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4.0.0-prev
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4.0.0
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24
CHANGELOG.md
24
CHANGELOG.md
@@ -1,3 +1,27 @@
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# [4.0.0](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0) (2022-06-21)
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### Bug Fixes
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* correct world space particle position when changing screen size ([c6644a2](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/c6644a213263375c7a35b5082ef4b71cc58964e6))
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* keep properly canvas batches ([d8e96e6](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/d8e96e69a62dff7a451eaed32c7a814e7e62dbb9))
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### Features
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* adaptive scaling for UI ([aa0d56f](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/aa0d56f9faa05e9679d4b476bcf135eafb1b8af9))
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* add overlay window for UIParticle ([7b21c50](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/7b21c500ef78103b605fdca71051d2357b09602f))
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* add particle attractor component ([386170c](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/386170cbf68ebf59d4510fe0a45cf83925ec9ba4))
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* display warning in inspector if using 'TEXCOORD*.zw' components as custom vertex stream ([59221d5](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/59221d58217a440b77d504e6428bf99f10246260))
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* mesh sharing group ([9afeebf](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/9afeebf67212cdf4d3ac9e9a3b78a7ced5c7ecfe))
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* random mesh sharing group ([4fa43ed](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/4fa43eda4bc70c9c827c4fad9d5ae1327bfbc322))
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* 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)
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### BREAKING CHANGES
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* If you update to v4, you may be required to adjust your UIParticle.scale.
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# [4.0.0-preview.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/3.3.12...4.0.0-preview.1) (2022-06-18)
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23
README.md
23
README.md
@@ -1,8 +1,6 @@
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Particle Effect For UGUI (UI Particle)
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===
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**:warning: NOTE: Do not use [the obsolete tags and branches](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/108) to reference the package. They will be removed in near future. :warning:**
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This plugin provide a component to render particle effect for uGUI in Unity 2018.2 or later.
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The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.
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@@ -30,26 +28,35 @@ This plugin uses new APIs `MeshBake/MashTrailBake` (added with Unity 2018.2) to
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You can mask and sort particles for uGUI without Camera, RenderTexture, Canvas.
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Compares this "Baking mesh" approach with the conventional approach:
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(This scene is included in the package.)
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[Performance test results](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/193#issuecomment-1160028374)
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|Approach|Good|Bad|Screenshot|
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|-|-|-|-|
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|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|**Requires Unity 2018.2 or later.**<br>Requires UI shaders to use Mask.|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">|
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|Baking mesh<br>**\(UIParticle\)**|Rendered as is.<br>Maskable.<br>Sortable.<br>Less objects.|[Not support `TEXCOORD*.zw` components for custom vertex stream](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191#issuecomment-1043409186)|<img src="https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif" width="500px">|
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|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">|
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|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">|
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|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">|
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|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">|
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|Approach|FPS on Editor|FPS on iPhone6|FPS on Xperia XZ|
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|--|--|--|--|
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|Particle System|43|57|22|
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|UIParticleSystem|4|3|0 (unmeasurable)|
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|Sorting By Canvas|43|44|18|
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|UIParticle|17|12|4|
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|UIParticle with MeshSharing|44|45|30|
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<br><br>
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#### Features
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* Easy to use: the package is out-of-the-box
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* Sort particle effects with UI
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* Sort particle effects and UI by sibling index
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* No Camera, RenderTexture or Canvas are required
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* Masking with Mask or RectMask2D
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* Masking by Mask or RectMask2D
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* Support Trail module
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* Change alpha with CanvasGroup
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* No heavy allocation every frame
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* Support CanvasGroup alpha
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* No allocations
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* Support overlay, camera space and world space
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* Support changing material property with AnimationClip (AnimatableProperty)
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File diff suppressed because it is too large
Load Diff
@@ -68,6 +68,8 @@ namespace Coffee.UIExtensions
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static private bool _xyzMode;
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private bool _showMax;
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private static readonly HashSet<Shader> s_Shaders = new HashSet<Shader>();
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private static readonly List<ParticleSystemVertexStream> s_Streams = new List<ParticleSystemVertexStream>();
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private static readonly List<string> s_MaskablePropertyNames = new List<string>
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{
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"_Stencil",
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@@ -192,6 +194,15 @@ namespace Coffee.UIExtensions
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t.RefreshParticles(t.particles);
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}
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};
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// On select UIParticle, refresh particles.
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if (!Application.isPlaying)
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{
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foreach (UIParticle t in targets)
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{
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t.RefreshParticles(t.particles);
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}
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}
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}
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private static void MaterialField(Rect rect, GUIContent label, SerializedProperty sp, int index)
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@@ -260,6 +271,8 @@ namespace Coffee.UIExtensions
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{
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if (!mat || !mat.shader) continue;
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var shader = mat.shader;
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if (s_Shaders.Contains(shader)) continue;
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s_Shaders.Add(shader);
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foreach (var propName in s_MaskablePropertyNames)
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{
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if (mat.HasProperty(propName)) continue;
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@@ -269,6 +282,7 @@ namespace Coffee.UIExtensions
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}
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}
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}
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s_Shaders.Clear();
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// UIParticle for trail should be removed.
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if (FixButton(current.m_IsTrail, "This UIParticle component should be removed. The UIParticle for trails is no longer needed."))
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@@ -286,15 +300,86 @@ namespace Coffee.UIExtensions
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if (0 < allPsRenderers.Length)
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{
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var so = new SerializedObject(allPsRenderers);
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var sp = so.FindProperty("m_ApplyActiveColorSpace");//.boolValue = false;
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var sp = so.FindProperty("m_ApplyActiveColorSpace");
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if (FixButton(sp.boolValue || sp.hasMultipleDifferentValues, "When using linear color space, the particle colors are not output correctly.\nTo fix, set 'Apply Active Color Space' in renderer module to false."))
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{
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sp.boolValue = false;
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so.ApplyModifiedProperties();
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}
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// Check to use 'TEXCOORD*.zw' components as custom vertex stream.
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foreach (var psr in allPsRenderers)
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{
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if (new SerializedObject(psr).FindProperty("m_UseCustomVertexStreams").boolValue == false) continue;
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if (psr.activeVertexStreamsCount == 0) continue;
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psr.GetActiveVertexStreams(s_Streams);
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if (2 < s_Streams.Select(GetUsedComponentCount).Sum())
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{
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EditorGUILayout.HelpBox(string.Format("ParticleSystem '{0}' uses 'TEXCOORD*.zw' components as custom vertex stream.\nUIParticle does not support it (See README.md).", psr.name), MessageType.Warning);
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}
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}
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}
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}
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private static int GetUsedComponentCount(ParticleSystemVertexStream s)
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{
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switch (s)
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{
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case ParticleSystemVertexStream.Position:
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case ParticleSystemVertexStream.Normal:
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case ParticleSystemVertexStream.Tangent:
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case ParticleSystemVertexStream.Color:
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return 0;
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case ParticleSystemVertexStream.UV:
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case ParticleSystemVertexStream.UV2:
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case ParticleSystemVertexStream.UV3:
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case ParticleSystemVertexStream.UV4:
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case ParticleSystemVertexStream.SizeXY:
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case ParticleSystemVertexStream.StableRandomXY:
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case ParticleSystemVertexStream.VaryingRandomXY:
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case ParticleSystemVertexStream.Custom1XY:
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case ParticleSystemVertexStream.Custom2XY:
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case ParticleSystemVertexStream.NoiseSumXY:
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case ParticleSystemVertexStream.NoiseImpulseXY:
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return 2;
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case ParticleSystemVertexStream.AnimBlend:
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case ParticleSystemVertexStream.AnimFrame:
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case ParticleSystemVertexStream.VertexID:
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case ParticleSystemVertexStream.SizeX:
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case ParticleSystemVertexStream.Rotation:
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case ParticleSystemVertexStream.RotationSpeed:
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case ParticleSystemVertexStream.Velocity:
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case ParticleSystemVertexStream.Speed:
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case ParticleSystemVertexStream.AgePercent:
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case ParticleSystemVertexStream.InvStartLifetime:
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case ParticleSystemVertexStream.StableRandomX:
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case ParticleSystemVertexStream.VaryingRandomX:
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case ParticleSystemVertexStream.Custom1X:
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case ParticleSystemVertexStream.Custom2X:
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case ParticleSystemVertexStream.NoiseSumX:
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case ParticleSystemVertexStream.NoiseImpulseX:
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return 1;
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case ParticleSystemVertexStream.Center:
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case ParticleSystemVertexStream.SizeXYZ:
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case ParticleSystemVertexStream.Rotation3D:
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case ParticleSystemVertexStream.RotationSpeed3D:
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case ParticleSystemVertexStream.StableRandomXYZ:
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case ParticleSystemVertexStream.VaryingRandomXYZ:
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case ParticleSystemVertexStream.Custom1XYZ:
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case ParticleSystemVertexStream.Custom2XYZ:
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case ParticleSystemVertexStream.NoiseSumXYZ:
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case ParticleSystemVertexStream.NoiseImpulseXYZ:
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return 3;
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case ParticleSystemVertexStream.StableRandomXYZW:
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case ParticleSystemVertexStream.VaryingRandomXYZW:
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case ParticleSystemVertexStream.Custom1XYZW:
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case ParticleSystemVertexStream.Custom2XYZW:
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return 4;
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}
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return 3;
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}
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private static bool DrawMeshSharing(SerializedProperty spMeshSharing, SerializedProperty spGroupId, SerializedProperty spGroupMaxId, bool showMax)
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{
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showMax |= spGroupId.intValue != spGroupMaxId.intValue ||
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@@ -272,11 +272,6 @@ namespace Coffee.UIExtensions
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{
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GetComponentsInChildren(m_Renderers);
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for (var i = 0; i < m_Renderers.Count; i++)
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{
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GetRenderer(i).Clear(i);
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}
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var j = 0;
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for (var i = 0; i < particles.Count; i++)
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{
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@@ -286,6 +281,11 @@ namespace Coffee.UIExtensions
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GetRenderer(j++).Set(this, particles[i], true);
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}
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}
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for (; j < m_Renderers.Count; j++)
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{
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GetRenderer(j).Clear(j);
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}
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}
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internal void UpdateTransformScale()
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@@ -135,6 +135,9 @@ namespace Coffee.UIExtensions
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gameObject.layer = parent.gameObject.layer;
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_particleSystem = particleSystem;
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#if UNITY_EDITOR
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if (Application.isPlaying)
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#endif
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if (_particleSystem.isPlaying)
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{
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_particleSystem.Clear();
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@@ -2,7 +2,7 @@
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"name": "com.coffee.ui-particle",
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"displayName": "UI Particle",
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"description": "This plugin provide a component to render particle effect for uGUI.\nThe particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.",
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"version": "4.0.0-preview.1",
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"version": "4.0.0",
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"unity": "2018.2",
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"license": "MIT",
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"repository": {
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