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97 lines
4.0 KiB
Plaintext
97 lines
4.0 KiB
Plaintext
version 1.3.0
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email is "kripto289@gmail.com"
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Discord link https://discord.gg/GUUZ9D96Uq
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! FIRST STEPS !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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1) All effects are configured only for HDR rendering with bloom postprocessing!
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2) Settings for STANDARD (non URP or HDRP) rendering:
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http://kripto289.com/Shared/Readme/DefaultRenderingSettings.jpg
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3) Settings for URP rendering:
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http://kripto289.com/Shared/Readme/URPRenderingSettings.jpg
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You should import the URP patch from the folder
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(\Assets\KriptoFX\Realistic Effects Pack v4\HDRP and URP patches)
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4) Settings for HDRP rendering:
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HDRP rendering has correct settings out of the box and you only need to import the patch from the folder
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(\Assets\KriptoFX\Realistic Effects Pack v4\HDRP and URP patches)
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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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----------------------------------------- EFFECTS USING ----------------------------------------------------------------------------------------------------------
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All effects work automatically, just like the standard particle system.
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Its play automatically at startup, has a position/rotation/scale, or can use "Instantiate(prefab, position, rotation)"
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Using with characters and animations:
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Here is a video tutorial on how to use effects with characters
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https://youtu.be/AKQCNGEeAaE
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--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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---------------------------------------- additional features ------------------------------------------------------------------------------------------------------
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Using projectile collision detection:
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Just add follow script on prefab of effect.
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void Start () {
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var physicsMotion = GetComponentInChildren<RFX4_PhysicsMotion>(true);
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if (physicsMotion != null) physicsMotion.CollisionEnter += CollisionEnter;
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var raycastCollision = GetComponentInChildren<RFX4_RaycastCollision>(true);
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if(raycastCollision != null) raycastCollision.CollisionEnter += CollisionEnter;
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}
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private void CollisionEnter(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e)
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{
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Debug.Log(e.HitPoint); //a collision coordinates in world space
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Debug.Log(e.HitGameObject.name); //a collided gameobject
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Debug.Log(e.HitCollider.name); //a collided collider :)
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}
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-------------------------------- Effects modification -------------------------------------------------------------------------------------------------------------------
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All prefabs of effect have "EffectSetting" script with follow settings:
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ParticlesBudget (range 0 - 1, default 1)
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Allow change particles count of effect prefab. For example, particleBudget = 0.5 will reduce the number of particles in half
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UseLightShadows (does not work when used mobile build target)
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Some effect can use shadows and you can disable this setting for optimisation. Disabled by default for mobiles.
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UseFastFlatDecalsForMobiles
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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.
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Disabled parameter will use screen space decals but it required depth texture and slower!
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UseCustomColor
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You can override color of effect by HUE. (new color will used only in play mode)
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If you want use black/white colors for effect, you need manualy change materials of effects.
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IsVisible
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Disable this parameter in runtime will smoothly turn off an effect.
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FadeoutTime
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Smooth turn off time
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Follow physics settings visible only if type of effect is projectile
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UseCollisionDetection
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You can disable collision detection and an effect will fly through the obstacles.
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LimitMaxDistance
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Limiting the flight of effect (at the end the effect will just disappear)
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Follow settings like in the rigidbody physics
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Mass
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Speed
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AirDrag
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UseGravity
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