112 lines
5.6 KiB
Plaintext
112 lines
5.6 KiB
Plaintext
{\rtf1\ansi\ansicpg1252\deff0\nouicompat{\fonttbl{\f0\fnil Consolas;}}
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{\colortbl ;\red0\green0\blue0;\red0\green77\blue187;\red192\green192\blue192;\red255\green0\blue0;\red0\green0\blue255;\red79\green129\blue189;\red155\green0\blue211;}
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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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Current readme only for URP rendering!\par
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\par
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Pack includes prefabs of main effects (projectiles, aoe effect, etc) + collision effects (decals, particles, etc) + hand effects (like a particles attached to hands)\par
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\par
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\par
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\highlight3 Using on PC:\par
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\highlight0\par
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\par
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\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
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\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
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\cf1\par
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\tab\cf0 In unity 2019.3+ added new postprocessing "Volume". You need create a profile with important posteffects:\par
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\tab 1) Bloom with follow settings\par
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\par
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\tab Threshold 1\par
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\tab Intencity 2\par
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\tab Scatter 0.9\par
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\par
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\tab 2) Tonemapping "ACES""\par
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\cf1\par
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\par
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\par
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\pard\ri-732\sl276\slmult1\tx9230\highlight3 Using effects:\par
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\highlight0\par
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Simple using (without characters):\par
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\par
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1) Just drag and drop prefab of effect on scene and use that (for example, bufs or projectiles).\par
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\par
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Using with characters and animations:\par
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\par
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You can see this video tutorial {\cf0{\field{\*\fldinst{HYPERLINK https://youtu.be/AKQCNGEeAaE }}{\fldrslt{https://youtu.be/AKQCNGEeAaE\ul0\cf0}}}}\f0\fs19\par
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1) You can use "animation events" for instantiating an effects in runtime using an animation. (I use this method in the demo scene)\par
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{\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
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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
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\par
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\highlight3 For using effects in runtime, use follow code:\par
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\highlight0\par
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\cf6 "Instantiate(prefabEffect, position, rotation);"\par
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\par
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\cf1\highlight3 Using projectile collision detection:\par
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\highlight0\par
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Just add follow script on prefab of effect.\par
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\par
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\cf6 void Start () \{\par
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var physicsMotion = GetComponentInChildren<RFX4_PhysicsMotion>(true);\par
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if (physicsMotion != null) physicsMotion.CollisionEnter += CollisionEnter;\par
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\par
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var raycastCollision = GetComponentInChildren<RFX4_RaycastCollision>(true);\par
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if(raycastCollision != null) raycastCollision.CollisionEnter += CollisionEnter;\par
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\}\par
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\par
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private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e)\par
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\{\par
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Debug.Log(e.HitPoint); //a collision coordinates in world space\par
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Debug.Log(e.HitGameObject.name); //a collided gameobject\par
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Debug.Log(e.HitCollider.name); //a collided collider :)\par
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\}\par
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\pard\ri-1634\sl240\slmult1\cf1\par
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\par
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\pard\ri-732\sl276\slmult1\tx9230\highlight3 Effect modification:\par
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\highlight0\par
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All prefabs of effect have "EffectSetting" script with follow settings:\par
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\par
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\cf7 ParticlesBudget \cf1 (range 0 - 1, default 1)\par
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Allow change particles count of effect prefab. For example, particleBudget = 0.5 will reduce the number of particles in half\par
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\par
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\cf7 UseLightShadows \cf1 (does not work when used mobile build target)\par
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Some effect can use shadows and you can disable this setting for optimisation. Disabled by default for mobiles.\par
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\par
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\cf7 UseFastFlatDecalsForMobiles \cf1 (works only when used mobile build target)\par
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If you use non-flat surfaces or have z-fight problems you can use screen space decals instead of simple quad decals.\par
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Disabled parameter will use screen space decals but it required depth texture!\par
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\par
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\cf7 UseCustomColor\cf1\par
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You can override color of effect by HUE. (new color will used only in play mode)\par
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If you want use black/white colors for effect, you need manualy change materials of effects.\par
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\par
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\cf7 IsVisible\cf1\par
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Disable this parameter in runtime will smoothly turn off an effect.\par
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\par
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\cf7 FadeoutTime\cf1\par
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Smooth turn off time\par
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\par
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\par
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Follow physics settings visible only if type of effect is projectile\par
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\par
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\cf7 UseCollisionDetection\cf1\par
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You can disable collision detection and an effect will fly through the obstacles.\par
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\par
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\cf7 LimitMaxDistance\cf1\par
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Limiting the flight of effect (at the end the effect will just disappear)\par
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\par
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Follow settings like in the rigidbody physics\par
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\cf7 Mass\par
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Speed\par
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AirDrag\par
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UseGravity\par
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\pard\sl276\slmult1\cf1\highlight3\par
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}
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