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			36 lines
		
	
	
		
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			Plaintext
		
	
| 
											2 years ago
										 | Tips and tutorials: Stylized Melee Combat Pack#1 | ||
|  | 
 | ||
|  | How to make new colored effects | ||
|  | 
 | ||
|  | 1. Copy the template folder (StylizedMeleeCombatPack#1/prefabs/"what you want to copy"/Template"what you want to copy") | ||
|  | 2. Drag out the prefab into the sceneview | ||
|  | 3. Open up the tabs in particleColorChanger script and start changing the color values. | ||
|  | 4. Use apply check to apply color or turn on the keep_apply changes. | ||
|  | 5. Save prefab | ||
|  | 
 | ||
|  | Optimization tips: | ||
|  | Disabling components is the way to go, all particles can be reduced in emittion if needed.  | ||
|  | (Inside the Particle System, Emission, lower the count in burst or time, spawns less particle). | ||
|  | 
 | ||
|  | Glow clipping through environment? | ||
|  | If your effects are clipping to much try to change the material defaultGlow_additive to Mobile-Particle-Add-ZTestAlways. These will render the effects above environment regardless. | ||
|  | I recommend using the Mobile-Particle-Add-ZTestAlways shader if you don't have any cellings or walls that might obstruct the view. | ||
|  | 
 | ||
|  | The webdemo included a optimized glow filter that can be downloaded free by unity standrad assets | ||
|  | 1. Rightclick in project window, import package/Effects | ||
|  | 2. Drag and drop the Optimized Bloom on your camera and it should be activated | ||
|  | 
 | ||
|  | Custom Shaders | ||
|  | The Mobile-Particle-Add-ZtestAlways and Mobile-Particle-AlphaBlend-ZTestAlways shaders are just copies of the unity mobile shaders Mobile Particle Additive/AlphaBlended but | ||
|  | has the Ztest set to Always that should work on LWRP and HWRP. | ||
|  | 
 | ||
|  | If you have any questions, thoughts or suggestions please email me at nordgren@hotmail.com with the topic: "Stylized Melee Pack1 Feedback". | ||
|  | 
 | ||
|  | v1.2~ | ||
|  | Updated volumetric slash effects for more variation | ||
|  | 
 | ||
|  | v1.5 | ||
|  | Updated hiearchy for material sharing between packs | ||
|  | 
 | ||
|  | PS: I apolgize for having DestroyMe Scripts on the effects, this so I can test the effects. | ||
|  | The unity scene might lag if you have to many effects with the colorchange script keep_apply feature applied. |