From bdc891a88ea2b9456276cfe99286c2e799e9c36b Mon Sep 17 00:00:00 2001 From: mob-sakai Date: Fri, 10 Apr 2020 11:31:35 +0900 Subject: [PATCH] feat: update docs to support Unity Package Manager Close #141 --- .../Coffee/UIExtensions/UIEffect/LICENSE.md | 2 +- Assets/Coffee/UIExtensions/UIEffect/README.md | 272 ++++++++---------- .../Coffee/UIExtensions/UIEffect/package.json | 24 +- 3 files changed, 135 insertions(+), 163 deletions(-) diff --git a/Assets/Coffee/UIExtensions/UIEffect/LICENSE.md b/Assets/Coffee/UIExtensions/UIEffect/LICENSE.md index a26d8fbe..38f81058 100644 --- a/Assets/Coffee/UIExtensions/UIEffect/LICENSE.md +++ b/Assets/Coffee/UIExtensions/UIEffect/LICENSE.md @@ -1,4 +1,4 @@ -Copyright 2017 mob-sakai +Copyright 2017-2020 mob-sakai 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: diff --git a/Assets/Coffee/UIExtensions/UIEffect/README.md b/Assets/Coffee/UIExtensions/UIEffect/README.md index c71d36ad..5112e4b8 100644 --- a/Assets/Coffee/UIExtensions/UIEffect/README.md +++ b/Assets/Coffee/UIExtensions/UIEffect/README.md @@ -1,54 +1,60 @@ UIEffect === -UIEffect provide visual effect components for uGUI element in Unity. +UIEffect provides visual effect components for Unity UI. -[![](https://img.shields.io/github/release/mob-sakai/UIEffect.svg?label=latest%20version)](https://github.com/mob-sakai/UIEffect/releases) -[![](https://img.shields.io/github/release-date/mob-sakai/UIEffect.svg)](https://github.com/mob-sakai/UIEffect/releases) -![](https://img.shields.io/badge/unity-5.5%2B-green.svg) +[![](https://img.shields.io/npm/v/com.coffee.ui-effect?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-effect/) +[![](https://img.shields.io/github/v/release/mob-sakai/UIEffect?include_prereleases)](https://github.com/mob-sakai/UIEffect/releases) +[![](https://img.shields.io/github/release-date/mob-sakai/UIEffect.svg)](https://github.com/mob-sakai/UIEffect/releases) +![](https://img.shields.io/badge/unity-2018.2%20or%20later-green.svg) [![](https://img.shields.io/github/license/mob-sakai/UIEffect.svg)](https://github.com/mob-sakai/UIEffect/blob/master/LICENSE.txt) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com) +[![](https://img.shields.io/github/watchers/mob-sakai/UIEffect.svg?style=social&label=Watch)](https://github.com/mob-sakai/UIEffect/subscription) [![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) -<< [Description](#Description) | [WebGL Demo](#demo) | [Download](https://github.com/mob-sakai/UIEffect/releases) | [Usage](#usage) | [Example of using](#example-of-using) | [Development Note](#development-note) >> - -### What's new? [See changelog ![](https://img.shields.io/github/release-date/mob-sakai/UIEffect.svg?label=last%20updated)](https://github.com/mob-sakai/UIEffect/blob/develop/CHANGELOG.md) -### Do you want to receive notifications for new releases? [Watch this repo ![](https://img.shields.io/github/watchers/mob-sakai/UIEffect.svg?style=social&label=Watch)](https://github.com/mob-sakai/UIEffect/subscription) -### Support me on Patreon! [![become_a_patron](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?) +<< [Description](#Description) | [WebGL Demo](#demo) | [Installation](#installation) | [Usage](#usage) | [Example of using](#example-of-using) | [Change log](https://github.com/mob-sakai/UIEffect/blob/upm/CHANGELOG.md) | [Support](#support) >>



## Description -Let's decorate your UI with effects! -You can control parameters as you like from the script as well as inspector. +Let's decorate your UI with effects! +You can control parameters as you like from the script as well as inspector. AnimationClip is supported as a matter of course! -![thumbnail](https://user-images.githubusercontent.com/12690315/41398364-155cf5a6-6ff2-11e8-8124-9d16ef6ca267.gif) +![thumbnail](https://user-images.githubusercontent.com/12690315/41398364-155cf5a6-6ff2-11e8-8124-9d16ef6ca267.gif) ![image](https://user-images.githubusercontent.com/12690315/38594668-636dd3ac-3d82-11e8-9951-820964a6a95f.gif)

#### Available effects | Component | Features | Screenshot | -|-|-|-| -|**UIEffect**|Combine some visual effects.

**Effect Mode:** Grayscale, Sepia, Nega, Pixelation
**Color Mode:** Multiply, Fill, Additive, Subtract
**Blur Mode:** Fast, Medium, Detail
**Advanced Blur:** Enable more beautiful blurring.|| -|**UICaptured EffectImage**|Capture a screenshot of a specific frame with effect, and display it.
This effect is non-realtime, light-weight, less-camera, but be effective enough.

**Effect Mode:** Grayscale, Sepia, Nega, Pixelation
**Color Mode:** Multiply, Fill, Additive, Subtract
**Blur Mode:** Fast, Medium, Detail
**Quality Mode:** Fast, Medium, Detail, Custom
**Capture On Enable:** When the component is enable, capture screen automatically.
**Blur iterations:** Number of blur iterations.
**Reduction/Downsampling Rate:** None, x1, x2, x4, x8
**Fit size to screen:** Fit RectTransform to the screen on captured.
**Immediate Capturing:**

*NOTE: This component can be used with UIEffect, UITransition etc.*
*NOTE: Immediate capturing does not support LWRP, WebGL and Unity 5.x for iOS/Mac.*|| -|**UIShiny**|Apply shining effect to a graphic.
The effect does not require Mask component or normal map.

**Parameters:** Effect factor, Width, Rotation, Softness, Brightness, Gloss
**Effect Player:** To play shining, enable `Play` in inspector or call `Play()` from script.|| -|**UIDissolve**|Apply dissolve effect to a graphic.

**Color Mode for edge:** Multiply, Fill, Additive, Subtract
**Parameters:** Effect factor, Width, Rotation, Softness, Edge color
**Options:** Effect area, Keep effect aspect ratio
**Effect Player:** To play dissolving, call `Play()` from script.|| -|**UIHsvModifier**|Modify HSV for graphic.

**Target:** Color, Range
**Adjustment:** Hue, Saturation, Value|| -|**UITransition Effect**|Apply transition effect with a single channel texture.

**Effect Mode:** Cutoff, Fade, Dissolve
**Options:** Effect area, Keep effect aspect ratio, transition texture
**Pass Ray On Hidden:** Disable the graphic's raycastTarget on hidden.
**Effect Player:** To show/hide transition, call `Show()/Hide()` from script.|| +| -- | -- | -- | +| **UIEffect** | Combine some visual effects.

**Effect Mode:** Grayscale, Sepia, Nega, Pixelation
**Color Mode:** Multiply, Fill, Additive, Subtract
**Blur Mode:** Fast, Medium, Detail
**Advanced Blur:** Enable more beautiful blurring. | ![][eff1] | +| **UIShiny** | Apply shining effect to a graphic.
The effect does not require Mask component or normal map.

**Parameters:** Effect factor, Width, Rotation, Softness, Brightness, Gloss | ![][eff2] | +| **UIDissolve** | Apply dissolve effect to a graphic.

**Color Mode for edge:** Multiply, Fill, Additive, Subtract
**Parameters:** Effect factor, Width, Rotation, Softness, Edge color
**Options:** Effect area, Keep effect aspect ratio | ![][eff3] | +| **UIHsvModifier** | Modify HSV for graphic.

**Target:** Color, Range
**Adjustment:** Hue, Saturation, Value | ![][eff4] | +| **UITransition Effect** | Apply transition effect with a single channel texture.

**Effect Mode:** Cutoff, Fade, Dissolve
**Options:** Effect area, Keep effect aspect ratio, transition texture
**Pass Ray On Hidden:** Disable the graphic's raycastTarget on hidden. | ![][eff5] | + +[eff1]:https://user-images.githubusercontent.com/12690315/46639603-258df180-cba2-11e8-8f50-9e93bdc4c96e.png +[eff2]:https://user-images.githubusercontent.com/12690315/46639689-b1078280-cba2-11e8-8716-cbc634af7293.gif +[eff3]:https://user-images.githubusercontent.com/12690315/46639690-b1078280-cba2-11e8-8aa9-1d2650fe9a62.gif +[eff4]:https://user-images.githubusercontent.com/12690315/43200006-d6e2bf54-904e-11e8-9f22-0c0f9ce5912f.gif +[eff5]:https://user-images.githubusercontent.com/12690315/46639688-b1078280-cba2-11e8-8bbb-16b8498bca5f.gif

##### The following effects can be used with the above components. | Component | Features | Screenshot | -|-|-|-| -|**UIShadow**|Add shadow/outline to a graphic.
The performance is better than the default Shadow/Outline component.

**ShadowStyle:** Shadow, Shadow3, Outline, Outline8|| -|**UIGradient**|Change vertex color as gradient with angle and offset.

**Direction:** Horizontal, Vertical, Angle, Diagonal
**Options:** Offset, Color space|| -|**UIFlip**|Flip a graphic.

**Direction:** Horizontal, Vertical, Both|| +| -- | -- | -- | +| **UIShadow** | Add shadow/outline to a graphic.
The performance is better than the default Shadow/Outline component.

**ShadowStyle:** Shadow, Shadow3, Outline, Outline8 | ![][meff1] | +| **UIGradient** | Change vertex color as gradient with angle and offset.

**Direction:** Horizontal, Vertical, Angle, Diagonal
**Options:** Offset, Color space | ![][meff2] | +| **UIFlip** | Flip a graphic.

**Direction:** Horizontal, Vertical, Both | ![][meff3] | +[meff1]:https://user-images.githubusercontent.com/12690315/46639604-258df180-cba2-11e8-98a9-aa31f04c695d.png +[meff2]:https://user-images.githubusercontent.com/12690315/40716995-ca87665e-6445-11e8-8233-ec2e21fefd6b.png +[meff3]:https://user-images.githubusercontent.com/12690315/40716996-cab1fd7e-6445-11e8-9753-962d23991d86.png @@ -57,181 +63,148 @@ AnimationClip is supported as a matter of course! [WebGL Demo](http://mob-sakai.github.io/UIEffect) -* Effect sample -* Transition -* Dialog window with blured background -* Included in unitypackage -



-## Usage - -1. Download UIEffect.unitypackage from [Releases](https://github.com/mob-sakai/UIEffect/releases). -2. Import the package into your Unity project. Select `Import Package > Custom Package` from the `Assets` menu. -![](https://user-images.githubusercontent.com/12690315/46570979-edbb5a00-c9a7-11e8-845d-c5ee279effec.png) -3. In Unity5.6+, enable `TexCoord1` channel of canvas. See also [Development Note](##note-unity-56). -![](https://user-images.githubusercontent.com/12690315/46567584-3525f400-c970-11e8-9839-5c9e810b0b80.png) -4. Add any effect component to UI element (Image, RawImage, Text, etc...) from `Add Component` in inspector or `Component > UI > UIEffect > ...` menu. -![](https://user-images.githubusercontent.com/12690315/46570977-ebf19680-c9a7-11e8-9ffb-174f56107070.png) -6. Adjust the parameters of the effect as you like, in inspector. -![image](https://user-images.githubusercontent.com/12690315/38594668-636dd3ac-3d82-11e8-9951-820964a6a95f.gif) -7. Enjoy! - - -#### Usage with TextMeshPro - -1. Add a symbol `TMP_PRESENT` to scripting define symbols. -![](https://user-images.githubusercontent.com/12690315/54080742-14583500-433a-11e9-815b-8ed600697569.png) -2. If the material does not support the effect component, the following warning will be displayed. -When you press the Fix button, new material is automatically generated and set. -![](https://user-images.githubusercontent.com/12690315/49728471-377d3500-fcb6-11e8-849b-d664aeb9da75.png) -3. If you want to use material variants, select `Create Material Preset` from the context menu to duplicate the material. -![](https://user-images.githubusercontent.com/12690315/53881014-dfa45f00-4055-11e9-833f-7409adebc542.png) -4. Effect mode, color mode, blur mode and etc. can not be changed from the component editor. -Change them from the material editor. -![](https://user-images.githubusercontent.com/12690315/53782892-bea71580-3f52-11e9-9d43-e7cb6761f52c.png) -5. If you want to enable "Advanced Blur", enable `TexCoord2` channel of canvas. -![](https://user-images.githubusercontent.com/12690315/46567584-3525f400-c970-11e8-9839-5c9e810b0b80.png) - +## Installation -#### Usage without TextMeshPro +#### Requirement -1. When you uninstalled TextMeshPro from the project, remove a symbol `TMP_PRESENT` to scripting define symbols. -![](https://user-images.githubusercontent.com/12690315/54080761-cabc1a00-433a-11e9-97ab-431cf1cfe602.png) - - -##### Requirement - -* Unity 5.5+ *(included Unity 2018.x)* +* Unity 2017.1 or later * No other SDK are required +#### Using OpenUPM (for Unity 2018.3 or later) +This package is available on [OpenUPM](https://openupm.com). +You can install it via [openupm-cli](https://github.com/openupm/openupm-cli). +``` +openupm add com.coffee.ui-effect +``` -



-## Example of using - -| Case | Description | Screenshot | -|-|-|-| -|Lock/unlock contents|Use UIEffect to apply grayscale.
Indicate to user that the content is unavailable.|![](https://user-images.githubusercontent.com/12690315/46563469-aba8fe80-c93c-11e8-850f-949f6f8da742.png)| -|Silhouette|Use UIEffect for filling color.|![](https://user-images.githubusercontent.com/12690315/46563576-3db10700-c93d-11e8-960e-4336ff3ce481.png)| -|Soft shadow/
Outer glow|Use UIEffect and UIShadow to blur the shadow.
To blur only shadow, set `Blur Factor` in UIEffect to 0.|![](https://user-images.githubusercontent.com/12690315/46566001-452edb00-c952-11e8-9cc4-6098a9eb67f3.png)| -|Colored shadow|Use UIEffect and UIShadow to fill shadow with color.
To fill only shadow, set `Color Factor` in UIEffect to 0.|![](https://user-images.githubusercontent.com/12690315/46566000-452edb00-c952-11e8-8d20-6ccc3fa92ae4.png)| -|Blurred dynamic font|Use UIEffect to blur text.
To blur dynamic font cleanly, enable `Advanced Blur` option.|![](https://user-images.githubusercontent.com/12690315/46566002-45c77180-c952-11e8-87cb-4d915e0614be.png)| -|Text with outline & shadow|Use two UIShadows to add outline and shadow.
There is less overdraw than default Outline/Shadow `(Default: 1 x 5 x 2 = 10 overdraws, UIShadow: 1 + 4 + 1 = 6 overdraws)`.|![](https://user-images.githubusercontent.com/12690315/46566003-45c77180-c952-11e8-9b47-7bf563ffbaa7.png)| -|Shining button|Use UIShiny for shining button.
Shine the button and indicate to user that you can press the button.
Enable `Play` and `Loop` option to shine it without any AnimationClip.|![](https://user-images.githubusercontent.com/12690315/46563539-fb87c580-c93c-11e8-8c08-0f21872c47d4.gif)| -|Blurring the background of a menu|Use UIEffectCapturedImage to blur the background of a menu.
UIEffectCapturedImage applies an effect to the screen of the previous frame, without adding a camera or layer.
It's not a real-time post effect, so it's good performance and works well on mobile.|![](https://user-images.githubusercontent.com/12690315/46565712-735dec00-c94d-11e8-81b4-4e848d8fdb2e.png)| -|Screen transition|Use UITransitionEffect to add screen transition.
You can change transition texture (single channel texture).
Enable `Pass Ray On Hidden` option and use `Show()/Hide()` method to play transition without AnimationClip.|![](https://user-images.githubusercontent.com/12690315/46565182-dfd5ec80-c947-11e8-834f-a2ef67ad0d95.gif)| - - - - -



-## Development Note +#### Using Git (for Unity 2018.3 or later) -#### How does UIEffectCapturedImage work? +Find the manifest.json file in the Packages folder of your project and edit it to look like this: +```js +{ + "dependencies": { + "com.coffee.ui-effect": "https://github.com/mob-sakai/UIEffect.git", + ... + }, +} +``` -![image](https://user-images.githubusercontent.com/12690315/34619147-868cb36a-f284-11e7-8122-b924ff09077f.gif) +To update the package, change suffix `#{version}` to the target version. -`UIEffectCapturedImage` is similar to post effect, but uses `CommandBuffer` to give effect only on the rendering result (= captured image) of a specific frame. -This effect is non-realtime, light-weight, less-camera, blit only once, but be effective enough. +* e.g. `"com.coffee.ui-effect": "https://github.com/mob-sakai/UIEffect.git#4.0.0",` -* Camera for processing effect is unnecessary. -* Process effect only once after `UIEffectCapturedImage.Capture`. -* Using reduction buffer, keep using memory size small and keep the rendering load are small. -* When GameObjects with motion are on the screen, a result texture may be stirred. -* You can overlay and display like as: -`[Screen] | [UIEffectCapturedImage] | [Dialog A] | [UIEffectCapturedImage] | [Dialog B]`. -See also [Demo](#demo). +Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package. +#### For Unity 2018.2 or earlier -#### Why is UIEffect lightweight? +Unity 2018.2 supports embedded packages. -* UIEffect pre-generates material from a combination of effects. This has the following benefits. - * Draw call batching If possible, draw calls will decrease. - * Since only the required material and shader variants are included in the build, the build size will be smaller. +1. Download a source code zip file from [Releases](https://github.com/mob-sakai/UIEffect/releases) page +2. Extract it +3. Import it under `Packages` directory in your Unity project -#### How to control effect parameters for uGUI element WITHOUT MaterialPropertyBlock? -* In general, you can use [MaterialPropertyBlock](https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html) for renderers to control minor changes in the material without different batches. -* However, changing the [MaterialPropertyBlock](https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html) of the uGUI element from the script will cause different batches and draw calls to increase. -* So UIEffect encodes multiple effect parameters to UV1 channel with [IMeshModifier](https://docs.unity3d.com/ScriptReference/UI.IMeshModifier.html). - * Pack four 6-bit [0-1] (64 steps) parameters into one float value. - * The parameters are lower precision, but sufficient. - -| uv1 | 6-bit [0-1] | 6-bit [0-1] | 6-bit [0-1] | 6-bit [0-1] | -|-|-|-|-|-| -| x(32bit float) | Tone level | *Empty* | Blur level | *Empty* | -| y(32bit float) | Red channel | Green channel | Blue channel | Alpha channel | +



+## How to play demo -* In v3.0.0+, UIEffect uploads the parameter value to a shared texture and the shader refers to it. -This approach has the following advantages: - * More parameters for the effect are available. - * The parameter accuracy is improved from 6 bits to 8 bits. - * ModifyMesh is not called when parameter value is changed. +#### For Unity 2019.1 or later +1. Open `Package Manager` window +2. Select `UI Particle` package in package list +3. Click `Import Sample` button +4. The demo project is imported into `Assets/Samples/UI Effect/{version}/Demo` +5. Open `UIEffect_Demo` scene and play it -#### Note: Unity 5.6+ +#### For Unity 2018.4 or earlier -In Unity 5.6+, Canvas supports **Additional Shader Channels**. -Please enable `TexCoord1` to use UIEffect. -![image](https://user-images.githubusercontent.com/12690315/28405830-f4f261e8-6d68-11e7-9faf-7e5442062f59.png) -![image](https://user-images.githubusercontent.com/12690315/34560894-191b6cda-f18b-11e7-9de2-9a9d13f72ccd.png) +1. Select `Assets/Samples/UI Effect Demo` from menu +2. The demo project is imported into `Assets/Samples/UI Effect/{version}/Demo` +3. Open `UIEffect_Demo` scene and play it -#### Note: if you include prefabs / scenes containing UIEffect in AssetBundle. -Use script define symbol `UIEFFECT_SEPARATE`. -Unused shader variants and materials will be excluded from AssetBundles. +



+## Usage -||Combined mode (default)|Separated mode| -|-|-|-| -|Script define symbol| - |`UIEFFECT_SEPARATE`| -|Included in build|Only used variants|Only used variants| -|Included in AssetBundle|All variants (Heavy!)|Only used variants| -|Look in editor|![comb](https://user-images.githubusercontent.com/12690315/35324040-df4f1684-0132-11e8-9534-f958b93de158.png)|![sep](https://user-images.githubusercontent.com/12690315/35324405-fd5e89a6-0133-11e8-9d23-71ccc424fa21.png)| +1. Add any effect component to UI element (Image, RawImage, Text, etc...) from `Add Component` in inspector or `Component > UI > UIEffect > ...` menu. +![](https://user-images.githubusercontent.com/12690315/78853708-811c9200-7a5a-11ea-9826-0606046525b6.png) +2. Adjust the parameters of the effect as you like, in inspector. +![](https://user-images.githubusercontent.com/12690315/38594668-636dd3ac-3d82-11e8-9951-820964a6a95f.gif) +3. You can add or modify effects from the script. +```cs +var uieffect = gameObject.AddComponent(); +uieffect.effectMode = EffectMode.Grayscale; +uieffect.effectFactor = 0.85f; +uieffect.colorMode = ColorMode.Add; +uieffect.effectColor = Color.white; +uieffect.colorFactor = 0.1f; +uieffect.blurMode = BlurMode.FastBlur; +uieffect.blurFactor = 1; +``` +![](https://user-images.githubusercontent.com/12690315/78853467-e4f28b00-7a59-11ea-82fa-3235aa95e993.png) +4. Enjoy! -#### How to improve performance? -* Use `ShaderVariantCollection` to preload shader. -https://docs.unity3d.com/Manual/OptimizingShaderLoadTime.html -* Set camera's clear flag to "Solid Color". -* Enable multi thread rendering. +



+## Example of using -#### The issue of default Outline component +UIEffect can easily be used in a variety of cases in the game. -Graphic with multiple outline components will generate a lot of overdraw. +| Case | Description | Screenshot | +| -- | -- | -- | +| Lock/unlock contents | Use UIEffect to apply grayscale.
Indicate to user that the content is unavailable. | ![][ex1] | +| Silhouette | Use UIEffect for filling color. | ![][ex2] | +| Soft shadow/
Outer glow | Use UIEffect and UIShadow to blur the shadow. | ![][ex3] | +| Colored shadow | Use UIEffect and UIShadow to fill shadow with color. | ![][ex4] | +| Blurred dynamic font | Use UIEffect to blur text.
To blur dynamic font cleanly, enable `Advanced Blur` option. | ![][ex5] | +| Text with outline & shadow | Use two UIShadows to add outline and shadow.
There is less overdraw than default Outline/Shadow. | ![][ex6] | +| Shining button | Use UIShiny for shining button.
Indicate to user that you can press the button. | ![][ex7] | +| Screen transition | Use UITransitionEffect to transition the screen with any transition texture. | ![][ex8] | + +[ex1]:https://user-images.githubusercontent.com/12690315/46563469-aba8fe80-c93c-11e8-850f-949f6f8da742.png +[ex2]:https://user-images.githubusercontent.com/12690315/46563576-3db10700-c93d-11e8-960e-4336ff3ce481.png +[ex3]:https://user-images.githubusercontent.com/12690315/46566001-452edb00-c952-11e8-9cc4-6098a9eb67f3.png +[ex4]:https://user-images.githubusercontent.com/12690315/46566000-452edb00-c952-11e8-8d20-6ccc3fa92ae4.png +[ex5]:https://user-images.githubusercontent.com/12690315/46566002-45c77180-c952-11e8-87cb-4d915e0614be.png +[ex6]:https://user-images.githubusercontent.com/12690315/46566003-45c77180-c952-11e8-9b47-7bf563ffbaa7.png +[ex7]:https://user-images.githubusercontent.com/12690315/46563539-fb87c580-c93c-11e8-8c08-0f21872c47d4.gif +[ex8]:https://user-images.githubusercontent.com/12690315/46565182-dfd5ec80-c947-11e8-834f-a2ef67ad0d95.gif -![image](https://user-images.githubusercontent.com/12690315/34552373-600fdab2-f164-11e7-8565-21c15af92a93.png) -This is an overdraw view of image with three outline components. -Because there are many overdraws, it is very bright! -For each Outline component, increase the mesh by 5 times. (In the case of the Shadow component, it doubles the mesh.) -In the image above, `1 x 5 x 5 x 5 = 125` overdraws are generated. -UIShadow's 'Addition Shadow' feature solves this issue by adding only the necessary mesh, `1 + 4 + 4 + 4 = 13` overdraws are generated. +



+## License +* MIT +* © UTJ/UCL



-## License +## Support -* MIT -* © UTJ/UCL +This is an open-source project that I am developing in my free time. +If you like it, you can support me. +By supporting, you let me spend more time working on better tools that you can use for free. :) + +[![become_a_patron_on_patreon](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?) +[![become_a_sponsor_on_github](https://user-images.githubusercontent.com/12690315/66942881-03686280-f085-11e9-9586-fc0b6011029f.png)](https://github.com/users/mob-sakai/sponsorship) ## Author [mob-sakai](https://github.com/mob-sakai) -[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) -[![become_a_patron](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?) +[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) @@ -240,5 +213,4 @@ UIShadow's 'Addition Shadow' feature solves this issue by adding only the necess * GitHub page : https://github.com/mob-sakai/UIEffect * Releases : https://github.com/mob-sakai/UIEffect/releases * Issue tracker : https://github.com/mob-sakai/UIEffect/issues -* Current project : https://github.com/mob-sakai/UIEffect/projects/1 -* Change log : https://github.com/mob-sakai/UIEffect/blob/master/CHANGELOG.md +* Change log : https://github.com/mob-sakai/UIEffect/blob/upm/CHANGELOG.md diff --git a/Assets/Coffee/UIExtensions/UIEffect/package.json b/Assets/Coffee/UIExtensions/UIEffect/package.json index c778d0de..487a5260 100644 --- a/Assets/Coffee/UIExtensions/UIEffect/package.json +++ b/Assets/Coffee/UIExtensions/UIEffect/package.json @@ -1,18 +1,18 @@ { - "name": "com.coffee.uieffect", - "displayName": "UIEffect", - "description": " UIEffect is an effect component for uGUI element in Unity.\nLet's decorate your UI with effects!", - "version": "3.2.0", - "unity": "5.5", + "name": "com.coffee.ui-effect", + "displayName": "UIEffect", + "description": "UIEffect provides visual effect components for Unity UI.\nLet's decorate your UI with effects!", + "version": "4.0.0", + "unity": "2018.1", "license": "MIT", "repository": { "type": "git", "url": "git+https://github.com/mob-sakai/UIEffect.git" }, - "src": "Assets/Coffee/UIExtensions/UIEffect", - "author": "mob-sakai (https://github.com/mob-sakai)", - "editorOnly": false, - "upmSupport": false, - "dependencies": { - } -} + "author": { + "name": "mob-sakai", + "email": "sakai861104@gmail.com", + "url": "https://github.com/mob-sakai" + }, + "dependencies": {} +} \ No newline at end of file