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A particle test using Unity's VFX Graph with the 'Standard' shader-pipeline (not HDRP nor LWRP)
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The new Visual Effects Graph in Unity can actually work with the older "Standard" shader-pipeline, so I thought I'd give it a go. I'm happy with these test results, the performance is great (OBS is eating up more frames than the particles here). 64k particles here, so not a crazy amount, but it can run quite a lot more.
This is using Keijiro Takahashi's (a wizard, for certain) skinned-mesh baker example:
I'm not ready to move onto HDRP or LWRP yet, so I'm pleased this works without either of those, even if it's an unsupported feature of Unity.
Join my Discord community:
#gamedev #indiegame
This is using Keijiro Takahashi's (a wizard, for certain) skinned-mesh baker example:
I'm not ready to move onto HDRP or LWRP yet, so I'm pleased this works without either of those, even if it's an unsupported feature of Unity.
Join my Discord community:
#gamedev #indiegame
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