VfxPyro is an interactive particle effect example with Unity Visual Effect Graph, which launches fireworks with user interaction.
🧙♂️
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Shader "Custom/Flow Map" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
// Flow | |
_FlowMap ("Flow Map", 2D) = "white" {} | |
_FlowSpeed ("Flow Speed", float) = 0.05 |
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using System.Collections; | |
using System.Diagnostics; | |
using UnityEngine; | |
public enum TimeLayer { | |
//Unity's time | |
GameTime, | |
//Custom time layer for UI | |
MenuTime, | |
//Unity's unscaled time |
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using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
[RequireComponent(typeof(GeneratePlaneMesh))] | |
public class DeformableMesh : MonoBehaviour { | |
public float maximumDepression; | |
public List<Vector3> originalVertices; |
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/** | |
* GradientHDRAttribute created by Chance Millar at Two Tails Games on 2018/05/08 | |
* Use freely. That's a license, right? | |
* | |
* Attach attribute like so: | |
* | |
* [GradientHDR] | |
* public Gradient _HDRGradient; | |
* | |
* Make sure this is placed in a non-Editor folder inside Assets. |
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
private int resolution; |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class GlitchRenderFeature : ScriptableRendererFeature { | |
class CustomRenderPass : ScriptableRenderPass { | |
private Settings settings; | |
private FilteringSettings filteringSettings; |
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/*** MIT LICENSE | |
Copyright (c) 2022 torcado | |
Permission is hereby granted, free of charge, to any person | |
obtaining a copy of this software and associated documentation | |
files (the "Software"), to deal in the Software without | |
restriction, including without limitation the rights to use, | |
copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the | |
Software is furnished to do so, subject to the following |
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