#✨┃vfx-and-particles

1 messages · Page 34 of 1

golden rock
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into this

hearty flare
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You need to create a material using a particle system shader and assign the texture to it

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and then drag that material into that slot

golden rock
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how do i do that

hearty flare
lavish flare
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I have a simple particle system (a shining star). I just want it to appear and disappear and when it disappears I want it in a new position. So it looks like a new star. So I wrote this script

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And this is my particle System

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The issue is it doesn't disappear (fade out) on the first run, when the coroutine runs and spawns it in a new place, then the fade out works but the duration is just for 1 sec

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Its not the random amount that defined in the script

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What I might be doing wrong?

crimson zealot
lavish flare
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Yeah its just one particle system. It basically just a billboard and it rotates, to give the feel of a twinkling star. I just want it to fade in then fade out and spawn in a new place

crimson zealot
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so you can you just have the particle system shape cover the whole are you want them to spawn in, set the lifetime to what you need, have it loop, and delete your script?

lavish flare
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No no there is no bunch. Its just one star. One particle system, One star

crimson zealot
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yeah sorry, i should say it

lavish flare
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I want it to fade in and then fade out, and when it fades out I want it in a new place

crimson zealot
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it doesn't really matter either way though

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right, so have it emit one every 1 second and have the lifetime be one second

lavish flare
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yes

crimson zealot
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and then it will have one at a time...use color over lifetime to have it fade out

lavish flare
crimson zealot
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it's not looping though

lavish flare
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its not working

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I dont want it to loop, check my script. I restart it when I have a new position

crimson zealot
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right, what i'm saying is that your script serves no purpose

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everything it is trying to do, the particle system can handle if you configure it correctly

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so instead of trying to fix it, i recommend doing that

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(or maybe i'm wrong, but i haven't heard anything so far that would make me think i am)

lavish flare
lavish flare
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So you want me to put my star particle system inside another particle system?

crimson zealot
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No. Your script picks a random x/y position to spawn the particle in. That's the same as saying 'spawn a star somewhere randomly in this box". So go into the particle system's shape module and set the shape to 'box' and give it the dimensions you have in your script. Now your star will spawn somewhere randomly in that area.

lavish flare
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Ah I got it

crimson zealot
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if you then have this particle system loop, it will spawn 1 star somewhere randomly in that area every 1 second

lavish flare
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fixed it

lavish flare
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and gets a new position

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so i guess Ill need the script for positions.

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anyway thax alot

crimson zealot
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then all your script does is say 'check if any particles are in the bad zone and if they are, move them into the good zone (and you can decide if you want to do that by finding a new random point or pushing them towards the closest edge or what)

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and the particle system can handle everything else

tepid current
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My Vfx ui looks like this does anyone knows why?

tepid current
# tepid current

the texts look weirder than the texts of the normal unity's interface

frosty widget
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im trying to change the color of my particle using the particle system and "start color" isnt working when i change it.

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fixed it, rendering was not set

warm torrent
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Unity? 🤔

warm torrent
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Using the included tools for animating and particle effect systems
What tools you need really depends what kind of animation you're envisioning

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I cannot give specific answers to broad questions

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Yes

warm torrent
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Yes
Compared to sprite sheet animations, unity animator animations are computationally cheaper, take less storage space and for a simple thing like this are considerably less effort to make

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The limitation is that animation is limited to altering variables such as position, size and color
But that isn't a problem in this case

rich haven
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scale, tint, transform are all available in unity animator, but what is easier to work with?

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mix matching sprite sheets and unity animation seems very painful

warm torrent
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You should be looking at tutorials and documentation

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This is not something you're going to guess your way through

granite fog
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Hello, how can I achieve this butterfly vfx? Has any tutorial?

https://www.youtube.com/watch?v=1LrbS_fACuU&t=22s

¡Hi there! You can view the description of this Asset in the Unity 3D AssetStore :)
Link: https://assetstore.unity.com/packages/vfx/particles/the-nature-environment-and-enchanted-lights-173766?aid=1011leALc
Also you can go to my publisher's page in: https://assetstore.unity.com/publishers/45845

If you have a question, you can ask me anytime!
Un...

▶ Play video
warm torrent
# granite fog Hello, how can I achieve this butterfly vfx? Has any tutorial? https://www.yout...

It's a very simple effect, so you should be able to recreate it using generic concepts from most particle system / vfx graph tutorials
-The butterfly is a spritesheet with about 3 frames of flapping animation
-No rotation, always faces camera
-spawned randomly inside a shape, like a cube or rectangle
-Alpha fades in and out over particle lifetime
-Noise controls motion, stretched on one axis to make up/down motion prominent

granite fog
warm torrent
opal star
opal star
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no just the sample scene that comes with HDRP package

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but these have good things in them too 🙂

pearl fern
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what's a way to make a pixelated effect on a sprite?

midnight grove
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Get a new computer? Look at the release notes in newer versions of unity to see if there's been performance enhancements for VFX graph?

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You can't "do" anything to the editor to improve performance, that's on Unity.

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Did you try turning off the auto compiling in the window as well?

astral stump
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If I have a subemitter that happens on particle impact and I put the burst count to 1 why does it spawn multiple particles and how can I prevent that?

leaden cape
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Anyone had experience with resolving frame lag / hitches the first time visual effects play on device? after the first time they play fine. 2019/URP. Thinking its probably shaders but its not practical to preload all from a shader variant collection, or practical to use the warm all shaders call. I thinking it might be possible to build a collection on the fly with to warm just the shaders needed. But there doesn't seem to be an easy way to identify these from a Visual effect asset at runtime.

craggy lark
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hay everyone, im just starting out with unity, and i haven't really found an example for this so far.
there's a fire effect I want to look a curtain way, and be dynamic (world space i think) since it'll be moving.
what im trying to figure out most is how to have the fire sort of... follow the outside of a sphere with its movement i think?
here's what I have so far.

thorny atlas
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how would one go about profiling a visual effect to see how inefficient it is?

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i made a VFX graph version of a particle effect thinking it would be faster, and it isnt, its actually doubles the load

sinful light
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Is it possible to generate a point cache object in runtime, so I can animate the actual mesh while emitting from it?

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Oh there is a feature for skinned mesh point clouds out there 🙂 Thanks anyway

sinful light
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I love the skinned mesh node 🙂

frank crown
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hello, is there any way to get multiply velocity over lifetime in vfx graph? I saw an old screenshot with the node but I can't find it, even with experimental nodes enabled
was it removed or something?

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I tried doing this as well (taking the position and normalizing it to have the particles move away from the center of the sphere, and multiplying it by the time so that it slows down as it reaches the end of its life) but the velocity stays the same throughout the lifetime

torn geyser
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In VFX Graph, Is it possible to have a boolean property control whether an entire spawn/init/update/output node system is enabled?

steady zephyr
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For example, bool->branch->set alpha.

night saffron
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I have a particle explosion I am making but when my camera goes behind the big ship, the particles disappear. Does anyone know how to fix this?

warm torrent
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@night saffron VFX graph? There's a "bounding box" field that determines when the effect should be culled when camera pivots away from it

night saffron
warm torrent
night saffron
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particle system

warm torrent
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Then my guess about bounding box isn't correct, I believe the particle system generates its bounding box on the fly and shouldn't have disappearing issues

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Going to need more info about the circumstances when the disappearing happens

night saffron
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The particles disappear if the camera rotates around the particle system to the other side. So the images I took above is when I am looking at it from the front of the ship (shows) and then I went to the back of the ship and turned around (does not show)

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It is not a distance based disappearance more of a rotation based disappearance.

slate sable
warm torrent
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And Render Alignment to View

night saffron
torn geyser
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@steady zephyr @slate sable thank you so much for your responses!

sinful light
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Not sure if this is VFX, I guess its more shadergraph, but did anyone figure out if you can create a grass shader? not like for a single grass item but like a whole plane full of grass, some fancy vertex displacement or anything? I am not sure if its even possible after trying out and googling a lot

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Or is it better to just spam grass prefabs all over the place with animated vertex and let the batching and stuff do its thing?

warm torrent
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Similar results can be achieved with VFX graph's particles, as shown in one of the official examples, but the approach is somewhat different

sinful light
night saffron
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When viewing this particle system from the front it shows (top image) but if I moved to the other side of the particle system it is invisible. Does anyone know why?

crimson zealot
night saffron
crimson zealot
night saffron
crimson zealot
night saffron
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Billboard

crimson zealot
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seems fine...can you tell what's happening? like as you travel around them and they disappear, what's that look like?

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it could just be that from that angle, the ship is occluding them all, but i'm not sure why that would be unless it has some wonky bounding boxes

night saffron
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I have made a quick video of it. File size is too big so do you mind if I send you a download link in a dm?

crimson zealot
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sure

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oh man yeah, basically those particles are too big

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not sure exactly, but my guess is they are being culled because their pivot is behind the camera?

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But really the solution is to use much smaller particles, and maybe tweak the min/max size. They might show up again if you change the min size from 0

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and .5 max size doesn't really make sense to me...use 1 and set the start size to half

night saffron
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Ok.

crimson zealot
night saffron
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Ok

crimson zealot
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i guess they aren't 0 size, we can see that they are big

night saffron
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The min particle size is 0 but the start size is between... 15 and 40

crimson zealot
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and have a light on one side

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probably you want to use the unlit particle shader

night saffron
night saffron
# crimson zealot Took me long enough 😛

I am used to programming, and art but never touched materials in unity so I did not even know what lit and unlit did. So does unlit just mean it shows the exact texture without being affected by any lighting.

crimson zealot
night saffron
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Ah, ok.

crimson zealot
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mostly for VFX/particle work, you want to handle that as part of the effect and not have the scene lighting messing with it, so unlit FX shaders are very common

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but like anything it depends what you're going for

night saffron
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Yeah, ok. That makes sense, thanks.

prime dome
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Anyone know any tutorials or something that show off like

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How to make an orbiting particle effect that emits a trail, follows an object, but always stays upright

kindred wren
prime dome
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It’s been a hot minute since I’ve used unity lol

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I’ll come back to this part when I’m ready to do it

slate sable
warm torrent
slate sable
warm torrent
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Ah, so it's not just a height map
Do you mean layers as separate geometry, like some fur techniques, or are those within the shader too?

slate sable
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The grass "blades" itself are a height map with some white pixels that are the blades.
These layers are not a separate geometry, they just look that way. That's what the parallax mapping does.
It's all within one shader.

warm torrent
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Seems convenient!

sinful light
warm torrent
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I assume the gist of it is that the heightmap is turned into layers using a Step or Smoothstep node, then lots of those are combined using Blend

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Though it may get expensive that way

sinful light
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Just sounds like a geometry shader

warm torrent
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Or vertices

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It offsets parts of the texture based on viewing angle or other factors

compact urchin
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Compiling Vertex program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE
Disabled keywords: UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30
``` I get this error when i make a vfx graph
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How could I fix it?

slate sable
granite fog
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why my preview is grey?

sinful light
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did you click on it?

sinful light
granite fog
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ye, when i create a material it wont show too, but the tutorial i was watching was fine

sinful light
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how does your nodes look like

granite fog
sinful light
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your Out is going nowhere

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you are not setting anything to the main node

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see how something is attached to the main nodes on the right?

sinful light
# granite fog

right now you are just generating a voronoi or somethin, but it does not go anywhere in the shaders visual properties

granite fog
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hmm let me try to attach it, in the tutorial he didnt attached it https://youtu.be/yJ0NRr-DdYU?t=325

Unity Shader Graph - Waterfall and Ripples Tutorial

In this Shader Graph tutorial we are going to see the steps I took to create this very stylized Waterfall with Ripples. It's one shader for the waterfall and another for the ripples. And we also need some meshes and a simple texture for the ripples.

I've also used a Cartoon Water shader and ...

▶ Play video
sinful light
granite fog
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oh, true, thanks

granite fog
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now my main node is diferent, its dont have alpha and alphaclip, how i add it?

sinful light
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I am working with some preview packages and Unity 2021, so you have some previous version and you are using unlit, i am using a lit shader

warm torrent
granite fog
torpid compass
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hello i have an issue with reflection probes, whenever i add 2 reflection probes unity just freezes

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this is how it freezes

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and it stays like that

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if anyone answers please ping me

sinful light
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Does anyone know how to increase the particle strip segments? Somehow my quads are being output super chunky and the curve is more a blocked 3 segment curve here.

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white dots emit the dark lines with GPUEvent

sinful light
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Okay I am dumb, using a particle strip, you have to up the trigger event rate of course, otherwise it will stretch over a low count of particles...

ruby ember
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why can't I change these values?

opal star
frank crown
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anybody knows how to do trails that follow the transform in vfx graph? kind of like the regular, non vfx graph trail that gets generated behind the transform when you move it
I can only get trail to work by moving their particles from inside the graph

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nvm found how to do it

slate sable
frank crown
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ok, so I'm doing this to spawn a particle, and then update a trail that follows this particle
it works but problem is, the size of each segment doesn't stay consistent relative to speed
I wanna use trigger event rate over distance instead but when I use it, no matter what the rate is there's just no trail
any idea what the issue is?

warm torrent
opal star
warm torrent
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I never can recall how to find them

slate sable
opal star
warm torrent
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Flow maps are just one type of distortion map, and in a way normal maps are too

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You can use any distortion map as the wind direction

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Flow maps and normal maps are just set up in a particular way to represent certain things

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Flow direction or surface slope direction, respectively

prime dome
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any website to download sound effects?

slate sable
frank crown
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is it possible to recreate the "blend-add" alpha sorting described in this video in VFX/Shader Graph? https://www.youtube.com/watch?v=YPy2hytwDLM

GDC

In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise.

Register for GDC: http://ubm.io/2gk5KTU

Join the GDC mailing list: http://www.gdconf.com/subscribe

Follow GDC on Twitter: https://twitter.com/Official_GDC

GDC talks cover a range of developmental top...

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warm torrent
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Additive, alpha blend, alpha blend with base texture used as emission map as well

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The diablo way is cheaper arguably, as it uses the alpha channel for both transparency and intensity

frank crown
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thanks

warm torrent
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But yes you can do it in SG and use those as particles in VFX graph

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If you want the exact same thing

frank crown
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I'll have to try premultiply again but edit my textures to have their greyscale in the alpha channel as well cause right now they don't and I'm using the red channel instead, and for some reason that screws with premultiply

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even with single channel textures

warm torrent
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Premultiplying didn't seem to make a difference here, compared to alpha blending

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I admit I don't even recall what's it supposed to do

frank crown
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if it's anything like blend add, it's supposed to either blend with values or add to them depending on whether the existing values are higher or lower
so that everything blend together but without quickly being all white

crimson zealot
# frank crown if it's anything like blend add, it's supposed to either blend with values or ad...

In this tutorial we're using both shadergraph and amplify shader editor to build a Diablo 3 inspired VFX shader, based on a GDC talk by Julian Love from 2013 where he describes a magical "blend add shader".

This is a 50% shader magic and 50% particle custom vertex stream solution, so I guess actually that's more like 80% shader and 30% particl...

▶ Play video
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I forget what he discovered exactly, but IIRC it seems like unity doesn't do premultiply properly

crimson zealot
warm torrent
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Nice video
The part about premultiplied not working right is nice to see, means I wasn't confused for no reason

vapid wagon
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Hi everyone, I was curious about how in genshin impact they were able to do this kind of effect :
https://youtube.com/clip/UgxMHAxTpX8P6cC4-ht4AaABCQ

It looks like the character is stretch away, and I would love to know how to do it, because I'm trying to find a way to make a vfx to show the speed of the character like this one. Have you got an idea of how they done it?

YouTube

5 seconds · Clipped by Mathieu Yato · Original video "¦¦ Kazuha Full Showcase - Genshin Impact ¦¦" by ANDROID PLAYSTATION GAMER

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hearty flare
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it looks like a well placed quad/particle with a blurred streak on it tbh

vapid wagon
hearty flare
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That's my guess, yes

vapid wagon
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ok thank you for your answer it really helps me !

solar jewel
cosmic geyser
warm torrent
solar jewel
solar jewel
warm torrent
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Figured it must've been one or two mesh blobs with vertex wobble

whole plover
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Hey folks, I don't know if I'm going nutts or this has always been this way, should I be able to modify a value of the main module while the particle system is in pause and see how it is applied?

hollow crest
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Hey guys, how can I get my shader to hide edges and center of an object?

Just like a ring (Note, that I'd like to move the shaded area from the center until it reaches the end of the object and dissolves)

thorny atlas
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does it sound right/feasible that a vfx graph effect on a console would be all round slower than the same effect in the particle system?

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seems i can have 8 explosions going on shuriken for the same cost as one VFX graph based one

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which in itself is not a problem, but i always thought the point of GPU based vfx is that is can cope with millions before it starts to hurt, so i was hoping for my small operations it would be almost free

warm torrent
# thorny atlas which in itself is not a problem, but i always thought the point of GPU based vf...

Generally yes, but it depends on a variety of factors
VFX graph requires compute shader support and maybe something else from the target hardware to work / to work properly
VFX graphs have a resource cost when instantiating/destroying them, so if you're rapidly spawning effects that don't have a massive number of particles, Shuriken might perform better in that scenario
For that reason particle pooling is recommended if the effect needs to be used frequently
Still, a 8 to 1 performance difference is really drastic, and probably suggests to me that the console you're using isn't quite handling the GPU acceleration of particles

thorny atlas
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its a short explosion, but even if i just have the sparks going, there is a big hit when the effect starts

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since this is a test scene, specifically designed to stress test what i can get away with, the objects with the effects are not being instantiated, they are present on the scene and set active all the time on repeat

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the console in question is an xbox one not UWP

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i have found a couple of quirks where GPU based operations around compute are not actually faster on that

primal lotus
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Anyway to disable the orange outline on particle systems when not in game?

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(that is, the scene view)

prime dome
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in my 2d game there is a spot of darkness where there is light and i have no idea why its there can someone help

crimson zealot
young swan
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Does anybody know if it's possible inside the VFX Graph to feed key values into a curve?

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i can't find a way to change the keys based on other values. I just have to do it manually every time

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I can't find anything on the documentation. Functionality for curves seems to be extremely poor 😕

flint imp
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Hey! Does anyone know of a simple and performant grass shader which simply renders grass on top of a mesh?

primal lotus
slate sable
young swan
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But since the data that I need to feed is all the results of data calculated inside the VFX Graph itself I think I'm just gonna need to go with the Math, Logic, etc nodes and make my own "curves"

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or is there any way to read data out of a VFX Graph into a script?

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I know I can read some data out, for example exposed properties and such. But it is possible to get the result of node calculations (for example lerp + multiply) and pass it to the CPU world?

granite rivet
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are the cutscenes in genshin impact realtime?

midnight grove
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That's not really related to VFX. But yes, they're most likely real time.

frank crown
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is trigger event rate over distance in vfx graph broken? I'm trying to update a trail using that but it doesn't seem to trigger at all no matter what the rate is

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using trigger over time it works fine but then unless I maintain the same speed for the trail origin it ends up with uneven segment length

young swan
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have you tried spawning a simple particle on teh GPU event to test that it's working?

frank crown
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With a similar setup?

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Well like I said, with trigger over time it works

young swan
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i just tested with these basic systems

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works just fine

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I'm on VFX version 10.4.0

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@frank crown try your GPU event with the simplest particle you can

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see if it works

frank crown
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I'll try tomorrow it's midnight where I live

young swan
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and check the inspector options on the contexts and blocks

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sometimes it's easy to forget you changed something on those

frank crown
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@young swan just tried with both over time and over distance and in neither case does the particle spawn for some reason

frank crown
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also I get that a bunch

young swan
frank crown
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oh right I'm dumb

young swan
frank crown
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just tried that and with over time the particles spawn but not with over distance

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and the inspector options are just this

young swan
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check inspector settings for the Update Particle contexts

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i know there's a setting that can disable particle spawns

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@frank crown oh actually I know what the problem may be

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your particles are not affected by any forces, thus they are not registering any distance changes (i think)

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because you are updating the position of the main particle

frank crown
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that might be it

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any way to fix that without using forces?

young swan
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dunno, maybe try Set Old Position in your first Update context

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before you set the position

frank crown
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I'll try that

young swan
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I'm not very experienced with positioning particles, so that may not work

frank crown
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didn't work

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guess I could always like, calculate the force to always have my particle be on the proper position every frame but that'd be a bit excessive

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also premultiply blending seems broken, at least with shaders
it just results in like, a flat 0.5x alpha

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nevermind, manually multiplying the color with the alpha in the shader fixed it

young swan
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maybe someone with more experience can help you figure out how to make the Trigger Event Rate work with position instead of velocity

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if it's not possible, it looks like you are gonna have to use velocity

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alternatively you could create a custom subgraph block that mimics the Trigger Event Rate over Distance

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and make it use position and oldPosition instead of velocity
(if that's even possible)

frank crown
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I might try that later, thanks

young swan
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this is the code from the Trigger over Distance

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seems like it uses velocity only

frank crown
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think I'll just try calculating the velocity to follow the proper position

young swan
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seems like the best option yeh

lone citrus
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does anyone know how to add a glitch effect or static effect once i see something using raycast

warm torrent
lone citrus
warm torrent
lone citrus
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and how would i activivate it

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cuz the glitch stuff that i found so far are scripts

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how woul di call a script from another script if the raycast hit

warm torrent
jovial obsidian
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hey im using some explosion particles i made myself but sometimes they work perfectly but other they become kind of transparent could you help me??

jovial obsidian
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help pls

warm torrent
jovial obsidian
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ok too late i fixed it

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at this very momen

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t

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it was the water

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the explosion got under water

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when there was a wave

slender fable
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Anyone know how I can enable view of the bounding box in Initialise Particle?

slate sable
slender fable
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Omg, right in front of me the whole time. Thank you @slate sable

west jewel
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With Particle Systems, which mode is like footsteps dissolving in snow, in that a new foot step takes the oldest one and uses it?

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This is the Ring Buffer Mode setting, right at the bottom of the Main Module Settings. Options are...

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"Pause Until Replace" and "Loop Until Replace", neither of which make any sense, to me.

warm torrent
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@west jewel

Ring Buffer Mode Keeps particles alive until they reach the Max Particles count, at which point new particles recycle the oldest ones, instead of removing particles when their lifetimes elapse.

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Loop means their lifetime starts over

#

Pause means lifetime stops at the end

#

So if you have color over lifetime with pause, the color is stuck at the final color
WIth loop it wraps back to the start of color over lifetime

frank crown
#

is it possible to have particle bursts with delay between individual particles? so that I can spawn like, 5 particles over the span of 1 second with 1 event call, rather than starting a continuous spawn then manually disabling it a second later
afaik the delay on single burst just delays all the particles at the same time

west jewel
slate sable
frank crown
#

iirc they're either the same as the ones in the graph view, or they turn the node into a periodic burst node, which doesn't accomplish what I want

warm torrent
#

The Modes merely answer the question what should a particle do when it's waiting to be replaced by a newer particle

west jewel
warm torrent
#

The documentation is lacking or vague at some points but this probably isn't one of those

prime dome
#

is this the right place for particle system stuff?

#

okay so i need help making a particle system for like a wind effect

#

in 2d

#

can anyone help me please?

warm torrent
prime dome
#

i need help with a particle system in 2d
that looks like wind lines in a motion around the bottom of a square

warm torrent
prime dome
#

the internet helped nothing so i whipped up a janky version of my own instead

safe nebula
#

this is kinda what you where supposed to do, start on your own with the internet and then come back with specific question for how to fix/improve what you have

frank crown
#

is there any particular reason setting the alpha with premultiplied particles just does nothing?

#

it ends up just using the texture's alpha, and ignoring the one I set

warm torrent
frank crown
#

I know it's not working properly to begin with but I thought it was something to do with how it does sorting in general
this seems to be more of an issue with vfx graph itself

#

and yeah it seems like premultiply has been broken for a while, which makes me wonder why it's not fixed yet

prime dome
#

Any decent particle and shader artists here?

#

Few questions

warm torrent
tulip mirage
#

How do you add "Soft Particles" to a custom shader graph for VFX Graph?

crimson zealot
tulip mirage
crimson zealot
crimson zealot
#

what am i reading for? does it work? what's it look like?

#

i would start by taking everything else out of the shader for now and put a big debug texture on the quad so you can make sure the soft particle part is working

#

just feed what i gave you into the alpha and see what you get

tulip mirage
crimson zealot
#

well, great

tulip mirage
west jewel
#

NativeArrays and NativeSlices have no documentation, which makes them better, because it's safe to presume I'll need to experiment and that Unity have used common conventions for their operation, mechanics and paradigms, and that this leaning on common conventions helped them feel there was no need to document the things. The writings for RingBufferMode give the opposite impression - that they thought they knew what they were doing, but went entirely their own ways in thinking how it should be done. Given how many things are Unity specific and don't follow common conventions in aligned or even the exact same fields, it'd be better if they said nothing than wrote a word salad of distractions.

warm torrent
#

I know it's pretty fruitless to disagree, but I really don't understand what's ambiguous about the description
We are reading the same part of the docs, right?

#

Keeps particles alive until they reach the Max Particles count, at which point new particles recycle the oldest ones, instead of removing particles when their lifetimes elapse.

#

I've never used the system but that explains it about as clearly as concisely as possible

primal lotus
#

@crimson zealot I'm still new myself but was looking into "soft" geometry a few days ago. Perhaps these resourses will help aid in what you were already given: https://www.youtube.com/watch?v=ayd8L6ZyCvw&ab_channel=AETuts & https://www.reddit.com/r/Unity3D/comments/aczi9v/how_to_use_scene_depth_node_in_shadergraph/

This is a tutorial on creating an intersection shader using Shader Graph in Unity 2019 alpha which uses the depth scene node

This material is part of the URP Material Pack Vol 2:
https://bit.ly/lwrp-materials-2

Checkout my assets for more Tuts!


  ...
▶ Play video
#

Ooops, & I see I mis-pinged. These were for @tulip mirage

slate sable
#

@tulip mirage also, if you import VFXGraph Additions (from package manager > VFXGraph > Samples) you'll get a premade soft particle node for the VFX shadergraph.

ruby ember
#

while using Visual Effects Graph I get shader warnings and when I try to apply a texture to a mesh I get an error

Shader warning in '[SimpleHeadsAndSparks] [Heads] Update Particle': 'SAMPLE_DEPTH_TEXTURE': macro redefinition. Previous definition found at E:/Program Files/Unity Hub/2021.1.18f1/Editor/Data/CGIncludes/HLSLSupport.cginc:343. at E:/Unity Projects/VFX Effects Test/Library/PackageCache/com.unity.render-pipelines.core@11.0.0/ShaderLibrary/API/D3D11.hlsl(115)

those are the warnings that I get

#
Shader error in 'Hidden/VFX/vfxgraph_MuzzleFlash/System/Output Particle Mesh': redefinition of 'PackHeightmap' at game/Library/PackageCache/com.unity.render-pipelines.core@11.0.0/ShaderLibrary/Common.hlsl(1202) (on d3d11)

Compiling Fragment program
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PASS_FORWARDBASE UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_VIRTUAL_TEXTURING

this is the error

#

currently I can't apply a texture to a mesh

#

and the defaults won't work too

#

it is just purple

dull obsidian
prime dome
#

@dull obsidian Hey

dull obsidian
prime dome
#

@dull obsidian Do you have portfolio?

#

@dull obsidian Im just looking for some help with VFX.

safe nebula
#

dont just tag people, write your question and wait till someone comes around that can answer it

safe nebula
prime dome
#

...ok

#

Is there anyone here that is familiar with VFX in unity? Making particle effects and using shaders.

cobalt scarab
#

@prime dome You only have to ask the question. Consult #854851968446365696 on how to ask questions on the server.

safe nebula
#

the answer to that extremely broad question is: yes there are but as Patchi said, they wont reveal themselfs until you ask a specific question

prime dome
#

My question is "who is interested enough and somewhat knowledgeable enough to chat with me about general VFX in unity, such as particle effects and shaders. We just need a few tips and guides that it".

cobalt scarab
#

@prime dome If you don't have specific questions, please don't spam the channel.

prime dome
#

nvm jesus...

dull obsidian
#

@prime dome you got off on a bad start by tagging me directly and friend requesting me out of nowhere (something bots do and you can get banned for) so don't be surprised if you have a negative reaction from not following rules and etiquette. with that said / lesson learned, if you're looking for tutorials / guides, i highly recommend this series by Thomas Iché who works on the Visual Effects Graph team at Unity https://www.youtube.com/watch?v=sNJ_SU20-o0&list=PLtRuo28h-g1mndib2hMyp-dVfx7Jq9cOH

Introduction tutorial of VFX Graph and rendering of particles on HDRP.

Textures available in this blogpost: https://blogs.unity3d.com/2016/11/28/free-vfx-image-sequences-flipbooks/

Chapters:
00:00 Introduction
00:24 Overview of VFX Graph (How to install)
02:06 Visual Effect Graph Assets
03:40 The Visual Effect Graph Window
07:08 VFX Graph Log...

▶ Play video
safe nebula
#

the reason you are supposed to ask a specific question is so nobody has to commit to unknown depths of questions, maybe the tips and guides you need are more specific than you think
if you are upfront people can decide whether they are willing and able to help

prime dome
#

👍

dull obsidian
prime dome
#

@dull obsidian Would it be possible if we had a conversation? like DM?

dull obsidian
slate sable
#

@prime dome I already responded to your random DM on how I think the effect you want is made. I don't think anyone here will give you any more insight or make it for you for free. You should search on Google or YouTube for some tutorials on how to make basic visual effects first to at least know how VFX works before asking very general questions here. The active people are here to answer questions they know an answer to or to try and find a solution to a problem they are interested in. You should ask a specific question ( like you asked me in DM ) rather than try to recruit someone to chat with you privately.

warm torrent
#

Fishing for free tutoring isn't nice

cobalt scarab
ruby ember
ruby ember
cobalt scarab
# ruby ember I'm very new to Unity and I actually have no clue what a render pipeline is so y...

This video is still relevant for the most part, I think. Should explain what it is. https://youtu.be/m6YqTrwjpP0

In Unity 2019, we introduced a few changes to the Lightweight Render Pipeline, including a name change! It is now called the Universal Render Pipeline - but what exactly is it? How do you use the URP? Well let's check it out!

The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. The technology offers graph...

▶ Play video
ruby ember
#

it tells me to go to edit > rendering > materials but that is not an option for me

cobalt scarab
#

Make sure you have URP installed

ruby ember
#

I do

#

it only shows "Generate Shader Included" option

#

ye for some reason I just can't update the shaders to urp

warm torrent
#

The option was moved in some editor version

cobalt scarab
#

Didn't you just start the project as well?

ruby ember
warm torrent
#

I forget

ruby ember
#

shit

warm torrent
#

Anyway, if your project is fresh I'm not sure all this is necessary

sinful light
ruby ember
#

I mean ye I only got like 4 materials so

ruby ember
sinful light
#

than you did not install the package

warm torrent
#

Upgrading things is a terrible hassle if you have the option to instead make a new project using the correct template

ruby ember
sinful light
#

should be in your packages

ruby ember
#

my version is 12.0.0

warm torrent
ruby ember
#

and I use unity 2021.2

sinful light
#

2021.1 here

#

well, that makes sense than that it has moved

ruby ember
#

it does

sinful light
#

In the end, if you have 4 materials, just go to your material, click on shader and go to Universal Render Pipeline and set it to your desired shader type

cobalt scarab
#

I'll tell you in a few minutes when it opens...

cobalt scarab
#

Window > Rendering > Render Pipeline Converter

sinful light
#

is it worth it upgrading to that beta?

#

well not a question for vfx, sorry

warm torrent
#

@ruby ember I believe all this could've been avoided by choosing the URP template when making the project

ruby ember
#

but ye thank you

warm torrent
#

There's a lot of pitfalls when starting out, understandably

sinful light
#

Well sometimes you just think you need URP and go off with the standard pipeline

#

you dont need

cobalt scarab
# sinful light is it worth it upgrading to that beta?

For short question it's fine. I think beta is mostly stable. If you work with 2d and using Post Processing you might want to wait for Beta 10 to come out, the next one. There's a UI bug disappearing it. It was reported to be fixed there.

ruby ember
sinful light
#

Oh okay, well I am workin in 3D right now, so no problem there I guess, but I just wait for the next stable one 🙂 Thanks 🙂

warm torrent
#

I think 21.2. is the version where URP is really starting to surpass buit-in RP

ruby ember
#

what does a render pipeline exactly do?

sinful light
#

Well, I disagree or rather I d say, it depends. Having an older project and you need to upgrade, there is no worth it or not worth it, its cheaper then rebuilding it 😉 Same goes for small amount of materials. But I agree with using betas in general, you can always get a bug that is new and get you stuck

cobalt scarab
#

You also get some .net 9, I think, features. (I could be mixing it with 8). But there are C# features in 2021.2 that are not in 2021.1.

sinful light
#

oh, well thats interesting

warm torrent
#

There's improvements to a lot of things besides rendering pipelines too definitely

sinful light
#

@ruby ember It tells the system how to render stuff, generally said. So it tells the system how to render depth or shadow and all the things that belong to rendering. In this case it adds or removes features to adapt to the system, so it can be more performant or sqeeze out more quality.

warm torrent
#

But they're more like nice to have stuff and workflow improvements than entirely new capability

warm torrent
sinful light
#

@ruby ember a shader tells the gpu how to handle vertices and fragments on a mesh, generally said again.

#

there is a good video about shaders by a girl, forgot the name, will look it up later. That explains a lot about shader scriptibng and how things are computed in that parts of the shader

warm torrent
#

Shaders are just a part of the whole rendering process

#

@ruby ember Comparing URP and HDRP gives you a pretty good picture what rendering pipelines do
URP is mostly just effects that work on both desktops and mobile, and are straightforward to configure
HDRP does a whole lot more things, but it's much heavier even when stripped down, and it gives you incredibly granular control over each effect, which means you need to understand them well before you can use them effectively

sinful light
#

and for most of the time, HDRP is overkill for one person projects, until you do realtime rendering or what not

ruby ember
warm torrent
sinful light
#

Visual quality especially on realistic visuals is better, yes

#

but if you dont know what you do, it will get worse 😄 for example not getting some LODs well setup and stuff might just eat up your time without satisfying result 😄

warm torrent
#

Yes, if you don't understand all the options, it's not only slower to work with but will actually hinder your visuals

ruby ember
#

is the build in rp good?

warm torrent
#

It's perfectly decent

ruby ember
#

is there a reason not to switch to urp?

#

or some other rp

sinful light
#

I start with URP right form the beginning, as I know I will use shadergraph, but thats personal preference

scarlet narwhal
#

I've just thrown together a quick VFX graph and I'm wondering - is there any way to make it always face the camera? It's a 2D effect really.

#

I know I can get each particle to do so, but I mean the whole thing.

sinful light
warm torrent
#

If the VFX graph is in local space, you could rotate the whole object towards the active camera using a script

#

Might be a more elegant way to do it from within the graph but I don't know

scarlet narwhal
sinful light
scarlet narwhal
#

What do you mean by "parent it correctly", so I can try that?

lilac locust
#

hi anyone an idea why i see my particle only in 2d mode (editor) in 3d its invisible, in game view it works aswell

white palm
#

my material is set to Mobile/Particles/Additive

warm torrent
#

your texture is a texture sheet which means it has multiple images on one texture

#

Texture Sheet Animation divides the texture into tiles so it only displays one of those at the time, and allows you to decide how the particles switch between the tiles

warm torrent
#

Particle system doesn't have such functionality so you could just move the emitter

#

Nothing hacky about it

#

With VFX graph you probably could do that from within the graph I think

white palm
# warm torrent You can put videos under 8mb directly into discord

thanks for replying me, though my question hasn't answered yet, so let me explain better, about texture sheet animation, for what i see and read and translate from its name, its allow me to get multiple sprite, and that exactly what i want, i dont like just square, or star, but ii want give more randomness for what particle will looks, or its animating ffrom square to the last one, but what i dont get why its tranparent??, if you watch the video in game view only line particle are show, and in scene view the sprite texture are there but transparentt

warm torrent
white palm
#

ooo let me try

fluid lagoon
#

the planet is moving way too much

#

basically you need realistic parallax

#

the planet being really big and really far away means it wouldn't move much in the frame as the ship moves

#

Like the background in the window in this gif

prime dome
#

Yeah I know, but how can I achieve that effect?

warm torrent
#

One tenth the speed, ten times as big

prime dome
#

Is it possible to do it with camera settings or should I script it in?

warm torrent
#

Can't think of a way off the top of my head
I would just make a script on the planet camera that sets its position to main camera position divided by scale multiplier
If you do it in LateUpdate() it should be smooth

prime dome
#

Thanks, I'll try something when I get home

tender yarrow
#

Hello guys, is there a way to display a lit mesh in VFX graph in URP ?

sinful light
tender yarrow
#

I saw on forums that lit meshes in VFX are only supported by hdrp but thought there is a way to bypass this

prime dome
#

hi foalks, how can i adjust the alpha of all particles (including subemitters) of a "Shuriken" particle sys?

#

i could write a script, but do i ha ve to?

scarlet narwhal
#

Any idea why the spawned particles for the "Trigger Event Always" event are all at local (0,0,0)? I mean it looks pretty simple

#

The stuff spawning in "trigger on die" also inherits source position and is fine

scarlet narwhal
#

Adding a Set Lifetime fixed it. That can't be right.

sinful light
scarlet narwhal
#

They were visible though, just in the wrong place.

sinful light
#

Oh okay, hm thats weird indeed

twilit lagoon
#

In the vfxgraph we have the Collide with AABox (Axis-Aligned).. it would be immensely helpful if there was a Collide with Box block, which we could rotate in space.. is there a way to request it?

#

In fact, I believe all colliders should be allowed to be rotated

young swan
#

@twilit lagoon you can use Signed Distance Fields to use any shape as a collision

#

as far as I know they can be rotated

#

it would be neat if they added more functionality for collisions with primitives

twilit lagoon
#

@young swan I've tried using SDFs for collision, but they aren't as perfect as the primitive collisions.. Might give it another shot

sinful light
#

I am wondering, can you use a shadergraph distortion on screen color on top of a VFX effect? On my end, it just kills the distortion. you can see, the plane is a transparent distortion shader, it cuts the VFX:

#

So I can make it transparent with render queue but it does not affect the VFX effect itself

lofty orbit
#

is VFX pooling especially useful?

#

I have a usecase where a physics world has many colliding "metal" rigidbodies, and i want to generate sounds and sparks from onHit events....

#

i have made an audio manager with an audio source pool to handle the sound part, but what about VFX?

#

the thing that worries me is that a VFX pool would need to have specific VFX prefabs to handle different cases other than just sparks

#

whereas audio sources can be dynamically assigned audio clips

warm torrent
slate sable
bold kelp
#

heya, a rather simple question
How do I preview the system without the orange highlights?

warm torrent
twilit lagoon
bold kelp
#

While I'm at it, how do you hide the empty space for the textures to remove this awkward line on the top?

warm torrent
#

The other options are situationally useful also

bold kelp
warm torrent
fluid grove
#

How would you accomplish the blade heat distortion effect on the saber like in this video?
https://www.youtube.com/watch?v=2vBg9bR9q1I

ZAX

A quick VR prototype that I made in Unity inspired by sword art online second season, This is just a fan-made project, and none of what you saw is intended for a commercial release :D

---- Twitter -----
https://twitter.com/allaith_hammed
---- Instagram -----
https://www.instagram.com/zax_dev

#SwordArtOnline #SAO #GGO #UnityVR

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sinful light
#

Anyone knows, why a trigger on die wont work at all?

#

more explicit with particle strips

#

Okay, seems like I have to generate a particle on die and than a trigger for a strip inside of that update

fringe lake
#

is there any way to make particles that cast shadows onto other things and receive shadows from other things but don't cast shadows onto each other?

shadow thistle
#

Is vfx graph gd for mobile now? If not, what are the restrictions?

lofty orbit
#

@warm torrent @slate sable just wanted to thank you guys for this information. I was about to start pooling many instances of vfx and manually setting their parameters per instance from a manager... (needless to say this would be overkill). I managed to figure out VFX event attributes (and a huge world-space bounds approach), which massively simplifies the VFX system overall

lofty orbit
#

bit of a shame that i can only spawn one burst of particles per frame with this method though

spark spoke
#

does anyone have wispy smoke texture sheet

floral adder
#

Does anyone know how you would make this kind of effect? I saw it in this devlog and it looks really interesting and i was curious how you would make something like that. It is Unreal engine though so im not sure if that makes a difference. https://youtu.be/ieXZgH3_ErM?t=330

GET THE FULL PATH BUNDLE
https://game.courses/game-architecture/?ref=41

================================
WISHLIST ARCADIAN RIFT NOW:
https://store.steampowered.com/app/1702630/Arcadian_Rift/

Another development update for my indie sci fi game Arcadian Rift! This month I was away for the vast majority of the month and also preparing for my mov...

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warm torrent
frank crown
#

hi, I have a shader with polar coordinates + parallax mapping to make a portal, but it's got a weird line going from the middle to the bottom
any idea how to fix it?

#

happens even without parallax mapping

primal lotus
#

I've see similar issues in other engines. If you get close does it go away?

#

(Could be mips/compression in your polar coordinate texture)

frank crown
#

yes

primal lotus
#

Noticable with other textures?

frank crown
#

yup

#

seems to show up even when both "sides" of the textures are the exact same color too

sinful light
#

is there any limit for spawn and system trees in one visual effect?

turbid acorn
#

Hey Folks, i try to create a puddle from a huge rain drop on a floor in 2D Space. The puddle is the sub emitter of the raindrop particle system. The problem is, that the puddle appears above the collision ( on the centerpoint of the drop). I dont use a shape on the sub emitter. Is there any good way make the puddle appear on the intersection of the collision ?

sinful light
grizzled orbit
#

hey guys for some reason i can't change the colour of this

#

when i change colour it disppears

#

new to making vfx with shader graph

#

and particle system

grizzled orbit
#

kind of fixed it and this is how it looks now

sinful light
#

Will there be depth buffer collision for URP soon?

warm torrent
ebon rampart
#

Hi everyone! New here and this is actually my first question, hope it hasn't been asked before but, is there a way to isolate Graphs in VFX Graphs? Let's say, in Shuriken you can just turn on/ff the Game Objects themselves and just leave the one you want to test "isolated" but in VFX Graph when I have a bunch of Systems going on, sometimes is a bit hard to find the right graph I want to check and I get lost easily, mostly when the are a lot of systems in the same graph. Is there a good practice to avoid this or a way to just isolate systems? Thanks in advance! 😄

sinful light
vapid wagon
#

Hi I’m new on visuals effects I would like to recreate in my way the spear attack VFX made in Genshin Impact as shown in this video :

https://youtu.be/DzeGivT6wBU?t=1

I’ve already tried to make a texture that is similar to a spear attack (maybe this is not the best) and make a plane in 3ds to make it looks like it’s in 3d.

And for the moment I have this kind of effect which is good but it seems like this is a little flat while in the video there is a motion on the effect that makes it more realistic, I think that maybe they are playing with the offset of the UV/Texture to make it feels like it moves, but I don’t know how to do it and if it’s the answer to my question because maybe it also a spritesheet that make it looks like it moves idk actually.

I would like to hear your thoughts on it to show if I’m wrong or if I am on the right track for the answer.

Genshin Impact (PC / PS4 Pro) - All Characters Skills and Attack Animations Zhongli Update
All Gameplay played, recorded & edited by me. Gameplay Raw Footage edited afterwards in a transformative manner for information purposes. #GenshinImpact #Endgame #Bosses
join our discord community & discuss your favourite games with us: https://discordapp...

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slate sable
slate sable
#

Btw, you can move a youtube video frame by frame by using [ , ] and **[ . ] ** keys.

vapid wagon
#

Ho so, they are not using the particule system / shader to scale it but use a spritesheet draw by hand ?

vapid wagon
slate sable
#

I think that's exactly what's happening there.

warm torrent
slate sable
vapid wagon
#

Interesting to see your thoughts on it, thank you for your answer! Seems like it will be more complicated to what I thought.

#

Actually my effect looks like this but it doesn't seems that satisfying as I would like x)

warm torrent
#

Like these

vapid wagon
sinful light
#

Like this moment, it looks like the arrows are pointing to the right, being thicker on the left side and loosing scale on the right. As you can see in the image above, the burst is more like growing to one side and then shrinking instead of shrinking in the form/sprite itself.

vapid wagon
sinful light
vapid wagon
primal lotus
#

Could be scaling in xyz seoerately

latent chasm
#

I have a projectile prefab from an asset that came with a script attached to provide movement, doing so by adding velocity to a rigidbody. I removed that script, adding my own projectile script which handles movement with Vector3.MoveToward, and transform.LookAt

The issue is, the projectile is moving in a straight line and not moving toward the enemies. There's no other scripts on the objects, other than my projectile script. Also, the enemies are actually getting hit still, it just appears to be a visual issue. Here's a clip of what's happening, is there something in the particle system settings I need to change?

https://streamable.com/lrdmrg

prime dome
amber trellis
#

why can i not edit these properties?

#

unlit shader graph

#

here are the parameters but still unable to be changed

#

something is wrong I can feel it

#

in the tutorials people do have this droplists and I personally don't

#

ok I fixed it

steady zephyr
#

how come nothing except "base color" affects the color of a lit mesh?

#

trying to set color from map

hearty flare
flint saffron
clear lantern
#

How do I make particles not reflect light? I'm making black smoke but it turns a bit white at certain angles which leads me to believe it's reflecting the white light in the scene

amber trellis
#

why do I see my sprite lik this?

flint saffron
slate sable
cold raft
#

Hi, after adding a vfx graph, my parent game object's origin becomes offset and the vfx graph's origin is somehow in the middle, instead of in the start.

Any idea why?

steady zephyr
#

does "color from map" not work on lit mesh?

#

k it was something in my volume settings

proper forum
#

Quick question, shaders can also apply to images, right? Like, 2d images?

steady zephyr
#

Yes. A shader is often just a program on the GPU.

shadow thistle
#

Should I use post-processing v2 or URP for mobile? Mainly for the bloom.

royal tulip
#

using the Quad Node in VFX graph to render hit decals. but using a render scale of anything other than 1 stops it from working. Anyone know why this might be?

vapid wagon
#

Hi everyone, just wanted to have some feedback on the effect that I've made, the player is teleported before to make it looks like he is super fast in the attack, and then there is a combo of slash attacks in circles, I would love to have your comments on it, and don't hesitate to show me where I could improve things.

slate sable
vapid wagon
#

Another video showing the effect with another dash attack effects and the spear effect of the last time too, sometimes at the end (the fix with particle during the combo slash attack was not fixed yet), here again, I would love to hear about your thoughts!

proper forum
#

Well, I guess right now I have a question with some VFX. Say I wanted an effect to play like uh
Like when the player 'time travels' or 'teleports' or what have you. How would I do that? Is it as simple as just putting a shader on an image in a canvas?

warm sequoia
#

Does anyone know how effects like these are created

#

these deffinitely aren't particles

#

and yes this is unity

proper forum
#

Yeah, I had the sphere idea too

#

No actually! What sort of stuff?
Also I guess I’m trying to figure out how to get this to uh
“Play” whenever the teleportation ability triggers
Coroutines are my best friend at this point lol

#

Well, that just made the glow a neat grey

fervent falcon
#

should i bother with learning lots about the particle system as an aspiring game/level designer / programmer

#

will artists generally be the ones handling the fx, or is a designer expected to create them as well in the game industry?

fervent falcon
#

how much should I know?

#

so basic understanding is enough?

#

no need to be able to make the coolest vfx

#

just know how much time and effort it takes and the limits of it?

#

got ya

proper forum
#

Is it possible to animate post processing effects? Mostly for special effect purposes

arctic bison
#

Is there any way to combine the blackboard and inspector graph in Shader Graph the way it is in VFX Graph? This two window thing is super shite and annoying af.

dull obsidian
fervent falcon
#

how do i turn bounce off for particles..

elder latch
#

Is there any way in VFX graph to kill a particle which has no lifetime? For example when the effect is stopped?

slate sable
elder latch
bold kelp
#

Hey guys, a little noob question
Which parameter is responsible for the length of the particle? Aside of the lifetime. I need to cut the particle as soon as it hits the floor but lowering the lifetime only quickens the entire movement

#

Should I be altering curves?

slate sable
#

Lifetime defines how long will be the particle alive. The Over Life nodes set some attribute during the particle's life. So you want the end of your curves to be the state when the particle dies (no alpha, ...) .

#

@bold kelp

velvet bay
#

Hey! Anyone can recommend good stylized VFX online courses for Unity?

opaque knoll
#

Hi all. For Shuriken, i turned off align to direction and spherize direction but it's still pointing outwards of the mesh shape?

slate sable
bold kelp
bold kelp
slate sable
bold kelp
#

But I see there's no multiply size over lifetime in 2020.3.17 right

slate sable
bold kelp
arctic bison
#

Can literally anyone try and run the 'Head and Trails System' default on their integrated graphics? I can't get it to work on my laptop and am curious if this is an IGPU issue.

#

Please @me if you do.

rustic ore
#

Hi, does anyone know of any solid rain fx with lit shaders for HDRP?

gaunt ivy
#

Hello, I want my character to be made of fire. how can I do that ?

slate sable
bold kelp
slate sable
# gaunt ivy how ?

Search for some tutorials. Don't ask for a complete solution.
https://www.youtube.com/watch?v=ePbeaYuMNK4
If you are using builtin in pipeline you'll need to look for something different using legacy particle system and some different kind of skinned mesh sampling.

Let's see how to spawn particles in an animated character, in a skinned mesh. This technique can be quite useful to create some pretty cool effects for a character or an animated object. Enjoy!

00:00 Intro
00:38 Project Setup
01:17 VFX Graph Setup
03:35 Skinned Mesh to Mesh Script
07:05 VFX Graph Adjustments
08:14 Skinned Mesh to Mesh Final Sc...

▶ Play video
gaunt ivy
#

Okey thanks.

steady zephyr
#

2020.1.1f1 to 2021.1.16f1 made my VFX graph stuff run at 1/3 speed... anyone know why this could be?

steady zephyr
bold kelp
#

How do I make the particles follow the sphare they are drawn into

#

Current attempt was trying to copy the orbs position over lifetime under the conform to sphare in the update particle

slate sable
#

Or you could just use the same curves I guess.

prime ginkgo
#

how can i make particle stay one size i made a aura particle system but when i go closer it looks like it gets smaller

#

i dont want it to scale by distance

warm torrent
#

It's set on by default because transparent particles that cover a lot of the screen are extremely expensive

lilac locust
#

Hi guys im not sure if its the right channel. im looking for a tutorial for a particle/grounf marker that align on ground/slopes

#

So that marker/effect "bend" anf correct align on slopes. Any ideas?

quiet smelt
#

How can I plug a VFX shadergraph into this Output Particle Mesh node?

#

This tutorial I am following shows a shadergraph slot for the VFX shadergraph, but I don't have it in the version of the VXF stuff I am using

slate sable
twilit lagoon
#

Hi everyone, would this be a good channel for VFXGraph Request For Enhancements (RFEs)/suggestions? There are a few small quality of life improvements that I can think of that would help our workflow tremendously

#

For example:

  • Hold Alt + Click and Drag to clone/duplicate a node
cobalt scarab
tough mortar
#

Hello, I'm using VFX graph at the moment and I'm looking for a way to set VFX property binder settings during runtime

#

For example, how could I change the target gameobject here via script

tough mortar
#

for changing the settings inside a VFX property binder?

slate sable
gleaming meteor
#

Hi everyone! 😄

In an Oculus Quest 2 project we're working on, I need a short 13sec video to repeat on a plane. What would be the most optimized way to achieve this?

unique condor
#

how does unity use this graph?
more exactly how does it draw the particles

#

?

slate sable
unique condor
slate sable
granite fog
#

hi, how can i achieve this shape glow effects around the sword model, its only in the blade, its like the same model but extruded

rustic ore
#

Hi, I'm having trouble with vfx particles appearing green when the particles are between a light and myself. I've created a diffusion profile, I've added it to the HDRP Default Settings Diffusion List, and assigned that Diffusion Profile to the Output Particle Lit Quad component of the VFX I'm working on. I've followed old posts here about the issue, gone through a bunch of forum posts about it, but it still doesn't work. Any ideas?

rustic ore
granite fog
#

im trying to make the vfx apear only in the blade of sword, but its spliting in tow

jolly dove
#

is VFX and particles essentially like 3D modelling and blender?

granite fog
#

Particles is part of vfx process, blender is a software to process 3d models, i think it's different stuffs

steady zephyr
#

if i'm doing set position from map, how can I get an ID for each particle?

#

getparticleid doesn't seem to work since the values are changing

#

I want the ID to be the index from the texture that I use to set position

slate sable
steady zephyr
#

thx

bold kelp
#

Hello, does anybody know what would be the process of importing the textures and distorting them like it's done in this video in niagara?
https://www.youtube.com/watch?v=fGB-zxRPfwA&list=PLRpiOeaDPL_6t0WEUgaxrekJG5ocxW-lX&index=4

Patreon - https://www.patreon.com/1MAFX
I wanted to explore a bit more difficult and more stylized shapes of the trails in substance designer. Part 2 will add more nodes to your library and hopefully, you will feel more familiar with substance and trails.

https://twitter.com/pmargacz - Here I post most of my VFX
https://www.artstation.com/mge...

▶ Play video
steady zephyr
#

seems like support for enabling a block with a bool has not been added yet

#

i want to disable my graph from having a lifetime

#

setting lifetime to 0 is not the same thing as having no lifetime apparently

#

also means there's no way to switch between spawn modes?

iron folio
#

I'm having issues with VFX graph. None of the effects are working. Not even the sample ones. They won't spawn any particles

#

It only happens on this project that I've upgraded from 2018 to 2021

opaque knoll
#

Hi all. For Shuriken, it seems OnParticleUpdateJobScheduled stops being called when ps.Stop() is called
What if there are still particles i wanna jobify?

rustic ore
next flicker
#

Basically, trying to get dust trails with particles that are affected by light. I either get dust trails that glow in the dark, or trails that don't glow in the dark but change brightness as you rotate the camera.

bold kelp
plush pond
#

is it possible to change circle's center position? i've tried using position source attribute and custom vector3 attribute but it always stays at (0,0,0)

dull obsidian
steady zephyr
#

Sometimes I want to not update every frame and trigger some lifetime effects

#

In which case I would turn lifetime on.

The only way it updates "correctly" otherwise if lifetime is never set, even to 0

#

Particles should live "forever" but get replaced every frame

#

Not every frame actually it's like 30fps

glass jolt
#

hey, got a small play/stop script for vfx graph, but im confused why its not working. any ideas?

shrewd pond
#

So I am rendering some cutscenes for a small mobile game. What would be the advice for having videos without bloating the size? It can't be done in-engine.

young swan
glass jolt
slate sable
sharp otter
#

Is there a way to make the particle system (shuriken) follow the shape in which it was formed? E.g. if I have a donut shape, can I have the particles move along the donut shape?

#

I cant seem to find an option for this in the particle system

scarlet narwhal
#

Anyone know why the "generate motion vector" option isn't available in my LWRP vfx graph output quad block?

quick quiver
#

@scarlet narwhal URP doesn't support that yet afaik, they are only now adding movecs to it

#

like, URP 12 just got motion vector buffer now but it's not really utilized anywhere yet

scarlet narwhal
#

Ah ok. Don’t know why I didn’t just use hdrp anyway.

young swan
#

The latest versions of the VFX Graph are finally adding more URP support, for example lit output contexts

#

but I think it's still on the beta versions of 2021.x

#

(VFX Graph version 12.0.0 and onwards)

#

but last time I checked, the URP support on the VFX Graph is still "In Preview"

#

@scarlet narwhal also, do you have Experimental Blocks enabled?

rigid dagger
#

I'm working on a particle effect training module, and in it, the final step for this particular lesson is to add a Texture Sheet Animation. After setting mine up (right), I get these black boxes. Is there a way to ignore the texture sheet's background?

warm torrent
glass jolt
#

@slate sable @young swan
today i got it to work first thing in the morning lol. im not sure what i did, cus the VFX setup & code is unchanged 😅

jade cypress
sharp otter
upbeat abyss
jade cypress
jade cypress
upbeat abyss
prime ginkgo
#

how do i make a particle stay still and not move at all and keep playing forever without disappearing

jade cypress
prime ginkgo
#

i want it to stay still here too like on the mesh shape

#

i put in the shape thing as mesh and renderer

#

it just keeps floating around ( i want it to be an aura kinda )

#

it just floats to random places in the mesh shape lol

jade cypress
prime ginkgo
jade cypress
# prime ginkgo idrk how to make a shader or find one like that

If youre using a render pipeline that supports shader graph such as URP or HDRP then I would highly recommend you use a shader instead of a particle to create the effect you desire. This is a good start. https://youtu.be/Ar9eIn4z6XE

● Check out Bolt: http://ludiq.io/bolt/download

The time has come... Let's explore Unity's new Shader Graph!

♥ Support Brackeys on Patreon: http://patreon.com/brackeys/

····················································································

♥ Subscribe: http://bit.ly/1kMekJV

● Website: http://brackeys.com/
● Facebook: https://f...

▶ Play video
marsh drift
#

I have this game object which is sort of like those spherical cameras, where the "eye" follows the player and occasionally shoots a beam at him.

Looking for a way to create a "breaking down" effect; something with a bit of lightning(mimicing power), to show it's being shutdown/breakdown.

Any tips/tutorials/videos/anything you know that could help

maiden saffron
#

hey folks how can I make it go all the way down

terse storm
#

wdym all the way down

#

what even is that

#

try y-axis?

steady zephyr
#

is "orientation" the same thing as "direction"

fluid lagoon
#

orientation implies more than just a direction

#

because you can have an object that is pointing in a direction but that still leaves 360 degrees of freedom where it can freely twist around and still be pointing that direction

steady zephyr
fluid lagoon
#

in what context

#

what are we talking about?

steady zephyr
#

VFX graph

slate sable
# steady zephyr there is "set direction from map" but no "set orientation from map"

I am guessing the direction means the direction of velocity where the particle is moving.
So you can use that to direct particles in different ways from a map I guess.
I found this in documentation for Get Direction. (so maybe there is no use of setting it? idk)
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.2/manual/Operator-GetAttributeDirection.html

I don't think there is such thing as orientation in VFX graph. There are Orient nodes that change the axis of the particle as you can see in the computed source code.
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.2/manual/Block-Orient.html

warm torrent
#

Where the particle sprite is facing, where the particle point is facing and where the particle is moving are all different things in some contexts from what I understand

onyx marsh
#

Hey; I am looking for someone to make me a simple smoke particle system, I have a few dollars to spare, hit me up if you are up for it.

steady zephyr
#

there is

slate sable
# steady zephyr there is

That's not "orientation". That's a node that orients the particle on 3 different axis. It's basically a verb. Not an actual attribute.

#

Same with force. There is no force attribute but there is a node that adds force -> adds velocity over time

slate sable
keen hamlet
#

hello i have an issue with my particle system in unity

#

the particle system is different when the game is played

#

compared to when in the scene view

#

i have a script for sprinting which turns the particle system on

#

but it is completely different to what i want

#

the particle system is under the camera object because its a fps

steady zephyr
#

not giving enough info

keen hamlet
#

Ok sorry I’ll send a video when I get home

worn coral
#

is there a way to make it so the particles don't follow the rocket. I want them to just spawn from the rocket but them be independent.

worn coral
#

?

slate sable
worn coral
stray badge
#

how do i emit particles from vfx graph at a location?

#

do i have to move the emitter

#

or can i pass params kinda like particle system

steady zephyr
#

Either

#

You can just do an add position block

covert thicket
#

We've created a thorough introduction to the principles of #✨┃vfx-and-particles with VFXGraph ✨ https://www.youtube.com/watch?v=hXjNC8pNOTE

Join us as we run through the principles of VFX Graph! We'll be making special potions, falling leaves and fire effects. Gain a better understanding of the VFX Graph’s components, Sin Waves, Randomness and Texture as Data. We take audience suggestions throughout the video to illustrate the flexibility of these concepts.

Follow us on Twitch and...

▶ Play video
wicked yew
#

Hi i try to understand how culling space is working for vfx graph. In my Scene view when i stopped seeing the origin point of the particle effect, the vfx is no longer rendered, i try to change culling flags to always simulate but it didn't affect anything do someone have a solution for this ?

warm torrent
wicked yew
#

Oh yes yes, it works ! thanks a lot ! but do you know why always recompute didn't worked ??

#

@warm torrent

wicked yew
#

ok ok !

honest pewter
#

Is there a way to display/view all particle systems in scene view without entering play mode?

fluid lagoon
honest pewter
#

Right, that lets me start the particle systems but once I deselect them they pause (in editor mode).

#

Is there a setting to enable particle simulation in editor view without needing to select the particle system?

fluid lagoon
#

I don't think so

jade cypress
twilit lagoon
#

Hi all, I tried using a certain code to restrict the FPS on my Game view in Play mode:

Screen.SetResolution (1920, 1080, false); QualitySettings.vSyncCount = 0; Application.targetFrameRate = 30;

It does work, but I want something else actually. I want my VFX graph to still be running at an uncapped FPS in the background (or lets say, 60), but have the display only show a few frames a second.. Is that possible?

warm torrent
#

If I had to do it I'd try to set FixedUpdate to 30 and tie absolutely everything to it besides the VFX

granite cairn
#

Does anyone know how LOD groups store references to materials? I'm trying to change a property of the materials for all objects on a list, and it works fine with regular objects, but fails to find the renderer component for LOD groups (I assume because LOD groups store meshes as children)?

Is it as simple as getting the child of the game object rather than the game object itself?

twilit lagoon
gleaming granite
#

Hello I have created a vfx graph that has a grid of lit particle meshes. that i would like to do now is offset the individual particles by some noise. I am essentially trying to create an ocean minecraft style

honest pewter
gleaming granite
#

Hello

#

is anyone able to help with my above comment

fluid lagoon
gleaming granite
#

Something like this?

gleaming granite
#

issue is that is moving all the particles equally

primal lotus
#

Hi, is there anyway to disable selected object outline in the editor?

#

(it's distracting when working with particle systems)

#

nvm! Found it! (Gizmos > Selection Outline)

slate sable
fluid lagoon
gleaming granite
#

thanks all i was able to get it

gleaming granite
#

it is my understanding and i have not used VFX in a long time that i cant determine. when /where a gameobject interacts with them right since they are still all gpu?

gleaming granite
#

trying to figure out if i get get an object collision detection. since it is a plane i thought about using shader graph for vertex displacement but i dont thinking that will work since the collider does not change with that

trim pilot
#

Anyone experience with Obi Fluid?

#

I'm a little stuck

gleaming granite
#

secondly is there a way to pass the specific particle position back to script. I can get the particle i want through the ID

stray badge
#

anyone have tips on making global, organized particle systems?

#

im using vfx graph in urp, and im having trouble trying to set everything up using one emitter on a singleton

#

how do you guys do large-scale particle system setups?

flint saffron
worn coral
#

How should I go about simulating fluids in unity?

worn coral
#

Mainly 3d water

grizzled kiln
#

I want to get a count of particles that are true for these two separate statements, can anyone help me?

gleaming granite
dull obsidian
# gleaming granite secondly is there a way to pass the specific particle position back to script. ...

this is not currently supported. reading back particle data from the GPU to the CPU can be costly and tricky, but it's definitely possible. this feature is on the VFX graph roadmap: https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/125-particle-attribute-buffer-read-access-from-outside-graph

This will allow reading particle attributes (e.g. position, color, etc.) asynchronously from CPU or from other GPU passes.

gleaming granite
#

@dull obsidian i figured as much. I am thinking to build a shader that creates the movement then passing that to a mesh to get the vertex offset and passing it to the vfx for the spawning and movement you think that would work?

shadow thistle
#

Hi, any idea what is this kind of roar effect called or how to make it? From the origin(mouth), the screen tears as it spreads.

hearty flare
#

I imagine it's just a form of radial blur

shadow thistle
#

oo make sense. Can I do this using URP?

hearty flare
#

Presumably there's an effect out there, sure

lilac trout
#

I am looking for a guide or tutorial on creating a speed particle. like space dust flying past a ship as it moves so you can get an idea of the direction of movement in space. closest I can find are warp effect tutorials and those dont work as they cant account for changes in direction really. been searching for hours with no luck

#

unless I have it wrong and the fixed direction particle like the warp effects is the right way to go and I need to point the emitter in the direction of movement?

thorny silo
#

hi, don't know if it is the right channel but, do you know what the fov of the editor camera is?

wicked yew
#

it's the field of view

thorny silo
#

yes, sorry i mean, how much 🙂

wicked yew
#

by default you mean ?

#

i think it's 40

thorny silo
#

how much fov does the camera in the editor have 🙂

#

cool, thanks!

thorny silo
wicked yew
#

wait i will show you in the engine

#

🙂

wicked yew
#

yep !

#

so by default it's 60

lilac trout
#

in a tutorial video I was watching on vfx graph particles, it was mentioned that large particles (the sprites them selves being scaled very large) causes problems with ram use. sounds odd to me, any one know if this is true?

silver brook
#

Can somebody help me with render texture? I iam trying to do the retro look render texture and now it's rendering only black/No camera thing!

(Not sure where to post this)

silver brook
#

There

#

What can I do to that?

wicked yew
#

How your scene look like ?

silver brook
#

And i have turned warn if no cameras rendering off

#

and if i take the render texture off.... it works like normal

wicked yew
#

Well that's strange Because we can see that your main camera is display

silver brook
#

hmmmm

#

I've been fighting with this problem for about 2 hours now....

#

I used an raw image to display it for camera

silver brook
#

I GOT IT WORKING

gleaming granite
#

i have my texture map working in shadergraph and this is helping with where i need intersections with game objects. now i have to get the vfx to roll the texture the same as the shader graph. is there a way i can have the 2D texture in world space in vfx?

prime dome
#

please can someone help

#
2021-10-11 20:51:12.536586-0600 INTERFACE[8424:8402538] MemoryManager: Using 'Default' Allocator.
-> applicationDidFinishLaunching()
Loading player data from /private/var/containers/Bundle/Application/85463E68-DB2A-417D-8A27-145E1A5D845D/INTERFACE.app/Data/data.unity3d
2021-10-11 20:51:12.641355-0600 INTERFACE[8424:8402538] fopen failed for data file: errno = 2 (No such file or directory)
2021-10-11 20:51:12.641403-0600 INTERFACE[8424:8402538] Errors found! Invalidating cache...
2021-10-11 20:51:12.834958-0600 INTERFACE[8424:8402538] Writing analzed variants.
-> applicationDidBecomeActive()
2021-10-11 20:51:12.844742-0600 INTERFACE[8424:8402538] Writing analzed variants.
[Subsystems] Discovering subsystems at path /private/var/containers/Bundle/Application/85463E68-DB2A-417D-8A27-145E1A5D845D/INTERFACE.app/Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Initializing Metal device caps: Apple A14 GPU
Initialize engine version: 2020.3.16f1 (049d6eca3c44)
New input system (experimental) initialized
2021-10-11 20:51:13.274859-0600 INTERFACE[8424:8402799] fopen failed for data file: errno = 2 (No such file or directory)
2021-10-11 20:51:13.274903-0600 INTERFACE[8424:8402799] Errors found! Invalidating cache...
2021-10-11 20:51:13.431134-0600 INTERFACE[8424:8402538] Unbalanced calls to begin/end appearance transitions for <UnityViewControllerStoryboard: 0x105516b10>.
2021-10-11 20:51:13.431339-0600 INTERFACE[8424:8402538] Unbalanced calls to begin/end appearance transitions for <UnityDefaultViewController: 0x105437810>.
UnloadTime: 2.565208 ms```
frank crown
#

quick question, if I displace vertices in urp using a shader, will the vertex normals get recalculated properly or do I need to recalculate those myself?

lilac locust
snow vale
#

not sure if this is the right channel for particle stuff, but I was wondering if anyone knew of a faster way to add the frames of animation to the texture sheet animation tab in the particle system editor?

#

Right now I have like multiple 70+ frame animations and dragging/dropping is feeling pretty slow

opaque knoll
#

Hi for shuriken, can the emission shape be controlled to expand outwards? Instead of random
Loop/pingpong only controls the arc angle/along the line, but there's nothing where in the "radius thickness" it spawns from

rigid chasm
gleaming granite
#

did anyone have any thoughts on if a 2D texture in vfx graph can be in world space

thorny silo
#

Hi, does anyone know what the best solution to recreate a multipass shader in URP is? Or a good way to have a shader render before another? the order is important

#

this is the effect i want to achieve

#

the white is renderer after the red but renders in front of everything else

#

thanks

#

i managed to recreate the same effect by having 2 materials on the same object and having them on different render queues, but i was wondering if there was a way with one material

thorny silo
#

ahhh sweet, thanks a lot!

prime dome
#

^^ VFX

#

🙂

jolly dove
#

Anyone know how I can make ripples of a pond vfx and it ignores z-level, i.e. see through walls?

slate glen
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Hi! Does anyone know how to kill all particles of a Visual Effect Graph via script and then spawn more? I set age past lifetime which killed the particles, and then I set age to be 0 to allow for new ones, but when I sent an OnPlay event (and .Play()), no particles spawned

Gonna try killing the particles with a world-sized kill box and then removing the kill box before sending another OnPlay event

slate glen
forest nimbus
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Hey i hope im at the right place here..
I want a single Particle to rotate clockwise.. like the Simple Ribbon system but just a single particle 😅
In VFX Graph

slate sable
forest nimbus
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okay thank you.. which time would i use for the 2nd point?

slate sable
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Total Time

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So it always increases

spiral moth
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is there any way to get some debug info out of a vfx graph at all

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i know i can query GetParticleSystemInfo("System").aliveCount for example

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basically i have an issue where i know the particles exist but i can't see them, so i'd like to somehow get position info out of the system if possible

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i thought OutputEvent might be a way to maybe capture position data but the Samples package doesn't have an actual working example of that although the scripts are there..

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for example adding the VFXOutputEventPrefabSpawn script to a VisualEffect gameobject does spawn the supplied prefab, but only seems to spawn the prefab at one specific offset where i expected it to spawn at particle positions.. it also seems to work sporadically as if it's buggy in some way.

molten grotto
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anyone seen this before ?

arctic bison
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any particular reasons the shder editor would show metallic red, but the editor window would show flat grey?

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The inspector even shows it metallic

spiral moth
arctic bison
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Huh maybe. Thanks for advice

lofty orbit
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Is there any major reason to not have VFX objects be persistent through loading screens?

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I'm thinking of making some dynamically callable VFX generators persistent through scenes so that i dont have to reload them (they will be individually heavy), with static functions that expose parameterizeable effect calls, so I'm wondering if this would create non-obvious problems

limpid jacinth
spiral moth
subtle pawn
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Does anyone know how to get good shapes for UPS (Unity's Particle System)? I really cant find out how to get good shapes and Im not too sure how to get them into UPS

grizzled orbit
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hey should i be worried about vfx graph not supporting devices>?

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so far been using shader graph and shuriken

quick quiver
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if you target mobile, then yes

dull obsidian
spiral moth
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I'm getting the aliveCount to say the spawns are working as expected but i can't 'see' the particles

slate glen
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Has anyone figured out how to use Event Attributes? I'm trying to queue a set of events, each with different values for custom exposed properties (e.g. spawn position). When I bind Event Attribute payloads to an event and send the event to the graph, the graph uses the default value for the exposed property instead of the value I set in the Event Attribute payload

slate glen
slate glen
# slate glen Despite sending a payload via this code, the graph uses the default value for Sp...

You can extract the payload data in an Initialize context via Get Attribute: [attribute] (Source) , however, only one event attribute payload can be processed per frame and it seems the others are discarded, in 2020. I'm currently stuck with 2020 so I will try to emulate multiple-events-per-frame by packing the payloads into a texture and running one event that traverses that texture

Related threads:

Issue:
https://forum.unity.com/threads/using-vfxeventattribute-and-calling-sendevent-multiple-times-per-frame.825018/

Official solution in 2021:
https://forum.unity.com/threads/new-feature-direct-link.1137253/

spiral moth
slate glen
slate glen
spiral moth
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Tbh i think my version should be working and i am getting aliveCount to confirm particles are being spawned, the problem is they're not showing up even though my bounding box is enormous.

slate glen
spiral moth
slate glen
spiral moth
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Ah right ok

slate glen
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For clarity

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Generalized from "PositionTexture" to "PayloadTexture"

spiral moth
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Ah interesting.. only issue i would suggest might be - having a non-square texture might be less efficient but i guess it's not a huge problem

slate glen
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There might be an optimal texture layout, maybe a square-like texture would be better. Would have to think about how the compute shader works (or whatever they are using). Could also profile

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same thought lol

spiral moth
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hehe yeah

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basically Phils method does alternating, so first pixel is pos second is rot so it increments in 2's

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and uses the w channel for whatever single float values you might need

slate glen
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I like the use of the w channel, will look out for opportunities. Padding always feels bad to me

spiral moth
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yeahh

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i think you can set the data format of the texture to only use 3 channel rgb possibly

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if you're not using w and want that extra efficiency

slate glen
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Couldn't find a format for that

spiral moth
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ah really

slate glen
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goes from RFloat to RGFloat to RGBAFloat

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1, 2, 4

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sad face

warm torrent
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This is a shuriken lit quad particle using solid color with spherical normal map, and the problem is the reflection "bends" at sharp angles causing that crescent shaped sideways horizon
I don't intend to dwell on this problem but if anyone recognizes it that'd be helpful for sure