Yes I should do something via script. However I didn't use the Unity's particle system for it, because I had used it for this effect before but I was not successful, I then modified the 2D Particle's script so I should do something with that script.
Say if this is done with textures, then how is the game environment affecting all the raindrops. It must be a long algorithm for the effect, and probably take a lot of iterations to finally have that realistic effect. With physics particles however, each raindrop is already a particle, and they get affected by physics, so…
Oh one thing, I didn't use particle emitters. I made a script for spawning actual rigid bodies inside a rectangle shape. Don't know if this makes any difference. Maybe the only difference is that then I can control them individually like destroy the fallen ones.
Yes, I did the same thing, I spawned them by script, I meant generally call them particle emitter. I really thank you for your help, will do some thing in the next days and share results here, I was wondering if you could explain a bit more about the craetion processes of the metaball shader.
I made a script for spawning/destroying the physics spheres so I can maintain any amount of spheres at the same time. I used 150 for this video. It would be also possible to destroy every spheres which has been fallen down from the glass. I also added the windshield wiper to interact with. [ame="…
I've added the flipbook effect to the shader and also added a "switch". So when it rains, a script enabels the switch and the rain effect appears. Here is a sample, the rain texture is too low quality but once you use a better quality texture, it'll be great. (http://gifyu.com/image/ZXc) Animated normals and dynamic dirt…
Well hello again, I just gave the shader to someone to make it "Compute shader" - Which means I wanted it to be more GPU-side and therefore it'd use CPU less - But to the time, it didn't go well so I decided to update the shader and the scripts to optimize it. And here is the result so far. So far so good (59 fps while…
Thanks Eric, Actually I actually should thank you for that 2D Particle again. Here is a new problem, when the car goes faster than 20 Km/h, it looks like it goes over 400 Km/h. (Please have a look at the image below) I don't know what to do for that, although I've increased frictions, changed weights and added forces via…
Well... before I start doing anything, I simulated the particles in RealFlow because Obscura and Kryzon just clarified about the window shaders but the meta balls are still mysterious for me, And I thought I was in the best way to make those meta balls, I then imported the simulated meta ball particles into 3DS Max, but I…
Really thanks Obscura!! Unfortunately ShaderForge doesn't have a node for converting height map to normal map, so I did it without this node (shown below), Also one weird thing is that ShaderForge doesn't have Distortion, so I used refraction option but I can't connect the refraction to the multiply node, do you know any…