VfxPyro is an interactive particle effect example with Unity Visual Effect Graph, which launches fireworks with user interaction.
| Shader "Custom/Flow Map" | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
| _Color ("Tint", Color) = (1,1,1,1) | |
| // Flow | |
| _FlowMap ("Flow Map", 2D) = "white" {} | |
| _FlowSpeed ("Flow Speed", float) = 0.05 |
| using System.Collections; | |
| using System.Diagnostics; | |
| using UnityEngine; | |
| public enum TimeLayer { | |
| //Unity's time | |
| GameTime, | |
| //Custom time layer for UI | |
| MenuTime, | |
| //Unity's unscaled time |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEngine; | |
| [RequireComponent(typeof(GeneratePlaneMesh))] | |
| public class DeformableMesh : MonoBehaviour { | |
| public float maximumDepression; | |
| public List<Vector3> originalVertices; |
| /** | |
| * GradientHDRAttribute created by Chance Millar at Two Tails Games on 2018/05/08 | |
| * Use freely. That's a license, right? | |
| * | |
| * Attach attribute like so: | |
| * | |
| * [GradientHDR] | |
| * public Gradient _HDRGradient; | |
| * | |
| * Make sure this is placed in a non-Editor folder inside Assets. |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
A handy little ScriptableObject creator which eliminates the need for those annoying [CreateAssetMenu] attributes which are a nightmare to maintain and navigate.
Made with Odin Inspector
The ScriptableObject creator has been originally made by Bjarke. Published on Odin Community Made Tools.
Improvements by VladV:
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
| private int resolution; |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| public class GlitchRenderFeature : ScriptableRendererFeature { | |
| class CustomRenderPass : ScriptableRenderPass { | |
| private Settings settings; | |
| private FilteringSettings filteringSettings; |




