Particle System system that spawn particles using fragment shaders of meshes.
Inspired by God Of War technique describe in Disintegrating Meshes with Particles in 'God of War'
This system isn't highly optimised. My main goal is rather to test things than make them 100% reliable. Don't consider it as production ready.
This table will be updated when i'll have time to test versions.
| Version | URP | HDRP |
|---|---|---|
| 2022.3 - | ❔ | ❌ |
| 2022.3.10 | ✅ | ❌ |
| 2022.3 + | ❔ | ❌ |
- Enable ‘Allow Unsafe Code’ in Project Settings > Player > Other Settings
- Import package
- In Project Settings > Graphics, set ‘Scriptable Render Pipeline Settings’ asset to URP-SSFX-HighFidelity (or just reproduce the custom pass in it in your own URP renderer asset)
- Do the same in Project Settings > Quality on the quality level of your choice.
- Enjoy 🥳
If you want to use the SSFX/Lit Generator shader, I recommend setting values through Universal Render Pipeline/Lit. It will allows you to use the custom editor used by URP lit shaders. Then when it is ready just switch to SSFX/Lit Generator and it will keep all the properties you've set.
SS_PS_black_hole.mp4
Splines are still in active development. Currently particles can follow choosen splines and jump from a spline to another.