Well what you could do would be letting a Camera render the Particle effects on a different layer to a RenderTexture
and show it in a RawImage
in your UI.
Combined with a hint from this answer: By default RenderTexture
has only a colordepth of 24-bit but we need 32-bit for alpha the simplest way is just generating one via code:
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Camera))]
public class RenderParticlesEffect : MonoBehaviour
{
// Here reference the camera component of the particles camera
[SerializeField] private Camera particlesCamera;
// Adjust the resolution in pixels
[SerializeField] private Vector2Int imageResolution = new Vector2Int(256, 256);
// Reference the RawImage in your UI
[SerializeField] private RawImage targetImage;
private RenderTexture renderTexture;
private void Awake()
{
if (!particlesCamera) particlesCamera = GetComponent<Camera>();
renderTexture = new RenderTexture(imageResolution.x, imageResolution.y, 32);
particlesCamera.targetTexture = renderTexture;
targetImage.texture = renderTexture;
}
}
My example Hierachy looks like this:
Add a new Layer ParticleEffect
for the particles.
The ParticleCamera
is a new Camera
. Here
remove the AudioListener
component since there may only be one in the Scene.
Set ClearFlag to Solid Color
and set a desired color. Particles won't be completely transparent but always bloat a bit the background color of this camera on the edges. Make sure the alpha is set to 0
.
Set Culling Mask
to only ParticleEffect
so this camera renders nothing else from the scene
And the RenderParticleseffect
component
On the normal MainCamera
remove ParticleEffect
from the Culling Mask
Set the Particles
to the layer ParticleEffect
so now it will only be rendered by the ParticleCamera
Finally reference the target particleImage
from the UI in the RenderParticlesEffect
component on the ParticlesCamera
Result:
It doesn't matter if the Canvas is Screenspace Overlay
or not.
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