65 lines
3.0 KiB
Plaintext
65 lines
3.0 KiB
Plaintext
My email is "kripto289@gmail.com"
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You can contact me for any questions.
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My English is not very good, and if there are any translation errors, you can let me know :)
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The package includes prefabs of mesh effects and demo scene for pc/mobiles with characters and environment.
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This simple tutorial only for URP rendering.
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NOTE !!!!
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1) Unity does NOT supported multiple submeshes with multiple materials to each submesh. 1 submesh = 1 material!
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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).
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You can not add new material (for example lightning material) to all parts of character.
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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)
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You must use splitted meshes. There is no performance or draw calls difference. But then you can use additional materials for all meshes.
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For correct effects working you must:
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1) Use included postprocessing profile "\Assets\KriptoFX\MeshEffect\PostProcess Profile.asset" (If you want effects which look like in the video example)
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2) For main camera you need set "Depth texture = ON" and "Opaque texture = ON"
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Effect USING:
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In editor mode:
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1) Just drag & drop prefab to your object (a prefab of effect should be as child to your mesh).
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2) Set this object to the property "Mesh Object" of script "PSMeshRendererUpdater".
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3) Click "Update Mesh Renderer".
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Particles and materials will be added to your object automatically. But if you want, you can add material and particles manually.
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In runtime mode:
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var currentInstance = Instantiate(Effect) as GameObject;
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var psUpdater = currentInstance.GetComponent<PSMeshRendererUpdater>();
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psUpdater.UpdateMeshEffect(MeshObject);
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For SCALING just change transform scale of mesh or use "StartScaleMultiplier" of script "PSMeshRendererUpdater"
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Supported platforms:
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PC/Consoles/VR/Mobiles with directx9/11, opengles 2.0/3.0 and gamma/linear color space
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Supported SRP rendering. LightWeight render pipeline (LWRP) and HighDefinition render pipeline (HDRP)
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All effects tested on Oculus Rift CV1 with single and dual mode rendering and works perfect.
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If you have some questions, you can write me to email "kripto289@gmail.com" |