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80 lines
3.7 KiB
80 lines
3.7 KiB
3 years ago
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version 1.3
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The package includes prefabs of mesh effects and demo scenes for pc/mobiles with characters and environment.
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NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE !!!!
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1) Your mesh transform scale should be (1,1,1). Standard particles size relative to mesh scale!
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You should change the "fbx scale factor" instead.
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2) Unity does NOT supported multiple submeshes with multiple materials to each submesh. 1 submesh = 1 material!
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You can not add new material (for example lightning material) to all submeshes!
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So, if your model have more then 2 submeshes, then material will be added only for last submesh.
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You must use splitted meshes. There is no performance or draw calls difference. But then you can use additional materials for all meshes.
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Effect USING:
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In editor mode:
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1) Just drag&drop prefab to your object. Effect should be included to object as child with zero position and rotation.
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2) Set the property "Mesh Object" of script "PSMeshRendererUpdater".
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3) Click "Update Mesh Renderer".
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Particles and materials will be added to your mesh.
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The script "PSMeshRendererUpdater" just update "shape" property of shuriken particles and add new material to mesh.
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In runtime mode:
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var currentInstance = Instantiate(Effect) as GameObject;
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var psUpdater = currentInstance.GetComponent<PSMeshRendererUpdater>();
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psUpdater.UpdateMeshEffect(MeshObject);
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For SCALING just change transform scale of mesh.
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Supported platforms:
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PC/Consoles/VR/Mobiles with directx9/11, opengles 2.0/3.0 and gamma/linear color space
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All effects tested on Oculus Rift CV1 with single and dual mode rendering and works perfect.
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NOTE for PC:
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If you want to use posteffect for PC like in the demo:
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*) Remove "ME_Bloom.cs" from camera if you used this script before.
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1) Download unity free posteffects
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https://assetstore.unity.com/packages/essentials/post-processing-stack-83912
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2) Add "PostProcessingBehaviour.cs" on main Camera.
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3) Set the "PostEffectsProfile" (the path "\Assets\KriptoFX\MeshEffect\PostEffectsProfile.asset")
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4) You should turn on "HDR" on main camera for correct posteffects.
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If you have forward rendering path (by default in Unity), you need disable antialiasing "edit->project settings->quality->antialiasing"
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or turn of "MSAA" on main camera, because HDR does not works with msaa. If you want to use HDR and MSAA then use "post effect msaa".
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NOTE for MOBILES:
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For correct work on mobiles in your project scene you need:
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1) Add script "ME_DistortionAndBloom.cs" on main camera. It's allow you to see correct distortion, soft particles and physical bloom
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The mobile bloom posteffect work if mobiles supported HDR textures or supported openGLES 3.0
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The distortion and soft particles work on all mobiles.
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You can change scale of effect using tranform scale of gameObject.
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If you have some questions, you can write me to email "kripto289@gmail.com"
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