104 lines
4.0 KiB
Plaintext
104 lines
4.0 KiB
Plaintext
My email is "kripto289@gmail.com"
|
|
You can contact me for any questions.
|
|
|
|
My English is not very good, and if there are any translation errors, you can let me know :)
|
|
|
|
Current readme only for URP rendering!
|
|
|
|
Pack includes prefabs of main effects (projectiles, aoe effect, etc) + collision effects (decals, particles, etc) + hand effects (like a particles attached to hands)
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
Using on PC:
|
|
|
|
|
|
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"
|
|
Note: this profile for postprocessing stack v2 (which temporary unsupported in unity 2019.3 and should be supported on unity 2019.4)
|
|
|
|
In unity 2019.3+ added new postprocessing "Volume". You need create a profile with important posteffects:
|
|
1) Bloom with follow settings
|
|
|
|
Threshold 1
|
|
Intencity 2
|
|
Scatter 0.9
|
|
|
|
2) Tonemapping "ACES""
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
Using effects:
|
|
|
|
Simple using (without characters):
|
|
|
|
1) Just drag and drop prefab of effect on scene and use that (for example, bufs or projectiles).
|
|
|
|
Using with characters and animations:
|
|
|
|
You can see this video tutorial https://youtu.be/AKQCNGEeAaE
|
|
|
|
1) You can use "animation events" for instantiating an effects in runtime using an animation. (I use this method in the demo scene)
|
|
https://docs.unity3d.com/Manual/animeditor-AnimationEvents.html
|
|
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.
|
|
|
|
For using effects in runtime, use follow code:
|
|
|
|
"Instantiate(prefabEffect, position, rotation);"
|
|
|
|
Using projectile collision detection:
|
|
|
|
Just add follow script on prefab of effect.
|
|
|
|
void Start () {
|
|
var physicsMotion = GetComponentInChildren<RFX4_PhysicsMotion>(true);
|
|
if (physicsMotion != null) physicsMotion.CollisionEnter += CollisionEnter;
|
|
|
|
var raycastCollision = GetComponentInChildren<RFX4_RaycastCollision>(true);
|
|
if(raycastCollision != null) raycastCollision.CollisionEnter += CollisionEnter;
|
|
}
|
|
|
|
private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e)
|
|
{
|
|
Debug.Log(e.HitPoint); //a collision coordinates in world space
|
|
Debug.Log(e.HitGameObject.name); //a collided gameobject
|
|
Debug.Log(e.HitCollider.name); //a collided collider :)
|
|
}
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
Effect modification:
|
|
|
|
All prefabs of effect have "EffectSetting" script with follow settings:
|
|
|
|
ParticlesBudget (range 0 - 1, default 1)
|
|
Allow change particles count of effect prefab. For example, particleBudget = 0.5 will reduce the number of particles in half
|
|
|
|
UseLightShadows
|
|
Some effect can use shadows and you can disable this setting for optimisation. Disabled by default for mobiles.
|
|
|
|
UseFastFlatDecals
|
|
If you use non-flat surfaces or have z-fight problems you can use screen space decals instead of simple quad decals.
|
|
Disabled parameter will use screen space decals but it required depth texture!
|
|
|
|
UseCustomColor
|
|
You can override color of effect by HUE. (new color will used only in play mode)
|
|
If you want use black/white colors for effect, you need manualy change materials of effects.
|
|
|
|
IsVisible
|
|
Disable this parameter in runtime will smoothly turn off an effect.
|
|
|
|
FadeoutTime
|
|
Smooth turn off time
|
|
|
|
|
|
Follow physics settings visible only if type of effect is projectile
|
|
|
|
UseCollisionDetection
|
|
You can disable collision detection and an effect will fly through the obstacles.
|
|
|
|
LimitMaxDistance
|
|
Limiting the flight of effect (at the end the effect will just disappear)
|
|
|
|
Follow settings like in the rigidbody physics
|
|
Mass
|
|
Speed
|
|
AirDrag
|
|
UseGravity
|