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Particle Effect For UGUI (UI Particle)
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===
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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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[](https://openupm.com/packages/com.coffee.ui-particle/)
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[](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
[)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases)
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[](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) [](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/master/LICENSE.txt)
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[](http://makeapullrequest.com)
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<< [Description ](#Description ) | [Demo ](#demo ) | [Installation ](#installation ) | [Usage ](#usage ) | [Development Note ](#development-note ) | [Change log ](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md ) >>
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< br > < br > < br > < br >
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## Description

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.
Compares this "Baking mesh" approach with the conventional approach:
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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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|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" > |
|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" > |
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|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|
< 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 and UI by sibling index
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* No Camera, RenderTexture or Canvas are required
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* Masking by Mask or RectMask2D
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* Support Trail module
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* Support CanvasGroup alpha
* No allocations
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* Support overlay, camera space and world space
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* Support Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP)
* Support disabling `Enter Play Mode Options > Reload Domain`
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* Support changing material property with AnimationClip (AnimatableProperty)
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* [4.0.0+] Support 8+ materials
* [4.0.0+] Correct world space particle position 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

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* [4.0.0+] Particle attractor component
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* [4.1.0+] Relative/Absolute particle position mode

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< br > < br > < br > < br >
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## Demo
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* [WebGL Demo ](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html )
> 
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* [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
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> 
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[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
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< br > < br > < br > < br >
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## Installation
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### Requirement
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Unity 2018.2 or later
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### Install via OpenUPM
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This package is available on [OpenUPM ](https://openupm.com ).
It's recommended to install it via [openupm-cli ](https://github.com/openupm/openupm-cli ).
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```
openupm add com.coffee.ui-particle
```
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### Install via Package Manager Window (using Git URL)
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1. Select `Window/Package Manager` menu to open `Package Manager` window.
2. Click `+` and `Install package from git URL...`

3. Input `https://github.com/mob-sakai/ParticleEffectForUGUI.git` and click `Install`

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Or, use [UpmGitExtension ](https://github.com/mob-sakai/UpmGitExtension ) to install and update the package.
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### Install via manifest.json (using Git URL)
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1. Open `Packages/manifest.json` in your project.
2. Add this line below `"dependencies": {`
* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git",`

3. To update the package, change suffix `#{version}` .
* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.2.0",`
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### Install as an embed package
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1. Download a source code zip file from [Releases ](https://github.com/mob-sakai/ParticleEffectForUGUI/releases ) page
2. Extract it and place it under `Packages` directory in your project.

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< br > < br > < br > < br >
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## How to play demo
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### For Unity 2019.1 or later
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1. Open `Package Manager` window
2. Select `UI Particle` package in package list
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3. Click `Import Sample` button

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4. The demo project is imported into `Assets/Samples/UI Particle/{version}/Demo`
5. Open `UIParticle_Demo` scene and play it
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### For Unity 2018.4 or earlier
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1. Select `Assets/Samples/UI Particle Demo` from menu
2. The demo project is imported into `Assets/Samples/UI Particle/{version}/Demo`
3. Open `UIParticle_Demo` scene and play it
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### About `Cartoon FX & War Fx Demo`
* It requires free assets ([Cartoon FX Free][CFX] & [War FX][WFX])
* by [Jean Moreno (JMO)][JMO]
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< br > < br > < br > < br >
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## Usage
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### UIParticle component
`UIParticle` controls the ParticleSystems that is attached to its own game objects and child game objects.
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| Properties | Description |
| -- | -- |
| Maskable | Does this graphic allow masking. |
| Scale | Scale the rendering.< br > When the `3D` toggle is enabled, 3D scale (x,y,z) is supported. |
| Animatable Properties | If you want update material properties (e.g. `_MainTex_ST` , `_Color` ) in AnimationClip, use this to mark the changes. |
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| Mesh Sharing | Particle simulation results are shared within the same group.< br > A large number of the same effects can be displayed with a small load.< br > When the `Random` toggle is enabled, it will be grouped randomaly. |
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| Position Mode | **Absolute:** Emit from the world position of the `ParticleSystem` .< br > **Relative:** Emit from the scaled position of the `ParticleSystem` . |
| Auto Scaling | Transform.lossyScale (=world scale) will be set to `(1, 1, 1)` on update.< br > It prevents the root-Canvas scale from affecting the hierarchy-scaled `ParticleSystem` . |
| Rendering Order | The ParticleSystem list to be rendered.< br > You can change the order and the materials. |
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NOTE: Press `Refresh` button to reconstruct rendering order based on children ParticleSystem's sorting order and z position.
< br > < br >
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### Basically usage
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1. Select `Game Object/UI/ParticleSystem` to create UIParticle with a ParticleSystem.

2. Adjust the ParticleSystem as you like.

< br > < br >
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### With your existing ParticleSystem prefab
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1. Select `Game Object/UI/ParticleSystem (Empty)` to create UIParticle.

2. Drag & drop your ParticleSystem prefab on UIParticle.

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< br > < br >
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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 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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< br > < br >
### Script usage
```cs
// Instant ParticleSystem prefab with UIParticle on runtime.
var go = GameObject.Instantiate(prefab);
var uiParticle = go.AddComponent< UIParticle > ();
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// Control by ParticleSystem.
particleSystem.Play();
particleSystem.Emit(10);
// Control by UIParticle.
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uiParticle.Play();
uiParticle.Stop();
```
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< br > < br >
### UIParticleAttractor component
`UIParticleAttractor` attracts particles generated by the specified ParticleSystem.
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| Properties | Description |
| -- | -- |
| Particle System | Attracts particles generated by the specified particle system. |
| Distination 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.< br > It is a percentage of the particle's start lifetime. |
| Max Speed | Maximum speed of attracting.< br > 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) |
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| Update Mode | **Normal:** Update with scaled delta time.< br > **Unscaled Time:** Update with unscaled delta time. |
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| OnAttracted | An event called when attracting is complete (per particle). |
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< br > < br > < br > < br >
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## Development Note
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### Shader Limitation
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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.
#### UV.zw components will be discarded
UIParticleRenderer renders the particles based on UIVertex.
Therefore, only xy components is available for each UV in the shader. (zw components will be discarded).
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So unfortunately UIParticles will not work well with some shaders.
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#### Custom vertex streams
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When using custom vertex streams, you can fill zw components with "unnecessary" data.
https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191
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< br >
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### Overheads
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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 `Mesh Sharing` feature in [UIParticle Component ](#uiparticle-component ).
- If you don't like the uniform output, consider `Random Group` feature.

- If you are using multiple materials, you will have more draw calls.
- 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
< 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 >
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< br > < br > < br > < br >
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## Contributing
### Issues
Issues are very valuable to this project.
- Ideas are a valuable source of contributions others can make
- Problems show where this project is lacking
- With a question you show where contributors can improve the user experience
### Pull Requests
Pull requests are, a great way to get your ideas into this repository.
See [CONTRIBUTING.md ](/../../blob/develop/CONTRIBUTING.md ).
### Support
This is an open source project that I am developing in my spare time.
If you like it, please support me.
With your support, I can spend more time on development. :)
[](https://www.patreon.com/join/mob_sakai?)
[](https://github.com/users/mob-sakai/sponsorship)
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< br > < br > < br > < br >
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## License
* MIT
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## Author
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*  [mob-sakai ](https://github.com/mob-sakai ) [](https://twitter.com/intent/follow?screen_name=mob_sakai) 
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## 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
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* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/upm/CHANGELOG.md