├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── Line material.mat │ ├── Line material.mat.meta │ ├── New Skybox.mat │ ├── New Skybox.mat.meta │ ├── Plexus Mesh Material.mat │ └── Plexus Mesh Material.mat.meta ├── PlexusEffect.cs ├── PlexusEffect.cs.meta ├── Prefabs.meta ├── Prefabs │ ├── Line.prefab │ ├── Line.prefab.meta │ ├── Point light.prefab │ └── Point light.prefab.meta ├── Standard Assets.meta ├── Standard Assets │ ├── Prototyping.meta │ └── Prototyping │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── NavyGrid.mat │ │ ├── NavyGrid.mat.meta │ │ ├── NavySmooth.mat │ │ ├── NavySmooth.mat.meta │ │ ├── PinkGrid.mat │ │ ├── PinkGrid.mat.meta │ │ ├── PinkSmooth.mat │ │ ├── PinkSmooth.mat.meta │ │ ├── YellowGrid.mat │ │ ├── YellowGrid.mat.meta │ │ ├── YellowSmooth.mat │ │ └── YellowSmooth.mat.meta │ │ ├── Models.meta │ │ ├── Models │ │ ├── FloorPrototype04x01x04.fbx │ │ ├── FloorPrototype04x01x04.fbx.meta │ │ ├── FloorPrototype08x01x08.fbx │ │ ├── FloorPrototype08x01x08.fbx.meta │ │ ├── FloorPrototype64x01x64.fbx │ │ └── FloorPrototype64x01x64.fbx.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ ├── FloorPrototype04x01x04.prefab │ │ ├── FloorPrototype04x01x04.prefab.meta │ │ ├── FloorPrototype08x01x08.prefab │ │ ├── FloorPrototype08x01x08.prefab.meta │ │ ├── FloorPrototype64x01x64.prefab │ │ └── FloorPrototype64x01x64.prefab.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── WorldCoordDiffuse.shader │ │ └── WorldCoordDiffuse.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── GridEmissive.png │ │ ├── GridEmissive.png.meta │ │ ├── SwatchMauveAlbedo.png │ │ ├── SwatchMauveAlbedo.png.meta │ │ ├── SwatchNavyAlbedo.png │ │ ├── SwatchNavyAlbedo.png.meta │ │ ├── SwatchNavyDarkAlbedo.png │ │ ├── SwatchNavyDarkAlbedo.png.meta │ │ ├── SwatchOrangeAlbedo.png │ │ ├── SwatchOrangeAlbedo.png.meta │ │ ├── SwatchPinkDAlbedo.png │ │ ├── SwatchPinkDAlbedo.png.meta │ │ ├── SwatchTealAlbedo.png │ │ ├── SwatchTealAlbedo.png.meta │ │ ├── SwatchTurquoiseAlbedo.png │ │ ├── SwatchTurquoiseAlbedo.png.meta │ │ ├── SwatchWhiteAlbedo.png │ │ ├── SwatchWhiteAlbedo.png.meta │ │ ├── SwatchYellowAlbedo.png │ │ └── SwatchYellowAlbedo.png.meta ├── Textures.meta ├── Textures │ ├── Line texture.png │ └── Line texture.png.meta ├── main.unity ├── main.unity.meta ├── main_Profiles.meta └── main_Profiles │ ├── Post-process Volume Profile.asset │ └── Post-process Volume Profile.asset.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── Particle gif2.gif ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c986fd787d8787e4c837e443b102ad1c 3 | folderAsset: yes 4 | timeCreated: 1507979576 5 | 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/Assets/PlexusEffect.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | namespace ParticleEffects 7 | { 8 | 9 | [System.Serializable] 10 | public class ParticleMeshData 11 | { 12 | public List neighborIndices = new List(); 13 | 14 | private int neighborCount = 0; 15 | public bool HasNeighbor(int index) 16 | { 17 | for (int i = 0; i < neighborIndices.Count; i++) 18 | { 19 | if (neighborIndices[i] == index) 20 | { 21 | return true; 22 | } 23 | } 24 | return false; 25 | } 26 | 27 | public void AddNeighbor(int index) 28 | { 29 | if (neighborCount >= neighborIndices.Count) 30 | { 31 | neighborIndices.Add(index); 32 | } 33 | else 34 | { 35 | neighborIndices[neighborCount] = index; 36 | } 37 | 38 | ++neighborCount; 39 | } 40 | 41 | public int NeighborCount 42 | { 43 | get 44 | { 45 | return neighborCount; 46 | } 47 | } 48 | 49 | public void ClearData() 50 | { 51 | neighborCount = 0; 52 | for (int i = 0; i < neighborIndices.Count; ++i) 53 | { 54 | neighborIndices[i] = -1; 55 | } 56 | } 57 | } 58 | 59 | [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(ParticleSystem))] 60 | public class PlexusEffect : MonoBehaviour 61 | { 62 | 63 | [Header("Lines")] 64 | public LineRenderer m_LinePrefab; 65 | public float m_SearchDst; 66 | public int m_MaxLinesCount; 67 | public int m_MaxLinesPerParticle; 68 | 69 | [Range(0f, 1f)] 70 | public float m_LineColorFromParticle; 71 | 72 | [Range(0f, 1f)] 73 | public float m_LineSizeFromParticle; 74 | 75 | [Header("Mesh")] 76 | public bool m_UseMesh; 77 | public int m_MaxTrianglesCount; 78 | 79 | [Range(0f, 1f)] 80 | public float m_MeshColorFromParticle; 81 | 82 | //Particle Things 83 | ParticleSystem m_PS; 84 | ParticleSystem.MainModule m_ParticleMainModule; 85 | ParticleSystem.Particle[] m_Particles; 86 | 87 | //Mesh things 88 | MeshFilter m_MeshFilter; 89 | Mesh m_Mesh; 90 | List m_Verticies = new List(); 91 | List m_Triangles = new List(); 92 | List m_VertexColors = new List(); 93 | 94 | //Simulation space things 95 | Transform m_SimulationTransform; 96 | Matrix4x4 m_SimulationTransformMatrix; 97 | 98 | //Other things... 99 | List m_LinePool = new List(); 100 | 101 | ParticleMeshData[] m_ParticleMeshData; 102 | 103 | int m_VertexIndex; 104 | int m_LineIndex; 105 | 106 | int m_ParticleCount; 107 | 108 | Color[] m_LineColors; 109 | float[] m_LineWidths; 110 | 111 | private void Awake() 112 | { 113 | m_PS = GetComponent(); 114 | m_MeshFilter = GetComponent(); 115 | 116 | m_ParticleMainModule = m_PS.main; 117 | 118 | m_Mesh = new Mesh(); 119 | 120 | m_LineColors = new Color[2]; 121 | m_LineColors[0] = m_LinePrefab.startColor; 122 | m_LineColors[1] = m_LinePrefab.endColor; 123 | 124 | m_LineWidths = new float[2]; 125 | m_LineWidths[0] = m_LinePrefab.startWidth; 126 | m_LineWidths[1] = m_LinePrefab.endWidth; 127 | 128 | } 129 | 130 | private void LateUpdate() 131 | { 132 | if (m_UseMesh) 133 | { 134 | m_Verticies.Clear(); 135 | m_Triangles.Clear(); 136 | m_VertexColors.Clear(); 137 | } 138 | 139 | CreateOrUpdateArrays(); 140 | 141 | m_PS.GetParticles(m_Particles); 142 | m_ParticleCount = m_PS.particleCount; 143 | 144 | m_VertexIndex = 0; 145 | m_LineIndex = 0; 146 | 147 | if (m_UseMesh) 148 | { 149 | for (int i = 0; i < m_ParticleCount; ++i) 150 | { 151 | m_ParticleMeshData[i].ClearData(); 152 | } 153 | } 154 | 155 | switch (m_ParticleMainModule.simulationSpace) 156 | { 157 | case ParticleSystemSimulationSpace.Local: 158 | { 159 | m_SimulationTransform = transform; 160 | break; 161 | } 162 | case ParticleSystemSimulationSpace.World: 163 | { 164 | m_SimulationTransform = transform; 165 | m_SimulationTransformMatrix = transform.worldToLocalMatrix; 166 | break; 167 | 168 | } 169 | case ParticleSystemSimulationSpace.Custom: 170 | { 171 | m_SimulationTransform = m_ParticleMainModule.customSimulationSpace; 172 | m_SimulationTransformMatrix = m_SimulationTransform.localToWorldMatrix * transform.worldToLocalMatrix; 173 | break; 174 | } 175 | } 176 | 177 | for (int i = 0; i < m_ParticleCount; ++i) 178 | { 179 | 180 | ParticleSystem.Particle firstParticle = m_Particles[i]; 181 | int currentLinesCount = 0; 182 | 183 | if (m_LineIndex >= m_MaxLinesCount) 184 | { 185 | break; 186 | } 187 | 188 | for (int j = i + 1; j < m_ParticleCount; ++j) 189 | { 190 | if (currentLinesCount >= m_MaxLinesPerParticle || m_LineIndex >= m_MaxLinesCount) 191 | { 192 | break; 193 | } 194 | 195 | ParticleSystem.Particle secondParticle = m_Particles[j]; 196 | 197 | float particleSqrDst = (firstParticle.position - secondParticle.position).sqrMagnitude; 198 | 199 | if (particleSqrDst < m_SearchDst * m_SearchDst) 200 | { 201 | LineRenderer line = GetNextLine(); 202 | 203 | line.useWorldSpace = m_ParticleMainModule.simulationSpace == ParticleSystemSimulationSpace.World; 204 | 205 | line.SetPosition(0, firstParticle.position); 206 | line.SetPosition(1, secondParticle.position); 207 | 208 | //Set line Width 209 | line.startWidth = Mathf.Lerp(m_LineWidths[0], firstParticle.GetCurrentSize(m_PS), m_LineSizeFromParticle); 210 | line.endWidth = Mathf.Lerp(m_LineWidths[1], secondParticle.GetCurrentSize(m_PS), m_LineSizeFromParticle); 211 | 212 | //Set Line Color 213 | line.startColor = Color.Lerp(m_LineColors[0], firstParticle.GetCurrentColor(m_PS), m_LineColorFromParticle); 214 | line.endColor = Color.Lerp(m_LineColors[1], secondParticle.GetCurrentColor(m_PS), m_LineColorFromParticle); 215 | 216 | ++m_LineIndex; 217 | ++currentLinesCount; 218 | 219 | if (m_UseMesh) 220 | { 221 | m_ParticleMeshData[i].AddNeighbor(j); 222 | } 223 | } 224 | } 225 | } 226 | 227 | //Hide unused lines 228 | for (int i = m_LineIndex; i < m_LinePool.Count; ++i) 229 | { 230 | m_LinePool[i].gameObject.SetActive(false); 231 | } 232 | 233 | if (m_UseMesh) 234 | { 235 | SetUpMesh(); 236 | } 237 | else 238 | { 239 | m_Mesh.Clear(); 240 | } 241 | } 242 | 243 | private void CreateOrUpdateArrays() 244 | { 245 | int maxParticles = m_ParticleMainModule.maxParticles; 246 | if (m_Particles == null || m_Particles.Length < maxParticles) 247 | { 248 | m_Particles = new ParticleSystem.Particle[maxParticles]; 249 | } 250 | 251 | if (m_UseMesh && (m_ParticleMeshData == null || m_ParticleMeshData.Length < maxParticles)) 252 | { 253 | m_ParticleMeshData = new ParticleMeshData[maxParticles]; 254 | for (int i = 0; i < m_ParticleMeshData.Length; i++) 255 | { 256 | m_ParticleMeshData[i] = new ParticleMeshData(); 257 | } 258 | } 259 | } 260 | 261 | void SetUpMesh() 262 | { 263 | CreateTrianglesFromParticleData(); 264 | 265 | m_Mesh.Clear(); 266 | 267 | m_Mesh.SetVertices(m_Verticies); 268 | m_Mesh.SetTriangles(m_Triangles, 0); 269 | m_Mesh.SetColors(m_VertexColors); 270 | 271 | m_Mesh.RecalculateNormals(); 272 | 273 | m_MeshFilter.mesh = m_Mesh; 274 | } 275 | 276 | private void CreateTrianglesFromParticleData() 277 | { 278 | int trianglesCount = 0; 279 | 280 | for (int i = 0; i < m_ParticleCount; ++i) 281 | { 282 | 283 | if (trianglesCount >= m_MaxTrianglesCount) 284 | { 285 | return; 286 | } 287 | 288 | var neibourghs = m_ParticleMeshData[i].neighborIndices; 289 | 290 | for (int j = 0; j < m_ParticleMeshData[i].NeighborCount - 1; ++j) 291 | { 292 | 293 | int firstParticleIndex = neibourghs[j]; 294 | int secondParticleIndex = neibourghs[j + 1]; 295 | 296 | //if particles are neighbors, create triangle 297 | if (m_ParticleMeshData[firstParticleIndex].HasNeighbor(secondParticleIndex) || 298 | m_ParticleMeshData[secondParticleIndex].HasNeighbor(firstParticleIndex)) 299 | { 300 | AddTriangle(i, firstParticleIndex, secondParticleIndex); 301 | ++trianglesCount; 302 | } 303 | } 304 | } 305 | } 306 | 307 | LineRenderer GetNextLine() 308 | { 309 | LineRenderer line; 310 | if (m_LineIndex >= m_LinePool.Count) 311 | { 312 | line = Instantiate(m_LinePrefab, m_SimulationTransform); 313 | m_LinePool.Add(line); 314 | } 315 | else 316 | { 317 | line = m_LinePool[m_LineIndex]; 318 | line.gameObject.SetActive(true); 319 | } 320 | 321 | return line; 322 | } 323 | 324 | void AddTriangle(int indexA, int indexB, int indexC) 325 | { 326 | //Debug.Log("Added triangle"); 327 | Vector3 vA = m_Particles[indexA].position; 328 | Vector3 vB = m_Particles[indexB].position; 329 | Vector3 vC = m_Particles[indexC].position; 330 | 331 | //Transform positions to correct space 332 | if (m_ParticleMainModule.simulationSpace != ParticleSystemSimulationSpace.Local) 333 | { 334 | vA = m_SimulationTransformMatrix.MultiplyPoint(vA); 335 | vB = m_SimulationTransformMatrix.MultiplyPoint(vB); 336 | vC = m_SimulationTransformMatrix.MultiplyPoint(vC); 337 | } 338 | 339 | m_Verticies.Add(vA); 340 | m_Verticies.Add(vB); 341 | m_Verticies.Add(vC); 342 | 343 | m_Triangles.Add(m_VertexIndex); 344 | m_Triangles.Add(m_VertexIndex + 1); 345 | m_Triangles.Add(m_VertexIndex + 2); 346 | 347 | //If need to use Vertex colors, add them 348 | if (m_MeshColorFromParticle > 0) 349 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UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Caedo/UnityPlexusEffect/73260333ffbbd0a53460c92c860fa56510a77ace/ProjectSettings/VFXManager.asset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Plexus effect for Unity 2 | 3 | Effect created for Unity particle system, based on [Mirza Beig's](https://www.youtube.com/user/TheMirzaBeig) tutorial. 4 | 5 | ![alt text](https://github.com/Caedo/UnityPlexusEffect/blob/master/Particle%20gif2.gif) 6 | --------------------------------------------------------------------------------