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