├── Assets
├── ShinyEffectForUGUI
│ ├── README.md
│ ├── CHANGELOG.md
│ ├── LICENSE.txt
│ ├── Demo
│ │ ├── blue.png
│ │ ├── red.png
│ │ ├── green.png
│ │ ├── yellow.png
│ │ ├── Light_Frame.png
│ │ ├── Unity-chan.png
│ │ ├── Shiny.controller.meta
│ │ ├── Demo - ShinyEffectForUGUI.unity.meta
│ │ ├── Demo_ShinyEffectForUGUI_inspector.controller.meta
│ │ ├── Demo_ShinyEffectForUGUI.cs.meta
│ │ ├── Demo_ShinyEffectForUGUI.cs
│ │ ├── Unity-chan.png.meta
│ │ ├── Light_Frame.png.meta
│ │ ├── red.png.meta
│ │ ├── blue.png.meta
│ │ ├── green.png.meta
│ │ ├── yellow.png.meta
│ │ ├── Shiny.controller
│ │ └── Demo_ShinyEffectForUGUI_inspector.controller
│ ├── README.md.meta
│ ├── CHANGELOG.md.meta
│ ├── LICENSE.txt.meta
│ ├── UI-Effect-Shiny.mat.meta
│ ├── Demo.meta
│ ├── UI-Effect-Shiny.shader.meta
│ ├── ShinyEffectForUGUI.cs.meta
│ ├── UI-Effect-Shiny.shader
│ ├── UI-Effect-Shiny.mat
│ └── ShinyEffectForUGUI.cs
├── Demo - UIEffect.unity.meta
└── ShinyEffectForUGUI.meta
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── NetworkManager.asset
├── TimeManager.asset
├── EditorBuildSettings.asset
├── AudioManager.asset
├── EditorSettings.asset
├── TagManager.asset
├── DynamicsManager.asset
├── UnityConnectSettings.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── QualitySettings.asset
├── InputManager.asset
└── ProjectSettings.asset
├── .github_changelog_generator
├── package.json
├── .gitignore
├── .github
└── FUNDING.yml
├── LICENSE.txt
├── CHANGELOG.md
├── release.sh
└── README.md
/Assets/ShinyEffectForUGUI/README.md:
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1 | ../../README.md
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/Assets/ShinyEffectForUGUI/CHANGELOG.md:
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1 | ../../CHANGELOG.md
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/Assets/ShinyEffectForUGUI/LICENSE.txt:
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1 | ./../../LICENSE.txt
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/ProjectSettings/ProjectVersion.txt:
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/Assets/ShinyEffectForUGUI/Demo/Demo_ShinyEffectForUGUI.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | namespace Coffee.UIExtensions
7 | {
8 | public class Demo_ShinyEffectForUGUI : MonoBehaviour
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15 | }
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2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
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9 | ExportedObj/
10 | *.csproj
11 | *.unityproj
12 | *.sln
13 | *.suo
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26 | sysinfo.txt
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1 | # These are supported funding model platforms
2 |
3 | github: # [mob-sakai]
4 | patreon: mob_sakai
5 | open_collective: # Replace with a single Open Collective username
6 | ko_fi: # Replace with a single Ko-fi username
7 | tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
8 | community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
9 | liberapay: # Replace with a single Liberapay username
10 | issuehunt: # Replace with a single IssueHunt username
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/LICENSE.txt:
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1 | Copyright 2018 mob-sakai
2 |
3 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
4 |
5 | The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
6 |
7 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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/CHANGELOG.md:
--------------------------------------------------------------------------------
1 | # Changelog
2 |
3 | ## [v0.4.0](https://github.com/mob-sakai/ShinyEffectForUGUI/tree/v0.4.0) (2018-05-24)
4 |
5 | [Full Changelog](https://github.com/mob-sakai/ShinyEffectForUGUI/compare/v0.3.1...v0.4.0)
6 |
7 | Visual quality of the effect has been improved greatly!
8 | Of course, the effect does not use other images such as normal map :)
9 | 
10 |
11 | **Implemented enhancements:**
12 |
13 | - Play effect from script [\#19](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/19)
14 | - Improve Visual quality [\#16](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/16)
15 | - Add softness parameter [\#14](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/14)
16 | - Improve precision of location parameter [\#12](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/12)
17 |
18 | **Fixed bugs:**
19 |
20 | - Width of the effect should be ranged \[0-1\], not \[0-2\] [\#15](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/15)
21 | - `graphic.color.a` decrease the brightness of shiny effect [\#13](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/13)
22 |
23 | **Closed issues:**
24 |
25 | - Use 'brightness' instead of 'alpha' [\#17](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/17)
26 |
27 | ## [v0.3.1](https://github.com/mob-sakai/ShinyEffectForUGUI/tree/v0.3.1) (2018-05-23)
28 |
29 | [Full Changelog](https://github.com/mob-sakai/ShinyEffectForUGUI/compare/v0.3.0...v0.3.1)
30 |
31 | **Implemented enhancements:**
32 |
33 | - Update readme & demo [\#10](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/10)
34 |
35 | **Fixed bugs:**
36 |
37 | - Compile error has ocurred in build [\#11](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/11)
38 |
39 | ## [v0.3.0](https://github.com/mob-sakai/ShinyEffectForUGUI/tree/v0.3.0) (2018-04-09)
40 |
41 | [Full Changelog](https://github.com/mob-sakai/ShinyEffectForUGUI/compare/v0.2.0...v0.3.0)
42 |
43 | **Fixed bugs:**
44 |
45 | - Bug: Material is not set automatically [\#7](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/7)
46 |
47 | ## [v0.2.0](https://github.com/mob-sakai/ShinyEffectForUGUI/tree/v0.2.0) (2018-04-09)
48 |
49 | [Full Changelog](https://github.com/mob-sakai/ShinyEffectForUGUI/compare/v0.1.0...v0.2.0)
50 |
51 | **Fixed bugs:**
52 |
53 | - Bug: Clipping is disabled. [\#5](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/5)
54 |
55 | ## [v0.1.0](https://github.com/mob-sakai/ShinyEffectForUGUI/tree/v0.1.0) (2018-04-09)
56 |
57 | [Full Changelog](https://github.com/mob-sakai/ShinyEffectForUGUI/compare/3aa9ebbad004f7a812c93133f90336b06ffd034f...v0.1.0)
58 |
59 | **Implemented enhancements:**
60 |
61 | - Doc: Add Development note [\#3](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/3)
62 | - Demo: Add demo [\#2](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/2)
63 | - Feature: Shiny effect without mask [\#1](https://github.com/mob-sakai/ShinyEffectForUGUI/issues/1)
64 |
65 |
66 |
67 | \* *This Changelog was automatically generated by [github_changelog_generator](https://github.com/skywinder/Github-Changelog-Generator)*
--------------------------------------------------------------------------------
/release.sh:
--------------------------------------------------------------------------------
1 | #!/bin/bash -e
2 |
3 | # NOTE: Set an environment variable `CHANGELOG_GITHUB_TOKEN` by running the following command at the prompt, or by adding it to your shell profile (e.g., ~/.bash_profile or ~/.zshrc):
4 | # export CHANGELOG_GITHUB_TOKEN="«your-40-digit-github-token»"
5 |
6 | # Release the project with the following steps:
7 | # 1. Update the release version in package.json.
8 | # 2. Update "CHANGELOG.md" using "github_changelog_generator-1.15.0.pre.rc".
9 | # 3. Commit package.json and CHANGELOG.md.
10 | # 4. Merge into master branch.
11 | # 5. Export unitypackage.
12 | # 6. Release using "gh-release-3.2.0". (Upload unitypackage)
13 |
14 |
15 | # input release version
16 | echo -e "\n>> Start Github Release:"
17 | PACKAGE_NAME=`node -pe 'require("./package.json").name'`
18 | echo -e ">> Package name: ${PACKAGE_NAME}"
19 | CURRENT_VERSION=`grep -o -e "\"version\".*$" package.json | sed -e "s/\"version\": \"\(.*\)\".*$/\1/"`
20 | read -p "[? release version (for current: ${CURRENT_VERSION}): " RELEASE_VERSION
21 | [ -z "$RELEASE_VERSION" ] && exit
22 |
23 |
24 | # update version in package.json
25 | echo -e "\n>> Update version... package.json"
26 | git checkout -B release develop
27 | sed -i -e "s/\"version\": \(.*\)/\"version\": \"${RELEASE_VERSION}\",/g" package.json
28 |
29 |
30 | # check unity editor
31 | UNITY_VER=`sed -e "s/m_EditorVersion: \(.*\)/\1/g" ProjectSettings/ProjectVersion.txt`
32 | UNITY_EDITOR="/Applications/Unity/Hub/Editor/${UNITY_VER}/Unity.app/Contents/MacOS/Unity"
33 | echo -e "\n>> Check unity editor... ${UNITY_VER} (${UNITY_EDITOR})"
34 | "$UNITY_EDITOR" -quit -batchmode -projectPath "`pwd`"
35 | echo -e ">> OK"
36 |
37 | # generate change log
38 | CHANGELOG_GENERATOR_ARG=`grep -o -e ".*git\"$" package.json | sed -e "s/^.*\/\([^\/]*\)\/\([^\/]*\).git.*$/--user \1 --project \2/"`
39 | echo -e "\n>> Generate change log... ${CHANGELOG_GENERATOR_ARG}"
40 | TAG=v$RELEASE_VERSION
41 | git tag $TAG
42 | git push --tags
43 | github_changelog_generator ${CHANGELOG_GENERATOR_ARG}
44 | git tag -d $TAG
45 | git push --delete origin $TAG
46 |
47 | git diff -- CHANGELOG.md
48 | read -p "[? is the change log correct? (y/N):" yn
49 | case "$yn" in [yY]*) ;; *) exit ;; esac
50 |
51 |
52 | # commit release files
53 | echo -e "\n>> Commit release files..."
54 | git add CHANGELOG.md -f
55 | git add package.json -f
56 | git commit -m "update change log"
57 |
58 |
59 | # merge and push
60 | echo -e "\n>> Merge and push..."
61 | git checkout master
62 | git merge --no-ff release -m "release $TAG"
63 | git branch -D release
64 | git push origin master
65 | git checkout develop
66 | git merge --ff master
67 | git push origin develop
68 |
69 |
70 | # export unitypackage
71 | PACKAGE_SRC=`node -pe 'require("./package.json").src'`
72 | echo -e "\n>> Export unitypackage... ${PACKAGE_SRC}"
73 | "$UNITY_EDITOR" -quit -batchmode -projectPath "`pwd`" -exportpackage "$PACKAGE_SRC" "$PACKAGE_NAME.unitypackage"
74 | echo -e ">> OK"
75 |
76 |
77 | # upload unitypackage and release on Github
78 | gh-release --assets "$PACKAGE_NAME.unitypackage"
79 |
80 |
81 | echo -e "\n\n>> $PACKAGE_NAME v$RELEASE_VERSION has been successfully released!\n"
82 |
--------------------------------------------------------------------------------
/Assets/ShinyEffectForUGUI/UI-Effect-Shiny.shader:
--------------------------------------------------------------------------------
1 | Shader "UI/Hidden/UI-Effect-Shiny"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _ColorMask ("Color Mask", Float) = 15
15 |
16 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
17 | }
18 |
19 | SubShader
20 | {
21 | Tags
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23 | "Queue"="Transparent"
24 | "IgnoreProjector"="True"
25 | "RenderType"="Transparent"
26 | "PreviewType"="Plane"
27 | "CanUseSpriteAtlas"="True"
28 | }
29 |
30 | Stencil
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33 | Comp [_StencilComp]
34 | Pass [_StencilOp]
35 | ReadMask [_StencilReadMask]
36 | WriteMask [_StencilWriteMask]
37 | }
38 |
39 | Cull Off
40 | Lighting Off
41 | ZWrite Off
42 | ZTest [unity_GUIZTestMode]
43 | Blend SrcAlpha OneMinusSrcAlpha
44 | ColorMask [_ColorMask]
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48 | Name "Default"
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52 | #pragma fragment frag
53 | #pragma target 2.0
54 |
55 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
56 |
57 | #include "UnityCG.cginc"
58 | #include "UnityUI.cginc"
59 |
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63 | float4 color : COLOR;
64 | float2 texcoord : TEXCOORD0;
65 | UNITY_VERTEX_INPUT_INSTANCE_ID
66 |
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73 | fixed4 color : COLOR;
74 | float2 texcoord : TEXCOORD0;
75 | float4 worldPosition : TEXCOORD1;
76 | UNITY_VERTEX_OUTPUT_STEREO
77 |
78 | half4 effectFactor : TEXCOORD2;
79 | half2 effectFactor2 : TEXCOORD3;
80 | };
81 |
82 | fixed4 _Color;
83 | fixed4 _TextureSampleAdd;
84 | float4 _ClipRect;
85 | sampler2D _MainTex;
86 | float4 _MainTex_TexelSize;
87 |
88 | fixed4 UnpackToVec4(float value)
89 | {
90 | const int PACKER_STEP = 64;
91 | const int PRECISION = PACKER_STEP - 1;
92 | fixed4 color;
93 |
94 | color.r = (value % PACKER_STEP) / PRECISION;
95 | value = floor(value / PACKER_STEP);
96 |
97 | color.g = (value % PACKER_STEP) / PRECISION;
98 | value = floor(value / PACKER_STEP);
99 |
100 | color.b = (value % PACKER_STEP) / PRECISION;
101 | value = floor(value / PACKER_STEP);
102 |
103 | color.a = (value % PACKER_STEP) / PRECISION;
104 | return color;
105 | }
106 |
107 | half2 UnpackToVec2(float value)
108 | {
109 | const int PACKER_STEP = 4096;
110 | const int PRECISION = PACKER_STEP - 1;
111 | fixed4 color;
112 |
113 | color.x = (value % PACKER_STEP) / PRECISION;
114 | value = floor(value / PACKER_STEP);
115 |
116 | color.y = (value % PACKER_STEP) / PRECISION;
117 | return color;
118 | }
119 |
120 | v2f vert(appdata_t IN)
121 | {
122 | v2f OUT;
123 | UNITY_SETUP_INSTANCE_ID(IN);
124 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
125 | OUT.worldPosition = IN.vertex;
126 |
127 | OUT.vertex = UnityObjectToClipPos(IN.vertex);
128 |
129 | OUT.texcoord = IN.texcoord;
130 |
131 | OUT.color = IN.color * _Color;
132 |
133 | OUT.effectFactor = UnpackToVec4(IN.uv1.x);
134 | OUT.effectFactor2 = UnpackToVec2(IN.uv1.y);
135 |
136 | OUT.effectFactor2.x = OUT.effectFactor2.x * 2 - 0.5;
137 | return OUT;
138 | }
139 |
140 | fixed4 frag(v2f IN) : SV_Target
141 | {
142 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
143 | fixed4 originAlpha = color.a;
144 | color *= IN.color;
145 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
146 |
147 | #ifdef UNITY_UI_ALPHACLIP
148 | clip (color.a - 0.001);
149 | #endif
150 |
151 | half pos = IN.effectFactor.x - IN.effectFactor2.x;
152 |
153 | half normalized = 1 - saturate(abs(pos / IN.effectFactor.z));
154 | half shinePower = smoothstep(0, IN.effectFactor.y*2, normalized);
155 | half3 reflectColor = lerp(1, color.rgb * 10, IN.effectFactor2.y);
156 |
157 | color.rgb += originAlpha * (shinePower / 2) * IN.effectFactor.w * reflectColor;
158 | return color;
159 | }
160 |
161 |
162 | ENDCG
163 | }
164 | }
165 | }
166 |
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/README.md:
--------------------------------------------------------------------------------
1 | ShinyEffectForUGUI
2 | ===
3 |
4 | ### NOTE: This project has been integrated into [UIEffect](https://github.com/mob-sakai/UIEffect), so we are NOT continuing development in this repository.
5 |
6 | Shiny effect of uGUI, which does not need mask or normal map.
7 | Since useless draw calls are suppressed, performance is good!
8 |
9 | 
10 |
11 | [](https://github.com/mob-sakai/ShinyEffectForUGUI/release)
12 | [](https://github.com/mob-sakai/ShinyEffectForUGUI/releases)
13 | 
14 | [](https://github.com/mob-sakai/ShinyEffectForUGUI/blob/master/LICENSE.txt)
15 | [](https://github.com/mob-sakai/ShinyEffectForUGUI/commits/develop)
16 | [](https://github.com/mob-sakai/ShinyEffectForUGUI/issues)
17 | [](https://github.com/mob-sakai/ShinyEffectForUGUI/compare/master...develop)
18 |
19 |
20 | << [Description](#Description) | [Demo](#demo) | [Download](https://github.com/mob-sakai/ShinyEffectForUGUI/releases) | [Usage](#usage) | [Development Note](#development-note) | [Change log](https://github.com/mob-sakai/ShinyEffectForUGUI/blob/develop/CHANGELOG.md) >>
21 |
22 |
23 |
24 |
25 | ## Description
26 |
27 | ShinyEffectForUGUI applies _shiny-effect_ to uGUI element (Image, RawImage, Text, etc...) **WITHOUT Mask component** .
28 | This will suppress extra draw calls and improve performance.
29 |
30 | 
31 |
32 | * With-mask method
33 | * For example: ShineEffect from [unity-ui-extensions](https://bitbucket.org/UnityUIExtensions/unity-ui-extensions)
34 | * 3 GameObject: Graphic + Mask + ShineEffect (masked)
35 | * 
36 | * At least 3 draw calls(1:Stencil on, 2:Draw graphic, 3:Stensil off), **FOR EACH** ui elements with shiny effect
37 | * **Artifacts on the edges!**
38 |
39 | * **Proposal:** Without-mask method
40 | * shader applies shiny effect
41 | * 1 draw dall
42 | * Will be batched as possible
43 |
44 |
45 | ##### Features
46 |
47 | * No Mask component
48 | * Easy to control in inspector
49 | 
50 | * Supports AnimationClip
51 | * Will be batched as possible
52 | * Play effect from script (v0.4.0)
53 | * `ShinyEffectForUGUI.Play(duration, updateMode)`
54 | 
55 | * Improve Visual quality (v0.4.0)
56 | 
57 | * The effect does not use other images such as normal map.
58 |
59 |
60 |
61 |
62 | ## Demo
63 |
64 | 
65 |
66 | [WebGL Demo](http://mob-sakai.github.io/ShinyEffectForUGUI/)
67 |
68 |
69 |
70 |
71 | ## Usage
72 |
73 | 1. Download ShinyEffectForUGUI.unitypackage from [Releases](https://github.com/mob-sakai/ShinyEffectForUGUI/releases).
74 | 1. Import the package into your Unity project. Select `Import Package > Custom Package` from the `Assets` menu.
75 | 1. Add `ShinyEffectForUGUI` component to UI element (Image, RawImage, Text, etc...) from `Add Component` in inspector.
76 | 1. Choose effect type and adjust values in inspector.
77 | 1. Enjoy!
78 |
79 |
80 | ##### Requirement
81 |
82 | * Unity 5.5+ *(included Unity 2017.x)*
83 | * No other SDK are required
84 |
85 |
86 |
87 |
88 | ## Development Note
89 |
90 | #### What's doing?
91 |
92 | * Control effect parameters for uGUI element WITHOUT MaterialPropertyBlock
93 | * https://github.com/mob-sakai/UIEffect#how-to-control-effect-parameters-for-ugui-element-without-materialpropertyblock
94 | * Directivity normalization
95 | * Likely `Vector2.Product()`
96 | * Linear shiny effect
97 |
98 |
99 |
100 |
101 | ## License
102 |
103 | * MIT
104 | * © UTJ/UCL
105 |
106 |
107 |
108 | ## Author
109 |
110 | [mob-sakai](https://github.com/mob-sakai)
111 |
112 |
113 |
114 | ## See Also
115 |
116 | * GitHub page : https://github.com/mob-sakai/ShinyEffectForUGUI
117 | * Releases : https://github.com/mob-sakai/ShinyEffectForUGUI/releases
118 | * Issue tracker : https://github.com/mob-sakai/ShinyEffectForUGUI/issues
119 | * Current project : https://github.com/mob-sakai/ShinyEffectForUGUI/projects/1
120 | * Change log : https://github.com/mob-sakai/ShinyEffectForUGUI/blob/master/CHANGELOG.md
121 |
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/Assets/ShinyEffectForUGUI/ShinyEffectForUGUI.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.Serialization;
5 | using UnityEngine.UI;
6 | using System.Collections;
7 |
8 | #if UNITY_EDITOR
9 | using System.IO;
10 | using System.Linq;
11 | using UnityEditor;
12 | #endif
13 |
14 | namespace Coffee.UIExtensions
15 | {
16 | ///
17 | /// UIEffect.
18 | ///
19 | [ExecuteInEditMode]
20 | [DisallowMultipleComponent]
21 | public class ShinyEffectForUGUI : BaseMeshEffect
22 | #if UNITY_EDITOR
23 | , ISerializationCallbackReceiver
24 | #endif
25 | {
26 | //################################
27 | // Constant or Static Members.
28 | //################################
29 | public const string shaderName = "UI/Hidden/UI-Effect-Shiny";
30 |
31 |
32 | //################################
33 | // Serialize Members.
34 | //################################
35 | [SerializeField][Range(0, 1)] float m_Location = 0;
36 | [SerializeField][Range(0, 1)] float m_Width = 0.25f;
37 | [SerializeField][Range(0.01f, 1)] float m_Softness = 1f;
38 | [FormerlySerializedAs("m_Alpha")]
39 | [SerializeField][Range(0, 1)] float m_Brightness = 1f;
40 | [SerializeField][Range(-180, 180)] float m_Rotation;
41 | [SerializeField][Range(0, 1)] float m_Highlight = 1;
42 | [SerializeField] Material m_EffectMaterial;
43 |
44 |
45 | //################################
46 | // Public Members.
47 | //################################
48 | ///
49 | /// Graphic affected by the UIEffect.
50 | ///
51 | new public Graphic graphic { get { return base.graphic; } }
52 |
53 | ///
54 | /// Location for shiny effect.
55 | ///
56 | public float location{ get { return m_Location; } set { m_Location = Mathf.Clamp(value, 0, 1); _SetDirty(); } }
57 |
58 | ///
59 | /// Width for shiny effect.
60 | ///
61 | public float width { get { return m_Width; } set { m_Width = Mathf.Clamp(value, 0, 1); _SetDirty(); } }
62 |
63 | ///
64 | /// Softness for shiny effect.
65 | ///
66 | public float softness { get { return m_Softness; } set { m_Softness = Mathf.Clamp(value, 0.01f, 1); _SetDirty(); } }
67 |
68 | ///
69 | /// Alpha for shiny effect.
70 | ///
71 | [System.Obsolete ("Use brightness instead (UnityUpgradable) -> brightness")]
72 | public float alpha { get { return m_Brightness; } set { m_Brightness = Mathf.Clamp(value, 0, 1); _SetDirty(); } }
73 |
74 | ///
75 | /// Brightness for shiny effect.
76 | ///
77 | public float brightness { get { return m_Brightness; } set { m_Brightness = Mathf.Clamp(value, 0, 1); _SetDirty(); } }
78 |
79 | ///
80 | /// Highlight factor for shiny effect.
81 | ///
82 | public float highlight { get { return m_Highlight; } set { m_Highlight = Mathf.Clamp(value, 0, 1); _SetDirty(); } }
83 |
84 | ///
85 | /// Rotation for shiny effect.
86 | ///
87 | public float rotation
88 | {
89 | get
90 | {
91 | return m_Rotation;
92 | }
93 | set { if (!Mathf.Approximately(m_Rotation, value)) { m_Rotation = value; _SetDirty(); } }
94 | }
95 |
96 | ///
97 | /// Effect material.
98 | ///
99 | public virtual Material effectMaterial { get { return m_EffectMaterial; } }
100 |
101 | ///
102 | /// This function is called when the object becomes enabled and active.
103 | ///
104 | protected override void OnEnable()
105 | {
106 | graphic.material = effectMaterial;
107 | base.OnEnable();
108 | }
109 |
110 | ///
111 | /// This function is called when the behaviour becomes disabled () or inactive.
112 | ///
113 | protected override void OnDisable()
114 | {
115 | graphic.material = null;
116 | base.OnDisable();
117 | }
118 |
119 | #if UNITY_EDITOR
120 | public void OnBeforeSerialize()
121 | {
122 | }
123 |
124 | public void OnAfterDeserialize()
125 | {
126 | var obj = this;
127 | EditorApplication.delayCall += () =>
128 | {
129 | if (Application.isPlaying || !obj)
130 | return;
131 |
132 | var mat = GetMaterial(shaderName);
133 | if(m_EffectMaterial == mat && graphic.material == mat)
134 | return;
135 |
136 | graphic.material = m_EffectMaterial = mat;
137 | EditorUtility.SetDirty(this);
138 | EditorUtility.SetDirty(graphic);
139 | EditorApplication.delayCall +=AssetDatabase.SaveAssets;
140 | };
141 | }
142 |
143 | public static Material GetMaterial(string shaderName)
144 | {
145 | string name = Path.GetFileName (shaderName);
146 | return AssetDatabase.FindAssets("t:Material " + name)
147 | .Select(x => AssetDatabase.GUIDToAssetPath(x))
148 | .SelectMany(x => AssetDatabase.LoadAllAssetsAtPath(x))
149 | .OfType()
150 | .FirstOrDefault(x => x.name == name);
151 | }
152 | #endif
153 |
154 | ///
155 | /// Modifies the mesh.
156 | ///
157 | public override void ModifyMesh(VertexHelper vh)
158 | {
159 |
160 | if (!IsActive())
161 | return;
162 |
163 | // rect.
164 | Rect rect = graphic.rectTransform.rect;
165 |
166 | // rotation.
167 | float rad = rotation * Mathf.Deg2Rad;
168 | Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
169 | dir.x *= rect.height / rect.width;
170 | dir = dir.normalized;
171 |
172 | // Calculate vertex position.
173 | UIVertex vertex = default(UIVertex);
174 | Vector2 nomalizedPos;
175 | Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix.
176 | for (int i = 0; i < vh.currentVertCount; i++)
177 | {
178 | vh.PopulateUIVertex(ref vertex, i);
179 |
180 | // Normalize vertex position by local matrix.
181 | nomalizedPos = localMatrix * vertex.position;
182 |
183 | vertex.uv1 = new Vector2(
184 | _PackToFloat(Mathf.Clamp01(nomalizedPos.y), softness, width, brightness),
185 | _PackToFloat(location, highlight)
186 | );
187 |
188 | vh.SetUIVertex(vertex, i);
189 | }
190 | }
191 |
192 | ///
193 | /// Play effect.
194 | ///
195 | public void Play()
196 | {
197 | Play(1);
198 | }
199 |
200 | ///
201 | /// Play effect.
202 | ///
203 | public void Play(float duration)
204 | {
205 | StopAllCoroutines();
206 | StartCoroutine(CoPlay(duration, AnimatorUpdateMode.Normal));
207 | }
208 |
209 | ///
210 | /// Play effect.
211 | ///
212 | public void Play(float duration, AnimatorUpdateMode updateMode)
213 | {
214 | StopAllCoroutines();
215 | StartCoroutine(CoPlay(duration, updateMode));
216 | }
217 |
218 | //################################
219 | // Private Members.
220 | //################################
221 | ///
222 | /// Mark the UIEffect as dirty.
223 | ///
224 | void _SetDirty()
225 | {
226 | if(graphic)
227 | graphic.SetVerticesDirty();
228 | }
229 |
230 | IEnumerator CoPlay(float duration, AnimatorUpdateMode updateMode = AnimatorUpdateMode.Normal)
231 | {
232 | float time = 0;
233 | while (time < duration)
234 | {
235 | location = time / duration;
236 | time += updateMode == AnimatorUpdateMode.UnscaledTime
237 | ? Time.unscaledDeltaTime
238 | : Time.deltaTime;
239 | yield return null;
240 | }
241 | }
242 |
243 | ///
244 | /// Pack 4 low-precision [0-1] floats values to a float.
245 | /// Each value [0-1] has 64 steps(6 bits).
246 | ///
247 | static float _PackToFloat(float x, float y, float z, float w)
248 | {
249 | const int PRECISION = (1 << 6) - 1;
250 | return (Mathf.FloorToInt(w * PRECISION) << 18)
251 | + (Mathf.FloorToInt(z * PRECISION) << 12)
252 | + (Mathf.FloorToInt(y * PRECISION) << 6)
253 | + Mathf.FloorToInt(x * PRECISION);
254 | }
255 |
256 | ///
257 | /// Pack 2 low-precision [0-1] floats values to a float.
258 | /// Each value [0-1] has 4096 steps(12 bits).
259 | ///
260 | static float _PackToFloat(float x, float y)
261 | {
262 | const int PRECISION = (1 << 12) - 1;
263 | return (Mathf.FloorToInt(y * PRECISION) << 12)
264 | + Mathf.FloorToInt(x * PRECISION);
265 | }
266 |
267 |
268 | ///
269 | /// Matrix2x3.
270 | ///
271 | struct Matrix2x3
272 | {
273 | public float m00, m01, m02, m10, m11, m12;
274 |
275 | public Matrix2x3(Rect rect, float cos, float sin)
276 | {
277 | const float center = 0.5f;
278 | float dx = -rect.xMin / rect.width - center;
279 | float dy = -rect.yMin / rect.height - center;
280 | m00 = cos / rect.width;
281 | m01 = -sin / rect.height;
282 | m02 = dx * cos - dy * sin + center;
283 | m10 = sin / rect.width;
284 | m11 = cos / rect.height;
285 | m12 = dx * sin + dy * cos + center;
286 | }
287 |
288 | public static Vector2 operator*(Matrix2x3 m, Vector2 v)
289 | {
290 | return new Vector2(
291 | (m.m00 * v.x) + (m.m01 * v.y) + m.m02,
292 | (m.m10 * v.x) + (m.m11 * v.y) + m.m12
293 | );
294 | }
295 | }
296 | }
297 | }
298 |
--------------------------------------------------------------------------------
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