Effects : effects/effects.
particle system: particle systems. Can be used to create smoke, airflow, flames, ripples and other effects.
After the Unity3d 3.5 release, the new Shuriken particle system was exited:
Effects after adding a component:
The Open Editor button opens the Particle editor, which allows you to edit complex particle effects.
Because the shuriken particle system is a modular management method, it is possible to add modules dynamically:
1. Initialize the module: This module is the intrinsic module of the effect component.
Duration: Particle emitter, the time to emit particles. The unit is s (seconds).
Looping: whether to open. If the loop is turned on, the duration value is greater than the minimum value of 0.10.
Prewarm: If Preheating is turned on. Only when the loop is turned on, the preheating is effective, and the particle volume is similar to emitting a particle cycle.
Start delay: preheating delay. After the game starts, warm-up opens. Unit is S.
Start Lifetime: Particles come out from the emitter to the vanishing time. Unit is S.
Start speed: The velocity at which the particles are emitted.
Start size: particle size.
Start Rotation: The rotation angle of the particles.
Start color: The color of the particle.
Gravity Multiplier: Set the effect of gravity on particles, the larger the value the greater the impact.
Inherit Velocity: Speed inheritance. When the particle system is moving, the velocity of the particle inherits the velocity of the motion. But the particle coordinate system must be in the world coordinate system.
Simulation Space: Is the coordinate system itself or the world coordinate system.
Play on awake: starts playing in the game, but does not affect the start delay effect.
Max particles: The maximum number of particles released, stopping the release of particles when the maximum number is reached, and continuing to release when a particle disappears.
The 2.Emission module (particle emission module) is used for the rate of particle emission. or emit a large number of particles at a given time to simulate the effects of explosions.
The number of particles emitted per second. Bursts the number of particles that explode at a certain point in time, which must be within the particle duration range.
The number of particles emitted per metre. The particle emitter is the game object that is moving when the particles are emitted per metre, but the particle coordinate system must be in the world coordinate system.
3.Shape Model (Shape control Module): Defines the shape, position and emission direction of the particle emitter.
Spherical particle emitter:
Radius: The radius of the sphere.
Emit from Shell: whether particles are emitted from the surface or emitted from within.
Random Direction: Whether stochastic speed is enabled.
Hemisphere emitter:
Cone launcher:
Angle: Vertebral body, the size of the upper opening.
Radius: The size of the radius.
Length: The height of the vertebral body. Available only when the emit from value is volume shell or volume.
Emit from: The location of the particle emission.
—————— Base: A particle emission source is emitted from the bottom surface of the inner surface of the vertebral body.
—————— Base Shell: The particle emitter is at the edge of the bottom of the vertebral body, which is the circumference of the ring emission.
—————— Volume: The particle emission source is in the inner space of the vertebral body.
—————— Volume Shell: The particle emitter is on the entire surface of the vertebral body. There is no bottom side.
Cube launcher:
Box X: Cube length.
Grid emitter:
Mesh: Select a grid style.
—————— Vertex: The particles are emitted from the mesh vertices.
—————— edge: Particles are emitted from the edge of the mesh (edges).
—————— Triangle: The particles will be emitted from the triangular surface of the mesh. The graphs are made of triangles.
4. Life cycle Speed Module: Controls the speed of each particle.
5. Life cycle Speed Limit module:
Separate axis: whether to enable limiting of each axis.
Speed: Limit the rate.
Dampen: damping. Damping of 1 indicates that at the end of the life cycle the speed is reduced to a limited speed.
6. Life cycle Force Module: Controls the situation in which each particle is subjected to force during its life cycle.
Randomize: Enabled only if you have random between, constants, or random between-curves.
The force representing each frame acting on the particle is uniformly randomly generated.
7. Life cycle Color Module: Controls the color change of each particle during the life cycle.
8: Speed range Color change control module: Changes the color of a particle according to the range of setting speed and the speed of the particle.
9: Life cycle Particle Size module: Controls the change in the size of each particle over its life cycle.
10: Speed range particle size change control module: Changes the size of the particle according to the change in speed.
11: The rotational speed of each particle in the life cycle: the angle of the particle rotation per second.
12: Change the rotation speed of the particle according to the change of velocity: when the rotational speed is not constant.
13: External Force multiplier: Adjusts the effect of wind on particles.
14: Collision Module: Creates a particle collision effect for particles, currently only supports planar collisions.
Plane collision only supports 6 planes, click on the + sign can add the current plane or create a new one.
By creating a new collision plane, it becomes a sub-object of the particle object.
Visualization: How the collision plane is displayed.
—————— Grid:
—————— Solid:
Scale Plane: The size of the collision plane.
Dampen: damping coefficient. Particle velocity impact loss degree. 0~1.
Bounce: Rebound factor. 0~2. The larger the coefficient, the smaller the bounce angle.
Min Kill speed: Minimum destruction rate. When the velocity is less than this value, the particles disappear.
Particle radius: particle collision radius. The minimum value is 0.01.
World collisions:
Collides with: collision level. Choose to collide with that level.
Collision Quality: Collision quality.
—————— High: Each particle will have a ray collision detection per frame with the scene, it should be noted that this will increase the burden on the CPU, so in this case the total number of particles in the scene should be less than 1000.
—————— Medium: The particle system is subject to parude Raycast budget global settings at one time per frame.
—————— Low: Similar to the medium effect, only the particle system is affected by the Parude Raycast budget global parameters once every 4 frames.
—————— Voxel Size: The dimensions of the voxel in the collision cache, available only when collision quality is medium and low.
15: Sub-particle emission module: in the case of particles born, collisions, extinction can call other particles.
16: Sequence frame animation Texture module:
Tiles:x the number of copies horizontally divided by the number of copies vertically divided by Y.
Animation:whole sheet-The entire page is moved with X, Y.
Frame over time: The rate at which animations change over the life cycle.
Cycles: Animation changes several times during the life cycle.
Animation:single row-scrolls from left to right.
Random row: randomly.
Row: Selects a row, starts scrolling, and is less than Y in tiles.
17: The particle's rendering module:
Render mode: Rendering modes.
—————— Billboard: Panel Rendering.
—————— Vertical Billboard Vertical rendering, this mode aligns the particles with the ZX plane when facing the camera
—————— Horizontal Billboard: Horizontal mode in which particles are aligned along the Y axis.
—————— stretched Billboard: stretched rendering.
———— camerascale: Camera zoom. The speed of the camera is the extent to which the particle scales. Speed scale: Determines the length of a particle by comparing its velocity. Lengthscale: Determines the length of a particle by comparing its width.
—————— Mesh: Mode.
18: Properties:
Resimulate: Real-time rendering. When changing parameters, the particle effect in the scene changes in real time.
Wireframe: When selected, displays a one-sided mesh of particles.
original articles should be reproduced please specify: reprint from Mo rou Unity3d QQ Group: "119706192" This article link address: Unity3d Particlesystem Particle System (version 3.5) "Beginner"
Creating "Particle System Objects" (Click menu Gameobject, create other, particle system)
Adding "Particle system Components" (click Component, Effects, particle system)
Particle System View Panel
Click "+" in the upper-right corner of the particle system Inspector to add a new module. (Show All Modules: Show All)
Initialize the module:
Back Top
- Duration (Duration): the duration of particles emitted by the particle system
- Cycle (Looping): whether the particle system loops
- Preheating (Prewarm): When the looping is on, the preheating (Prewarm) is initiated, and the particle has been fired for a period at the beginning of the game.
- Initial delay (Start delay): The delay before the particle system emits particles. Note This entry is not available under prewarm (Warm-up) enabled.
- Initial life (Start Lifetime) in seconds, the number of particles surviving.
- Initial velocity (Start speed): The velocity at which the particle is emitted.
- Initial size (Start size): The size of the particle when it is emitted.
- Initial rotation (Start Rotation): The rotation value when the particle is emitted.
- Initial color (Start color): The color at which the particle is emitted.
- Gravity modifier (Gravity Modifier): The gravitational effects of particles at launch.
- Inheritance speed (Inherit velocity):---factors that control particle rate will inherit from the movement of the particle system (for moving particle systems).
- Simulation space: The particle system is in its own or world coordinate systems.
- Play on wakeup (play on Awake): If the particle system is enabled when it is created, it starts playing automatically.
- Maximum number of particles (max particles): Maximum amount of particle emission
Transmitter module (emission):
Back Top
Controls the rate at which particles are emitted, which can generate large stacks of particles (simulated explosions) at some time during the particle system's existence.
- Rate: The number of particles emitted per second (the small arrows can be selected per second (time) or per metre (Distance)).
- Burst (bursts): increased eruption during particle system survival
- Time of Explosion | Quantity (Time | Particles): Specifies the number of particles that will be emitted when the time is specified (in seconds (time) for the lifetime). Use "+" or "-" to adjust the number of outbreaks.
Emitter shape Module (SHAPE):
Back Top
A random position within the emitter shape is generated, and the initial force is provided, and the direction of the force is emitted in either the surface normal or the random direction.
- Sphere "Sphere"
- Radius (RADIUS): The radius of the sphere.
- emitted from the shell (Emit from Shell): emitted from the sphere shell.
- Random Direction: Random direction or along surface normals.
- Hemisphere "hemisphere"
- Radius (RADIUS): The radius of the half ellipse.
- emitted from the shell (Emit from Shell): Fired from the half oval shell.
- Random Direction: Random direction or along surface normals.
- Cone "Cone" Horn ~
- Angle (Angle): The angle of the cone (Bell). If it is 0, the particles will be emitted in one direction (straight tube).
- Radius (RADIUS): Emitter radius.
- Cube "box"
- The zoom value of the Box x:x axis
- The zoom value of the Box y:y axis
- The zoom value of the Box z:z axis
- Random Direction: Particles will be emitted in a random direction (cancel: Z-axis emission).
- Grid "Mesh"
- Type: particles are emitted from vertices (Vertex), Edges (edge), or triangular faces (Triangle).
- Mesh: Select a face as the emitter surface.
- Random Direction: Particle emission will be in random direction or along the surface normal.
Speed module for survival time (velocity over Lifetime):
Back Top
The direct animation path of the particle. (often used for complex physical particles, but simple visual behavior and small interactions in the physical world, such as with flapping smoke and lower temperatures.) )
- XYZ: Use a constant curve or randomly control the motion of a particle in a curve.
- Space: local/World speed value in local or world coordinate system.
Limited speed module (limit velocity over Lifetime) during survival:
Back Top
-basically used to simulate the drag. If there is a definite threshold, the rate will be suppressed or fixed. can be adjusted by axis or vector.
- Split axis (separate axis): for each axis control.
- ----Speed: A constant or curve designation is used to limit the speed of all directional axes. (Not selected)
- ----XYZ: Controlled separately with different axes. See Maximum minimum curve. Select
- Damping (Dampen): The value of (0-1) determines how much excessive speed will be weakened. (a value of 0.5 will slow down at a rate of 50%)
Force-over Lifetime during survival:
Back Top
- XYZ: Use constants or random curves to control the forces acting on the particles.
- Space:local's own coordinate system, world's coordinate system.
- Random (Randomize): The forces acting on the particles above each frame are random. (two sets of XYZ are selectable, and the random range is the difference between the two sets of XYZ.) )
Time-to-live color module (emission):
Back Top
Controls the color (superimposed with the initial color) of each particle during its survival. The shorter the particle's survival time, the quicker it changes.
The random proportions of the two colors overlap each other.
Colour speed module (color by velocity):
Back Top
Animate the color of a particle according to its speed. Reassign the speed to a color within 1 specific ranges.
- Color: Used to specify the color. Use the gradient color to specify a variety of colors.
- Color scale: Use color scaling to easily adjust solid and gradient colors.
- Speed range: Min and max values are used to define the color speed range.
The size of the surviving time module (size over Lifetime):
Back Top
- Size: Controls the size of each particle during its lifetime. curves, random hyperbolic or random range values.
Size speed module for survival time (size by speed):
Back Top
- Size: The size is used to specify the speed. Use curves to represent various sizes.
- Speed range: Min and max values are used to define the size speed range.
Rotational speed module during survival (Rotation over Lifetime):
Back Top
The value is specified in degrees.
- Rotational velocity (rotational speed): Controls the rotational speed of each particle during its lifetime. Use constants, curves, 2 curves randomly.
Rotational speed module (Rotation by velocity):
Back Top
- Rotational velocity (rotational speed): used to re-measure the speed of particles. Use curves to represent various speeds.
- Speed range: Used to define the rotational speed range for min and Max values.
Collision Modules (Collision module):
Back Top
Create a collision for the particle system. Now only planar collisions are supported, and this will be very efficient for simple probing.
- Planar (Planes): Planes is defined as the specified reference. can be animated. If multiple faces are used, the y-axis is the normal of the plane.
- Damping (Dampen): 0-1 slows down after a collision.
- Rebound (Bounce): 0-1 when the particle bounces after the impact of the force.
- Life is weakened (Lifetime Loss): (0-1) The proportion of each collision that defeats the Ming. 0, the particle died normally after the collision. 1, the particle immediately dies after the collision.
- Visualize (visualization): Visual plane: Grid or entity
- -----Grid: Renders as a guide box in the scene.
- ----Entity (solid): Renders in a scene as a plane.
- Zoom plane (scale Plane): Rescale plane
Sub-particle emission module (sub Emitter):
Back Top
Other particle systems can be generated with the following particle events: birth, death, collision.
- Birth (Birth): Generates other particle systems at the time each particle is born
- Death (Death): Generates other particle systems at the time of each particle's death
- Collision (collision): Generates other particle systems when each particle collides. Important collisions require the creation of collision modules. See Collision Module
Texture Layer Animation Module (Texture Sheet Animation):
Back Top
Animate UV coordinates during particle survival. Each frame of the animation can be displayed in a table or in each row of 1 tables, which separates the animations. Each frame can be animated with a curve or randomly at 2 curves. Speed is defined as "loop",
Note: Textures used for animations are found in the shader module using the material.
- Tiling (Tiles): Defining Tiles for textures
- Animation (Animation): Specifies the type of animation: an entire table or a single line.
- ----Entire table (Whole Sheet): Use the entire table for UV animations.
- -------timeframe (frame over time): Controls UV animation throughout the table. Use constants, curves, 2 curves randomly.
- ----Single row: Use a separate row of tables for UV animations.
- -------Random row: If the first row is selected randomly, no line number is selected (the first row is 0)
- -------timeframe (frame over time): Controls the UV animation for each particle on 1 specific lines. Use constants, curves, 2 curves randomly.
- Period (Cycles): Specifies the animation speed.
Renderer Module (Renderer):
Back Top
The rendering module displays the properties of the particle system rendering component. Note: Even if a game object has a rendering particle system component, its properties can only be displayed here when the module is deleted/added. This is actually the addition and deletion of the particle system rendering component.
- Render mode: Select one of the following particle rendering modes
- ----Billboard (Billboard): Let particles always face the camera.
- ----Stretch the Billboard (stretched Billboard): the particles will scale through the properties below.
- -------Camera Scale: Determines how quickly the camera's speed affects particle scaling.
- -------Speed Scaling: Determines the length of the particle by comparing the speed.
- -------Length scale: Determines the length of the particle by comparing the width.
- ----horizontal billboard (horizontal Billboard): Aligns the particles to the y-axis and faces the y-axis.
- ----Vertical billboard (Vertical Billboard): Particles are aligned with the XZ axis when facing the camera.
- ----Mesh: particles are rendered using mesh instead of quad.
- -------Mesh: The mesh reference used to render the particles.
- Material (Material): material.
- Sort mode: The drawing order can be specific, generate early priority and generate a late priority.
- Sort correction (sorting fudge): Using this will affect the painting order. The particle system has a lower sorting fudge value, which is more likely to be drawn last, thus appearing in front of transparent objects and other particle systems.
- Cast Shadow (cast Shadows): Can particles be projected? This is determined by the material.
- Accept Shadow (Receive Shadows): Can particles accept shadows? This is determined by the material.
- Max particle size (max particle size): Sets the maximum particle size, relative to the window size. The valid value is 0-1.
Particle System View Panel
Managing complex particle effects, untiy provides a particle editor where users can click the "Open Editor" button from the particle palette of the Supervisor panel.
Unity---------Particle effect details