Unity particle playground waterfall4/15/2023 ![]() And studying the past is, in my opinion, the best way to learn for the future. Why is it very important to understand techniques like this nowadays? Because always, in game dev, you'll find bounds that you'll have to find a way around. Or, if the texture has more tiles (like a "frame from a cartoon"), you can create a short cinematic sequence. The "trick" of an animated UV map is perfect for a lot of situations.įor example, you can use it to animate a background. This tutorial, for example, was born in the past, during the '90s, when PCs were less powerful than today and developers had to find some creative solutions to work with their limitations. Sometimes the quick solution is also the best solution. You may want to increase the max particles of the steam and remember to remove the spray particles. This is a simple trick to have a lava waterfall: change the color of the texture like this: Move it in your scene until it is at the bottom of the waterfall. The effect is achieved with a combination of texture animations, mist particles, splash particles and UV scrolling. SteamĬreate a PS and named it "PS_steam". Move it in your scene until it is at the bottom of the waterfall.ĭuplicate it and move it until it's at the top of the waterfall. SprayĬreate a PS and named it "PS_spray". They are very, very simple, so anybody can create textures like that. Note: the textures are made with Paint or similar. If you want to add some particles in order to add more effects to your waterfall, here are a couple of ideas. You must adjust the tiling of the textures in the three materials conforming to the size of your planes.Īlso, you must adjust the speed: the vertical plane should be faster than the others.Īnd. Infiltration: when water falls back into the land, this water can soak into. Save the file and add this script to all planes. When two very tiny particles, called atoms, of hydrogen and one oxygen atom.WF_("_MainTex", new Vector2(0, TextureOffset)) Public class Waterfall_UV : MonoBehaviourįloat TextureOffset = Time.time * WF_speed Create a new script in c# (name it "ScrollUV").The "core" of this idea is to use the Animated UV Map. ![]()
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