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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. \nFor the Debris smoke and fire trails, the sub-emitters use 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, 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, 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, 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, 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, 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, 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 particleSystemGO: {fileID: 1462754386875696, guid: ec68cf3d27ad1bf48a4b4d3af84e4ded, 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 particleSystemGO: {fileID: 1556622962352786, guid: a7034287e2bd6a141ab896f71d0b1357, type: 2} 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 particleSystemGO: {fileID: 1000012600307132, guid: 20c0f7e297297fc468f9740f6bb08cb1, 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. 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