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2405 lines
74 KiB
2405 lines
74 KiB
3 years ago
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a new emission mode: \u2018Rate Over Distance\u2019. \nThe smoke uses a custom
|
||
|
surface-shader. It uses an albedo and normal map. You are also able to control
|
||
|
the colour and opacity based on particle colour and opacity which you can\u2019t
|
||
|
do with the standard shader."
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000011797152326, guid: acf39d9f4addf294d93fa56fa373961b,
|
||
|
type: 2}
|
||
|
particlePosition: {x: 0, y: 2, z: 0}
|
||
|
particleRotation: {x: -90, y: 0, z: 0}
|
||
|
- title: Small Explosion
|
||
|
description: "A light is attached to a separate emitter that has only 1 particle
|
||
|
over its lifetime. This is done to separately control the intensity and colour
|
||
|
of the light instead of attaching it directly to an existing particle system
|
||
|
in the effect.\r\nThe smoke uses a custom surface-shader. It uses a albedo and
|
||
|
normal map. You are also able to control the colour and opacity based on particle
|
||
|
colour and opacity which you can\u2019t do with the standard shader."
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000013462590818, guid: ecdd96beb7f93494880c052dfccf9dc1,
|
||
|
type: 2}
|
||
|
particlePosition: {x: 0, y: 2, z: 0}
|
||
|
particleRotation: {x: -90, y: 0, z: 0}
|
||
|
- title: Plasma Explosion
|
||
|
description: "The lightning particle effect is achieved by adding strong high
|
||
|
frequency noise to particles and giving them trail renderers. A separate particle
|
||
|
system controls the light which illuminates the smoke and environment. \nThere
|
||
|
also is a shock wave particle using a mesh for the expanding sphere which helps
|
||
|
to add a extra little punch to the explosion.\r"
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000011128802252, guid: 96730f8640590934eacb6f860058e7f9,
|
||
|
type: 2}
|
||
|
particlePosition: {x: 0, y: 1, z: 0}
|
||
|
particleRotation: {x: -90, y: 0, z: 0}
|
||
|
- title: Fire
|
||
|
description: "Fire Particles use a sprite sheet of a simulated flame to give each
|
||
|
particle some interesting movement. It makes use of \u2018Noise\u2019 to give
|
||
|
the entire effect some life. The noise used in the particle system is a \u2018Curl\u2019
|
||
|
noise, it is used to add some turbulence to the movement of the particles."
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1126461894715624, guid: b9e167e31f640b34f87caab122fca598,
|
||
|
type: 2}
|
||
|
particlePosition: {x: 0, y: 0, z: 0}
|
||
|
particleRotation: {x: 0, y: 0, z: 0}
|
||
|
- title: Flame Thrower
|
||
|
description: "Flames Emitter uses a curve on the \u2018Inherit Velocity\u2019
|
||
|
tab. This makes sure the flames use the parent object's velocity to a degree
|
||
|
over their lifetime. This makes the flames adhere to the parent for a while,
|
||
|
giving a more pleasing trail of flames leaving the emission point while it is
|
||
|
moving."
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000012118400646, guid: 3123da49cb81147489b444f2749aba47,
|
||
|
type: 2}
|
||
|
particlePosition: {x: -4, y: 2, z: -5}
|
||
|
particleRotation: {x: 0, y: 45, z: 0}
|
||
|
- title: Torch
|
||
|
description: "The Torch has \u2018Inherit Velocity\u2019 enabled and uses a curve
|
||
|
to give the flames a bit of a lag when the torch is moved around."
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000010545572958, guid: 3cdf614b79009ca49a2a5c117fb49c35,
|
||
|
type: 2}
|
||
|
particlePosition: {x: -1.5, y: 2, z: -6}
|
||
|
particleRotation: {x: 0, y: 0, z: 0}
|
||
|
- title: Smoke
|
||
|
description: The particles have their pivot offset on the z-axis, so no matter
|
||
|
how you look at them, they always receive light from the front even though the
|
||
|
light is at 0,0,0 of the particle parent node.
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000012560919920, guid: 85a8865d1bf4a63478038fae23776de8,
|
||
|
type: 2}
|
||
|
particlePosition: {x: 0, y: 0, z: 0}
|
||
|
particleRotation: {x: -90, y: 0, z: 0}
|
||
|
- title: Sparks
|
||
|
description: "This effect is based off a metal disc grinder. It is made up of
|
||
|
multiple particle systems. All of the systems\u2019 render-mode are set to \u2018none\u2019
|
||
|
and it uses the trails feature (new to Unity 5.5) for the spark lines, this
|
||
|
gives a much better look than a stretched billboard would."
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000011945391522, guid: 78b71003e8b357d4bbf89c8b5e5e4f0e,
|
||
|
type: 2}
|
||
|
particlePosition: {x: -3, y: 3.5, z: -6}
|
||
|
particleRotation: {x: 0, y: 120, z: 0}
|
||
|
- title: Electrical Sparks
|
||
|
description: "A electrical spark effect. It is made up of multiple particle systems.
|
||
|
All of the systems\u2019 render-mode are set to \u2018none\u2019 and it uses
|
||
|
the trails feature (new to Unity 5.5) for the spark lines, this gives a much
|
||
|
better look than a stretched billboard would. It uses collision and gravity
|
||
|
to make the particles bounce and lose some momentum when they hit the ground.\r"
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000011396044746, guid: 96b2ec0239d11fa4b9792311efceb8ed,
|
||
|
type: 2}
|
||
|
particlePosition: {x: -3, y: 3.5, z: -6}
|
||
|
particleRotation: {x: 0, y: 120, z: 0}
|
||
|
- title: RainEffect
|
||
|
description: "This effect is made of a few particle systems with sub emitters.
|
||
|
The raindrop uses a particle with render-mode set to \u2018none\u2019 and a
|
||
|
trail. When the raindrop hits the ground plane it spawns the water ripple effect
|
||
|
which is a small horizontal billboard which scales up over time to simulate
|
||
|
a water ripple. \nAt the same time as the ripple a small impact splash is created
|
||
|
which uses a mesh in a cone shape to simulate a circular splash."
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000010302070858, guid: d0c0b49979d372942ae5a964d9364111,
|
||
|
type: 2}
|
||
|
particlePosition: {x: 0, y: 0, z: 0}
|
||
|
particleRotation: {x: 0, y: 0, z: 0}
|
||
|
- title: Storm Clouds
|
||
|
description: The storm clouds are showing off how particles can now be lit with
|
||
|
multiple lights and make use of normal map textures. There is a particle system
|
||
|
used for randomly spawning lights within the effect to simulate lightning going
|
||
|
on in the clouds. The clouds use a custom surface-shader.
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000014264868206, guid: ca55dd9d7d291014a8b13aaf95318a3a,
|
||
|
type: 2}
|
||
|
particlePosition: {x: -1, y: 5, z: -4}
|
||
|
particleRotation: {x: 0, y: 0, z: 0}
|
||
|
- title: Water Drip
|
||
|
description: 'This effect is plays with velocity and size over lifetime to simulate
|
||
|
a water drop forming and then falling. When the drop hits the ground plane it
|
||
|
spawns a water ripple effect which is a small horizontal billboard which scales
|
||
|
up over time to simulate a water ripple.
|
||
|
|
||
|
At the same time as the ripple a small impact splash is created which uses a
|
||
|
mesh in a cone shape to simulate a circular splash.'
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000010923668584, guid: 3e8bbc11ff0ac7f4eb91aa277bc85c30,
|
||
|
type: 2}
|
||
|
particlePosition: {x: -2, y: 2.5, z: -7.5}
|
||
|
particleRotation: {x: 0, y: 0, z: 0}
|
||
|
- title: Waterfall
|
||
|
description: This effect uses multiple particle systems. The stream of water uses
|
||
|
the trail module with a stretched texture mode to give the illusion of falling
|
||
|
water. The splash at the bottom uses a horizontal billboard that expands over
|
||
|
time to look like water rippling out from the impact point. There are also some
|
||
|
particle systems to simulate the water mist and spray which would be churned
|
||
|
up where the waterfall hits the water surface below.
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000014033464604, guid: e0ea35e989dfcd043b42d7053b546abc,
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||
|
type: 2}
|
||
|
particlePosition: {x: 0, y: -0.5, z: 5}
|
||
|
particleRotation: {x: 0, y: 180, z: 0}
|
||
|
- title: 'Hit Effect: Metal'
|
||
|
description: "This effect uses particles with render-mode set to \u2018none\u2019
|
||
|
and trails to simulate metal sparks flying off from the center of impact. I
|
||
|
also has a small dust puff effect. There is a decal left behind of a bullet
|
||
|
impacting and penetrating a metal plate."
|
||
|
isWeaponEffect: 1
|
||
|
particleSystemGO: {fileID: 1149210485932568, guid: 560a71b792ff85a4ba8f839081f9a379,
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||
|
type: 2}
|
||
|
particlePosition: {x: -1.5, y: 2.5, z: -5}
|
||
|
particleRotation: {x: -20, y: 0, z: 0}
|
||
|
- title: 'Hit Effect: Wood'
|
||
|
description: "A decal of a bullet hole going through wood is left behind. There
|
||
|
is a small dust puff on impact as well as wood splinters which are spawned and
|
||
|
spin away from the center of impact.\r"
|
||
|
isWeaponEffect: 1
|
||
|
particleSystemGO: {fileID: 1350958554473458, guid: b6d38b5165f9b6e49a8402118b5237a1,
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||
|
type: 2}
|
||
|
particlePosition: {x: -1.5, y: 2.5, z: -5}
|
||
|
particleRotation: {x: -20, y: 0, z: 0}
|
||
|
- title: 'Hit Effect: Stone'
|
||
|
description: A decal is left behind of a hole in a stone surface. A puff of dust
|
||
|
is spawned, it uses stretched billboards to give it the look of shooting out
|
||
|
quickly and then dissipating. There are also some small stone debris which fall
|
||
|
down.
|
||
|
isWeaponEffect: 1
|
||
|
particleSystemGO: {fileID: 1884375188966482, guid: 6b4eed762f985a04bbc740b9da12e38d,
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||
|
type: 2}
|
||
|
particlePosition: {x: -1.5, y: 2.5, z: -5}
|
||
|
particleRotation: {x: -20, y: 0, z: 0}
|
||
|
- title: 'Hit Effect: Sand'
|
||
|
description: 'This uses a system with a stretched billboard to make it look like
|
||
|
dust or sand is shot out quickly and then dissipates. '
|
||
|
isWeaponEffect: 1
|
||
|
particleSystemGO: {fileID: 1010471655720034, guid: ba43211ecc156be458125732de23ddb6,
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||
|
type: 2}
|
||
|
particlePosition: {x: -1.5, y: 2.5, z: -5}
|
||
|
particleRotation: {x: -20, y: 0, z: 0}
|
||
|
- title: 'Hit Effect: Container'
|
||
|
description: "This is simulating a water filled container. A stream of water is
|
||
|
spawned at the impact point. It also uses the metal-impact effect for the initial
|
||
|
bullet impact. \nThe stream is made by emitting many particles close together
|
||
|
so it looks like they are connected, it uses the noise module to give the stream
|
||
|
some waviness."
|
||
|
isWeaponEffect: 1
|
||
|
particleSystemGO: {fileID: 1139284636289806, guid: b3310980331fa134d82770127f640471,
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||
|
type: 2}
|
||
|
particlePosition: {x: -1.5, y: 2.5, z: -5}
|
||
|
particleRotation: {x: -20, y: 0, z: 0}
|
||
|
- title: 'Hit Effect: Extinguish'
|
||
|
description: "This is using Particles collisions script callback to simulate a
|
||
|
water stream extinguishing a burning object.\r\nShoot the ball to create a water
|
||
|
stream. If it touches the burning plank it will extinguish it."
|
||
|
isWeaponEffect: 1
|
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|
particleSystemGO: {fileID: 1462754386875696, guid: ec68cf3d27ad1bf48a4b4d3af84e4ded,
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||
|
type: 2}
|
||
|
particlePosition: {x: -1.5, y: 2.5, z: -5}
|
||
|
particleRotation: {x: -20, y: 0, z: 0}
|
||
|
- title: 'Hit Effect: Flesh'
|
||
|
description: Blood effect simulating a bullet hitting flesh, based on movie squibs.
|
||
|
It uses multiple particle systems. One effect has trails with a globular texture
|
||
|
on it which are for blood streaks. Another is a random image of some blood blobs
|
||
|
and another is a blood mist effect.
|
||
|
isWeaponEffect: 1
|
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|
particleSystemGO: {fileID: 1556622962352786, guid: a7034287e2bd6a141ab896f71d0b1357,
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||
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type: 2}
|
||
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particlePosition: {x: -1.5, y: 2.5, z: -5}
|
||
|
particleRotation: {x: -20, y: 0, z: 0}
|
||
|
- title: Rocket Trail
|
||
|
description: "The rocket trail is lit by a light at the head of the trail where
|
||
|
the rocket is, the smoke dissipates after a short time. This is done by using
|
||
|
the noise parameter with a curve on controlling the strength of noise over lifetime.
|
||
|
\r\nThe particles are emitted using rate over distance, this spawns a number
|
||
|
of particles per unit of distance the particle system has moved.\r"
|
||
|
isWeaponEffect: 0
|
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|
particleSystemGO: {fileID: 1000012600307132, guid: 20c0f7e297297fc468f9740f6bb08cb1,
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||
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type: 2}
|
||
|
particlePosition: {x: -15, y: 3.5, z: 0}
|
||
|
particleRotation: {x: 0, y: 90, z: 0}
|
||
|
- title: Dust Motes
|
||
|
description: These particles spawn in a volume which should fill the space where
|
||
|
you would like dust motes to be. They use use the noise module to make them
|
||
|
float around with some turbulence.
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000012882023006, guid: 5ca4c580b3888314581688fa46fb142d,
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type: 2}
|
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particlePosition: {x: 0, y: 3.5, z: 0}
|
||
|
particleRotation: {x: 0, y: 90, z: 0}
|
||
|
- title: Sand Swirls
|
||
|
description: This uses a billboard with scale over lifetime and the noise module
|
||
|
to simulate a windy sand effect.
|
||
|
isWeaponEffect: 0
|
||
|
particleSystemGO: {fileID: 1000010715882420, guid: 14d81e2c407975245973a11cdfbeb902,
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particlePosition: {x: -5, y: 1, z: -2}
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particleRotation: {x: 0, y: 90, z: 0}
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gunGameObject: {fileID: 1547811597}
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title: {fileID: 1385382695}
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