0649-11eb-8835-f145d62c5977.png)
2. Adjust the ParticleSystem as you like.
![particle1](https://user-images.githubusercontent.com/12690315/95007359-ca385200-0649-11eb-8383-627c9750bda8.png)
<br>
#### With Your Existing ParticleSystem Prefab
1. Select `GameObject/UI/ParticleSystem (Empty)` to create UIParticle.
![empty](https://user-images.githubusercontent.com/12690315/95007362-cb697f00-0649-11eb-8a09-29b0a13791e4.png)
2. Drag and drop your ParticleSystem prefab onto UIParticle.
![particle3](https://user-images.githubusercontent.com/12690315/95007356-c6a4cb00-0649-11eb-9316-562f4bce3f31.png)
<br><br><br><br>
## Development Note
<br>
#### Animatable material property
#### With `Mask` or `RectMask2D` Component
![](https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif)
If you want to mask particles, set a stencil-supported shader (such as `UI/UIAdditive`) to the material for
ParticleSystem.
If you use some custom shaders, see
the [How to Make a Custom Shader to Support Mask/RectMask2D Component](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component)
section.
Animation clips can change the material properties of the Renderer, such as ParticleSystemRenderer.
It uses MaterialPropertyBlock so it does not create new material instances.
Using material properties, you can change UV animation, scale and color etc.
![](https://user-images.githubusercontent.com/12690315/95017591-3b512700-0695-11eb-864e-04166ea1809a.png)
Well, there is a component called CanvasRenderer.
It is used by all Graphic components for UI (Text, Image, Raw Image, etc.) including UIParticle.
However, It is **NOT** a Renderer.
Therefore, in UIParticle, changing ParticleSystemRenderer's MaterialPropertyBlock by animation clip is ignored.
<br><br>
To prevent this, Use "Animatable Material Property".
"Animatable Material Property" gets the necessary properties from ParticleSystemRenderer's MaterialPropertyBlock and sets them to the CanvasRenderer's material.
### Script usage
```cs
// Instant ParticleSystem prefab with UIParticle on runtime.
var go = GameObject.Instantiate(prefab);
var uiParticle = go.AddComponent<UIParticle>();
// Control by ParticleSystem.
particleSystem.Play();
particleSystem.Emit(10);
// Control by UIParticle.
uiParticle.Play();
uiParticle.Stop();
```
<br><br>
### UIParticleAttractor component
`UIParticleAttractor` attracts particles generated by the specified ParticleSystem.
![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/ea6ae0ed-f9a8-437c-8baa-47526303391e)
![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif)
- **Particle System**: Attracts particles generated by the specified particle system.
- **Destination Radius**: Once the particle is within the radius, the particle lifetime will become 0, and `OnAttracted`
will be called.
- **Delay Rate**: Delay to start attracting. It is a percentage of the particle's start lifetime.
- **Max Speed**: Maximum speed of attracting. If this value is too small, attracting may not be completed by the end of
the lifetime, and `OnAttracted` may not be called.
- **Movement**: Attracting movement type. (`Linear`, `Smooth`, `Sphere`)
- **Update Mode**: Update mode.
- **Normal:** Update with scaled delta time.
- **Unscaled Time:** Update with unscaled delta time.
- **OnAttracted**: An event called when attracting is complete (per particle).
<br><br>
## 🛠 Development Note
### Compares the Baking mesh approach with the conventional approach
- **Baking mesh approach (=UIParticle)**
![](https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif)
- ✅ Rendered as is.
- ✅ Maskable.
- ✅ Sortable.
- ✅ Less objects.
- **Do nothing (=Plain ParticleSystem)**
![](https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif)
- ✅ Rendered as is.
- ❌ Looks like a glitch.
- ❌ Not maskable.
- ❌ Not sortable.
- **Convert particle to UIVertex (=[UIParticleSystem][UIParticleSystem])**
![](https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif)
- ✅ Maskable.
- ✅ Sortable.
- ❌ Adjustment is difficult.
- ❌ Requires UI shaders.
- ❌ Difficult to adjust scale.
- ❌ Force hierarchy scalling.
- ❌ Simulation results are incorrect.
- ❌ Trail, rotation of transform, time scaling are not supported.
- ❌ Generate heavy GC every frame.
- **Use Canvas to sort (Sorting By Canvas )**
![](https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif)
- ✅ Rendered as is.
- ✅ Sortable.
- ❌ You must to manage sorting orders.
- ❌ Not maskable.
- ❌ More batches.
- ❌ Requires Canvas.
- **Use RenderTexture**
![](https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif)
- ✅ Maskable.
- ✅ Sortable.
- ❌ Requires Camera and RenderTexture.
- ❌ Difficult to adjust position and size.
- ❌ Quality depends on the RenderTexture's setting.
[UIParticleSystem]: https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
#### [Performance test results](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/193#issuecomment-1160028374)
| Approach | FPS on Editor | FPS on iPhone6 | FPS on Xperia XZ |
|-----------------------------|---------------|----------------|------------------|
| Particle System | 43 | 57 | 22 |
| UIParticleSystem | 4 | 3 | 0 (unmeasurable) |
| Sorting By Canvas | 43 | 44 | 18 |
| UIParticle | 17 | 12 | 4 |
| UIParticle with MeshSharing | 44 | 45 | 30 |
### 🔍 FAQ: Why Are My UIParticles Not Displayed Correctly?
If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points:
- [Shader Limitation](#shader-limitation)
- `UIParticle` does not support all built-in shaders except for `UI/Default`.
- Most cases can be solved by using `UI/Additive` or `UI/Default`.
- Particles are not masked
- `UIParticle` is maskable.
- Set `Mask` or `RectMask2D` component properly.
- [Use maskable/clipable shader](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) (such
as `UI/Additive` or `UI/Default`)
- Particles are too small
- If particles are small enough, they will not appear on the screen.
- Increase the `Scale` value.
- If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option.
- Particles are too many
- No more than 65535 vertices can be displayed (for mesh combination limitations).
- Please set `Emission` module and `Max Particles` of ParticleSystem properly.
- Particles are emitted off-screen.
- When `Position Mode = Relative`, particles are emitted from the scaled position of the ParticleSystem, not from
the screen point of the ParticleSystem.
- Place the ParticleSystem in the proper position or try `Position Mode = Absolute`.
- Attaching `UIParticle` to the same object as `ParticleSystem`
- `Transform.localScale` will be overridden by the `Auto Scaling` option.
- It is recommended to place `ParticleSystem` under `UIParticle`.
- If `Transform.localScale` contains 0, rendering will be skipped.
- Displayed particles are in the correct position but too large/too small
- Adjust `ParticleSystem.renderer.Min/MaxParticleSize`.
<br>
### 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/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>
<br><br><br><br>
## License
* MIT
* © UTJ/UCL
## Author
[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)
[![become_a_patron](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?)
* ![](https://user-images.githubusercontent.com/12690315/96986908-434a0b80-155d-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
* Current project : https://github.com/mob-sakai/ParticleEffectForUGUI/projects/1
* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md
* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CHANGELOG.md

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@@ -0,0 +1,75 @@
using System;
using UnityEngine;
namespace Coffee.UIExtensions
{
[Serializable]
public class AnimatableProperty : ISerializationCallbackReceiver
{
public enum ShaderPropertyType
{
Color,
Vector,
Float,
Range,
Texture
}
[SerializeField] private string m_Name = "";
[SerializeField] private ShaderPropertyType m_Type = ShaderPropertyType.Vector;
public int id { get; private set; }
public ShaderPropertyType type => m_Type;
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
id = Shader.PropertyToID(m_Name);
}
public void UpdateMaterialProperties(Material material, MaterialPropertyBlock mpb)
{
if (!material.HasProperty(id)) return;
switch (type)
{
case ShaderPropertyType.Color:
var color = mpb.GetColor(id);
if (color != default)
{
material.SetColor(id, color);
}
break;
case ShaderPropertyType.Vector:
var vector = mpb.GetVector(id);
if (vector != default)
{
material.SetVector(id, vector);
}
break;
case ShaderPropertyType.Float:
case ShaderPropertyType.Range:
var value = mpb.GetFloat(id);
if (!Mathf.Approximately(value, 0))
{
material.SetFloat(id, value);
}
break;
case ShaderPropertyType.Texture:
var tex = mpb.GetTexture(id);
if (tex != default(Texture))
{
material.SetTexture(id, tex);
}
break;
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c434da72184404a0cbdf8e7a529a41bf
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,72 @@
using System.Collections.Generic;
using UnityEngine;
namespace Coffee.UIParticleExtensions
{
internal class ModifiedMaterial
{
private static readonly List<MatEntry> s_Entries = new List<MatEntry>();
public static Material Add(Material baseMat, Texture texture, int id, int props)
{
MatEntry e;
for (var i = 0; i < s_Entries.Count; i++)
{
e = s_Entries[i];
if (e.baseMat != baseMat || e.texture != texture || e.id != id || e.props != props) continue;
++e.count;
return e.customMat;
}
e = new MatEntry
{
count = 1,
baseMat = baseMat,
texture = texture,
id = id,
props = props,
customMat = new Material(baseMat)
{
name = $"{baseMat.name}_{id}",
hideFlags = HideFlags.DontSave | HideFlags.NotEditable,
mainTexture = texture ? texture : null
}
};
s_Entries.Add(e);
//Debug.LogFormat(">>>> ModifiedMaterial.Add -> count = count:{0}, mat:{1}, tex:{2}, id:{3}", s_Entries.Count, baseMat, texture, id);
return e.customMat;
}
public static void Remove(Material customMat)
{
if (!customMat) return;
for (var i = 0; i < s_Entries.Count; ++i)
{
var e = s_Entries[i];
if (e.customMat != customMat) continue;
if (--e.count == 0)
{
//Debug.LogFormat(">>>> ModifiedMaterial.Remove -> count:{0}, mat:{1}, tex:{2}, id:{3}", s_Entries.Count - 1, e.customMat, e.texture, e.id);
Misc.DestroyImmediate(e.customMat);
e.customMat = null;
e.baseMat = null;
e.texture = null;
s_Entries.RemoveAt(i);
}
break;
}
}
private class MatEntry
{
public Material baseMat;
public int count;
public Material customMat;
public int id;
public int props;
public Texture texture;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b0beae5bb1cb142b9ab90dc0d371f026
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

647
Runtime/UIParticle.cs Normal file
View File

@@ -0,0 +1,647 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Coffee.UIParticleExtensions;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
using UnityEngine.UI;
using Random = UnityEngine.Random;
[assembly: InternalsVisibleTo("Coffee.UIParticle.Editor")]
namespace Coffee.UIExtensions
{
/// <summary>
/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
/// </summary>
[ExecuteAlways]
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(CanvasRenderer))]
public class UIParticle : MaskableGraphic, ISerializationCallbackReceiver
{
public enum AutoScalingMode
{
None,
UIParticle,
Transform
}
public enum MeshSharing
{
None,
Auto,
Primary,
PrimarySimulator,
Replica
}
public enum PositionMode
{
Relative,
Absolute
}
[HideInInspector]
[SerializeField]
internal bool m_IsTrail;
[HideInInspector]
[FormerlySerializedAs("m_IgnoreParent")]
[SerializeField]
private bool m_IgnoreCanvasScaler;
[HideInInspector]
[SerializeField]
private bool m_AbsoluteMode;
[Tooltip("Particle effect scale")]
[SerializeField]
private Vector3 m_Scale3D = new Vector3(10, 10, 10);
[Tooltip("Animatable material properties.\n" +
"If you want to change the material properties of the ParticleSystem in Animation, enable it.")]
[SerializeField]
internal AnimatableProperty[] m_AnimatableProperties = new AnimatableProperty[0];
[Tooltip("Particles")]
[SerializeField]
private List<ParticleSystem> m_Particles = new List<ParticleSystem>();
[Tooltip("Mesh sharing.\n" +
"None: disable mesh sharing.\n" +
"Auto: automatically select Primary/Replica.\n" +
"Primary: provides particle simulation results to the same group.\n" +
"Primary Simulator: Primary, but do not render the particle (simulation only).\n" +
"Replica: render simulation results provided by the primary.")]
[SerializeField]
private MeshSharing m_MeshSharing = MeshSharing.None;
[Tooltip("Mesh sharing group ID.\n" +
"If non-zero is specified, particle simulation results are shared within the group.")]
[SerializeField]
private int m_GroupId;
[SerializeField]
private int m_GroupMaxId;
[Tooltip("Relative: The particles will be emitted from the scaled position of ParticleSystem.\n" +
"Absolute: The particles will be emitted from the world position of ParticleSystem.")]
[SerializeField]
private PositionMode m_PositionMode = PositionMode.Relative;
[SerializeField]
[Tooltip("Prevent the root-Canvas scale from affecting the hierarchy-scaled ParticleSystem.")]
private bool m_AutoScaling = true;
[SerializeField]
[Tooltip("Transform: Transform.lossyScale (=world scale) will be set to (1, 1, 1)." +
"UIParticle: UIParticle.scale will be adjusted.")]
private AutoScalingMode m_AutoScalingMode = AutoScalingMode.Transform;
[SerializeField]
private bool m_ResetScaleOnEnable;
private readonly List<UIParticleRenderer> _renderers = new List<UIParticleRenderer>();
private int _groupId;
private Camera _orthoCamera;
private DrivenRectTransformTracker _tracker;
/// <summary>
/// Should this graphic be considered a target for ray-casting?
/// </summary>
public override bool raycastTarget
{
get => false;
set { }
}
/// <summary>
/// Mesh sharing.
/// None: disable mesh sharing.
/// Auto: automatically select Primary/Replica.
/// Primary: provides particle simulation results to the same group.
/// Primary Simulator: Primary, but do not render the particle (simulation only).
/// Replica: render simulation results provided by the primary.
/// </summary>
public MeshSharing meshSharing
{
get => m_MeshSharing;
set => m_MeshSharing = value;
}
/// <summary>
/// Mesh sharing group ID.
/// If non-zero is specified, particle simulation results are shared within the group.
/// </summary>
public int groupId
{
get => _groupId;
set
{
if (m_GroupId == value) return;
m_GroupId = value;
if (m_GroupId != m_GroupMaxId)
{
ResetGroupId();
}
}
}
public int groupMaxId
{
get => m_GroupMaxId;
set
{
if (m_GroupMaxId == value) return;
m_GroupMaxId = value;
ResetGroupId();
}
}
/// <summary>
/// Particle position mode.
/// Relative: The particles will be emitted from the scaled position of the ParticleSystem.
/// Absolute: The particles will be emitted from the world position of the ParticleSystem.
/// </summary>
public PositionMode positionMode
{
get => m_PositionMode;
set => m_PositionMode = value;
}
/// <summary>
/// Particle position mode.
/// Relative: The particles will be emitted from the scaled position of the ParticleSystem.
/// Absolute: The particles will be emitted from the world position of the ParticleSystem.
/// </summary>
public bool absoluteMode
{
get => m_PositionMode == PositionMode.Absolute;
set => positionMode = value ? PositionMode.Absolute : PositionMode.Relative;
}
/// <summary>
/// Prevents the root-Canvas scale from affecting the hierarchy-scaled ParticleSystem.
/// </summary>
[Obsolete("The autoScaling is now obsolete. Please use the autoScalingMode instead.", false)]
public bool autoScaling
{
get => m_AutoScalingMode != AutoScalingMode.None;
set => autoScalingMode = value ? AutoScalingMode.Transform : AutoScalingMode.None;
}
/// <summary>
/// Auto scaling mode.
/// Transform: Transform.lossyScale (=world scale) will be set to (1, 1, 1).
/// UIParticle: UIParticle.scale will be adjusted.
/// </summary>
public AutoScalingMode autoScalingMode
{
get => m_AutoScalingMode;
set
{
if (m_AutoScalingMode == value) return;
m_AutoScalingMode = value;
UpdateTracker();
}
}
internal bool useMeshSharing => m_MeshSharing != MeshSharing.None;
internal bool isPrimary =>
m_MeshSharing == MeshSharing.Primary
|| m_MeshSharing == MeshSharing.PrimarySimulator;
internal bool canSimulate =>
m_MeshSharing == MeshSharing.None
|| m_MeshSharing == MeshSharing.Auto
|| m_MeshSharing == MeshSharing.Primary
|| m_MeshSharing == MeshSharing.PrimarySimulator;
internal bool canRender =>
m_MeshSharing == MeshSharing.None
|| m_MeshSharing == MeshSharing.Auto
|| m_MeshSharing == MeshSharing.Primary
|| m_MeshSharing == MeshSharing.Replica;
/// <summary>
/// Particle effect scale.
/// </summary>
public float scale
{
get => m_Scale3D.x;
set => m_Scale3D = new Vector3(value, value, value);
}
/// <summary>
/// Particle effect scale.
/// </summary>
public Vector3 scale3D
{
get => m_Scale3D;
set => m_Scale3D = value;
}
/// <summary>
/// Particle effect scale.
/// </summary>
public Vector3 scale3DForCalc => autoScalingMode == AutoScalingMode.UIParticle
? m_Scale3D.GetScaled(canvasScale)
: m_Scale3D;
public List<ParticleSystem> particles => m_Particles;
/// <summary>
/// Get all base materials to render.
/// </summary>
public IEnumerable<Material> materials
{
get
{
for (var i = 0; i < _renderers.Count; i++)
{
var r = _renderers[i];
if (!r || !r.material) continue;
yield return r.material;
}
}
}
public override Material materialForRendering => null;
/// <summary>
/// Paused.
/// </summary>
public bool isPaused { get; private set; }
public Vector3 parentScale { get; private set; }
public Vector3 canvasScale { get; private set; }
protected override void OnEnable()
{
ResetGroupId();
UpdateTracker();
UIParticleUpdater.Register(this);
RegisterDirtyMaterialCallback(UpdateRendererMaterial);
if (0 < particles.Count)
{
RefreshParticles(particles);
}
else
{
RefreshParticles();
}
base.OnEnable();
// Reset scale for upgrade.
if (m_ResetScaleOnEnable)
{
m_ResetScaleOnEnable = false;
transform.localScale = Vector3.one;
}
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
protected override void OnDisable()
{
UpdateTracker();
UIParticleUpdater.Unregister(this);
_renderers.ForEach(r => r.Reset());
UnregisterDirtyMaterialCallback(UpdateRendererMaterial);
base.OnDisable();
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
protected override void OnDidApplyAnimationProperties()
{
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
UpdateTracker();
}
#endif
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
if (m_IgnoreCanvasScaler || m_AutoScaling)
{
m_IgnoreCanvasScaler = false;
m_AutoScaling = false;
m_AutoScalingMode = AutoScalingMode.Transform;
m_ResetScaleOnEnable = true;
#if UNITY_EDITOR
EditorApplication.delayCall += () =>
{
if (!this || !gameObject || !transform || Application.isPlaying) return;
transform.localScale = Vector3.one;
m_ResetScaleOnEnable = false;
EditorUtility.SetDirty(this);
};
#endif
}
if (m_AbsoluteMode)
{
m_AbsoluteMode = false;
m_PositionMode = PositionMode.Absolute;
}
}
public void Play()
{
particles.Exec(p => p.Simulate(0, false, true));
isPaused = false;
}
public void Pause()
{
particles.Exec(p => p.Pause());
isPaused = true;
}
public void Resume()
{
isPaused = false;
}
public void Stop()
{
particles.Exec(p => p.Stop());
isPaused = true;
}
public void StartEmission()
{
particles.Exec(p =>
{
var emission = p.emission;
emission.enabled = true;
});
}
public void StopEmission()
{
particles.Exec(p =>
{
var emission = p.emission;
emission.enabled = false;
});
}
public void Clear()
{
particles.Exec(p => p.Clear());
isPaused = true;
}
public void SetParticleSystemInstance(GameObject instance)
{
SetParticleSystemInstance(instance, true);
}
public void SetParticleSystemInstance(GameObject instance, bool destroyOldParticles)
{
if (!instance) return;
foreach (Transform child in transform)
{
var go = child.gameObject;
go.SetActive(false);
if (destroyOldParticles)
{
Misc.Destroy(go);
}
}
var tr = instance.transform;
tr.SetParent(transform, false);
tr.localPosition = Vector3.zero;
RefreshParticles(instance);
}
public void SetParticleSystemPrefab(GameObject prefab)
{
if (!prefab) return;
SetParticleSystemInstance(Instantiate(prefab.gameObject), true);
}
public void RefreshParticles()
{
RefreshParticles(gameObject);
}
private void RefreshParticles(GameObject root)
{
if (!root) return;
root.GetComponentsInChildren(true, particles);
particles.RemoveAll(x => x.GetComponentInParent<UIParticle>(true) != this);
for (var i = 0; i < particles.Count; i++)
{
var ps = particles[i];
var tsa = ps.textureSheetAnimation;
if (tsa.mode == ParticleSystemAnimationMode.Sprites && tsa.uvChannelMask == 0)
{
tsa.uvChannelMask = UVChannelFlags.UV0;
}
}
RefreshParticles(particles);
}
public void RefreshParticles(List<ParticleSystem> particles)
{
// #246: Nullptr exceptions when using nested UIParticle components in hierarchy
_renderers.Clear();
foreach (Transform child in transform)
{
var uiParticleRenderer = child.GetComponent<UIParticleRenderer>();
if (uiParticleRenderer != null)
{
_renderers.Add(uiParticleRenderer);
}
}
for (var i = 0; i < _renderers.Count; i++)
{
_renderers[i].Reset(i);
}
var j = 0;
for (var i = 0; i < particles.Count; i++)
{
var ps = particles[i];
if (!ps) continue;
GetRenderer(j++).Set(this, ps, false);
if (ps.trails.enabled)
{
GetRenderer(j++).Set(this, ps, true);
}
}
}
internal void UpdateTransformScale()
{
canvasScale = canvas.rootCanvas.transform.localScale.Inverse();
parentScale = transform.parent.lossyScale;
if (autoScalingMode != AutoScalingMode.Transform) return;
var newScale = parentScale.Inverse();
if (transform.localScale != newScale)
{
transform.localScale = newScale;
}
}
internal void UpdateRenderers()
{
if (!isActiveAndEnabled) return;
for (var i = 0; i < _renderers.Count; i++)
{
var r = _renderers[i];
if (!r)
{
RefreshParticles(particles);
break;
}
}
var bakeCamera = GetBakeCamera();
for (var i = 0; i < _renderers.Count; i++)
{
var r = _renderers[i];
if (!r) continue;
r.UpdateMesh(bakeCamera);
}
}
internal void ResetGroupId()
{
_groupId = m_GroupId == m_GroupMaxId
? m_GroupId
: Random.Range(m_GroupId, m_GroupMaxId + 1);
}
protected override void UpdateMaterial()
{
}
/// <summary>
/// Call to update the geometry of the Graphic onto the CanvasRenderer.
/// </summary>
protected override void UpdateGeometry()
{
}
private void UpdateRendererMaterial()
{
for (var i = 0; i < _renderers.Count; i++)
{
var r = _renderers[i];
if (!r) continue;
r.maskable = maskable;
r.SetMaterialDirty();
}
}
internal UIParticleRenderer GetRenderer(int index)
{
if (_renderers.Count <= index)
{
_renderers.Add(UIParticleRenderer.AddRenderer(this, index));
}
if (!_renderers[index])
{
_renderers[index] = UIParticleRenderer.AddRenderer(this, index);
}
return _renderers[index];
}
private Camera GetBakeCamera()
{
if (!canvas) return Camera.main;
// When render mode is ScreenSpaceCamera or WorldSpace, use world camera.
var root = canvas.rootCanvas;
if (root.renderMode != RenderMode.ScreenSpaceOverlay)
{
return root.worldCamera ? root.worldCamera : Camera.main;
}
// When render mode is ScreenSpaceOverlay, use ortho-camera.
if (!_orthoCamera)
{
// Find existing ortho-camera.
foreach (Transform child in transform)
{
var cam = child.GetComponent<Camera>();
if (cam && cam.name == "[generated] UIParticleOverlayCamera")
{
_orthoCamera = cam;
break;
}
}
// Create ortho-camera.
if (!_orthoCamera)
{
var go = new GameObject("[generated] UIParticleOverlayCamera")
{
hideFlags = HideFlags.HideAndDontSave
};
go.SetActive(false);
go.transform.SetParent(transform, false);
_orthoCamera = go.AddComponent<Camera>();
_orthoCamera.enabled = false;
}
}
//
var size = ((RectTransform)root.transform).rect.size;
_orthoCamera.orthographicSize = Mathf.Max(size.x, size.y) * root.scaleFactor;
_orthoCamera.transform.SetPositionAndRotation(new Vector3(0, 0, -1000), Quaternion.identity);
_orthoCamera.orthographic = true;
_orthoCamera.farClipPlane = 2000f;
return _orthoCamera;
}
private void UpdateTracker()
{
#pragma warning disable CS0618 // Type or member is obsolete
if (!enabled || !autoScaling || autoScalingMode != AutoScalingMode.Transform)
#pragma warning restore CS0618 // Type or member is obsolete
{
_tracker.Clear();
}
else
{
_tracker.Add(this, rectTransform, DrivenTransformProperties.Scale);
}
}
}
}

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using System;
using Coffee.UIParticleExtensions;
using UnityEngine;
using UnityEngine.Events;
namespace Coffee.UIExtensions
{
[ExecuteAlways]
public class UIParticleAttractor : MonoBehaviour
{
public enum Movement
{
Linear,
Smooth,
Sphere
}
public enum UpdateMode
{
Normal,
UnscaledTime
}
[SerializeField]
private ParticleSystem m_ParticleSystem;
[Range(0.1f, 10f)]
[SerializeField]
private float m_DestinationRadius = 1;
[Range(0f, 0.95f)]
[SerializeField]
private float m_DelayRate;
[Range(0.001f, 100f)]
[SerializeField]
private float m_MaxSpeed = 1;
[SerializeField]
private Movement m_Movement;
[SerializeField]
private UpdateMode m_UpdateMode;
[SerializeField]
private UnityEvent m_OnAttracted;
private UIParticle _uiParticle;
public float destinationRadius
{
get => m_DestinationRadius;
set => m_DestinationRadius = Mathf.Clamp(value, 0.1f, 10f);
}
public float delay
{
get => m_DelayRate;
set => m_DelayRate = value;
}
public float maxSpeed
{
get => m_MaxSpeed;
set => m_MaxSpeed = value;
}
public Movement movement
{
get => m_Movement;
set => m_Movement = value;
}
public UpdateMode updateMode
{
get => m_UpdateMode;
set => m_UpdateMode = value;
}
public UnityEvent onAttracted
{
get => m_OnAttracted;
set => m_OnAttracted = value;
}
/// <summary>
/// The target ParticleSystem to attract.
/// </summary>
#if UNITY_EDITOR
public new ParticleSystem particleSystem
#else
public ParticleSystem particleSystem
#endif
{
get => m_ParticleSystem;
set
{
m_ParticleSystem = value;
ApplyParticleSystem();
}
}
private void OnEnable()
{
ApplyParticleSystem();
UIParticleUpdater.Register(this);
}
private void OnDisable()
{
UIParticleUpdater.Unregister(this);
}
private void OnDestroy()
{
_uiParticle = null;
m_ParticleSystem = null;
}
internal void Attract()
{
if (m_ParticleSystem == null) return;
var count = m_ParticleSystem.particleCount;
if (count == 0) return;
var particles = ParticleSystemExtensions.GetParticleArray(count);
m_ParticleSystem.GetParticles(particles, count);
var dstPos = GetDestinationPosition();
for (var i = 0; i < count; i++)
{
// Attracted
var p = particles[i];
if (0f < p.remainingLifetime && Vector3.Distance(p.position, dstPos) < m_DestinationRadius)
{
p.remainingLifetime = 0f;
particles[i] = p;
if (m_OnAttracted != null)
{
try
{
m_OnAttracted.Invoke();
}
catch (Exception e)
{
Debug.LogException(e);
}
}
continue;
}
// Calc attracting time
var delayTime = p.startLifetime * m_DelayRate;
var duration = p.startLifetime - delayTime;
var time = Mathf.Max(0, p.startLifetime - p.remainingLifetime - delayTime);
// Delay
if (time <= 0) continue;
// Attract
p.position = GetAttractedPosition(p.position, dstPos, duration, time);
p.velocity *= 0.5f;
particles[i] = p;
}
m_ParticleSystem.SetParticles(particles, count);
}
private Vector3 GetDestinationPosition()
{
var isUI = _uiParticle && _uiParticle.enabled;
var psPos = m_ParticleSystem.transform.position;
var attractorPos = transform.position;
var dstPos = attractorPos;
var isLocalSpace = m_ParticleSystem.IsLocalSpace();
if (isLocalSpace)
{
dstPos = m_ParticleSystem.transform.InverseTransformPoint(dstPos);
}
if (isUI)
{
var inverseScale = _uiParticle.parentScale.Inverse();
var scale3d = _uiParticle.scale3DForCalc;
dstPos = dstPos.GetScaled(inverseScale, scale3d.Inverse());
// Relative mode
if (_uiParticle.positionMode == UIParticle.PositionMode.Relative)
{
var diff = _uiParticle.transform.position - psPos;
diff.Scale(scale3d - inverseScale);
diff.Scale(scale3d.Inverse());
dstPos += diff;
}
#if UNITY_EDITOR
if (!Application.isPlaying && !isLocalSpace)
{
dstPos += psPos - psPos.GetScaled(inverseScale, scale3d.Inverse());
}
#endif
}
return dstPos;
}
private Vector3 GetAttractedPosition(Vector3 current, Vector3 target, float duration, float time)
{
var speed = m_MaxSpeed;
switch (m_UpdateMode)
{
case UpdateMode.Normal:
speed *= 60 * Time.deltaTime;
break;
case UpdateMode.UnscaledTime:
speed *= 60 * Time.unscaledDeltaTime;
break;
}
switch (m_Movement)
{
case Movement.Linear:
speed /= duration;
break;
case Movement.Smooth:
target = Vector3.Lerp(current, target, time / duration);
break;
case Movement.Sphere:
target = Vector3.Slerp(current, target, time / duration);
break;
}
return Vector3.MoveTowards(current, target, speed);
}
private void ApplyParticleSystem()
{
_uiParticle = null;
if (m_ParticleSystem == null)
{
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
Debug.LogError("No particle system attached to particle attractor script", this);
}
return;
}
_uiParticle = m_ParticleSystem.GetComponentInParent<UIParticle>(true);
if (_uiParticle && !_uiParticle.particles.Contains(m_ParticleSystem))
{
_uiParticle = null;
}
}
}
}

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#if UNITY_2022_3_0 || UNITY_2022_3_1 || UNITY_2022_3_2 || UNITY_2022_3_3 || UNITY_2022_3_4 || UNITY_2022_3_5 || UNITY_2022_3_6 || UNITY_2022_3_7 || UNITY_2022_3_8 || UNITY_2022_3_9 || UNITY_2022_3_10
#elif UNITY_2023_1_0 || UNITY_2023_1_1 || UNITY_2023_1_2 || UNITY_2023_1_3 || UNITY_2023_1_4 || UNITY_2023_1_5 || UNITY_2023_1_6 || UNITY_2023_1_7 || UNITY_2023_1_8 || UNITY_2023_1_9
#elif UNITY_2023_1_10 || UNITY_2023_1_11 || UNITY_2023_1_12 || UNITY_2023_1_13 || UNITY_2023_1_14 || UNITY_2023_1_15 || UNITY_2023_1_16
#elif UNITY_2022_3_OR_NEWER
#define PS_BAKE_API_V2
#endif
using System;
using System.Collections.Generic;
using Coffee.UIParticleExtensions;
using UnityEditor;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using UnityEngine.UI;
namespace Coffee.UIExtensions
{
[ExecuteAlways]
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(CanvasRenderer))]
[AddComponentMenu("")]
internal class UIParticleRenderer : MaskableGraphic
{
private static readonly List<Component> s_Components = new List<Component>();
private static readonly CombineInstance[] s_CombineInstances = { new CombineInstance() };
private static readonly List<Material> s_Materials = new List<Material>(2);
private static MaterialPropertyBlock s_Mpb;
private static readonly List<UIParticleRenderer> s_Renderers = new List<UIParticleRenderer>();
private static readonly List<Color32> s_Colors = new List<Color32>();
private static readonly Vector3[] s_Corners = new Vector3[4];
private Material _currentMaterialForRendering;
private bool _delay;
private int _index;
private bool _isTrail;
private Bounds _lastBounds;
private Material _modifiedMaterial;
private UIParticle _parent;
private ParticleSystem _particleSystem;
private float _prevCanvasScale;
private Vector3 _prevPsPos;
private Vector3 _prevScale;
private Vector2Int _prevScreenSize;
private bool _prewarm;
private ParticleSystemRenderer _renderer;
public override Texture mainTexture => _isTrail ? null : _particleSystem.GetTextureForSprite();
public override bool raycastTarget => false;
private Rect rootCanvasRect
{
get
{
s_Corners[0] = transform.TransformPoint(_lastBounds.min.x, _lastBounds.min.y, 0);
s_Corners[1] = transform.TransformPoint(_lastBounds.min.x, _lastBounds.max.y, 0);
s_Corners[2] = transform.TransformPoint(_lastBounds.max.x, _lastBounds.max.y, 0);
s_Corners[3] = transform.TransformPoint(_lastBounds.max.x, _lastBounds.min.y, 0);
if (canvas)
{
var worldToLocalMatrix = canvas.rootCanvas.transform.worldToLocalMatrix;
for (var i = 0; i < 4; ++i)
{
s_Corners[i] = worldToLocalMatrix.MultiplyPoint(s_Corners[i]);
}
}
var corner1 = (Vector2)s_Corners[0];
var corner2 = (Vector2)s_Corners[0];
for (var i = 1; i < 4; ++i)
{
if (s_Corners[i].x < corner1.x)
{
corner1.x = s_Corners[i].x;
}
else if (s_Corners[i].x > corner2.x)
{
corner2.x = s_Corners[i].x;
}
if (s_Corners[i].y < corner1.y)
{
corner1.y = s_Corners[i].y;
}
else if (s_Corners[i].y > corner2.y)
{
corner2.y = s_Corners[i].y;
}
}
return new Rect(corner1, corner2 - corner1);
}
}
public void Reset(int index = -1)
{
if (_renderer)
{
_renderer.enabled = true;
}
_parent = null;
_particleSystem = null;
_renderer = null;
if (0 <= index)
{
_index = index;
}
//_emitter = null;
if (this && isActiveAndEnabled)
{
material = null;
workerMesh.Clear();
canvasRenderer.SetMesh(workerMesh);
_lastBounds = new Bounds();
enabled = false;
}
else
{
ModifiedMaterial.Remove(_modifiedMaterial);
_modifiedMaterial = null;
_currentMaterialForRendering = null;
}
}
protected override void OnEnable()
{
base.OnEnable();
if (!s_CombineInstances[0].mesh)
{
s_CombineInstances[0].mesh = new Mesh
{
name = "[UIParticleRenderer] Combine Instance Mesh",
hideFlags = HideFlags.HideAndDontSave
};
}
_currentMaterialForRendering = null;
}
protected override void OnDisable()
{
base.OnDisable();
ModifiedMaterial.Remove(_modifiedMaterial);
_modifiedMaterial = null;
_currentMaterialForRendering = null;
}
public static UIParticleRenderer AddRenderer(UIParticle parent, int index)
{
// Create renderer object.
var go = new GameObject("[generated] UIParticleRenderer", typeof(UIParticleRenderer))
{
hideFlags = HideFlags.HideAndDontSave,
layer = parent.gameObject.layer
};
// Set parent.
var transform = go.transform;
transform.SetParent(parent.transform, false);
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one;
// Add renderer component.
var renderer = go.GetComponent<UIParticleRenderer>();
renderer._parent = parent;
renderer._index = index;
return renderer;
}
/// <summary>
/// Perform material modification in this function.
/// </summary>
public override Material GetModifiedMaterial(Material baseMaterial)
{
_currentMaterialForRendering = null;
if (!IsActive() || !_parent)
{
ModifiedMaterial.Remove(_modifiedMaterial);
_modifiedMaterial = null;
return baseMaterial;
}
var modifiedMaterial = base.GetModifiedMaterial(baseMaterial);
//
var texture = mainTexture;
if (texture == null && _parent.m_AnimatableProperties.Length == 0)
{
ModifiedMaterial.Remove(_modifiedMaterial);
_modifiedMaterial = null;
return modifiedMaterial;
}
//
var id = _parent.m_AnimatableProperties.Length == 0 ? 0 : GetInstanceID();
#if UNITY_EDITOR
var props = EditorJsonUtility.ToJson(modifiedMaterial).GetHashCode();
#else
var props = 0;
#endif
modifiedMaterial = ModifiedMaterial.Add(modifiedMaterial, texture, id, props);
ModifiedMaterial.Remove(_modifiedMaterial);
_modifiedMaterial = modifiedMaterial;
return modifiedMaterial;
}
public void Set(UIParticle parent, ParticleSystem ps, bool isTrail)
{
_parent = parent;
maskable = parent.maskable;
gameObject.layer = parent.gameObject.layer;
_particleSystem = ps;
_prewarm = _particleSystem.main.prewarm;
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
if (_particleSystem.isPlaying || _prewarm)
{
_particleSystem.Clear();
_particleSystem.Pause();
}
}
_renderer = ps.GetComponent<ParticleSystemRenderer>();
_renderer.enabled = false;
//_emitter = emitter;
_isTrail = isTrail;
_renderer.GetSharedMaterials(s_Materials);
material = s_Materials[isTrail ? 1 : 0];
s_Materials.Clear();
// Support sprite.
var tsa = ps.textureSheetAnimation;
if (tsa.mode == ParticleSystemAnimationMode.Sprites && tsa.uvChannelMask == 0)
{
tsa.uvChannelMask = UVChannelFlags.UV0;
}
_prevScale = GetWorldScale();
_prevPsPos = _particleSystem.transform.position;
_prevScreenSize = new Vector2Int(Screen.width, Screen.height);
_prevCanvasScale = canvas ? canvas.scaleFactor : 1f;
_delay = true;
canvasRenderer.SetTexture(null);
enabled = true;
}
public void UpdateMesh(Camera bakeCamera)
{
// No particle to render: Clear mesh.
if (
!isActiveAndEnabled || !_particleSystem || !_parent
|| !canvasRenderer || !canvas || !bakeCamera
|| _parent.meshSharing == UIParticle.MeshSharing.Replica
|| !transform.lossyScale.GetScaled(_parent.scale3DForCalc).IsVisible() // Scale is not visible.
|| (!_particleSystem.IsAlive() && !_particleSystem.isPlaying) // No particle.
|| (_isTrail && !_particleSystem.trails.enabled) // Trail, but it is not enabled.
#if UNITY_2018_3_OR_NEWER
|| canvasRenderer.GetInheritedAlpha() <
0.01f // #102: Do not bake particle system to mesh when the alpha is zero.
#endif
)
{
Profiler.BeginSample("[UIParticleRenderer] Clear Mesh");
workerMesh.Clear();
canvasRenderer.SetMesh(workerMesh);
_lastBounds = new Bounds();
Profiler.EndSample();
return;
}
var main = _particleSystem.main;
var scale = GetWorldScale();
var psPos = _particleSystem.transform.position;
// Simulate particles.
Profiler.BeginSample("[UIParticle] Bake Mesh > Simulate Particles");
if (!_isTrail && _parent.canSimulate)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
SimulateForEditor(psPos - _prevPsPos, scale);
}
else
#endif
{
ResolveResolutionChange(psPos, scale);
Simulate(scale, _parent.isPaused || _delay);
if (_delay && !_parent.isPaused)
{
Simulate(scale, _parent.isPaused);
}
// When the ParticleSystem simulation is complete, stop it.
if (!main.loop
&& main.duration <= _particleSystem.time
&& (_particleSystem.IsAlive() || _particleSystem.particleCount == 0)
)
{
_particleSystem.Stop(false);
}
}
_prevScale = scale;
_prevPsPos = psPos;
_delay = false;
}
Profiler.EndSample();
// Bake mesh.
Profiler.BeginSample("[UIParticleRenderer] Bake Mesh");
if (_isTrail && _parent.canSimulate && 0 < s_CombineInstances[0].mesh.vertexCount)
{
#if PS_BAKE_API_V2
_renderer.BakeTrailsMesh(s_CombineInstances[0].mesh, bakeCamera,
ParticleSystemBakeMeshOptions.BakeRotationAndScale);
#else
_renderer.BakeTrailsMesh(s_CombineInstances[0].mesh, bakeCamera, true);
#endif
}
else if (_renderer.CanBakeMesh())
{
_particleSystem.ValidateShape();
#if PS_BAKE_API_V2
_renderer.BakeMesh(s_CombineInstances[0].mesh, bakeCamera,
ParticleSystemBakeMeshOptions.BakeRotationAndScale);
#else
_renderer.BakeMesh(s_CombineInstances[0].mesh, bakeCamera, true);
#endif
}
else
{
s_CombineInstances[0].mesh.Clear(false);
}
// Too many vertices to render.
if (65535 <= s_CombineInstances[0].mesh.vertexCount)
{
s_CombineInstances[0].mesh.Clear(false);
Debug.LogErrorFormat(this,
"Too many vertices to render. index={0}, isTrail={1}, vertexCount={2}(>=65535)",
_index,
_isTrail,
s_CombineInstances[0].mesh.vertexCount
);
s_CombineInstances[0].mesh.Clear(false);
}
Profiler.EndSample();
// Combine mesh to transform. ([ParticleSystem local ->] world -> renderer local)
Profiler.BeginSample("[UIParticleRenderer] Combine Mesh");
if (_parent.canSimulate)
{
if (_parent.positionMode == UIParticle.PositionMode.Absolute)
{
s_CombineInstances[0].transform =
canvasRenderer.transform.worldToLocalMatrix
* GetWorldMatrix(psPos, scale);
}
else
{
var diff = _particleSystem.transform.position - _parent.transform.position;
s_CombineInstances[0].transform =
canvasRenderer.transform.worldToLocalMatrix
* Matrix4x4.Translate(diff.GetScaled(scale - Vector3.one))
* GetWorldMatrix(psPos, scale);
}
workerMesh.CombineMeshes(s_CombineInstances, true, true);
workerMesh.RecalculateBounds();
var bounds = workerMesh.bounds;
var center = bounds.center;
center.z = 0;
bounds.center = center;
var extents = bounds.extents;
extents.z = 0;
bounds.extents = extents;
workerMesh.bounds = bounds;
_lastBounds = bounds;
// Convert linear color to gamma color.
if (QualitySettings.activeColorSpace == ColorSpace.Linear)
{
Profiler.BeginSample("[UIParticleRenderer] Convert Linear to Gamma");
workerMesh.GetColors(s_Colors);
var count_c = s_Colors.Count;
for (var i = 0; i < count_c; i++)
{
var c = s_Colors[i];
c.r = c.r.LinearToGamma();
c.g = c.g.LinearToGamma();
c.b = c.b.LinearToGamma();
s_Colors[i] = c;
}
workerMesh.SetColors(s_Colors);
Profiler.EndSample();
}
GetComponents(typeof(IMeshModifier), s_Components);
for (var i = 0; i < s_Components.Count; i++)
{
#pragma warning disable CS0618 // Type or member is obsolete
((IMeshModifier)s_Components[i]).ModifyMesh(workerMesh);
#pragma warning restore CS0618 // Type or member is obsolete
}
s_Components.Clear();
}
Profiler.EndSample();
// Get grouped renderers.
s_Renderers.Clear();
if (_parent.useMeshSharing)
{
UIParticleUpdater.GetGroupedRenderers(_parent.groupId, _index, s_Renderers);
}
// Set mesh to the CanvasRenderer.
Profiler.BeginSample("[UIParticleRenderer] Set Mesh");
for (var i = 0; i < s_Renderers.Count; i++)
{
if (s_Renderers[i] == this) continue;
s_Renderers[i].canvasRenderer.SetMesh(workerMesh);
s_Renderers[i]._lastBounds = _lastBounds;
}
if (!_parent.canRender)
{
workerMesh.Clear();
}
canvasRenderer.SetMesh(workerMesh);
Profiler.EndSample();
// Update animatable material properties.
Profiler.BeginSample("[UIParticleRenderer] Update Animatable Material Properties");
#if UNITY_EDITOR
if (_modifiedMaterial != material)
{
_renderer.GetSharedMaterials(s_Materials);
material = s_Materials[_isTrail ? 1 : 0];
s_Materials.Clear();
SetMaterialDirty();
}
#endif
UpdateMaterialProperties();
if (_parent.useMeshSharing)
{
if (!_currentMaterialForRendering)
{
_currentMaterialForRendering = materialForRendering;
}
for (var i = 0; i < s_Renderers.Count; i++)
{
if (s_Renderers[i] == this) continue;
s_Renderers[i].canvasRenderer.materialCount = 1;
s_Renderers[i].canvasRenderer.SetMaterial(_currentMaterialForRendering, 0);
}
}
Profiler.EndSample();
s_Renderers.Clear();
}
/// <summary>
/// Call to update the geometry of the Graphic onto the CanvasRenderer.
/// </summary>
protected override void UpdateGeometry()
{
}
public override void Cull(Rect clipRect, bool validRect)
{
var cull = _lastBounds.extents == Vector3.zero
|| !validRect
|| !clipRect.Overlaps(rootCanvasRect, true);
if (canvasRenderer.cull == cull) return;
canvasRenderer.cull = cull;
UISystemProfilerApi.AddMarker("MaskableGraphic.cullingChanged", this);
onCullStateChanged.Invoke(cull);
OnCullingChanged();
}
private Vector3 GetWorldScale()
{
Profiler.BeginSample("[UIParticleRenderer] GetWorldScale");
var scale = _parent.scale3DForCalc.GetScaled(_parent.parentScale);
if (_parent.autoScalingMode == UIParticle.AutoScalingMode.UIParticle
&& _particleSystem.main.scalingMode == ParticleSystemScalingMode.Local)
{
scale = scale.GetScaled(_parent.canvas.transform.localScale);
}
Profiler.EndSample();
return scale;
}
private Matrix4x4 GetWorldMatrix(Vector3 psPos, Vector3 scale)
{
var space = _particleSystem.GetActualSimulationSpace();
if (_isTrail && _particleSystem.trails.worldSpace)
{
space = ParticleSystemSimulationSpace.World;
}
#if UNITY_EDITOR
if (!Application.isPlaying)
{
switch (space)
{
case ParticleSystemSimulationSpace.World:
return Matrix4x4.Translate(psPos)
* Matrix4x4.Scale(scale)
* Matrix4x4.Translate(-psPos);
}
}
#endif
switch (space)
{
case ParticleSystemSimulationSpace.Local:
return Matrix4x4.Translate(psPos)
* Matrix4x4.Scale(scale);
case ParticleSystemSimulationSpace.World:
return Matrix4x4.Scale(scale);
case ParticleSystemSimulationSpace.Custom:
return Matrix4x4.Translate(_particleSystem.main.customSimulationSpace.position.GetScaled(scale))
//* Matrix4x4.Translate(wpos)
* Matrix4x4.Scale(scale)
//* Matrix4x4.Translate(-wpos)
;
default:
throw new NotSupportedException();
}
}
/// <summary>
/// For world simulation, interpolate particle positions when the screen size is changed.
/// </summary>
/// <param name="psPos"></param>
/// <param name="scale"></param>
private void ResolveResolutionChange(Vector3 psPos, Vector3 scale)
{
var screenSize = new Vector2Int(Screen.width, Screen.height);
var isWorldSpace = _particleSystem.IsWorldSpace();
var canvasScale = _parent.canvas ? _parent.canvas.scaleFactor : 1f;
var resolutionChanged = _prevScreenSize != screenSize || _prevCanvasScale != canvasScale;
if (resolutionChanged && isWorldSpace)
{
// Update particle array size and get particles.
var size = _particleSystem.particleCount;
var particles = ParticleSystemExtensions.GetParticleArray(size);
_particleSystem.GetParticles(particles, size);
// Resolusion resolver:
// (psPos / scale) / (prevPsPos / prevScale) -> psPos * scale.inv * prevPsPos.inv * prevScale
var modifier = psPos.GetScaled(
scale.Inverse(),
_prevPsPos.Inverse(),
_prevScale);
for (var i = 0; i < size; i++)
{
var particle = particles[i];
particle.position = particle.position.GetScaled(modifier);
particles[i] = particle;
}
_particleSystem.SetParticles(particles, size);
// Delay: Do not progress in the frame where the resolution has been changed.
_delay = true;
_prevScale = scale;
_prevPsPos = psPos;
}
_prevCanvasScale = canvas ? canvas.scaleFactor : 1f;
_prevScreenSize = screenSize;
}
private void Simulate(Vector3 scale, bool paused)
{
var main = _particleSystem.main;
var deltaTime = paused
? 0
: main.useUnscaledTime
? Time.unscaledDeltaTime
: Time.deltaTime;
// Prewarm:
if (0 < deltaTime && _prewarm)
{
deltaTime += main.duration;
_prewarm = false;
}
// get world position.
var isLocalSpace = _particleSystem.IsLocalSpace();
var psTransform = _particleSystem.transform;
var originWorldPosition = psTransform.position;
var originWorldRotation = psTransform.rotation;
var emission = _particleSystem.emission;
var rateOverDistance = emission.enabled
&& 0 < emission.rateOverDistance.constant
&& 0 < emission.rateOverDistanceMultiplier;
if (rateOverDistance && !paused)
{
// (For rate-over-distance emission,) Move to previous scaled position, simulate (delta = 0).
var prevScaledPos = isLocalSpace
? _prevPsPos
: _prevPsPos.GetScaled(_prevScale.Inverse());
psTransform.SetPositionAndRotation(prevScaledPos, originWorldRotation);
_particleSystem.Simulate(0, false, false, false);
}
// Move to scaled position, simulate, revert to origin position.
var scaledPos = isLocalSpace
? originWorldPosition
: originWorldPosition.GetScaled(scale.Inverse());
psTransform.SetPositionAndRotation(scaledPos, originWorldRotation);
_particleSystem.Simulate(deltaTime, false, false, false);
psTransform.SetPositionAndRotation(originWorldPosition, originWorldRotation);
}
#if UNITY_EDITOR
private void SimulateForEditor(Vector3 diffPos, Vector3 scale)
{
// Extra world simulation.
var isWorldSpace = _particleSystem.IsWorldSpace();
if (isWorldSpace && 0 < Vector3.SqrMagnitude(diffPos))
{
Profiler.BeginSample("[UIParticle] Bake Mesh > Extra world simulation");
diffPos.x *= 1f - 1f / Mathf.Max(0.001f, scale.x);
diffPos.y *= 1f - 1f / Mathf.Max(0.001f, scale.y);
diffPos.z *= 1f - 1f / Mathf.Max(0.001f, scale.z);
var size = _particleSystem.particleCount;
var particles = ParticleSystemExtensions.GetParticleArray(size);
_particleSystem.GetParticles(particles, size);
for (var i = 0; i < size; i++)
{
var p = particles[i];
p.position += diffPos;
particles[i] = p;
}
_particleSystem.SetParticles(particles, size);
Profiler.EndSample();
}
}
#endif
private void UpdateMaterialProperties()
{
if (_parent.m_AnimatableProperties.Length == 0) return;
if (s_Mpb == null)
{
s_Mpb = new MaterialPropertyBlock();
}
_renderer.GetPropertyBlock(s_Mpb);
if (s_Mpb.isEmpty) return;
// #41: Copy the value from MaterialPropertyBlock to CanvasRenderer
if (!_modifiedMaterial) return;
for (var i = 0; i < _parent.m_AnimatableProperties.Length; i++)
{
var ap = _parent.m_AnimatableProperties[i];
ap.UpdateMaterialProperties(_modifiedMaterial, s_Mpb);
}
s_Mpb.Clear();
}
}
}

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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Coffee.UIExtensions
{
internal static class UIParticleUpdater
{
private static readonly List<UIParticle> s_ActiveParticles = new List<UIParticle>();
private static readonly List<UIParticleAttractor> s_ActiveAttractors = new List<UIParticleAttractor>();
private static readonly HashSet<int> s_UpdatedGroupIds = new HashSet<int>();
private static int s_FrameCount;
public static int uiParticleCount => s_ActiveParticles.Count;
public static void Register(UIParticle particle)
{
if (!particle) return;
s_ActiveParticles.Add(particle);
}
public static void Unregister(UIParticle particle)
{
if (!particle) return;
s_ActiveParticles.Remove(particle);
}
public static void Register(UIParticleAttractor attractor)
{
if (!attractor) return;
s_ActiveAttractors.Add(attractor);
}
public static void Unregister(UIParticleAttractor attractor)
{
if (!attractor) return;
s_ActiveAttractors.Remove(attractor);
}
#if UNITY_EDITOR
[InitializeOnLoadMethod]
#endif
[RuntimeInitializeOnLoadMethod]
private static void InitializeOnLoad()
{
Canvas.willRenderCanvases -= Refresh;
Canvas.willRenderCanvases += Refresh;
}
private static void Refresh()
{
// Do not allow it to be called in the same frame.
if (s_FrameCount == Time.frameCount) return;
s_FrameCount = Time.frameCount;
// Simulate -> Primary
for (var i = 0; i < s_ActiveParticles.Count; i++)
{
var uip = s_ActiveParticles[i];
if (!uip || !uip.canvas || !uip.isPrimary || s_UpdatedGroupIds.Contains(uip.groupId)) continue;
s_UpdatedGroupIds.Add(uip.groupId);
uip.UpdateTransformScale();
uip.UpdateRenderers();
}
// Simulate -> Others
for (var i = 0; i < s_ActiveParticles.Count; i++)
{
var uip = s_ActiveParticles[i];
if (!uip || !uip.canvas) continue;
uip.UpdateTransformScale();
if (!uip.useMeshSharing)
{
uip.UpdateRenderers();
}
else if (!s_UpdatedGroupIds.Contains(uip.groupId))
{
s_UpdatedGroupIds.Add(uip.groupId);
uip.UpdateRenderers();
}
}
s_UpdatedGroupIds.Clear();
// Attract
for (var i = 0; i < s_ActiveAttractors.Count; i++)
{
s_ActiveAttractors[i].Attract();
}
}
public static void GetGroupedRenderers(int groupId, int index, List<UIParticleRenderer> results)
{
results.Clear();
for (var i = 0; i < s_ActiveParticles.Count; i++)
{
var uip = s_ActiveParticles[i];
if (uip.useMeshSharing && uip.groupId == groupId)
{
results.Add(uip.GetRenderer(index));
}
}
}
internal static UIParticle GetPrimary(int groupId)
{
UIParticle primary = null;
for (var i = 0; i < s_ActiveParticles.Count; i++)
{
var uip = s_ActiveParticles[i];
if (!uip.useMeshSharing || uip.groupId != groupId) continue;
if (uip.isPrimary) return uip;
if (!primary && uip.canSimulate) primary = uip;
}
return primary;
}
}
}

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@@ -1,5 +1,5 @@
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308
Runtime/Utils.cs Normal file
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using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Coffee.UIParticleExtensions
{
public static class Color32Extensions
{
private static byte[] s_LinearToGammaLut;
public static byte LinearToGamma(this byte self)
{
if (s_LinearToGammaLut == null)
{
s_LinearToGammaLut = new byte[256];
for (var i = 0; i < 256; i++)
{
s_LinearToGammaLut[i] = (byte)(Mathf.LinearToGammaSpace(i / 255f) * 255f);
}
}
return s_LinearToGammaLut[self];
}
}
public static class Vector3Extensions
{
public static Vector3 Inverse(this Vector3 self)
{
self.x = Mathf.Approximately(self.x, 0) ? 1 : 1 / self.x;
self.y = Mathf.Approximately(self.y, 0) ? 1 : 1 / self.y;
self.z = Mathf.Approximately(self.z, 0) ? 1 : 1 / self.z;
return self;
}
public static Vector3 GetScaled(this Vector3 self, Vector3 other1)
{
self.Scale(other1);
return self;
}
public static Vector3 GetScaled(this Vector3 self, Vector3 other1, Vector3 other2)
{
self.Scale(other1);
self.Scale(other2);
return self;
}
public static Vector3 GetScaled(this Vector3 self, Vector3 other1, Vector3 other2, Vector3 other3)
{
self.Scale(other1);
self.Scale(other2);
self.Scale(other3);
return self;
}
public static bool IsVisible(this Vector3 self)
{
return 0 < Mathf.Abs(self.x * self.y * self.z);
}
}
internal static class SpriteExtensions
{
#if UNITY_EDITOR
private static readonly Type s_SpriteEditorExtensionType =
Type.GetType("UnityEditor.Experimental.U2D.SpriteEditorExtension, UnityEditor")
?? Type.GetType("UnityEditor.U2D.SpriteEditorExtension, UnityEditor");
private static readonly MethodInfo s_GetActiveAtlasTextureMethodInfo = s_SpriteEditorExtensionType
.GetMethod("GetActiveAtlasTexture", BindingFlags.Static | BindingFlags.NonPublic);
public static Texture2D GetActualTexture(this Sprite self)
{
if (!self) return null;
if (Application.isPlaying) return self.texture;
var ret = s_GetActiveAtlasTextureMethodInfo.Invoke(null, new object[] { self }) as Texture2D;
return ret
? ret
: self.texture;
}
#else
internal static Texture2D GetActualTexture(this Sprite self)
{
return self ? self.texture : null;
}
#endif
}
public static class ParticleSystemExtensions
{
private static ParticleSystem.Particle[] s_TmpParticles = new ParticleSystem.Particle[2048];
public static ParticleSystem.Particle[] GetParticleArray(int size)
{
if (s_TmpParticles.Length < size)
{
while (s_TmpParticles.Length < size)
{
size = Mathf.NextPowerOfTwo(size);
}
s_TmpParticles = new ParticleSystem.Particle[size];
}
return s_TmpParticles;
}
public static void ValidateShape(this ParticleSystem self)
{
var shape = self.shape;
if (shape.enabled && shape.alignToDirection)
{
if (Mathf.Approximately(shape.scale.x * shape.scale.y * shape.scale.z, 0))
{
if (Mathf.Approximately(shape.scale.x, 0))
{
shape.scale.Set(0.0001f, shape.scale.y, shape.scale.z);
}
else if (Mathf.Approximately(shape.scale.y, 0))
{
shape.scale.Set(shape.scale.x, 0.0001f, shape.scale.z);
}
else if (Mathf.Approximately(shape.scale.z, 0))
{
shape.scale.Set(shape.scale.x, shape.scale.y, 0.0001f);
}
}
}
}
public static bool CanBakeMesh(this ParticleSystemRenderer self)
{
// #69: Editor crashes when mesh is set to null when `ParticleSystem.RenderMode = Mesh`
if (self.renderMode == ParticleSystemRenderMode.Mesh && self.mesh == null) return false;
// #61: When `ParticleSystem.RenderMode = None`, an error occurs
if (self.renderMode == ParticleSystemRenderMode.None) return false;
return true;
}
public static ParticleSystemSimulationSpace GetActualSimulationSpace(this ParticleSystem self)
{
var main = self.main;
var space = main.simulationSpace;
if (space == ParticleSystemSimulationSpace.Custom && !main.customSimulationSpace)
{
space = ParticleSystemSimulationSpace.Local;
}
return space;
}
public static bool IsLocalSpace(this ParticleSystem self)
{
return GetActualSimulationSpace(self) == ParticleSystemSimulationSpace.Local;
}
public static bool IsWorldSpace(this ParticleSystem self)
{
return GetActualSimulationSpace(self) == ParticleSystemSimulationSpace.World;
}
public static void SortForRendering(this List<ParticleSystem> self, Transform transform, bool sortByMaterial)
{
self.Sort((a, b) =>
{
var aRenderer = a.GetComponent<ParticleSystemRenderer>();
var bRenderer = b.GetComponent<ParticleSystemRenderer>();
// Render queue: ascending
var aMat = aRenderer.sharedMaterial ? aRenderer.sharedMaterial : aRenderer.trailMaterial;
var bMat = bRenderer.sharedMaterial ? bRenderer.sharedMaterial : bRenderer.trailMaterial;
if (!aMat && !bMat) return 0;
if (!aMat) return -1;
if (!bMat) return 1;
if (sortByMaterial)
{
return aMat.GetInstanceID() - bMat.GetInstanceID();
}
if (aMat.renderQueue != bMat.renderQueue)
{
return aMat.renderQueue - bMat.renderQueue;
}
// Sorting layer: ascending
if (aRenderer.sortingLayerID != bRenderer.sortingLayerID)
{
return SortingLayer.GetLayerValueFromID(aRenderer.sortingLayerID) -
SortingLayer.GetLayerValueFromID(bRenderer.sortingLayerID);
}
// Sorting order: ascending
if (aRenderer.sortingOrder != bRenderer.sortingOrder)
{
return aRenderer.sortingOrder - bRenderer.sortingOrder;
}
// Z position & sortingFudge: descending
var aTransform = a.transform;
var bTransform = b.transform;
var aPos = transform.InverseTransformPoint(aTransform.position).z + aRenderer.sortingFudge;
var bPos = transform.InverseTransformPoint(bTransform.position).z + bRenderer.sortingFudge;
if (!Mathf.Approximately(aPos, bPos))
{
return (int)Mathf.Sign(bPos - aPos);
}
return (int)Mathf.Sign(GetIndex(self, a) - GetIndex(self, b));
});
}
private static int GetIndex(IList<ParticleSystem> list, Object ps)
{
for (var i = 0; i < list.Count; i++)
{
if (list[i].GetInstanceID() == ps.GetInstanceID())
{
return i;
}
}
return 0;
}
public static Texture2D GetTextureForSprite(this ParticleSystem self)
{
if (!self) return null;
// Get sprite's texture.
var tsaModule = self.textureSheetAnimation;
if (!tsaModule.enabled || tsaModule.mode != ParticleSystemAnimationMode.Sprites) return null;
for (var i = 0; i < tsaModule.spriteCount; i++)
{
var sprite = tsaModule.GetSprite(i);
if (!sprite) continue;
return sprite.GetActualTexture();
}
return null;
}
public static void Exec(this List<ParticleSystem> self, Action<ParticleSystem> action)
{
self.RemoveAll(p => !p);
self.ForEach(action);
}
}
internal static class Misc
{
public static void Destroy(Object obj)
{
if (!obj) return;
#if UNITY_EDITOR
if (!Application.isPlaying)
{
Object.DestroyImmediate(obj);
}
else
#endif
{
Object.Destroy(obj);
}
}
public static void DestroyImmediate(Object obj)
{
if (!obj) return;
#if UNITY_EDITOR
if (Application.isEditor)
{
Object.DestroyImmediate(obj);
}
else
#endif
{
Object.Destroy(obj);
}
}
#if !UNITY_2021_2_OR_NEWER && !UNITY_2020_3_45 && !UNITY_2020_3_46 && !UNITY_2020_3_47 && !UNITY_2020_3_48
public static T GetComponentInParent<T>(this Component self, bool includeInactive) where T : Component
{
if (!self) return null;
if (!includeInactive) return self.GetComponentInParent<T>();
var current = self.transform;
while (current)
{
var component = current.GetComponent<T>();
if (component) return component;
current = current.parent;
}
return null;
}
#endif
}
}

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"name": "Coffee.UIParticle.Demo",
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"Coffee.UIParticle"
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using UnityEngine;
using UnityEngine.Serialization;
namespace Coffee.UIExtensions.Demo
{
public class CopyItemOnStart : MonoBehaviour
{
[FormerlySerializedAs("origin")]
[SerializeField]
private GameObject m_Origin;
[FormerlySerializedAs("count")]
[SerializeField]
private int m_Count;
private void Start()
{
if (!m_Origin) return;
m_Origin.SetActive(false);
var parent = m_Origin.transform.parent;
for (var i = 0; i < m_Count; i++)
{
var go = Instantiate(m_Origin, parent, false);
go.name = $"{m_Origin.name} {i + 1}";
go.hideFlags = HideFlags.DontSave;
go.SetActive(true);
}
}
}
}

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
public class UIElementDragger : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[SerializeField]
private Target m_Target;
[SerializeField]
private Transform m_CustomTarget;
[FormerlySerializedAs("ex2")]
[SerializeField]
private bool m_UseCanvasScale;
private Canvas _canvas;
private RectTransform _rectTransform;
private void OnEnable()
{
_rectTransform = GetComponent<RectTransform>();
_canvas = GetComponentInParent<Canvas>();
}
public void OnBeginDrag(PointerEventData eventData)
{
}
public void OnDrag(PointerEventData eventData)
{
var delta = (Vector3)GetLocalDelta(eventData.delta);
switch (m_Target)
{
case Target.Self:
_rectTransform.localPosition += delta;
break;
case Target.Parent:
_rectTransform.parent.localPosition += delta;
break;
case Target.Custom:
_rectTransform.localPosition += delta;
if (m_CustomTarget)
{
if (m_UseCanvasScale)
{
delta.Scale(_canvas.rootCanvas.transform.localScale);
}
m_CustomTarget.localPosition += delta;
}
break;
}
}
public void OnEndDrag(PointerEventData eventData)
{
}
private Vector2 GetLocalDelta(Vector2 evDelta)
{
switch (_canvas.renderMode)
{
case RenderMode.ScreenSpaceOverlay:
{
var zero = transform.InverseTransformPoint(Vector2.zero);
var delta = transform.InverseTransformPoint(evDelta);
return delta - zero;
}
case RenderMode.ScreenSpaceCamera:
case RenderMode.WorldSpace:
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(_rectTransform, Vector2.zero,
_canvas.worldCamera, out var zero);
RectTransformUtility.ScreenPointToLocalPointInRectangle(_rectTransform, evDelta,
_canvas.worldCamera, out var delta);
return delta - zero;
}
default:
throw new NotSupportedException();
}
}
private enum Target
{
Self,
Parent,
Custom
}
}

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using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Coffee.UIExtensions.Demo
{
public class UIParticle_Demo : MonoBehaviour
{
[FormerlySerializedAs("root")]
[SerializeField]
private Canvas m_RootCanvas;
private int _height;
private int _score;
private int _width;
private void Start()
{
_width = Screen.width;
_height = Screen.height;
}
public void ResizeScreen()
{
switch (Application.platform)
{
case RuntimePlatform.OSXPlayer:
case RuntimePlatform.WindowsPlayer:
case RuntimePlatform.LinuxPlayer:
if (Screen.width == _width && Screen.height == _height)
{
Screen.SetResolution(_height, _width, Screen.fullScreen);
}
else if (Screen.width == _height && Screen.height == _width)
{
Screen.SetResolution(Mathf.Min(_width, _height), Mathf.Min(_width, _height), Screen.fullScreen);
}
else
{
Screen.SetResolution(_width, _height, Screen.fullScreen);
}
break;
}
}
public void FullScreen()
{
Screen.fullScreen = !Screen.fullScreen;
}
public void EnableAnimations(bool flag)
{
foreach (var animator in FindObjectsOfType<Animator>())
{
animator.enabled = flag;
}
}
public void UIParticle_MeshSharing(bool flag)
{
foreach (var uip in m_RootCanvas.GetComponentsInChildren<UIParticle>(true))
{
uip.meshSharing = flag
? UIParticle.MeshSharing.Auto
: UIParticle.MeshSharing.None;
}
}
public void UIParticle_RandomGroup(bool flag)
{
foreach (var uip in m_RootCanvas.GetComponentsInChildren<UIParticle>(true))
{
uip.groupMaxId = flag
? 4
: 0;
}
}
public void UIParticle_Scale(float scale)
{
foreach (var uip in FindObjectsOfType<UIParticle>())
{
uip.scale = scale;
}
}
public void ParticleSystem_WorldSpaseSimulation(bool flag)
{
foreach (var p in FindObjectsOfType<ParticleSystem>())
{
var main = p.main;
main.simulationSpace = flag
? ParticleSystemSimulationSpace.World
: ParticleSystemSimulationSpace.Local;
}
}
public void ParticleSystem_WorldSpaseSimulation(ParticleSystem ps)
{
foreach (var p in ps.GetComponentsInChildren<ParticleSystem>())
{
var main = p.main;
main.simulationSpace = ParticleSystemSimulationSpace.World;
p.Clear();
}
}
public void ParticleSystem_LocalSpaseSimulation(ParticleSystem ps)
{
foreach (var p in ps.GetComponentsInChildren<ParticleSystem>())
{
var main = p.main;
main.simulationSpace = ParticleSystemSimulationSpace.Local;
p.Clear();
}
}
public void ParticleSystem_Emit(ParticleSystem ps)
{
ps.Emit(5);
}
public void ParticleSystem_SetScale(float scale)
{
foreach (var ps in FindObjectsOfType<ParticleSystem>())
{
ps.transform.localScale = new Vector3(scale, scale, scale);
}
}
public void UIParticleAttractor_Linear(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Linear;
}
public void UIParticleAttractor_Smooth(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Smooth;
}
public void UIParticleAttractor_Sphere(UIParticleAttractor attractor)
{
attractor.movement = UIParticleAttractor.Movement.Sphere;
}
public void UIParticleAttractor_OnAttract(Text scoreText)
{
_score++;
scoreText.text = _score.ToString();
scoreText.GetComponent<Animator>().Play(0);
}
public void Canvas_WorldSpace(bool flag)
{
if (!flag) return;
m_RootCanvas.renderMode = RenderMode.ScreenSpaceCamera;
m_RootCanvas.renderMode = RenderMode.WorldSpace;
m_RootCanvas.transform.rotation = Quaternion.Euler(new Vector3(0, 10, 0));
}
public void Canvas_CameraSpace(bool flag)
{
if (!flag) return;
m_RootCanvas.renderMode = RenderMode.ScreenSpaceCamera;
}
public void Canvas_Overlay(bool flag)
{
if (!flag) return;
m_RootCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
}
}
}

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using UnityEngine;
using UnityEngine.Serialization;
namespace Coffee.UIExtensions.Demo
{
public class UIParticle_Demo_UIParticleController : MonoBehaviour
{
[FormerlySerializedAs("root")]
[SerializeField]
private Transform m_RootTransform;
public void UIParticle_MeshSharing(bool flag)
{
foreach (var uip in m_RootTransform.GetComponentsInChildren<UIParticle>(true))
{
uip.meshSharing = flag
? UIParticle.MeshSharing.Auto
: UIParticle.MeshSharing.None;
}
}
public void UIParticle_RandomGroup(bool flag)
{
foreach (var uip in m_RootTransform.GetComponentsInChildren<UIParticle>(true))
{
uip.groupMaxId = flag
? 4
: 0;
}
}
public void UIParticle_Scale(float scale)
{
foreach (var uip in m_RootTransform.GetComponentsInChildren<UIParticle>(true))
{
uip.scale = scale;
}
}
}
}

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using UnityEditor;
using UnityEditor.UI;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.IMGUI.Controls;
using System;
using System.Reflection;
using ShaderPropertyType = Coffee.UIExtensions.UIParticle.AnimatableProperty.ShaderPropertyType;
namespace Coffee.UIExtensions
{
[CustomEditor (typeof (UIParticle))]
[CanEditMultipleObjects]
public class UIParticleEditor : GraphicEditor
{
class AnimatedPropertiesEditor
{
static readonly List<string> s_ActiveNames = new List<string> ();
static readonly System.Text.StringBuilder s_Sb = new System.Text.StringBuilder ();
public string name;
public ShaderPropertyType type;
static string CollectActiveNames (SerializedProperty sp, List<string> result)
{
result.Clear ();
for (int i = 0; i < sp.arraySize; i++)
{
result.Add (sp.GetArrayElementAtIndex (i).FindPropertyRelative ("m_Name").stringValue);
}
s_Sb.Length = 0;
if (result.Count == 0)
{
s_Sb.Append ("Nothing");
}
else
{
result.Aggregate (s_Sb, (a, b) => s_Sb.AppendFormat ("{0}, ", b));
s_Sb.Length -= 2;
}
return s_Sb.ToString ();
}
public static void DrawAnimatableProperties (SerializedProperty sp, Material mat)
{
if (!mat || !mat.shader)
return;
bool isClicked = false;
using (new EditorGUILayout.HorizontalScope (GUILayout.ExpandWidth (false)))
{
var r = EditorGUI.PrefixLabel (EditorGUILayout.GetControlRect (true), new GUIContent (sp.displayName, sp.tooltip));
isClicked = GUI.Button (r, CollectActiveNames (sp, s_ActiveNames), EditorStyles.popup);
}
if (isClicked)
{
GenericMenu gm = new GenericMenu ();
gm.AddItem (new GUIContent ("Nothing"), s_ActiveNames.Count == 0, () =>
{
sp.ClearArray ();
sp.serializedObject.ApplyModifiedProperties ();
});
for (int i = 0; i < sp.arraySize; i++)
{
var p = sp.GetArrayElementAtIndex (i);
var name = p.FindPropertyRelative ("m_Name").stringValue;
var type = (ShaderPropertyType)p.FindPropertyRelative ("m_Type").intValue;
AddMenu (gm, sp, new AnimatedPropertiesEditor () { name = name, type = type }, false);
}
for (int i = 0; i < ShaderUtil.GetPropertyCount (mat.shader); i++)
{
var pName = ShaderUtil.GetPropertyName (mat.shader, i);
var type = (ShaderPropertyType)ShaderUtil.GetPropertyType (mat.shader, i);
AddMenu (gm, sp, new AnimatedPropertiesEditor () { name = pName, type = type }, true);
if (type == ShaderPropertyType.Texture)
{
AddMenu (gm, sp, new AnimatedPropertiesEditor () { name = pName + "_ST", type = ShaderPropertyType.Vector }, true);
AddMenu (gm, sp, new AnimatedPropertiesEditor () { name = pName + "_HDR", type = ShaderPropertyType.Vector }, true);
AddMenu (gm, sp, new AnimatedPropertiesEditor () { name = pName + "_TexelSize", type = ShaderPropertyType.Vector }, true);
}
}
gm.ShowAsContext ();
}
}
public static void AddMenu (GenericMenu menu, SerializedProperty sp, AnimatedPropertiesEditor property, bool add)
{
if (add && s_ActiveNames.Contains (property.name))
return;
menu.AddItem (new GUIContent (string.Format ("{0} ({1})", property.name, property.type)), s_ActiveNames.Contains (property.name), () =>
{
var index = s_ActiveNames.IndexOf (property.name);
if (0 <= index)
{
sp.DeleteArrayElementAtIndex (index);
}
else
{
sp.InsertArrayElementAtIndex (sp.arraySize);
var p = sp.GetArrayElementAtIndex (sp.arraySize - 1);
p.FindPropertyRelative ("m_Name").stringValue = property.name;
p.FindPropertyRelative ("m_Type").intValue = (int)property.type;
}
sp.serializedObject.ApplyModifiedProperties ();
});
}
}
//################################
// Constant or Static Members.
//################################
static readonly GUIContent s_ContentParticleMaterial = new GUIContent ("Particle Material", "The material for rendering particles");
static readonly GUIContent s_ContentTrailMaterial = new GUIContent ("Trail Material", "The material for rendering particle trails");
static readonly List<ParticleSystem> s_ParticleSystems = new List<ParticleSystem> ();
static readonly Matrix4x4 s_ArcHandleOffsetMatrix = Matrix4x4.TRS (Vector3.zero, Quaternion.AngleAxis (90f, Vector3.right) * Quaternion.AngleAxis (90f, Vector3.up), Vector3.one);
static readonly Dictionary<string, MethodInfo> s_InternalMethods = new Dictionary<string, MethodInfo> ();
static readonly Color s_GizmoColor = new Color (1f, 0.7f, 0.7f, 0.9f);
static readonly Color s_ShapeGizmoThicknessTint = new Color (0.7f, 0.7f, 0.7f, 1.0f);
static Material s_Material;
static readonly List<string> s_MaskablePropertyNames = new List<string> ()
{
"_Stencil",
"_StencilComp",
"_StencilOp",
"_StencilWriteMask",
"_StencilReadMask",
"_ColorMask",
};
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable ()
{
base.OnEnable ();
_spParticleSystem = serializedObject.FindProperty ("m_ParticleSystem");
_spTrailParticle = serializedObject.FindProperty ("m_TrailParticle");
_spScale = serializedObject.FindProperty ("m_Scale");
_spIgnoreParent = serializedObject.FindProperty ("m_IgnoreParent");
_spAnimatableProperties = serializedObject.FindProperty ("m_AnimatableProperties");
if (!s_Material)
{
s_Material = Call<Material> (typeof (Material), "GetDefaultMaterial");
}
_particles = targets.Cast<UIParticle> ().ToArray ();
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI ()
{
serializedObject.Update ();
EditorGUILayout.PropertyField (_spParticleSystem);
EditorGUI.indentLevel++;
var ps = _spParticleSystem.objectReferenceValue as ParticleSystem;
if (ps)
{
var pr = ps.GetComponent<ParticleSystemRenderer> ();
var sp = new SerializedObject (pr).FindProperty ("m_Materials");
EditorGUILayout.PropertyField (sp.GetArrayElementAtIndex (0), s_ContentParticleMaterial);
EditorGUILayout.PropertyField (sp.GetArrayElementAtIndex (1), s_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 ();
var current = target as UIParticle;
EditorGUILayout.PropertyField (_spIgnoreParent);
EditorGUI.BeginDisabledGroup (!current.isRoot);
EditorGUILayout.PropertyField (_spScale);
EditorGUI.EndDisabledGroup ();
// AnimatableProperties
AnimatedPropertiesEditor.DrawAnimatableProperties (_spAnimatableProperties, current.material);
current.GetComponentsInChildren<ParticleSystem> (true, s_ParticleSystems);
if (s_ParticleSystems.Any (x => x.GetComponent<UIParticle> () == null))
{
GUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox ("There are child ParticleSystems that does not have a UIParticle component.\nAdd UIParticle component to them.", MessageType.Warning);
GUILayout.BeginVertical ();
if (GUILayout.Button ("Fix"))
{
foreach (var p in s_ParticleSystems.Where (x => !x.GetComponent<UIParticle> ()))
{
p.gameObject.AddComponent<UIParticle> ();
}
}
GUILayout.EndVertical ();
GUILayout.EndHorizontal ();
}
s_ParticleSystems.Clear ();
if (current.maskable && current.material && current.material.shader)
{
var mat = current.material;
var shader = mat.shader;
foreach (var propName in s_MaskablePropertyNames)
{
if (!mat.HasProperty (propName))
{
EditorGUILayout.HelpBox (string.Format("Shader {0} doesn't have '{1}' property. This graphic is not maskable.", shader.name, propName), MessageType.Warning);
break;
}
}
}
serializedObject.ApplyModifiedProperties ();
}
//################################
// Private Members.
//################################
SerializedProperty _spParticleSystem;
SerializedProperty _spTrailParticle;
SerializedProperty _spScale;
SerializedProperty _spIgnoreParent;
SerializedProperty _spAnimatableProperties;
UIParticle [] _particles;
ArcHandle _arcHandle = new ArcHandle ();
BoxBoundsHandle _boxBoundsHandle = new BoxBoundsHandle ();
SphereBoundsHandle _sphereBoundsHandle = new SphereBoundsHandle ();
Mesh _spriteMesh;
static T Call<T> (Type type, string method, params object [] args)
{
MethodInfo mi;
if (!s_InternalMethods.TryGetValue (method, out mi))
{
mi = type.GetMethod (method, BindingFlags.Static | BindingFlags.NonPublic);
s_InternalMethods.Add (method, mi);
}
return (T)mi.Invoke (null, args);
}
void OnSceneGUI ()
{
Color origCol = Handles.color;
Handles.color = s_GizmoColor;
Matrix4x4 orgMatrix = Handles.matrix;
EditorGUI.BeginChangeCheck ();
foreach (UIParticle uip in _particles)
{
ParticleSystem ps = uip.cachedParticleSystem;
if (!ps || !uip.canvas)
{
continue;
}
var shapeModule = ps.shape;
var mainModule = ps.main;
ParticleSystemShapeType type = shapeModule.shapeType;
Matrix4x4 transformMatrix = new Matrix4x4 ();
if (mainModule.scalingMode == ParticleSystemScalingMode.Local)
{
transformMatrix.SetTRS (ps.transform.position, ps.transform.rotation, ps.transform.localScale);
}
else if (mainModule.scalingMode == ParticleSystemScalingMode.Hierarchy)
{
transformMatrix = ps.transform.localToWorldMatrix;
}
else
{
transformMatrix.SetTRS (ps.transform.position, ps.transform.rotation, ps.transform.lossyScale);
}
bool isBox = (type == ParticleSystemShapeType.Box || type == ParticleSystemShapeType.BoxShell || type == ParticleSystemShapeType.BoxEdge || type == ParticleSystemShapeType.Rectangle);
Vector3 emitterScale = isBox ? Vector3.one : shapeModule.scale;
Matrix4x4 emitterMatrix = Matrix4x4.TRS (shapeModule.position, Quaternion.Euler (shapeModule.rotation), emitterScale);
transformMatrix *= emitterMatrix;
Handles.matrix = transformMatrix;
if(uip.canvas.renderMode == RenderMode.ScreenSpaceOverlay || ps.main.scalingMode == ParticleSystemScalingMode.Hierarchy)
{
Handles.matrix = Handles.matrix * Matrix4x4.Scale (Vector3.one * uip.scale);
}
else
{
Handles.matrix = Handles.matrix * Matrix4x4.Scale (uip.canvas.rootCanvas.transform.localScale * uip.scale);
}
if (type == ParticleSystemShapeType.Sphere)
{
// Thickness
Handles.color *= s_ShapeGizmoThicknessTint;
EditorGUI.BeginChangeCheck ();
//float radiusThickness = Handles.DoSimpleRadiusHandle (Quaternion.identity, Vector3.zero, shapeModule.radius * (1.0f - shapeModule.radiusThickness), false, shapeModule.arc);
float radiusThickness = Handles.RadiusHandle (Quaternion.identity, Vector3.zero, shapeModule.radius * (1.0f - shapeModule.radiusThickness), false);
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Sphere Thickness Handle Change");
shapeModule.radiusThickness = 1.0f - (radiusThickness / shapeModule.radius);
}
// Sphere
Handles.color = s_GizmoColor;
EditorGUI.BeginChangeCheck ();
//float radius = Handles.DoSimpleRadiusHandle (Quaternion.identity, Vector3.zero, shapeModule.radius, false, shapeModule.arc);
float radius = Handles.RadiusHandle (Quaternion.identity, Vector3.zero, shapeModule.radius, false);
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Sphere Handle Change");
shapeModule.radius = radius;
}
// Texture
//Matrix4x4 textureTransform = transformMatrix * Matrix4x4.TRS (Vector3.zero, Quaternion.identity, Vector3.one * shapeModule.radius * 2.0f);
//OnSceneViewTextureGUI (shapeModule, s_SphereMesh, false, s_SphereTextureMaterial, textureTransform);
}
else if (type == ParticleSystemShapeType.Circle)
{
// Thickness
EditorGUI.BeginChangeCheck ();
_arcHandle.angle = shapeModule.arc;
_arcHandle.radius = shapeModule.radius * (1.0f - shapeModule.radiusThickness);
_arcHandle.SetColorWithRadiusHandle (s_ShapeGizmoThicknessTint, 0f);
_arcHandle.angleHandleColor = Color.clear;
using (new Handles.DrawingScope (Handles.matrix * s_ArcHandleOffsetMatrix))
_arcHandle.DrawHandle ();
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Circle Thickness Handle Change");
shapeModule.radiusThickness = 1.0f - (_arcHandle.radius / shapeModule.radius);
}
// Circle
EditorGUI.BeginChangeCheck ();
_arcHandle.radius = shapeModule.radius;
_arcHandle.SetColorWithRadiusHandle (Color.white, 0f);
using (new Handles.DrawingScope (Handles.matrix * s_ArcHandleOffsetMatrix))
_arcHandle.DrawHandle ();
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Circle Handle Change");
shapeModule.radius = _arcHandle.radius;
shapeModule.arc = _arcHandle.angle;
}
// Texture
//Matrix4x4 textureTransform = transformMatrix * Matrix4x4.TRS (Vector3.zero, Quaternion.Euler (90.0f, 0.0f, 180.0f), Vector3.one * shapeModule.radius * 2.0f);
//OnSceneViewTextureGUI (shapeModule, s_CircleMesh, true, s_TextureMaterial, textureTransform);
}
else if (type == ParticleSystemShapeType.Hemisphere)
{
// Thickness
Handles.color *= s_ShapeGizmoThicknessTint;
EditorGUI.BeginChangeCheck ();
//float radiusThickness = Handles.DoSimpleRadiusHandle (Quaternion.identity, Vector3.zero, shapeModule.radius * (1.0f - shapeModule.radiusThickness), true, shapeModule.arc);
//float radiusThickness = Call<float> (typeof (Handles), "DoSimpleRadiusHandle", Quaternion.identity, Vector3.zero, shapeModule.radius * (1.0f - shapeModule.radiusThickness), true, shapeModule.arc);
float radiusThickness = Handles.RadiusHandle (Quaternion.identity, Vector3.zero, shapeModule.radius * (1.0f - shapeModule.radiusThickness), true);
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Hemisphere Thickness Handle Change");
shapeModule.radiusThickness = 1.0f - (radiusThickness / shapeModule.radius);
}
// Hemisphere
Handles.color = s_GizmoColor;
EditorGUI.BeginChangeCheck ();
//float radius = Handles.DoSimpleRadiusHandle (Quaternion.identity, Vector3.zero, shapeModule.radius, true, shapeModule.arc);
float radius = Handles.RadiusHandle (Quaternion.identity, Vector3.zero, shapeModule.radius, true);
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Hemisphere Handle Change");
shapeModule.radius = radius;
}
// Texture
//Matrix4x4 textureTransform = transformMatrix * Matrix4x4.TRS (Vector3.zero, Quaternion.identity, Vector3.one * shapeModule.radius * 2.0f);
//OnSceneViewTextureGUI (shapeModule, s_HemisphereMesh, false, s_SphereTextureMaterial, textureTransform);
}
else if (type == ParticleSystemShapeType.Cone)
{
// Thickness
Handles.color *= s_ShapeGizmoThicknessTint;
EditorGUI.BeginChangeCheck ();
float angleThickness = Mathf.Lerp (shapeModule.angle, 0.0f, shapeModule.radiusThickness);
Vector3 radiusThicknessAngleRange = new Vector3 (shapeModule.radius * (1.0f - shapeModule.radiusThickness), angleThickness, mainModule.startSpeedMultiplier);
//radiusThicknessAngleRange = Handles.ConeFrustrumHandle (Quaternion.identity, Vector3.zero, radiusThicknessAngleRange, Handles.ConeHandles.Radius);
#if UNITY_2018_3_OR_NEWER
radiusThicknessAngleRange = Call<Vector3> (typeof (Handles), "ConeFrustrumHandle", Quaternion.identity, Vector3.zero, radiusThicknessAngleRange, 1);
#else
radiusThicknessAngleRange = Call<Vector3> (typeof (Handles), "ConeFrustrumHandle", Quaternion.identity, Vector3.zero, radiusThicknessAngleRange);
#endif
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Cone Thickness Handle Change");
shapeModule.radiusThickness = 1.0f - (radiusThicknessAngleRange.x / shapeModule.radius);
}
// Cone
Handles.color = s_GizmoColor;
EditorGUI.BeginChangeCheck ();
Vector3 radiusAngleRange = new Vector3 (shapeModule.radius, shapeModule.angle, mainModule.startSpeedMultiplier);
//radiusAngleRange = Handles.ConeFrustrumHandle (Quaternion.identity, Vector3.zero, radiusAngleRange);
#if UNITY_2018_3_OR_NEWER
radiusAngleRange = Call<Vector3> (typeof (Handles), "ConeFrustrumHandle", Quaternion.identity, Vector3.zero, radiusAngleRange, 7);
#else
radiusAngleRange = Call<Vector3> (typeof (Handles), "ConeFrustrumHandle", Quaternion.identity, Vector3.zero, radiusAngleRange);
#endif
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Cone Handle Change");
shapeModule.radius = radiusAngleRange.x;
shapeModule.angle = radiusAngleRange.y;
mainModule.startSpeedMultiplier = radiusAngleRange.z;
}
// Texture
//Matrix4x4 textureTransform = transformMatrix * Matrix4x4.TRS (Vector3.zero, Quaternion.Euler (90.0f, 0.0f, 180.0f), Vector3.one * shapeModule.radius * 2.0f);
//OnSceneViewTextureGUI (shapeModule, s_CircleMesh, true, s_TextureMaterial, textureTransform);
}
else if (type == ParticleSystemShapeType.ConeVolume)
{
// Thickness
Handles.color *= s_ShapeGizmoThicknessTint;
EditorGUI.BeginChangeCheck ();
float angleThickness = Mathf.Lerp (shapeModule.angle, 0.0f, shapeModule.radiusThickness);
Vector3 radiusThicknessAngleLength = new Vector3 (shapeModule.radius * (1.0f - shapeModule.radiusThickness), angleThickness, shapeModule.length);
//radiusThicknessAngleLength = Handles.ConeFrustrumHandle (Quaternion.identity, Vector3.zero, radiusThicknessAngleLength, Handles.ConeHandles.Radius);
#if UNITY_2018_3_OR_NEWER
radiusThicknessAngleLength = Call<Vector3> (typeof (Handles), "ConeFrustrumHandle", Quaternion.identity, Vector3.zero, radiusThicknessAngleLength, 1);
#else
radiusThicknessAngleLength = Call<Vector3> (typeof (Handles), "ConeFrustrumHandle", Quaternion.identity, Vector3.zero, radiusThicknessAngleLength);
#endif
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Cone Volume Thickness Handle Change");
shapeModule.radiusThickness = 1.0f - (radiusThicknessAngleLength.x / shapeModule.radius);
}
// Cone
Handles.color = s_GizmoColor;
EditorGUI.BeginChangeCheck ();
Vector3 radiusAngleLength = new Vector3 (shapeModule.radius, shapeModule.angle, shapeModule.length);
//radiusAngleLength = Handles.ConeFrustrumHandle (Quaternion.identity, Vector3.zero, radiusAngleLength);
#if UNITY_2018_3_OR_NEWER
radiusAngleLength = Call<Vector3> (typeof (Handles), "ConeFrustrumHandle", Quaternion.identity, Vector3.zero, radiusAngleLength, 7);
#else
radiusAngleLength = Call<Vector3> (typeof (Handles), "ConeFrustrumHandle", Quaternion.identity, Vector3.zero, radiusAngleLength);
#endif
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Cone Volume Handle Change");
shapeModule.radius = radiusAngleLength.x;
shapeModule.angle = radiusAngleLength.y;
shapeModule.length = radiusAngleLength.z;
}
// Texture
//Matrix4x4 textureTransform = transformMatrix * Matrix4x4.TRS (Vector3.zero, Quaternion.Euler (90.0f, 0.0f, 180.0f), Vector3.one * shapeModule.radius * 2.0f);
//OnSceneViewTextureGUI (shapeModule, s_CircleMesh, true, s_TextureMaterial, textureTransform);
}
else if (type == ParticleSystemShapeType.Box || type == ParticleSystemShapeType.BoxShell || type == ParticleSystemShapeType.BoxEdge)
{
EditorGUI.BeginChangeCheck ();
_boxBoundsHandle.center = Vector3.zero;
_boxBoundsHandle.size = shapeModule.scale;
_boxBoundsHandle.DrawHandle ();
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Box Handle Change");
shapeModule.scale = _boxBoundsHandle.size;
}
//Matrix4x4 textureTransform = transformMatrix * Matrix4x4.TRS (new Vector3 (0.0f, 0.0f, -m_BoxBoundsHandle.size.z * 0.5f), Quaternion.identity, m_BoxBoundsHandle.size);
//OnSceneViewTextureGUI (shapeModule, s_QuadMesh, true, s_TextureMaterial, textureTransform);
}
else if (type == ParticleSystemShapeType.Donut)
{
// Radius
EditorGUI.BeginChangeCheck ();
_arcHandle.radius = shapeModule.radius;
_arcHandle.angle = shapeModule.arc;
_arcHandle.SetColorWithRadiusHandle (Color.white, 0f);
_arcHandle.wireframeColor = Color.clear;
using (new Handles.DrawingScope (Handles.matrix * s_ArcHandleOffsetMatrix))
_arcHandle.DrawHandle ();
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Donut Handle Change");
shapeModule.radius = _arcHandle.radius;
shapeModule.arc = _arcHandle.angle;
}
// Donut extents
using (new Handles.DrawingScope (Handles.matrix * s_ArcHandleOffsetMatrix))
{
float excessAngle = shapeModule.arc % 360f;
float angle = Mathf.Abs (shapeModule.arc) >= 360f ? 360f : excessAngle;
Handles.DrawWireArc (new Vector3 (0.0f, shapeModule.donutRadius, 0.0f), Vector3.up, Vector3.forward, angle, shapeModule.radius);
Handles.DrawWireArc (new Vector3 (0.0f, -shapeModule.donutRadius, 0.0f), Vector3.up, Vector3.forward, angle, shapeModule.radius);
Handles.DrawWireArc (Vector3.zero, Vector3.up, Vector3.forward, angle, shapeModule.radius + shapeModule.donutRadius);
Handles.DrawWireArc (Vector3.zero, Vector3.up, Vector3.forward, angle, shapeModule.radius - shapeModule.donutRadius);
if (shapeModule.arc != 360.0f)
{
Quaternion arcRotation = Quaternion.AngleAxis (shapeModule.arc, Vector3.up);
Vector3 capCenter = arcRotation * Vector3.forward * shapeModule.radius;
Handles.DrawWireDisc (capCenter, arcRotation * Vector3.right, shapeModule.donutRadius);
}
}
// Donut thickness
_sphereBoundsHandle.axes = PrimitiveBoundsHandle.Axes.X | PrimitiveBoundsHandle.Axes.Y;
_sphereBoundsHandle.radius = shapeModule.donutRadius * (1.0f - shapeModule.radiusThickness);
_sphereBoundsHandle.center = Vector3.zero;
_sphereBoundsHandle.SetColor (s_ShapeGizmoThicknessTint);
const float handleInterval = 90.0f;
int numOuterRadii = Mathf.Max (1, (int)Mathf.Ceil (shapeModule.arc / handleInterval));
Matrix4x4 donutRadiusStartMatrix = Matrix4x4.TRS (new Vector3 (shapeModule.radius, 0.0f, 0.0f), Quaternion.Euler (90.0f, 0.0f, 0.0f), Vector3.one);
for (int i = 0; i < numOuterRadii; i++)
{
EditorGUI.BeginChangeCheck ();
using (new Handles.DrawingScope (Handles.matrix * (Matrix4x4.Rotate (Quaternion.Euler (0.0f, 0.0f, handleInterval * i)) * donutRadiusStartMatrix)))
_sphereBoundsHandle.DrawHandle ();
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Donut Radius Thickness Handle Change");
shapeModule.radiusThickness = 1.0f - (_sphereBoundsHandle.radius / shapeModule.donutRadius);
}
}
// Donut radius
_sphereBoundsHandle.radius = shapeModule.donutRadius;
_sphereBoundsHandle.SetColor (Color.white);
for (int i = 0; i < numOuterRadii; i++)
{
EditorGUI.BeginChangeCheck ();
using (new Handles.DrawingScope (Handles.matrix * (Matrix4x4.Rotate (Quaternion.Euler (0.0f, 0.0f, handleInterval * i)) * donutRadiusStartMatrix)))
_sphereBoundsHandle.DrawHandle ();
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Donut Radius Handle Change");
shapeModule.donutRadius = _sphereBoundsHandle.radius;
}
}
// Texture
//Matrix4x4 textureTransform = transformMatrix * Matrix4x4.TRS (new Vector3 (shapeModule.radius, 0.0f, 0.0f), Quaternion.Euler (180.0f, 0.0f, 180.0f), Vector3.one * shapeModule.donutRadius * 2.0f);
//OnSceneViewTextureGUI (shapeModule, s_CircleMesh, true, s_TextureMaterial, textureTransform);
}
else if (type == ParticleSystemShapeType.SingleSidedEdge)
{
EditorGUI.BeginChangeCheck ();
//float radius = Handles.DoSimpleEdgeHandle (Quaternion.identity, Vector3.zero, shapeModule.radius);
float radius = Call<float> (typeof (Handles), "DoSimpleEdgeHandle", Quaternion.identity, Vector3.zero, shapeModule.radius);
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Edge Handle Change");
shapeModule.radius = radius;
}
}
else if (type == ParticleSystemShapeType.Mesh)
{
Mesh mesh = shapeModule.mesh;
if (mesh)
{
bool orgWireframeMode = GL.wireframe;
GL.wireframe = true;
s_Material.SetPass (0);
Graphics.DrawMeshNow (mesh, transformMatrix);
GL.wireframe = orgWireframeMode;
//OnSceneViewTextureGUI (shapeModule, mesh, false, s_TextureMaterial, transformMatrix);
}
}
else if (type == ParticleSystemShapeType.Rectangle)
{
EditorGUI.BeginChangeCheck ();
_boxBoundsHandle.center = Vector3.zero;
_boxBoundsHandle.size = new Vector3 (shapeModule.scale.x, shapeModule.scale.y, 0.0f);
_boxBoundsHandle.DrawHandle ();
if (EditorGUI.EndChangeCheck ())
{
Undo.RecordObject (ps, "Rectangle Handle Change");
shapeModule.scale = new Vector3 (_boxBoundsHandle.size.x, _boxBoundsHandle.size.y, 0.0f);
}
//OnSceneViewTextureGUI (shapeModule, s_QuadMesh, true, s_TextureMaterial, transformMatrix * Matrix4x4.Scale (m_BoxBoundsHandle.size));
}
else if (type == ParticleSystemShapeType.Sprite)
{
Sprite sprite = shapeModule.sprite;
if (sprite)
{
if (!_spriteMesh)
{
_spriteMesh = new Mesh ();
_spriteMesh.name = "ParticleSpritePreview";
_spriteMesh.hideFlags |= HideFlags.HideAndDontSave;
}
_spriteMesh.vertices = Array.ConvertAll (sprite.vertices, i => (Vector3)i);
_spriteMesh.uv = sprite.uv;
_spriteMesh.triangles = Array.ConvertAll (sprite.triangles, i => (int)i);
bool orgWireframeMode = GL.wireframe;
GL.wireframe = true;
s_Material.SetPass (0);
Graphics.DrawMeshNow (_spriteMesh, transformMatrix);
GL.wireframe = orgWireframeMode;
//OnSceneViewTextureGUI (shapeModule, m_SpriteMesh, false, s_TextureMaterial, transformMatrix);
}
}
}
Handles.color = origCol;
Handles.matrix = orgMatrix;
}
}
}

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@@ -1,546 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.UI;
using ShaderPropertyType = Coffee.UIExtensions.UIParticle.AnimatableProperty.ShaderPropertyType;
namespace Coffee.UIExtensions
{
/// <summary>
/// Render maskable and sortable particle effect ,without Camera, RenderTexture or Canvas.
/// </summary>
[ExecuteInEditMode]
public class UIParticle : MaskableGraphic
{
//################################
// Constant or Readonly Static Members.
//################################
static readonly int s_IdMainTex = Shader.PropertyToID ("_MainTex");
static readonly List<Vector3> s_Vertices = new List<Vector3> ();
static readonly List<UIParticle> s_TempRelatables = new List<UIParticle> ();
static readonly List<UIParticle> s_ActiveParticles = new List<UIParticle> ();
//################################
// 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;
[Tooltip ("Particle effect scale")]
[SerializeField] float m_Scale = 1;
[Tooltip ("Ignore parent scale")]
[SerializeField] bool m_IgnoreParent = false;
[Tooltip ("Animatable material properties. AnimationでParticleSystemのマテリアルプロパティを変更する場合、有効にしてください。")]
[SerializeField] AnimatableProperty[] m_AnimatableProperties = new AnimatableProperty[0];
static MaterialPropertyBlock s_Mpb;
[System.Serializable]
public class AnimatableProperty : ISerializationCallbackReceiver
{
public enum ShaderPropertyType
{
Color,
Vector,
Float,
Range,
Texture,
};
[SerializeField]
string m_Name;
[SerializeField]
ShaderPropertyType m_Type;
public int id { get; private set; }
public ShaderPropertyType type { get { return m_Type; } }
public void OnBeforeSerialize ()
{
}
public void OnAfterDeserialize ()
{
id = Shader.PropertyToID (m_Name);
}
}
//################################
// Public/Protected Members.
//################################
public override Texture mainTexture
{
get
{
Texture tex = null;
if (!m_IsTrail && cachedParticleSystem)
{
Profiler.BeginSample ("Check TextureSheetAnimation module");
var textureSheet = cachedParticleSystem.textureSheetAnimation;
if (textureSheet.enabled && textureSheet.mode == ParticleSystemAnimationMode.Sprites && 0 < textureSheet.spriteCount)
{
tex = textureSheet.GetSprite (0).texture;
}
Profiler.EndSample ();
}
if (!tex && _renderer)
{
Profiler.BeginSample ("Check material");
var mat = material;
if (mat && mat.HasProperty (s_IdMainTex))
{
tex = mat.mainTexture;
}
Profiler.EndSample ();
}
return tex ?? s_WhiteTexture;
}
}
public override Material material
{
get
{
return _renderer
? m_IsTrail
? _renderer.trailMaterial
: _renderer.sharedMaterial
: null;
}
set
{
if (!_renderer)
{
}
else if (m_IsTrail && _renderer.trailMaterial != value)
{
_renderer.trailMaterial = value;
SetMaterialDirty ();
}
else if (!m_IsTrail && _renderer.sharedMaterial != value)
{
_renderer.sharedMaterial = value;
SetMaterialDirty ();
}
}
}
/// <summary>
/// Particle effect scale.
/// </summary>
public float scale { get { return _parent ? _parent.scale : m_Scale; } set { m_Scale = value; } }
/// <summary>
/// Should the soft mask ignore parent soft masks?
/// </summary>
/// <value>If set to true the soft mask will ignore any parent soft mask settings.</value>
public bool ignoreParent
{
get { return m_IgnoreParent; }
set
{
if (m_IgnoreParent != value)
{
m_IgnoreParent = value;
OnTransformParentChanged ();
}
}
}
/// <summary>
/// Is this the root UIParticle?
/// </summary>
public bool isRoot
{
get { return !_parent; }
}
/// <summary>
/// Should this graphic be considered a target for raycasting?
/// </summary>
public override bool raycastTarget { get { return false; } set { base.raycastTarget = value; } }
/// <summary>
/// ParticleSystem.
/// </summary>
public ParticleSystem cachedParticleSystem { get { return m_ParticleSystem ? m_ParticleSystem : (m_ParticleSystem = GetComponent<ParticleSystem> ()); } }
/// <summary>
/// Perform material modification in this function.
/// </summary>
/// <returns>Modified material.</returns>
/// <param name="baseMaterial">Configured Material.</param>
public override Material GetModifiedMaterial (Material baseMaterial)
{
Material mat = null;
if (!_renderer)
mat = baseMaterial;
else if (m_AnimatableProperties.Length == 0)
mat = _renderer.sharedMaterial;
else
mat = new Material (material);
return base.GetModifiedMaterial (mat);
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable ()
{
// Register.
if (s_ActiveParticles.Count == 0)
{
Canvas.willRenderCanvases += UpdateMeshes;
s_Mpb = new MaterialPropertyBlock ();
}
s_ActiveParticles.Add (this);
// Reset the parent-child relation.
GetComponentsInChildren<UIParticle> (false, s_TempRelatables);
for (int i = s_TempRelatables.Count - 1; 0 <= i; i--)
{
s_TempRelatables [i].OnTransformParentChanged ();
}
s_TempRelatables.Clear ();
_renderer = cachedParticleSystem ? cachedParticleSystem.GetComponent<ParticleSystemRenderer> () : null;
if (_renderer && Application.isPlaying)
{
_renderer.enabled = false;
}
// Create objects.
_mesh = new Mesh ();
_mesh.MarkDynamic ();
CheckTrail ();
base.OnEnable ();
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
protected override void OnDisable ()
{
// Unregister.
s_ActiveParticles.Remove (this);
if (s_ActiveParticles.Count == 0)
{
Canvas.willRenderCanvases -= UpdateMeshes;
}
// Reset the parent-child relation.
for (int i = _children.Count - 1; 0 <= i; i--)
{
_children [i].SetParent (_parent);
}
_children.Clear ();
SetParent (null);
// Destroy objects.
DestroyImmediate (_mesh);
_mesh = null;
CheckTrail ();
base.OnDisable ();
}
/// <summary>
/// Call to update the geometry of the Graphic onto the CanvasRenderer.
/// </summary>
protected override void UpdateGeometry ()
{
}
/// <summary>
/// This function is called when the parent property of the transform of the GameObject has changed.
/// </summary>
protected override void OnTransformParentChanged ()
{
UIParticle newParent = null;
if (isActiveAndEnabled && !m_IgnoreParent)
{
var parentTransform = transform.parent;
while (parentTransform && (!newParent || !newParent.enabled))
{
newParent = parentTransform.GetComponent<UIParticle> ();
parentTransform = parentTransform.parent;
}
}
SetParent (newParent);
base.OnTransformParentChanged ();
}
/// <summary>
/// Callback for when properties have been changed by animation.
/// </summary>
protected override void OnDidApplyAnimationProperties ()
{
}
#if UNITY_EDITOR
/// <summary>
/// This function is called when the script is loaded or a value is changed in the inspector(Called in the editor only).
/// </summary>
protected override void OnValidate ()
{
OnTransformParentChanged ();
base.OnValidate ();
}
#endif
//################################
// Private Members.
//################################
Mesh _mesh;
ParticleSystemRenderer _renderer;
UIParticle _parent;
List<UIParticle> _children = new List<UIParticle> ();
Matrix4x4 scaleaMatrix = default (Matrix4x4);
Vector3 _worldPos;
static ParticleSystem.Particle [] s_Particles = new ParticleSystem.Particle [4096];
/// <summary>
/// Update meshes.
/// </summary>
static void UpdateMeshes ()
{
for (int i = 0; i < s_ActiveParticles.Count; i++)
{
if (s_ActiveParticles [i])
{
s_ActiveParticles [i].UpdateMesh ();
}
}
}
/// <summary>
/// Update meshe.
/// </summary>
void UpdateMesh ()
{
try
{
Profiler.BeginSample ("CheckTrail");
CheckTrail ();
Profiler.EndSample ();
if (m_ParticleSystem && canvas)
{
// I do not know why, but it worked fine when setting `transform.localPosition.z` to `0.01`. (#34, #39)
{
Vector3 pos = rectTransform.localPosition;
if (Mathf.Abs (pos.z) < 0.01f)
{
pos.z = 0.01f;
rectTransform.localPosition = pos;
}
}
var rootCanvas = canvas.rootCanvas;
Profiler.BeginSample ("Disable ParticleSystemRenderer");
if (Application.isPlaying)
{
_renderer.enabled = false;
}
Profiler.EndSample ();
Profiler.BeginSample ("Make Matrix");
scaleaMatrix = m_ParticleSystem.main.scalingMode == ParticleSystemScalingMode.Hierarchy
? Matrix4x4.Scale (scale * Vector3.one)
: Matrix4x4.Scale (scale * rootCanvas.transform.localScale);
Matrix4x4 matrix = default (Matrix4x4);
switch (m_ParticleSystem.main.simulationSpace)
{
case ParticleSystemSimulationSpace.Local:
matrix =
scaleaMatrix
* Matrix4x4.Rotate (rectTransform.rotation).inverse
* Matrix4x4.Scale (rectTransform.lossyScale).inverse;
break;
case ParticleSystemSimulationSpace.World:
matrix =
scaleaMatrix
* rectTransform.worldToLocalMatrix;
Vector3 newPos = rectTransform.position;
Vector3 delta = (newPos - _worldPos);
_worldPos = newPos;
if (canvas.renderMode != RenderMode.WorldSpace && !Mathf.Approximately (scale, 0) && 0 < delta.sqrMagnitude)
{
delta *= (1 - 1 / scale);
int count = m_ParticleSystem.particleCount;
if (s_Particles.Length < count)
{
s_Particles = new ParticleSystem.Particle [s_Particles.Length * 2];
}
m_ParticleSystem.GetParticles (s_Particles);
for (int i = 0; i < count; i++)
{
var p = s_Particles [i];
p.position = p.position + delta;
s_Particles [i] = p;
}
m_ParticleSystem.SetParticles (s_Particles, count);
}
break;
case ParticleSystemSimulationSpace.Custom:
break;
}
Profiler.EndSample ();
_mesh.Clear ();
if (0 < m_ParticleSystem.particleCount)
{
Profiler.BeginSample ("Bake Mesh");
var cam = rootCanvas.renderMode == RenderMode.ScreenSpaceOverlay
? UIParticleOverlayCamera.GetCameraForOvrelay (rootCanvas)
: canvas.worldCamera ?? Camera.main;
if (!cam)
{
return;
}
if (m_IsTrail)
{
_renderer.BakeTrailsMesh (_mesh, cam, true);
}
else
{
_renderer.BakeMesh (_mesh, cam, true);
}
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 and texture to CanvasRenderer");
canvasRenderer.SetMesh (_mesh);
canvasRenderer.SetTexture (mainTexture);
// Copy the value from MaterialPropertyBlock to CanvasRenderer (#41)
UpdateAnimatableMaterialProperties ();
Profiler.EndSample ();
}
}
catch (System.Exception e)
{
Debug.LogException (e);
}
}
/// <summary>
/// Checks the trail.
/// </summary>
void CheckTrail ()
{
if (isActiveAndEnabled && !m_IsTrail && m_ParticleSystem && m_ParticleSystem.trails.enabled)
{
if (!m_TrailParticle)
{
m_TrailParticle = new GameObject ("[UIParticle] Trail").AddComponent<UIParticle> ();
var trans = m_TrailParticle.transform;
trans.SetParent (transform);
trans.localPosition = Vector3.zero;
trans.localRotation = Quaternion.identity;
trans.localScale = Vector3.one;
m_TrailParticle._renderer = GetComponent<ParticleSystemRenderer> ();
m_TrailParticle.m_ParticleSystem = GetComponent<ParticleSystem> ();
m_TrailParticle.m_IsTrail = true;
}
m_TrailParticle.enabled = true;
}
else if (m_TrailParticle)
{
m_TrailParticle.enabled = false;
}
}
/// <summary>
/// Set the parent of the soft mask.
/// </summary>
/// <param name="newParent">The parent soft mask to use.</param>
void SetParent (UIParticle newParent)
{
if (_parent != newParent && this != newParent)
{
if (_parent && _parent._children.Contains (this))
{
_parent._children.Remove (this);
_parent._children.RemoveAll (x => x == null);
}
_parent = newParent;
}
if (_parent && !_parent._children.Contains (this))
{
_parent._children.Add (this);
}
}
/// <summary>
/// Copy the value from MaterialPropertyBlock to CanvasRenderer (#41)
/// </summary>
void UpdateAnimatableMaterialProperties ()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return;
#endif
if (0 == m_AnimatableProperties.Length)
return;
_renderer.GetPropertyBlock (s_Mpb);
for (int i = 0; i < canvasRenderer.materialCount; i++)
{
var mat = canvasRenderer.GetMaterial (i);
foreach (var ap in m_AnimatableProperties)
{
switch (ap.type)
{
case ShaderPropertyType.Color:
mat.SetColor (ap.id, s_Mpb.GetColor (ap.id));
break;
case ShaderPropertyType.Vector:
mat.SetVector (ap.id, s_Mpb.GetVector (ap.id));
break;
case ShaderPropertyType.Float:
case ShaderPropertyType.Range:
mat.SetFloat (ap.id, s_Mpb.GetFloat (ap.id));
break;
case ShaderPropertyType.Texture:
mat.SetTexture (ap.id, s_Mpb.GetTexture (ap.id));
break;
}
}
}
}
}
}

View File

@@ -1,154 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
using PrefabStageUtility = UnityEditor.Experimental.SceneManagement.PrefabStageUtility;
#endif
namespace Coffee.UIExtensions
{
/// <summary>
/// </summary>
[ExecuteInEditMode]
public class UIParticleOverlayCamera : MonoBehaviour
{
//################################
// Public/Protected Members.
//################################
/// <summary>
/// Get instance object.
/// If instance does not exist, Find instance in scene, or create new one.
/// </summary>
public static UIParticleOverlayCamera instance
{
get
{
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
// If current scene is prefab mode, create OverlayCamera for editor.
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage ();
if (prefabStage != null && prefabStage.scene.isLoaded)
{
if (!s_InstanceForPrefabMode)
{
// This GameObject is not saved in prefab.
// This GameObject is not shown in the hierarchy view.
// When you exit prefab mode, this GameObject is destroyed automatically.
var go = new GameObject (typeof (UIParticleOverlayCamera).Name + "_ForEditor")
{
hideFlags = HideFlags.HideAndDontSave,
tag = "EditorOnly",
};
UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene (go, prefabStage.scene);
s_InstanceForPrefabMode = go.AddComponent<UIParticleOverlayCamera> ();
}
return s_InstanceForPrefabMode;
}
#endif
// Find instance in scene, or create new one.
if (object.ReferenceEquals (s_Instance, null))
{
s_Instance = FindObjectOfType<UIParticleOverlayCamera> () ?? new GameObject (typeof (UIParticleOverlayCamera).Name, typeof (UIParticleOverlayCamera)).GetComponent<UIParticleOverlayCamera> ();
s_Instance.gameObject.SetActive (true);
s_Instance.enabled = true;
}
return s_Instance;
}
}
public static Camera GetCameraForOvrelay (Canvas canvas)
{
var i = instance;
var rt = canvas.rootCanvas.transform as RectTransform;
var cam = i.cameraForOvrelay;
var trans = i.transform;
cam.enabled = false;
var pos = rt.localPosition;
cam.orthographic = true;
cam.orthographicSize = Mathf.Max (pos.x, pos.y);
cam.nearClipPlane = 0.3f;
cam.farClipPlane = 1000f;
pos.z -= 100;
trans.localPosition = pos;
return cam;
}
//################################
// Private Members.
//################################
Camera cameraForOvrelay { get { return m_Camera ? m_Camera : (m_Camera = GetComponent<Camera> ()) ? m_Camera : (m_Camera = gameObject.AddComponent<Camera> ()); } }
Camera m_Camera;
static UIParticleOverlayCamera s_Instance;
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
static UIParticleOverlayCamera s_InstanceForPrefabMode;
#endif
/// <summary>
/// Awake is called when the script instance is being loaded.
/// </summary>
void Awake ()
{
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
// OverlayCamera for editor.
if (hideFlags == HideFlags.HideAndDontSave || s_InstanceForPrefabMode == this)
{
s_InstanceForPrefabMode = GetComponent<UIParticleOverlayCamera> ();
return;
}
#endif
// Hold the instance.
if (s_Instance == null)
{
s_Instance = GetComponent<UIParticleOverlayCamera> ();
}
// If the instance is duplicated, destroy itself.
else if (s_Instance != this)
{
UnityEngine.Debug.LogWarning ("Multiple " + typeof (UIParticleOverlayCamera).Name + " in scene.", this.gameObject);
enabled = false;
#if UNITY_EDITOR
if (!Application.isPlaying)
{
DestroyImmediate (gameObject);
}
else
#endif
{
Destroy (gameObject);
}
return;
}
cameraForOvrelay.enabled = false;
// Singleton has DontDestroy flag.
if (Application.isPlaying)
{
DontDestroyOnLoad (gameObject);
}
}
/// <summary>
/// This function is called when the MonoBehaviour will be destroyed.
/// </summary>
void OnDestroy ()
{
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
if (s_InstanceForPrefabMode == this)
{
s_InstanceForPrefabMode = null;
}
#endif
// Clear instance on destroy.
if (s_Instance == this)
{
s_Instance = null;
}
}
}
}

85
Shaders/UIAdditive.mat Normal file
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@@ -0,0 +1,85 @@
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disabledShaderPasses: []
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- _Glossiness: 0.5
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- _Mode: 0
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- _SmoothnessTextureChannel: 0
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- _StencilOp: 0
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m_BuildTextureStacks: []

View File

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