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Hi, I bought this cause the description said it's compatible with URP, but there's one custom shader "Particle_Amplify_Transparent" that's made as a surface shader and it doesn't work in URP. Switching materials that use it to use "Universal Render Pipeline/Particles/Lit" instead just makes the material invisible. Any help with this? I'd want to just recreate "Particle_Amplify_Transparent" in URP, but the code is kinda unreadable cause it turns out it's made in this plugin called Amplify Shader Editor.

oh, if that's one of those being used by the voxels, you may simply switch to urp > particle > unlit

since the default particle of the URP doesn't support "HDR" values like the built-in, it's just a  matter of creating a shader that multiplies the vertex color by any float which above 2 will  triggr the bloom post effect!

Switching to urp > particle > unlit doesn't work, it just becomes invisible. I really don't know what I'm supposed to do here.

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weird .. they changed the default setting of the emission to BLACK??? it should be white by default !!!

So, the emission color had nothing to do with the problem at all. I found the cause of the problem here, might be worth giving a warning to people converting this to URP:

Just turn off "Enable Mesh GPU Instancing" (it's turned on in the prefab) in the Renderer module of the Particle System.


White emission color doesn't work btw, it would just change the entire thing to white, the colors won't show anymore.



I found black to be the correct emission color to use.


Hi! Thinking of getting this. I would like the effects to be able to follow a pre-defined path. I am trying to simulate the flow of electricity on circuits that the user creates. Can it do this? How customisable is it? How many effects can it do simultaneously without a significant FPS hit? For context, I am looking at up 30-100 paths simultaneously. Thank you very much!

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Simultaneously about 9, the hiccup occurs based on processor level.

Unfortunately it's not so easy to make these circuits follow a specific path, depending on the aspect of your case, the circuits should be baked into flipbooks for performance nor generate some sort of seamless/tileable circuit texture  add the texture to a Trail renderer following the path, and add a noise shader capable of scrolling through the texture/UV revealing the circuits as the noise scrolls through the mesh of the trail gradually over the time...


Sorry for not fulfilling your needs, and thanks for asking before purchasing! 

Hi Ivan, thanks for taking the time to respond anyway.

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Amazing package but it has some critical errors in the 2019.3.7f1 version of Unity. Hoped you might be able to help me resolve this problem below ...

Graphics.CopyTexture called for entire mipmaps with different memory size (source (RGBA8 UNorm) is 1048576 bytes and destination (RGBA16 SFloat) is 2097152 bytes)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

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Thanks for pointing this issue!
I will import this package into Unity 2019.3.7 to figure out what's happening ...

The message look a bit nonsense and I think that should  be related to the Sprite Atlas I've created ... I might remove it and use only the geometries for small rings on the tip of trails!

Is your effects working even with this console message?

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I've  uploaded a new Unity package upgraded to Unity 2019.3.8 with no console erros, would you mind if i ask you to try the new  package?

I did and only one effect was left in the package, all the others had vanished. That one effect seemed to be working okay without error messages.

It's a drag with Unity changing the API once a month, isn't it?