{\rtf1\ansi\ansicpg1252\deff0\nouicompat{\fonttbl{\f0\fnil Consolas;}{\f1\fnil\fcharset0 Calibri;}} {\colortbl ;\red0\green0\blue0;\red0\green77\blue187;\red255\green0\blue0;\red192\green192\blue192;} {\*\generator Riched20 10.0.18362}\viewkind4\uc1 \pard\ri-1210\sl276\slmult1\cf1\f0\fs19\lang9 My email is "\cf2 kripto289@gmail.com\cf1 "\par You can contact me for any questions.\par \par My English is not very good, and if there are any translation errors, you can let me know :)\par \par \par The package includes prefabs of mesh effects and demo scene for pc/mobiles with characters and environment.\par \par This simple tutorial only for URP rendering. \par \par ------------------------------------------------------------------------------------------------------------------------------------------\par \cf3\par \fs24 NOTE !!!!\par \cf1\fs19\par \tab 1) Unity does NOT supported multiple submeshes with multiple materials to each submesh. 1 submesh = 1 material!\par \tab For example, if your character model with 1 big mesh (head/hands/body/etc) but with different materials per each part (head/hands/body/etc).\par \tab You can not add new material (for example lightning material) to all parts of character. \par \tab So, if your model have more then 2 submeshes, then material will be added only for last submesh. (for example only to head but not for hands and body)\par \tab\par \tab You must use splitted meshes. There is no performance or draw calls difference. But then you can use additional materials for all meshes.\par \par \par \par ------------------------------------------------------------------------------------------------------------------------------------------\par \par \cf0\highlight4 For correct effects working you must:\par \cf1\highlight0\par \tab\par 1) Use included postprocessing profile "\\Assets\\KriptoFX\\MeshEffect\\PostProcess Profile.asset" (If you want effects which look like in the video example)\par 2) For main camera you need set "Depth texture = ON" and "Opaque texture = ON"\par \par ------------------------------------------------------------------------------------------------------------------------------------------\par \par \highlight4 Effect USING:\par \highlight0\par \par In editor mode:\par \par \tab 1) Just drag & drop prefab to your object (a prefab of effect should be as child to your mesh). \par \tab 2) Set this object to the property "Mesh Object" of script "PSMeshRendererUpdater".\par \tab 3) Click "Update Mesh Renderer".\par \tab Particles and materials will be added to your object automatically. But if you want, you can add material and particles manually. \par \par \par In runtime mode:\par \par \tab var currentInstance = Instantiate(Effect) as GameObject; \par \tab var psUpdater = currentInstance.GetComponent();\par \tab psUpdater.UpdateMeshEffect(MeshObject);\par \par \par For SCALING just change transform scale of mesh or use "StartScaleMultiplier" of script "PSMeshRendererUpdater"\par \par ------------------------------------------------------------------------------------------------------------------------------------------\par \highlight4 Supported platforms:\par \highlight0\par \tab PC/Consoles/VR/Mobiles with directx9/11, opengles 2.0/3.0 and gamma/linear color space\par \tab Supported SRP rendering. LightWeight render pipeline (LWRP) and HighDefinition render pipeline (HDRP)\par \tab All effects tested on Oculus Rift CV1 with single and dual mode rendering and works perfect. \par \par ------------------------------------------------------------------------------------------------------------------------------------------\par \par \par If you have some questions, you can write me to email "kripto289@gmail.com" \cf0\f1\fs22\par }