Hello polycounters! I started attempting VFX in Unity using just the shuriken particle system. Other software used to make the visuals for the first video was Maya for the lightning(rendered), Max for the custom meshes, Photoshop for the rest and polish.
Admittedly the lightning spell int his video is actually at one point in the sequence 9 draw calls.. I really wish the particle system would allow you to set up a bunch of custom meshes to choose at random, would have saved 5 draw calls. The reason it's so many drawcalls is because I made a lot of the textures to be used across other spells and effects.
Watch in HD if you can, it's still a bit blurry but I have a slow internet connection, would have taken years to upload anything else. :P
Also environment isnt mine, just used to show how it works in an environment (better to make effects like that than with a black background)
https://www.youtube.com/watch?v=bl2Sp42gRjo&feature=youtu.be
I've actually done a whole bunch of harvesting and crafting effects already but no one wants to see that. :P Crits and feedback welcome!
Replies
- you would have to manually atlas your textures on a single material
- UV chords on the billboards adjusted accordingly
- all emitters using this material are able to batch*
custom mesh render in Shuriken allows you to fire upto four meshs randomly: @4:40s
[ame]https://www.youtube.com/watch?v=pCmlu4ag70g&t=4m40s[/ame]
*mesh/billboard data is batched by (what appears to be) vert "data", total on screen;
every ~10k tri's depending on the pos/uv data will be 1 draw call (So a 120 tri sphere costs less than a 120 tri plane)
http://docs.unity3d.com/Manual/DrawCallBatching.html
it gets changed semi-secretively
I made a new video, I changed my scene's lighting a bit making it darker so the spell was more visible. Switch to 720 setting for better quality.
[ame]https://www.youtube.com/watch?v=5W6cmJ8E3ds[/ame]