Special effects notes 2--basic understanding of unity particle system

1. Basic button control effect

emission task -- change the emission frequency

rate over time affects the emission time interval of particles (the larger the value, the smaller the emission interval, the faster the emission)

rate over distance how far an object has to move before emitting another particle (useful for objects that move and emit smoke)

shape shape -- controls the emission grid of particles (the grid can be drawn by itself) and the emission mode

--emit from

1 volume fires from the center 2 shell fires from one side 3 edge fires from the edge

randomize direction Random launch direction

render rendering -- change the rendering mode

Billboard ---Applicable to 2D planar particles -- particle material is selected under the particle menu

mesh--applicable to 3D grid particles--particle material can choose standard shader

If you want to display shadows in 3D particles, check cast shadow

Particle Panel

looping--loop emission

play on awake Automatically play particle effects

duration The duration of the loop system start lifetime The life cycle of the particles

( These two are the same thing when looping is not checked )

random between two constant random

gravity modifier

simulation space (world mode - independent movement; local mode - follow the object movement)

Two, life over time

Velocity over time controls the velocity of the particle over time (by controlling the force on the xyz axis)

This parameter is a multiplier, and the final velocity of the particle is affected by the magnitude of the force in three directions (imagine a physics problem)

limit velocity over time controls the emission resistance of particles (usually used to make explosion resistance)

color over time control gradient, fade in and fade out

3. Some commonly used project functions

noise--- disturbance (generally used to make starlight )

strength controls the strength of the perturbation

frequency controls the frequency of disturbances (the higher the value, the faster the particles move)

scroll speed The scrolling speed of the particles (to make the particles more dynamic)

 octaves Octaves stack multiple scrambling systems to create some special effects

Collision --- Make particles collide when they are emitted to the surface of the object (used in explosions)

The mode can be world and planes (only particles can collide when planes are selected, and the world model can also be selected)

dampen controls the rebound strength of the object when it collides (the greater the resistance, the smaller the rebound strength)

sub emitter--sub emitter, which can make the emitted particles emit particles twice (masturbation dolls)

It can be used in the production of fireworks, explosions, splashes, etc.

texture sheet of animation (2d animation texture sheet) --- generally used for 2D game effects (more details)

Two modes: 1.grid texture is attached to the object grid 2.sprites texture is attached to each particle

frame over time Two modes: 1. Random value (randomly play one of the frames) 2. Curve (play in order)

lights --- control the particles to project light into the surrounding environment (the particles have light, and when they are close to the object, they will illuminate the object)

Useful for fire and lightning

trail Particle trails (think meteors )

You have to create a particle shader first, then create a particle trail shader, check the trail, and hang it on the corresponding particle shader.

triggers trigger --- how to control the movement of particles after collision

Inherited velocity --- The factor that controls the velocity of the particle will be inherited from the movement of the particle system (for the moving particle system)

Particle following for moving objects (similar to smear, but more flexible than smear)

external forces external forces - if the wind is sown , you can check this, and the particles will move in the direction of the wind

custom data Commonly used data--you can set and save commonly used data here, which is convenient for next use, similar to the preset brush of ps

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Origin blog.csdn.net/m0_67817307/article/details/123708500