add particle systems
add vfx graph
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template:
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||||
name: Rotation & Angular Velocity
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||||
category: Learning Templates
|
||||
description: This VFX explains the usage of the Angular velocity attribute that
|
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can be used to control particles rotation.
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||||
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serializedVersion: 1
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template:
|
||||
name: TexIndex Attribute
|
||||
category: Learning Templates
|
||||
description: This VFX shows how to set the output settings to use a flipbook
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||||
and their relationship with the texIndex attribute.
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||||
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template:
|
||||
name: System Bound
|
||||
category: Learning Templates
|
||||
description: The Bounds are used to cull the VFX when it's not in the camera
|
||||
frustum. This VFX explains the importance of Bounds and how to properly set
|
||||
them.
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||||
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template:
|
||||
name: Capacity Count
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||||
category: Learning Templates
|
||||
description: 'Capacity Count is used for the particle Memory allocation of a
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system. This VFX explains what capacity is and how to use the VFX Control to
|
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set the Capacity. '
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||||
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serializedVersion: 1
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template:
|
||||
name: Collision Advanced
|
||||
category: Learning Templates
|
||||
description: This VFX explains how to use a Signed Distance Field Collider, which
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can be very useful when you want particles to collide with complex shapes.
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||||
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serializedVersion: 1
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template:
|
||||
name: Collision Properties
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||||
category: Learning Templates
|
||||
description: This VFX Graph, shows the use of a standard Collider Block and how
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the different Collision Properties like Bounce, Friction and/or Roughness can
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influence the collision response of the particles.
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template:
|
||||
name: Collision Simple
|
||||
category: Learning Templates
|
||||
description: This VFX shows some usage of the different collider blocks available
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to allow particles to collide with simple shapes.
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template:
|
||||
name: Contexts & Data Flow
|
||||
category: Learning Templates
|
||||
description: This VFX is intended to provide an overview and basic understanding
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of how data flow is articulated in VFX Graph. It also presents an overview
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of the most frequently used Context Blocks.
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externalObjects: {}
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serializedVersion: 1
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||||
template:
|
||||
name: Decal Particles
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||||
category: Learning Templates
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||||
description: This example shows how to leverage the Decal Output to stick and
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project animated decals onto an animated skinned mesh renderer.
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serializedVersion: 1
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template:
|
||||
name: Flipbook Blending
|
||||
category: Learning Templates
|
||||
description: This VFX illustrates the differences between a traditional frame
|
||||
blending and a frame blending using motion vectors.
|
||||
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template:
|
||||
name: Flipbook Mode
|
||||
category: Learning Templates
|
||||
description: 'This VFX shows how to set up the output settings to use a Sprite
|
||||
sheet. It also shows the differences between Flipbook Uvs and Flipbook Blend
|
||||
Uvs and the basic usage of the Flipbook Player Block to animate the texture. '
|
||||
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template:
|
||||
name: Multi-Strip GPU-Event
|
||||
category: Learning Templates
|
||||
description: 'There are several ways to spawn particles, and when dealing with
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||||
strips, this can have some implications for how you need to set up your VFX.
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||||
This example illustrates how to circumvent the usual limitation that only permits
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the creation of one strip per Parent''s particle when dealing with trigger
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events. Each headphone jack is made of a particle mesh and spawns particles
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||||
along its path. '
|
||||
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template:
|
||||
name: Multi-Strip Single Burst
|
||||
category: Learning Templates
|
||||
description: There are several ways to spawn particles, and when dealing with
|
||||
strips, this can have some implications for how you need to set up your VFX.
|
||||
This example shows you how to make multiple trails with one single burst of
|
||||
particles.
|
||||
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||||
template:
|
||||
name: Multi-Strip Periodic Burst
|
||||
category: Learning Templates
|
||||
description: There are several ways to spawn particles, and when dealing with
|
||||
strips, this can have some implications for how you need to set up your VFX.
|
||||
This example shows you how to make a new trail for each periodic burst within
|
||||
a single VFX system.
|
||||
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template:
|
||||
name: Multi-Strip Spawn Rate
|
||||
category: Learning Templates
|
||||
description: There are several ways to spawn particles, and when dealing with
|
||||
strips, this can have some implications for how you need to set up your VFX.
|
||||
This example shows you how to make multiple trails out of a continuous spawn
|
||||
rate of particles.
|
||||
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template:
|
||||
name: Multiple Output
|
||||
category: Learning Templates
|
||||
description: This VFX Graph shows how you can add several outputs to render each
|
||||
particle multiple times.
|
||||
icon: {fileID: 2800000, guid: 49836be3225b70342b4057f6bf94b554, type: 3}
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template:
|
||||
name: 'Orient Advanced '
|
||||
category: Learning Templates
|
||||
description: This example shows how to use the Advanced mode of the orient block,
|
||||
which allows you to control how a particle is being oriented.
|
||||
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template:
|
||||
name: Orient Face Camera
|
||||
category: Learning Templates
|
||||
description: This VFX is an example to demonstrate the use of the Orient Block
|
||||
and how to make particles always face the camera's position.
|
||||
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template:
|
||||
name: Orient Fixed Axis
|
||||
category: Learning Templates
|
||||
description: This VFX is an example to demonstrate the use of the Orient Block
|
||||
and to align particles in a specific direction while still facing the camera
|
||||
plane. This mode is often used for rendering particles of grass.
|
||||
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template:
|
||||
name: Pivot Advanced
|
||||
category: Learning Templates
|
||||
description: 'This VFX gives an example of how to manipulate the pivot of your
|
||||
particle to get interesting motion. This example also demonstrates the ShaderGraph
|
||||
integration and how you can control ShaderGraph through VFX Graph. '
|
||||
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||||
template:
|
||||
name: Pivot Attribute
|
||||
category: Learning Templates
|
||||
description: The VFX is a basic example to help understand what the particle
|
||||
pivot attribute is and how to manipulate it.
|
||||
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||||
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||||
template:
|
||||
name: 'Rotation & Angle '
|
||||
category: Learning Templates
|
||||
description: It's often really useful to be able to rotate particles. This VFX
|
||||
shows how to rotate particles thanks to the Angle attribute.
|
||||
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||||
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||||
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|
||||
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||||
serializedVersion: 1
|
||||
template:
|
||||
name: Sample Mesh
|
||||
category: Learning Templates
|
||||
description: This VFX gives an example of how to sample a Mesh to spawn particles
|
||||
on its surface and inherit its Vertex Color.
|
||||
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||||
name: Sample Signed Distance Field
|
||||
category: Learning Templates
|
||||
description: 'This VFX demonstrates how to sample an SDF to have particles crawling
|
||||
on the surface of a mesh. '
|
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template:
|
||||
name: Sample Skinned Mesh
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||||
category: Learning Templates
|
||||
description: This basic example shows how to sample a Skinned Mesh and spawn
|
||||
particles on its surface.
|
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serializedVersion: 1
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template:
|
||||
name: 'Sample Texture2D '
|
||||
category: Learning Templates
|
||||
description: This VFX demonstrates how to use the texture2D sample operator to
|
||||
determine the color of particles and perform rejection sampling.
|
||||
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serializedVersion: 1
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template:
|
||||
name: Spawn Context
|
||||
category: Learning Templates
|
||||
description: This VFX is intended to provide information related to the Spawn
|
||||
Contex. What is the Spawn Context, what options can be found in the inspector
|
||||
but also extra informations
|
||||
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serializedVersion: 1
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template:
|
||||
name: Strip GPU-Event
|
||||
category: Learning Templates
|
||||
description: "There are several ways to spawn particles, and when dealing with
|
||||
strips, this can have some implications for how you need to set up your VFX.
|
||||
Using GPU trigger events is often the most straightforward way of creating
|
||||
strips. This example shows an example of a growing mushroom's VFX, with the
|
||||
mushroom\u2019s hat being particle meshes and the mushroom\u2019s foot made
|
||||
with particle strips."
|
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template:
|
||||
name: Strip Properties
|
||||
category: Learning Templates
|
||||
description: You can use strips, also known as Ribbons or Trails, to create a
|
||||
wide range of VFX. The Strip Output Context and Strip particle data allow you
|
||||
to draw a quad between each particle. This example demonstrates a straightforward
|
||||
Strip setup. It explains the various strip properties and attributes that control
|
||||
its visual appearance and behavior.
|
||||
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||||
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||||
template:
|
||||
name: Strip Spawn Rate
|
||||
category: Learning Templates
|
||||
description: 'There are several ways to spawn particles, and when dealing with
|
||||
strips, this can have some implications for how you need to set up your VFX.
|
||||
This example shows you how to make a single trail out of a continuous spawn
|
||||
rate of particles. '
|
||||
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|
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name:
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||||
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||||
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|
||||
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||||
fileFormatVersion: 2
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guid: 29714eb2a2055e849b2ad797689dd11c
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||||
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|
||||
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||||
serializedVersion: 1
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||||
template:
|
||||
name: TexIndex Advanced
|
||||
category: Learning Templates
|
||||
description: 'This complex VFX is composed of several systems that are playing
|
||||
with the texIndex attribute in a creative way in order to: Control the texIndex
|
||||
thanks to time, noise, and even particle position. '
|
||||
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||||
thumbnail: {fileID: 2800000, guid: 80592822edf375347952a1be729773d2, type: 3}
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||||
fileFormatVersion: 2
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||||
guid: 9afc526ed3803a94b911bba9121f670e
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||||
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|
||||
externalObjects: {}
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||||
serializedVersion: 1
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||||
template:
|
||||
name: Trigger Event on Collide
|
||||
category: Learning Templates
|
||||
description: This VFX is displaying an advanced usage of the Trigger on Collide
|
||||
block that allows you to spawn particles when the particle collides.
|
||||
icon: {fileID: 2800000, guid: 49836be3225b70342b4057f6bf94b554, type: 3}
|
||||
thumbnail: {fileID: 2800000, guid: af98832125f677e4abbc689a14b778b9, type: 3}
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userData:
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Reference in New Issue
Block a user