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https://github.com/mob-sakai/ParticleEffectForUGUI.git
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14
CHANGELOG.md
14
CHANGELOG.md
@@ -1,3 +1,17 @@
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## [4.1.7](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.6...4.1.7) (2022-08-30)
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### Bug Fixes
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* the annoying empty black scene overlay box shown even when nothing is selected ([bdeeabb](https://github.com/mob-sakai/ParticleEffectForUGUI/commit/bdeeabbbe140b0ba80fac7ac477874c2467d3a16))
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## [4.1.6](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.5...4.1.6) (2022-08-10)
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### Bug Fixes
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* 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)
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## [4.1.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.4...4.1.5) (2022-08-10)
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## [4.1.5](https://github.com/mob-sakai/ParticleEffectForUGUI/compare/4.1.4...4.1.5) (2022-08-10)
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96
README.md
96
README.md
@@ -195,9 +195,10 @@ NOTE: Press `Refresh` button to reconstruct rendering order based on children Pa
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<br><br>
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<br><br>
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### With `Mask` or `MaskRect2D` component
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### With `Mask` or `RectMask2D` component
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If you want to mask particles, set a stencil supported shader (such as `UI/UIAdditive`) to material for ParticleSystem.
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If you want to mask particles, set a stencil supported shader (such as `UI/UIAdditive`) to material for ParticleSystem.
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If you use some custom shaders, see [How to make a custom shader to support Mask/RectMask2D component](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) section.
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@@ -263,6 +264,99 @@ When improving performance, keep the following in mind:
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- If you are using multiple materials, you will have more draw calls.
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- If you are using multiple materials, you will have more draw calls.
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- Consider single material, atlasing the sprites, and using `Sprite` mode in the `Texture Sheet Animation` module in ParticleSystem.
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- Consider single material, atlasing the sprites, and using `Sprite` mode in the `Texture Sheet Animation` module in ParticleSystem.
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### How to make a custom shader to support Mask/RectMask2D component
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<details>
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<summary>Shader tips</summary>
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```ShaderLab
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Shader "Your/Custom/Shader"
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{
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Properties
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{
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// ...
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// #### required for Mask ####
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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// ...
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}
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// #### required for Mask ####
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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ColorMask [_ColorMask]
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// ...
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Pass
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{
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// ...
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// #### required for RectMask2D ####
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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float4 _ClipRect;
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// #### required for Mask ####
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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// ...
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};
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struct v2f
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{
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// ...
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// #### required for RectMask2D ####
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float4 worldPosition : TEXCOORD1;
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};
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v2f vert(appdata_t v)
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{
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v2f OUT;
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// ...
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// #### required for RectMask2D ####
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OUT.worldPosition = v.vertex;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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// ...
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// #### required for RectMask2D ####
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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// #### required for Mask ####
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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}
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```
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</details>
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<br><br><br><br>
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<br><br><br><br>
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@@ -102,7 +102,7 @@ namespace Coffee.UIExtensions
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#endif
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#endif
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#if UNITY_2019_1_OR_NEWER
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#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui += _ => miSceneViewOverlayWindow.Invoke(null, sceneViewArgs);
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SceneView.duringSceneGui += _ => { if (s_SerializedObject != null) miSceneViewOverlayWindow.Invoke(null, sceneViewArgs); };
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#else
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#else
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SceneView.onSceneGUIDelegate += _ =>
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SceneView.onSceneGUIDelegate += _ =>
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#endif
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#endif
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@@ -274,7 +274,7 @@ namespace Coffee.UIExtensions
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}
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}
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else
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else
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{
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{
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s_CombineInstances[0].mesh.Clear();
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s_CombineInstances[0].mesh.Clear(false);
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}
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}
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Profiler.EndSample();
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Profiler.EndSample();
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"name": "com.coffee.ui-particle",
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"name": "com.coffee.ui-particle",
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"displayName": "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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"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": "4.1.5",
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"version": "4.1.7",
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"unity": "2018.2",
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"unity": "2018.2",
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"license": "MIT",
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"license": "MIT",
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"repository": {
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"repository": {
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