diff --git a/README.md b/README.md
index bf109e0..b9c7217 100644
--- a/README.md
+++ b/README.md
@@ -53,24 +53,29 @@ Compares this "Baking mesh" approach with the conventional approach:
* Support overlay, camera space and world space
* Support changing material property with AnimationClip (AnimatableProperty)

-
+* [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
+
+* [4.0.0+] particle attractor component
+
## Demo
-* [WebGL Demo](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI)
+* [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html)
+> 
* [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
+> 
[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
-
-
-
@@ -99,7 +104,7 @@ Find the manifest.json file in the Packages folder of your project and add a lin
To update the package, change suffix `#{version}` to the target version.
-* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#3.3.0",`
+* `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.0.0",`
Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package.
@@ -147,7 +152,7 @@ Unity 2018.2 supports embedded packages.
`UIParticle` controls the ParticleSystems that is attached to its own game objects and child game objects.
-
+
| Properties | Description |
| -- | -- |
@@ -155,7 +160,7 @@ Unity 2018.2 supports embedded packages.
| Ignore Canvas Scale | Ignore the scale of the root canvas.
This prevents it from displaying small even in hierarchy scaling mode of `ParticleSystem`. |
| Scale | Scale the rendering.
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. |
-| Shrink By Material | Shrink rendering by material.
Performance will be improved, but in some cases the rendering is not correct. |
+| 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 randomaly. |
| Rendering Order | The ParticleSystems to be rendered.
You can change the rendering order and the materials. |
NOTE: Press `Refresh` button to reconstruct rendering order based on children ParticleSystem's sorting order and z position.
@@ -171,7 +176,7 @@ NOTE: Press `Refresh` button to reconstruct rendering order based on children Pa
-### With your ParticleSystem prefab
+### With your existing ParticleSystem prefab
1. Select `Game Object/UI/ParticleSystem (Empty)` to create UIParticle.

@@ -196,30 +201,57 @@ If you want to mask particles, set a stencil supported shader (such as `UI/UIAdd
var go = GameObject.Instantiate(prefab);
var uiParticle = go.AddComponent();
-// Play/Stop the controled ParticleSystems.
+// Control by ParticleSystem.
+particleSystem.Play();
+particleSystem.Emit(10);
+
+// Control by UIParticle.
uiParticle.Play();
uiParticle.Stop();
```
+
+
+### UIParticleAttractor component
+
+`UIParticleAttractor` attracts particles generated by the specified ParticleSystem.
+
+
+
+
+| 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.
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) |
+| OnAttracted | An event called when attracting is complete (per particle). |
+
## Development Note
-### Animatable material property
+### Shader Limitation
-
+UIParticles are based on UIVertex.
+Therefore, only xy components is available for each UV in the shader. (zw components will be ignored).
+So unfortunately UIParticles will not work well with some shaders.
+When using custom vertex streams, you can fill zw components with "unnecessary" data.
+https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191
-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.
+- 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.
-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.
+### Overheads
-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.
+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.