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Unity RPG VFX.

polycounter lvl 11
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MattyWS polycounter lvl 11
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

Lightning01.png

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!

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  • Zoid
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    Zoid polycounter lvl 14
    Shuriken will batch Any/all emitters that use the same material

    - 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
  • MattyWS
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    MattyWS polycounter lvl 11
    I didn't notice the extra mesh slot button! Thank you very much. I have actually made my own work around before you told me about this. I made a single mesh using all of the meshes together but at random angles and rotations which actually helped improve the look of the particle as well as reducing drawcalls by 5 in my case. I have been making texture sheets out of my current textures now to improve further on performance. This has allowed me to do extras like animating a light for the burst.

    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]
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