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.

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Hello. How did you manage to get the baker to work in play mode with an animated character?

СергейБлизнецов-яъ
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Heeey, man... Found your channel through the blender terrain video. Good stuff btw...
I was actually pretty interested when you mentioned everything was going to be created with a low-poly style, I got specially interested in the particle system.
Cool to see it in action. I actually looks pretty damn nice. Would be awesome to see how it looks on some spells or something crazy like that

Hypersystemoff