Added examples for BuiltIn ParticleSystem

Added examples & templates for VFX Graph
This commit is contained in:
2026-06-10 12:38:30 +02:00
parent 6ea0993b70
commit 97f81cdf32
1625 changed files with 1723469 additions and 1885 deletions
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name: Rotation & Angular Velocity
category: Learning Templates
description: This VFX explains the usage of the Angular velocity attribute that
can be used to control particles rotation.
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name: TexIndex Attribute
category: Learning Templates
description: This VFX shows how to set the output settings to use a flipbook
and their relationship with the texIndex attribute.
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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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name: Capacity Count
category: Learning Templates
description: 'Capacity Count is used for the particle Memory allocation of a
system. This VFX explains what capacity is and how to use the VFX Control to
set the Capacity. '
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name: Collision Advanced
category: Learning Templates
description: This VFX explains how to use a Signed Distance Field Collider, which
can be very useful when you want particles to collide with complex shapes.
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name: Collision Properties
category: Learning Templates
description: This VFX Graph, shows the use of a standard Collider Block and how
the different Collision Properties like Bounce, Friction and/or Roughness can
influence the collision response of the particles.
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name: Collision Simple
category: Learning Templates
description: This VFX shows some usage of the different collider blocks available
to allow particles to collide with simple shapes.
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name: Contexts & Data Flow
category: Learning Templates
description: This VFX is intended to provide an overview and basic understanding
of how data flow is articulated in VFX Graph. It also presents an overview
of the most frequently used Context Blocks.
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name: Decal Particles
category: Learning Templates
description: This example shows how to leverage the Decal Output to stick and
project animated decals onto an animated skinned mesh renderer.
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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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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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name: Multi-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.
This example illustrates how to circumvent the usual limitation that only permits
the creation of one strip per Parent''s particle when dealing with trigger
events. Each headphone jack is made of a particle mesh and spawns particles
along its path. '
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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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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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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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name: Multiple Output
category: Learning Templates
description: This VFX Graph shows how you can add several outputs to render each
particle multiple times.
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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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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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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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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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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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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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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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name: Sample Skinned Mesh
category: Learning Templates
description: This basic example shows how to sample a Skinned Mesh and spawn
particles on its surface.
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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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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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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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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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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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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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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.
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