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https://github.com/mob-sakai/ParticleEffectForUGUI.git
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4.0.0-prev
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4.0.1
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31
CHANGELOG.md
31
CHANGELOG.md
@@ -1,3 +1,34 @@
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## [4.0.1](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.0.0...4.0.1) (2022-06-24)
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### Bug Fixes
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* 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)
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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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@@ -1,4 +1,4 @@
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Copyright 2018 mob-sakai
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Copyright 2018-2022 mob-sakai
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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:
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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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@@ -83,15 +85,21 @@ namespace Coffee.UIExtensions
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static void Init()
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{
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#if !UNITY_2021_2_OR_NEWER
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// static void Window(GUIContent title, WindowFunction sceneViewFunc, int order, UnityEngine.Object target, WindowDisplayOption option)
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var miSceneViewOverlayWindow = Type.GetType("UnityEditor.SceneViewOverlay, UnityEditor")
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.GetMethods(BindingFlags.Public | BindingFlags.Static)
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.First(x => x.Name == "Window" && x.GetParameters().Length == 5);
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.First(x => x.Name == "Window" && 5 <= x.GetParameters().Length);
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var windowFunction = (Action<UnityEngine.Object, SceneView>)WindowFunction;
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var windowFunctionType = Type.GetType("UnityEditor.SceneViewOverlay+WindowFunction, UnityEditor");
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var windowFunctionDelegate = Delegate.CreateDelegate(windowFunctionType, windowFunction.Method);
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var windowTitle = new GUIContent(ObjectNames.NicifyVariableName(typeof(UIParticle).Name));
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#if UNITY_2019_2_OR_NEWER
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//public static void Window(GUIContent title, WindowFunction sceneViewFunc, int order, Object target, WindowDisplayOption option, EditorWindow window = null)
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var sceneViewArgs = new object[] { windowTitle, windowFunctionDelegate, 599, null, 2, null };
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#else
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//public static void Window(GUIContent title, WindowFunction sceneViewFunc, int order, Object target, WindowDisplayOption option)
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var sceneViewArgs = new object[] { windowTitle, windowFunctionDelegate, 599, null, 2 };
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#endif
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#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui += _ => miSceneViewOverlayWindow.Invoke(null, sceneViewArgs);
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#else
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@@ -192,6 +200,15 @@ 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 +277,8 @@ 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 +288,7 @@ 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 +306,86 @@ 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": "4.0.1",
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"unity": "2018.2",
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"license": "MIT",
|
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"repository": {
|
||||
|
||||
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