/// Credit glennpow /// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/ /// *Note - experimental. Currently renders in scene view and not game view. namespace UnityEngine.UI.Extensions { #if UNITY_5_3_OR_NEWER [ExecuteInEditMode] [RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))] [AddComponentMenu("UI/Effects/Extensions/UIParticleSystem")] public class UIParticleSystem : MaskableGraphic { [Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")] public bool fixedTime = true; private Transform _transform; private ParticleSystem pSystem; private ParticleSystem.Particle[] particles; private UIVertex[] _quad = new UIVertex[4]; private Vector4 imageUV = Vector4.zero; private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation; private int textureSheetAnimationFrames; private Vector2 textureSheetAnimationFrameSize; private ParticleSystemRenderer pRenderer; private Material currentMaterial; private Texture currentTexture; #if UNITY_5_5_OR_NEWER private ParticleSystem.MainModule mainModule; #endif public override Texture mainTexture { get { return currentTexture; } } protected bool Initialize() { // initialize members if (_transform == null) { _transform = transform; } if (pSystem == null) { pSystem = GetComponent(); if (pSystem == null) { return false; } #if UNITY_5_5_OR_NEWER mainModule = pSystem.main; if (pSystem.main.maxParticles > 14000) { mainModule.maxParticles = 14000; } #else if (pSystem.maxParticles > 14000) pSystem.maxParticles = 14000; #endif pRenderer = pSystem.GetComponent(); if (pRenderer != null) pRenderer.enabled = false; Shader foundShader = Shader.Find("UI Extensions/Particles/Additive"); Material pMaterial = new Material(foundShader); if (material == null) material = pMaterial; currentMaterial = material; if (currentMaterial && currentMaterial.HasProperty("_MainTex")) { currentTexture = currentMaterial.mainTexture; if (currentTexture == null) currentTexture = Texture2D.whiteTexture; } material = currentMaterial; // automatically set scaling #if UNITY_5_5_OR_NEWER mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy; #else pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy; #endif particles = null; } #if UNITY_5_5_OR_NEWER if (particles == null) particles = new ParticleSystem.Particle[pSystem.main.maxParticles]; #else if (particles == null) particles = new ParticleSystem.Particle[pSystem.maxParticles]; #endif imageUV = new Vector4(0, 0, 1, 1); // prepare texture sheet animation textureSheetAnimation = pSystem.textureSheetAnimation; textureSheetAnimationFrames = 0; textureSheetAnimationFrameSize = Vector2.zero; if (textureSheetAnimation.enabled) { textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY; textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY); } return true; } protected override void Awake() { base.Awake(); if (!Initialize()) enabled = false; } protected override void OnPopulateMesh(VertexHelper vh) { #if UNITY_EDITOR if (!Application.isPlaying) { if (!Initialize()) { return; } } #endif // prepare vertices vh.Clear(); if (!gameObject.activeInHierarchy) { return; } Vector2 temp = Vector2.zero; Vector2 corner1 = Vector2.zero; Vector2 corner2 = Vector2.zero; // iterate through current particles int count = pSystem.GetParticles(particles); for (int i = 0; i < count; ++i) { ParticleSystem.Particle particle = particles[i]; // get particle properties #if UNITY_5_5_OR_NEWER Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position)); #else Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position)); #endif float rotation = -particle.rotation * Mathf.Deg2Rad; float rotation90 = rotation + Mathf.PI / 2; Color32 color = particle.GetCurrentColor(pSystem); float size = particle.GetCurrentSize(pSystem) * 0.5f; // apply scale #if UNITY_5_5_OR_NEWER if (mainModule.scalingMode == ParticleSystemScalingMode.Shape) position /= canvas.scaleFactor; #else if (pSystem.scalingMode == ParticleSystemScalingMode.Shape) position /= canvas.scaleFactor; #endif // apply texture sheet animation Vector4 particleUV = imageUV; if (textureSheetAnimation.enabled) { #if UNITY_5_5_OR_NEWER float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime); if (textureSheetAnimation.frameOverTime.curveMin != null) { frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime)); } else if (textureSheetAnimation.frameOverTime.curve != null) { frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime)); } else if (textureSheetAnimation.frameOverTime.constant > 0) { frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime); } #else float frameProgress = 1 - (particle.lifetime / particle.startLifetime); #endif frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1); int frame = 0; switch (textureSheetAnimation.animation) { case ParticleSystemAnimationType.WholeSheet: frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames); break; case ParticleSystemAnimationType.SingleRow: frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX); int row = textureSheetAnimation.rowIndex; // if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex? // row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed); // } frame += row * textureSheetAnimation.numTilesX; break; } frame %= textureSheetAnimationFrames; particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x; particleUV.y = Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y; particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x; particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y; } temp.x = particleUV.x; temp.y = particleUV.y; _quad[0] = UIVertex.simpleVert; _quad[0].color = color; _quad[0].uv0 = temp; temp.x = particleUV.x; temp.y = particleUV.w; _quad[1] = UIVertex.simpleVert; _quad[1].color = color; _quad[1].uv0 = temp; temp.x = particleUV.z; temp.y = particleUV.w; _quad[2] = UIVertex.simpleVert; _quad[2].color = color; _quad[2].uv0 = temp; temp.x = particleUV.z; temp.y = particleUV.y; _quad[3] = UIVertex.simpleVert; _quad[3].color = color; _quad[3].uv0 = temp; if (rotation == 0) { // no rotation corner1.x = position.x - size; corner1.y = position.y - size; corner2.x = position.x + size; corner2.y = position.y + size; temp.x = corner1.x; temp.y = corner1.y; _quad[0].position = temp; temp.x = corner1.x; temp.y = corner2.y; _quad[1].position = temp; temp.x = corner2.x; temp.y = corner2.y; _quad[2].position = temp; temp.x = corner2.x; temp.y = corner1.y; _quad[3].position = temp; } else { // apply rotation Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size; Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size; _quad[0].position = position - right - up; _quad[1].position = position - right + up; _quad[2].position = position + right + up; _quad[3].position = position + right - up; } vh.AddUIVertexQuad(_quad); } } void Update() { if (!fixedTime && Application.isPlaying) { pSystem.Simulate(Time.unscaledDeltaTime, false, false, true); SetAllDirty(); if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) || (material != null && currentMaterial != null && material.shader != currentMaterial.shader)) { pSystem = null; Initialize(); } } } void LateUpdate() { if (!Application.isPlaying) { SetAllDirty(); } else { if (fixedTime) { pSystem.Simulate(Time.unscaledDeltaTime, false, false, true); SetAllDirty(); if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) || (material != null && currentMaterial != null && material.shader != currentMaterial.shader)) { pSystem = null; Initialize(); } } } if (material == currentMaterial) return; pSystem = null; Initialize(); } } #endif }