My email is "kripto289@gmail.com"
You can contact me for any questions.

My English is not very good, and if there are any translation errors, you can let me know :)

This simple tutorial only for URP rendering

Pack includes prefabs of main effects + prefabs of collision effects (Assets\KriptoFX\Realistic Effects Pack v1\Prefabs\).

Supported platforms: PC/Consoles/VR/Mobiles
All effects tested on Oculus Rift CV1 with single and dual mode rendering and work correctly.

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NOTE: For correct effects working you must:

1) For main camera you need set "Depth texture = ON" and "Opaque texture = ON"

2) You need activate HDR rendering. Edit -> ProjectSettings -> Graphics -> select current scriptable render pipeline settings file -> Quality -> set "HDR = true"

3) Add postprocessing stack package to project. Window -> Package Manager -> PostProcessing -> Instal

4) MainCamera -> AddComponent -> "Post Processing Layer". For "Layer" you should set custom layer (for example UI, or Postprocessing)

5) Create empty Gameobject and set custom layer as in the camera processing layer (for example UI). Gameobject -> AddComponent -> "Post Process Volume".
Add included postprocessing profile to "Post Process Volume" "\Assets\KriptoFX\Realistic Effects Pack v1\PostProcess Profile.asset"

	Note: this profile for postprocessing stack v2 (which temporary unsupported in unity 2019.3 and should be supported on unity 2019.4)
	In unity 2019.3+ added new postprocessing "Volume". You need create a profile with important posteffects:

	    1) Bloom with follow settings
			Threshold 1
			Intencity 2
			Scatter 0.9

		2) Tonemapping "ACES""

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Using effects:

Just drag and drop prefab of effect on scene and use that :)
If you want use effects in runtime, use follow code:

"Instantiate(prefabEffect, position, rotation);"

Using projectile collision event:
void Start ()
{
	var tm = GetComponentInChildren<RFX1_TransformMotion>(true);
	if (tm!=null) tm.CollisionEnter += Tm_CollisionEnter;
}

private void Tm_CollisionEnter(object sender, RFX1_TransformMotion.RFX1_CollisionInfo e)
{
        Debug.Log(e.Hit.transform.name); //will print collided object name to the console.
}

Using shield interaction:
You need add script "RFX1_ShieldInteraction" on projectiles which should react on shields.

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Effect modification:

For scaling just change "transform" scale of effect.
All effects includes helpers scripts (collision behaviour, light/shader animation etc) for work out of box.
Also you can add additional scripts for easy change of base effects settings. Just add follow scripts to prefab of effect.

RFX1_EffectSettingColor - for change color of effect (uses HUE color). Can be added on any effect.
RFX1_EffectSettingProjectile - for change projectile fly distance, speed and collided layers.
RFX1_EffectSettingVisible - for change visible status of effect using smooth fading by time.
RFX1_Target - for homing move to target.