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2024-11-20 15:21:28 +01:00

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\pard\sl276\slmult1\cf1\f0\fs19\lang9 My email is "\cf2 kripto289@gmail.com\cf1 "\par
You can contact me for any questions.\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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Current readme only for URP rendering!\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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\highlight3 Using on PC:\par
\highlight0\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
\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
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\tab Threshold 1\par
\tab Intencity 2\par
\tab Scatter 0.9\par
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\tab 2) Tonemapping "ACES""\par
\cf1\par
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------\par
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\pard\ri-732\sl276\slmult1\tx9230\highlight3 Using effects:\par
\highlight0\par
Simple using (without characters):\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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Using with characters and animations:\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
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
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\highlight3 For using effects in runtime, use follow code:\par
\highlight0\par
\cf6 "Instantiate(prefabEffect, position, rotation);"\par
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\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<RFX4_PhysicsMotion>(true);\par
if (physicsMotion != null) physicsMotion.CollisionEnter += CollisionEnter;\par
\par
var raycastCollision = GetComponentInChildren<RFX4_RaycastCollision>(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
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\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
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\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
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\cf7 IsVisible\cf1\par
Disable this parameter in runtime will smoothly turn off an effect.\par
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\cf7 FadeoutTime\cf1\par
Smooth turn off time\par
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Follow physics settings visible only if type of effect is projectile\par
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\cf7 UseCollisionDetection\cf1\par
You can disable collision detection and an effect will fly through the obstacles.\par
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\cf7 LimitMaxDistance\cf1\par
Limiting the flight of effect (at the end the effect will just disappear)\par
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Follow settings like in the rigidbody physics\par
\cf7 Mass\par
Speed\par
AirDrag\par
UseGravity\par
\pard\sl276\slmult1\cf1\highlight3\par
}