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Cielonos/Assets/External VFXs/VFX_Klaus/ReadMe_Stylized_Element_Splash_vol.2.txt
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

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Stylized_Element_Splash_vol.2 (by. VFX_Klaus)
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Thank you for purchasing the Stylized_Element_Splash_vol.2.
This note describes how this package is configured, how texture should be used, and how it works within a Particle System.
This effect is designed to work in a URP or HRRP and LWRP.
I put all the effect elements into three textures so that each prefab uses the least amount of material.
The structure of the texture is as follows.
▷ Red channel is main texture.
▷ Green channel is dissolve texture. The main texture gradually dissolve into the shape of green texture.
▷ Blue channel gives UV distortion.
▷ And Alpha channel.
These effects can be modified by two Custom Data in the Particle System.
There are 4 Components in Custom Data 1.
▷ X value is for Dissolve. From 0 to 1, it gradually dissolves.
▷ Y value is for Dissolve Sharpness. The larger the number, the sharper the edges of dissolve.
▷ Z value is for Distortion. The larger the number, the stronger the distortion.
▷ W value is for Soft Particle Factor. As the number goes to zero, the overlap of mesh becomes transparent.
You can use Custom Data 2 to add highlight colors.
If you don't want to use the highlight color, change the custom data 2 mode to 'Disabled'.
There are four materials in my package and all materials use only one shader.
You can see the names "Mat_fx_ --- _highlight_outer" and "Mat_fx_ --- _highlight_inner".
This name literally indicates whether the highlight will be on the outside or inside.
For example, If you use "Mat_fx_ --- _highlight_outer", the highlight color of effect will appear outside.
Each material has two parameters "Highlight_Min" and "Highlight_Max".
By adjusting the two parameters, you can change the thickness of the highlight.
All materials use only one shader.
Material and shader named "Explosion_lab" are not used for explosion effects. It was used in the background of Scene just to show the effect.
Thank you once again, and I hope my effect will be useful for your development.
- KFX_Klaus