78 lines
4.1 KiB
Plaintext
78 lines
4.1 KiB
Plaintext
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{\colortbl ;\red0\green0\blue0;\red0\green77\blue187;\red255\green0\blue0;\red192\green192\blue192;}
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{\*\generator Riched20 10.0.18362}\viewkind4\uc1
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\pard\sl276\slmult1\cf1\f0\fs19\lang9 My email is "\cf2 kripto289@gmail.com\cf1 "\par
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You can contact me for any questions.\par
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\par
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My English is not very good, and if there are any translation errors, you can let me know :)\par
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\par
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This simple tutorial only for \f1\lang1033 URP rendering\par
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\f0\lang9\par
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Pack includes prefabs of main effects + prefabs of collision effects (Assets\\KriptoFX\\Realistic Effects Pack v1\\Prefabs\\).\par
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\par
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Supported platforms: PC/Consoles/VR/Mobiles\par
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All effects tested on Oculus Rift CV1 with single and dual mode rendering and work correctly.\par
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\par
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------------------------------------------------------------------------------------------------------------------------------------------\par
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\cf3 NOTE: For correct effects working you must:\par
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\cf1\par
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1) For main camera you need set "Depth texture = ON" and "Opaque texture = ON"\par
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\par
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2) You need activate HDR rendering. Edit -> ProjectSettings -> Graphics -> select current scriptable render pipeline settings file -> Quality -> set "HDR = true"\par
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\par
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3) Add postprocessing stack package to project. Window -> Package Manager -> PostProcessing -> Instal\par
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\par
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4) MainCamera -> AddComponent -> "Post Processing Layer". For "Layer" you should set custom layer (for example UI, or Postprocessing)\par
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\par
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5) Create empty Gameobject and set custom layer as in the camera processing layer (for example UI). Gameobject -> AddComponent -> "Post Process Volume".\par
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Add included postprocessing profile to "Post Process Volume" "\\Assets\\KriptoFX\\Realistic Effects Pack v1\\PostProcess Profile.asset"\par
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\par
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\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
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\cf1\tab In unity 2019.3+ added new postprocessing "Volume". You need create a profile with important posteffects:\par
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\par
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\tab 1) Bloom with follow settings\par
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\tab\tab\tab Threshold 1\par
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\tab\tab\tab Intencity 2\par
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\tab\tab\tab Scatter 0.9\par
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\par
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\tab\tab 2) Tonemapping "ACES""\par
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\par
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\par
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------------------------------------------------------------------------------------------------------------------------------------------\par
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\highlight4 Using effects:\par
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\highlight0\par
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Just drag and drop prefab of effect on scene and use that :)\par
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If you want use effects in runtime, use follow code:\par
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\par
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"Instantiate(prefabEffect, position, rotation);"\par
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\par
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Using projectile collision event:\par
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void Start ()\par
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\{\par
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\tab var tm = GetComponentInChildren<RFX1_TransformMotion>(true);\par
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\tab if (tm!=null) tm.CollisionEnter += Tm_CollisionEnter;\par
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\}\par
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\par
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private void Tm_CollisionEnter(object sender, RFX1_TransformMotion.RFX1_CollisionInfo e)\par
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\{\par
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Debug.Log(e.Hit.transform.name); //will print collided object name to the console.\par
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\}\par
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\par
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Using shield interaction:\par
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You need add script "RFX1_ShieldInteraction" on projectiles which should react on shields.\par
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\par
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------------------------------------------------------------------------------------------------------------------------------------------\par
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\highlight4 Effect modification:\par
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\highlight0\par
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For scaling just change "transform" scale of effect.\par
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All effects includes helpers scripts (collision behaviour, light/shader animation etc) for work out of box.\par
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Also you can add additional scripts for easy change of base effects settings. Just add follow scripts to prefab of effect.\par
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\par
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RFX1_EffectSettingColor - for change color of effect (uses HUE color). Can be added on any effect.\par
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RFX1_EffectSettingProjectile - for change projectile fly distance, speed and collided layers.\par
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RFX1_EffectSettingVisible - for change visible status of effect using smooth fading by time.\par
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RFX1_Target - for homing move to target.\par
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\par
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\cf0\f2\fs22\par
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}
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