Unity basic functions: particle effects (Shuriken)

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Particle System

  • Duration of the cycle length of time (a few seconds transmitting primary particles)
  • Start Lifetime @ lifecycle particles when the value is 0, the particles were eliminated
  • When the particles begin Start Speed ​​emission, the emission direction along // speed unit speed along the direction of the vector particles generated between the emitter and the central point of the
  • Particle size at start Size // Constant generating a fixed value Curve fit to a curve (normal distribution) Random Between Two Constants Random between two constants between the two curves between the two curves
  • Emission
  • The number of particles emitted per second Rate over Time
  • Shape
  • cone shape tapered shape
  • Angle angle
  • Raidus radius
  • Color over Lifetime // change color with the life cycle
  • After clicking Edit, the following column indicates the change lifecycle with color, transparency above represent changes in the life cycle with

  • size over lifetime particle size varies life cycle curve may be provided in the shape of the curve and the maximum lowermost Inspector in particle System Curves

  • Render // particle is actually a map of the quadrilateral
  • Render Mode rendering mode Billboard always face the camera zoom change Stretched Billboard modal facing camera (normal particle shape is a square texture, the particles will stretch with the movement of the 4-sided direction in this mode, more realistic) Horizontal Billboard parallel to the xz plane (parallel to the floor plane of the floor) Vertical Billboard and parallel to the Y-axis, and toward the camera in 3D Mesh model performance as particle Texture
  • In Stretched Billboard mode Length Scale indicates the maximum draw ratio

  • Corresponding increase in the corresponding light particles system, adjust the light intensity, color, scope, making it a more realistic point source //

BuringGround

Ground // cracked ground effect

  • Particle system creates a default out of the rotation -90 degrees to the X axis, you can adjust
  • Start LifeTime adjusted to a range of 5 to 10
  • Start Speed ​​0 // do not move
  • Start Size 3 ~ 10
  • Start Retation -180 ~ 180
  • Emission
  • rate Over time 1 // 1 second to generate only one particle
  • Shape // shape refers to the particle generation region
  • shape Box
  • Box x 20
  • Box y 0.01
  • BOX Z 20
  • Color over lifetime
  • Render Mode
  • Render Mode: Horizontal Billboard // bulletin board level, and represents a plane parallel to xz
  • Metaria
  • Sort Mode: By Distance // Because the particles are one of the quadrangle, when a plane will inevitably overlap together, then who will have the next statement should indicate // By Distance from the center point when the particle generation who appear on the // there are options positions: Oldest in Front / youngest in Front

FireFog // magma ground effect

  • Start Life Time 5~10
  • Start Speed 0
  • Start Size 0~180
  • Start Color (255 184 53 120) ~ (255 255 208 180)

  • Emission
  • Rate over Time 8
  • Shape
  • shape : Box
  • BOX X :20
  • BOX Y :0.01
  • BOX Z :20
  • Velocity over lifrtime (-0.1 0.01 -0.2) ~ (0.2 0.05 0.2)
  • Space : Word
  • Color over lifeTime
  • size of over lifeTime //Random Between two Curves

  • Rotation over lifeTime
  • Angular Velocity -20 ~20
  • Renderer
  • Reander Mode : Horizontal billboard
  • metaria
  • cast Shadows: on // Shadow

Ray // the scattered light effects

  • transform:
  • Rotatior: x : 270
  • Start Lifetime 2~5
  • start speed -0.01
  • start Size 0.1~0.4
  • Start Corlor (220 255 141 163)~(255 205 127 220)
  • Emission
  • Rate over Time 10
  • Bursts // transmission control law particles per second
  • Time Min Max
  • 0.00 3 3
  • 0.20 4 4
  • 0.70 5 5
  • Shape //
  • shape cone
  • Angle 15
  • chopped 10
  • Limit Velocity over lifetime
  • speed 1 speed limit
  • Damping Dampen 0.5
  • Size over LifeTime
  • Size : Curvs
  • Texture sheet Animation
  • Tiles x 1 y 4 // 1 // columns by four rows because our REnderer in materal is four - Texture
  • Animation: Single Row single line animation
  • Random Row: on a random line, to show the effect of particle // Row Mode: Random
  • Frame over Time: 1 1 1 seconds

  • Renderer
  • render Mode : Stretched billboard
  • Length Scale : 15
  • material

Sparkles // effect of Spark

  • Startlifetime 1~3
  • StartSpeed 0
  • Start Size 0.1~0.6
  • Emission
  • Rate 20
  • Shape
    • shape : box
  • box x 20
  • box y 0.01
  • box z 20
  • Velocity over lifetime (-0.5 0.1 -0.5 ) ~ (0.5 0.5 0.5)
  • Force over lifetime (0 0.1 0 ) ~ (0 1 0)
  • randomize on // force exerted mode is random // should be is not a random linear
  • Color over lifetime
  • Size over lifetime
  • Rotation over lifetime -90 ~ 90 // because the particles are 4-sided, this option indicates the type of the four sides of the select direction, - Representative Representative clockwise CCW +
  • Renderer
  • material

Fire // ground fire-breathing effect

  • Start Lifttime 0.8 ~ 1.2
  • Start Speed 0
  • Start Size 1~2
  • start Rotation -180 ~180
  • Start color (255 250 167 195)
  • Emission
  • Rate over Time 10
  • Shape unselected, not to indicate the start point in the particle generation (generation point)
  • Velocity over Lifetime (-0.1 0.1 -0.1 ) ~ (0.1 1 0.1)
  • Color over lifetime
  • Size over Lifetime
  • Rotation over lifetime 0~90
  • Texture sheet Animation // Renderer in materal effect may be that many have made a materal, this is in accordance with Tiles x, y the materal divided into several
  • Tiles x 2 y 2 // Tiles is in accordance with the x, y the materal divided into several, a few pictures and then it will form a looping animation
  • Animation is the manifestation of animation, whole sheet representation of a picture circulating single row in accordance with the cut out of the picture represented by the line loop (complete this line of play after sowing row) select the option after the single row of Row mode, showing how press OK to play, select random play is over this line represents the next line to find random play
  • Renderer
  • material

  • Fireworks
  • Size of when lifetime // curvs // small flashing function can be achieved when a large
  • Emission
  • rate 1
  • shape
  • shape cone
  • Angle 10
  • Radius 0.01
  • Randomize Direction 1
  • Reflection Probes: Blend Probes // reflectance: hybrid reflector

  • In order to make fireworks fly too high, adjust the lifecycle Start Lifetime
  • When the color is not pure white fireworks rising, so the Start Color disposed between two random colors
  • Initial speed setting and size slightly larger

  • Mars produced effects (trailing effect) at the time of launch Fireworks, Fireworks is selected, and then click the Inspector button to open the Open Editor Particle Editor, click on the "+" to add sub-particles Fireworks // it is actually in the original parent node particles adding the initial sub-particle with a lifetime partical system assembly provided daughter ions, and add the size of the impression gravity

  • Trails child particle properties is provided, the initial life of the trails, and add the size of the influence of gravity
  • Trails adjusting the shape of the sub-particles, so that the point issuing, transmitting downward, and the emission direction random
  • Trails control sub-particle size, from largest to smallest
  • Render modify default tensile stretching, reflecting off the probe (Reflection Probes), to adjust the Speed ​​scale size of 0.08 (in Stretched billboard mode, this option characterizing the relationship between the particle size and tensile velocity, multiplied by the speed this value is (typically SpeedScale LengthScale an option can be stretched particle size)))

  • Set relationship between different particles:
  • In Sub Emitters arranged to be generated when the sub-particles Birth trails, there will be a follow effect

  • Tailing effect achieved: generation of particles in a selected state in Sub Emitters birth particle system
  • Explosion effect achieved: generation of particles in a selected state // death in sub Emitters particle system and then select the rate is 0 Emission, bursts when 0s as time release particles 100 // This option controls Emission or particles generated only once a fixed number of

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Origin www.cnblogs.com/raymondking123/p/11422314.html