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Unity particle special effects series - the poison spray preform is ready, and the unitypackage package can be used directly - next
2022-07-05 10:07:00 【sesame seeds】
- Click the jump =>《 Navigation post 》- Unity manual , Systematic practical learning
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This article is about 3.2 Thousand characters , Novice reading needs 10 minute , Review needs 3 minute 【 Collect at any time, no longer get lost 】
About author
as everyone knows , Life is a long process , constantly overcome difficulties , Constantly reflect on the process of progress . In this process, there will be a lot of questions and thoughts about life , So I decided to put my thinking , Share all your experiences and stories , To find resonance !!!
Focus on Android/Unity And various game development skills , as well as Share various resources ( Website 、 Tools 、 material 、 Source code 、 Games etc. )
If you need anything, welcome me , Communication groups make learning No longer alone .

Premise
This is what Xiao Kong insisted on writing Unity Novice series , Welcome to taste .
Novice (√√√)
bosses (√)
The particle section is a series of articles , And the introduction was very detailed , Suggest Collection .
Practice process
Dispersed liquid
After our previous practice , This composition is actually very easy to write . Consistent with most of the above .
The difference is that we add a rotation attribute to the main module , In the life cycle, we use double gradient intervals , The map in the renderer material can use a very random chaotic liquid . by the way , The gravity modifier attribute is lower , After all, compared with the large liquid coming out directly , The speed of dispersing liquid should be slower .
Let's see the effect 
fog
There is nothing to say about this , Like dispersing liquid , They are all supplements to liquids , So it has the same properties as dispersing liquid .
Involving the initial life cycle 、 Starting size 、 The rotation degree of the particle at the beginning 、 Gravity modifier , Number of particles emitted 、 Life cycle speed 、 Life cycle color 、 Life cycle size 、 And customized materials in the renderer .
The difference is that the gravity is lower and the map is different .

dust
This sub module is different from the above , The performance of dust is generally from low to high , Spread around , Fade out , And after the object falls , That is, it will appear after the above liquid particles execute for a period of time .
The main module sets the start delay ,0.2 Seconds later, change the particle to display , The starting size is 08-1 Between , Have initial rotation , Dust doesn't need gravity .

The number of emitted particles does not need to be as much as that of liquid ,10 Almost , The point is shape , We need to use box shape , And move to the vanishing position of liquid particles , In this way, the dust is splashed by liquid .
Life cycle speed , Just need to have y An integer in the axis direction , Indicates that particles will move upward , As we mentioned earlier, it is fade in , Therefore, in the life cycle, you can modify the transparency of the color ( The transparency value at both ends is higher than that in the middle ). The same renderer is also common Billboard, Just use a dust map for the material .
Finally, let's see the effect .
need unitypackage I can just ask for your direct private message . Nothing , Nothing .
Be bold , We will have a story !!!
other
author : Xiaokong and Xiaozhi Xiaokong
Reprint note - Be sure to indicate the source :https://zhima.blog.csdn.net/
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