{\rtf1\ansi\ansicpg1252\deff0\nouicompat{\fonttbl{\f0\fnil Consolas;}{\f1\fnil\fcharset0 Consolas;}{\f2\fnil\fcharset0 Calibri;}} {\colortbl ;\red0\green0\blue0;\red0\green77\blue187;\red255\green0\blue0;\red192\green192\blue192;} {\*\generator Riched20 10.0.18362}\viewkind4\uc1 \pard\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 This simple tutorial only for \f1\lang1033 URP rendering\par \f0\lang9\par Pack includes prefabs of main effects + prefabs of collision effects (Assets\\KriptoFX\\Realistic Effects Pack v1\\Prefabs\\).\par \par Supported platforms: PC/Consoles/VR/Mobiles\par All effects tested on Oculus Rift CV1 with single and dual mode rendering and work correctly.\par \par ------------------------------------------------------------------------------------------------------------------------------------------\par \cf3 NOTE: For correct effects working you must:\par \cf1\par 1) For main camera you need set "Depth texture = ON" and "Opaque texture = ON"\par \par 2) You need activate HDR rendering. Edit -> ProjectSettings -> Graphics -> select current scriptable render pipeline settings file -> Quality -> set "HDR = true"\par \par 3) Add postprocessing stack package to project. Window -> Package Manager -> PostProcessing -> Instal\par \par 4) MainCamera -> AddComponent -> "Post Processing Layer". For "Layer" you should set custom layer (for example UI, or Postprocessing)\par \par 5) Create empty Gameobject and set custom layer as in the camera processing layer (for example UI). Gameobject -> AddComponent -> "Post Process Volume".\par Add included postprocessing profile to "Post Process Volume" "\\Assets\\KriptoFX\\Realistic Effects Pack v1\\PostProcess Profile.asset"\par \par \tab\cf3 Note: this profile for postprocessing stack v2 (which temporary unsupported in unity 2019.3 and should be supported on unity 2019.4)\par \cf1\tab In unity 2019.3+ added new postprocessing "Volume". You need create a profile with important posteffects:\par \par \tab 1) Bloom with follow settings\par \tab\tab\tab Threshold 1\par \tab\tab\tab Intencity 2\par \tab\tab\tab Scatter 0.9\par \par \tab\tab 2) Tonemapping "ACES""\par \par \par ------------------------------------------------------------------------------------------------------------------------------------------\par \highlight4 Using effects:\par \highlight0\par Just drag and drop prefab of effect on scene and use that :)\par If you want use effects in runtime, use follow code:\par \par "Instantiate(prefabEffect, position, rotation);"\par \par Using projectile collision event:\par void Start ()\par \{\par \tab var tm = GetComponentInChildren(true);\par \tab if (tm!=null) tm.CollisionEnter += Tm_CollisionEnter;\par \}\par \par private void Tm_CollisionEnter(object sender, RFX1_TransformMotion.RFX1_CollisionInfo e)\par \{\par Debug.Log(e.Hit.transform.name); //will print collided object name to the console.\par \}\par \par Using shield interaction:\par You need add script "RFX1_ShieldInteraction" on projectiles which should react on shields.\par \par ------------------------------------------------------------------------------------------------------------------------------------------\par \highlight4 Effect modification:\par \highlight0\par For scaling just change "transform" scale of effect.\par All effects includes helpers scripts (collision behaviour, light/shader animation etc) for work out of box.\par Also you can add additional scripts for easy change of base effects settings. Just add follow scripts to prefab of effect.\par \par RFX1_EffectSettingColor - for change color of effect (uses HUE color). Can be added on any effect.\par RFX1_EffectSettingProjectile - for change projectile fly distance, speed and collided layers.\par RFX1_EffectSettingVisible - for change visible status of effect using smooth fading by time.\par RFX1_Target - for homing move to target.\par \par \cf0\f2\fs22\par }