{\rtf1\ansi\ansicpg1252\deff0\nouicompat{\fonttbl{\f0\fnil Consolas;}} {\colortbl ;\red0\green0\blue0;\red0\green77\blue187;\red192\green192\blue192;\red255\green0\blue0;\red0\green0\blue255;\red79\green129\blue189;\red155\green0\blue211;} {\*\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 Current readme only for URP rendering!\par \par Pack includes prefabs of main effects (projectiles, aoe effect, etc) + collision effects (decals, particles, etc) + hand effects (like a particles attached to hands)\par \par ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\par \highlight3 Using on PC:\par \highlight0\par \par \tab If you want effects which look like in the video you need use included postprocessing profile "Assets\\KriptoFX\\Realistic Effects Pack v4\\PostProcess Profile.asset"\par \tab\cf4 Note: this profile for postprocessing stack v2 (which temporary unsupported in unity 2019.3 and should be supported on unity 2019.4)\par \cf1\par \tab\cf0 In unity 2019.3+ added new postprocessing "Volume". You need create a profile with important posteffects:\par \tab 1) Bloom with follow settings\par \par \tab Threshold 1\par \tab Intencity 2\par \tab Scatter 0.9\par \par \tab 2) Tonemapping "ACES""\par \cf1\par ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\par \par \pard\ri-732\sl276\slmult1\tx9230\highlight3 Using effects:\par \highlight0\par Simple using (without characters):\par \par 1) Just drag and drop prefab of effect on scene and use that (for example, bufs or projectiles).\par \par Using with characters and animations:\par \par You can see this video tutorial {\cf0{\field{\*\fldinst{HYPERLINK https://youtu.be/AKQCNGEeAaE }}{\fldrslt{https://youtu.be/AKQCNGEeAaE\ul0\cf0}}}}\f0\fs19\par 1) You can use "animation events" for instantiating an effects in runtime using an animation. (I use this method in the demo scene)\par {\cf0{\field{\*\fldinst{HYPERLINK https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html }}{\fldrslt{https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html\ul0\cf0}}}}\f0\fs19\par 2) You need set the position and the rotation for an effects. I use hand bone position (or center position of arrow) and hand bone rotation.\par \par \highlight3 For using effects in runtime, use follow code:\par \highlight0\par \cf6 "Instantiate(prefabEffect, position, rotation);"\par \par \cf1\highlight3 Using projectile collision detection:\par \highlight0\par Just add follow script on prefab of effect.\par \par \cf6 void Start () \{\par var physicsMotion = GetComponentInChildren(true);\par if (physicsMotion != null) physicsMotion.CollisionEnter += CollisionEnter;\par \par var raycastCollision = GetComponentInChildren(true);\par if(raycastCollision != null) raycastCollision.CollisionEnter += CollisionEnter;\par \}\par \par private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e)\par \{\par Debug.Log(e.HitPoint); //a collision coordinates in world space\par Debug.Log(e.HitGameObject.name); //a collided gameobject\par Debug.Log(e.HitCollider.name); //a collided collider :)\par \}\par \pard\ri-1634\sl240\slmult1\cf1\par ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\par \pard\ri-732\sl276\slmult1\tx9230\highlight3 Effect modification:\par \highlight0\par All prefabs of effect have "EffectSetting" script with follow settings:\par \par \cf7 ParticlesBudget \cf1 (range 0 - 1, default 1)\par Allow change particles count of effect prefab. For example, particleBudget = 0.5 will reduce the number of particles in half\par \par \cf7 UseLightShadows \cf1 (does not work when used mobile build target)\par Some effect can use shadows and you can disable this setting for optimisation. Disabled by default for mobiles.\par \par \cf7 UseFastFlatDecalsForMobiles \cf1 (works only when used mobile build target)\par If you use non-flat surfaces or have z-fight problems you can use screen space decals instead of simple quad decals.\par Disabled parameter will use screen space decals but it required depth texture!\par \par \cf7 UseCustomColor\cf1\par You can override color of effect by HUE. (new color will used only in play mode)\par If you want use black/white colors for effect, you need manualy change materials of effects.\par \par \cf7 IsVisible\cf1\par Disable this parameter in runtime will smoothly turn off an effect.\par \par \cf7 FadeoutTime\cf1\par Smooth turn off time\par \par \par Follow physics settings visible only if type of effect is projectile\par \par \cf7 UseCollisionDetection\cf1\par You can disable collision detection and an effect will fly through the obstacles.\par \par \cf7 LimitMaxDistance\cf1\par Limiting the flight of effect (at the end the effect will just disappear)\par \par Follow settings like in the rigidbody physics\par \cf7 Mass\par Speed\par AirDrag\par UseGravity\par \pard\sl276\slmult1\cf1\highlight3\par }