Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Realistic effects pack [Asset Store]

Discussion in 'Assets and Asset Store' started by kripto289, Apr 1, 2014.

  1. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    Hello all.
    I created several effects packs, that uses the particle system and uv-animation.

    Realistic effects pack v1
    $eUZYnYG.png
    This package includes 34 main effects + 26 effects of a collision.
    ASSETSTORE LINK - 35$



    Realistic effects pack v2
    fghfgh.png
    This package includes 32 main effects + 20 effects of a collision.
    ASSETSTORE LINK - 40$




    Realistic effects pack v3
    3.png
    This package includes 38 main effects.
    ASSETSTORE LINK - 45$


    Effects work on mobile / pc version (other platforms not tested).
    On the free version of Unity distortion is not available, so use effects without distortion.
    Effects work with forward / deffered rednerer, on directx 9/11 and openGL ES 2.0 / 3.0.

    Testing for the mobile (iphone4s, android with cpu allwinner a31, 4 cores 1Ghz, poverVR 544mp2) showed 60+ fps for mobile versions effects.
    Now all pack includes optimized distortion shaders for mobile. Optimized distortion slightly reduce FPS (5-15%).

    Please, do not hesitate to contact me if you need further information or would like to discuss any detail.
    My email "kripto289@gmail.com" and skype "scar289"
     
    Last edited: Apr 21, 2015
  2. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
    Posts:
    722
    cool
     
    BrandyStarbrite likes this.
  3. Tiny-Tree

    Tiny-Tree

    Joined:
    Dec 26, 2012
    Posts:
    1,314
    what are the platforms tested and or compatible? (mobile)
     
  4. PrisonerOfLies

    PrisonerOfLies

    Joined:
    Dec 6, 2013
    Posts:
    105
    omg !! very pretty
    great if it is fast on mobile
     
  5. fholm

    fholm

    Joined:
    Aug 20, 2011
    Posts:
    2,052
    Looks very nice, a bit heavy on the distortion in a few of the buff ones ;p
    Also I assume that the distortion effects are done using post processing meaning they dont run on mobile
     
  6. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    Really cool.

    Do all the effects work with Unity free/Indie version?

    Does it require version 4.0+ or something like that?
     
  7. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    Tested some effects on "sony erricson arc" (1 core, 1GHz cpu, gpu adreno 205, armv7), a very old model :)
    Effects using distortion and procedural texture generators were given less than 10 frames.
    Other effects more than 30 frames. (There was no FPS counter).

    I'm not sure how things are going with the latest phone models. Soon, I hope to test on modern models.

    Effects ​​using distortion shaders with "grab pass".
    It requires the "OpenGL ES 2.0". Many modern phones support it (starting with iphone 3gs).
    Talk shaders in this topic link

    Distortion is not available in the free version of Unity. All effects will only be available without distortion.

    Effects made ​​with "shuriken partitсles systems", which is available in version 4.0+.
    In version 4.3 changed the package import. Most likely you will have problems when importing to old version.
     
    Last edited: Apr 1, 2014
  8. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    I prepared a test ".apk". for android from several effects (shot, aura, aura simple mobile).
    Aura effect in the test package a most resource-intensive (used 1024x1024 textures and shader with distortions).
    FPS counter is not accurate (the counter is about 2 times lower than in the unity editor statistics), but you can compare the relative performance.
    link
     
  9. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    Some effects run at 5 fps on note 2
     
  10. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    Most likely it is the effects of a procedural generation "buff5" - "buff7"?
     
  11. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    573
    does the Buff3 effect allows other meshes inside the bubble besides the cube i wonder
     
  12. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Purchased. And now, I expect more from you, like modern gun impact or engine thruster : rocket, missile etc.. :D
    Cant' wait for v2.
     
    Last edited: Apr 1, 2014
  13. vicdelacroix

    vicdelacroix

    Joined:
    Apr 13, 2014
    Posts:
    6
    Very cool effects! How extendable are these? Say I want to make a flamethrower effect, is customization easy for that sort of modification?

    Thanks!
     
  14. Rajmahal

    Rajmahal

    Joined:
    Apr 20, 2011
    Posts:
    2,101
    Bought ... looks really nice.

    It does cause a lot of inconsistent line ending warnings ... could you fix those in a future update, please?
     
  15. Exeneva

    Exeneva

    Joined:
    Dec 7, 2013
    Posts:
    432
    Are we able to use these effects with the free version of Unity?

    What's the performance of these effects on iPad?
     
  16. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    Almost all effects is uv-animated textures and particle system.
    You can adjust the size, speed, animation, color, and other particles settings.

    Will have this fix in the next update.

    All the effects work on the free version. Simply not available distortion.
    Exception - a water bubble. Water without distortion disgusting and I did not do water bubble shader for the free version.

    I have not tested on ipad.
     
  17. vicdelacroix

    vicdelacroix

    Joined:
    Apr 13, 2014
    Posts:
    6
    Has there been an update recently? The asset store only shows "Version: draft (Apr 22, 2014)".
    If so, what are the changes/improvements of the new version?
    thanks!
     
  18. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    In the last change I corrected description.
    Soon I'll add fixes to the scripts and optimized shaders (as well as the optimization of some effects for mobile phones).
     
  19. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    So, have you planned some effects for the v2 pack?
     
  20. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    I think some effects you will like:)
    $2csItat.png
    $iaxOYiT.jpg
     
    BrandyStarbrite likes this.
  21. Rajmahal

    Rajmahal

    Joined:
    Apr 20, 2011
    Posts:
    2,101
    Just want to say that I used your portals in my game and they look absolutely amazing. I'm really blown away by them. These are an excellent set of particles. I'm looking forward to whatever else you add.
     
  22. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,676
    I have to agree: the portals really caught my eye. I've not purchased this yet, but if I did it would be for the portals, primarily.
     
  23. Rajmahal

    Rajmahal

    Joined:
    Apr 20, 2011
    Posts:
    2,101
    There's something wrong with the portals though. When you put them in a scene, you get some odd runtime errors.

    It generates a large number of errors with the following message:

    rect[2] <= rt->GetGLWidth() rect[3] <= rt->GetGLHeight()


    Not sure how to debug that.
     
  24. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
  25. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    http://forum.unity3d.com/threads/210374-Unity-4-3-error-rect-2-rt-gt-GetGLWidth()-amp-amp-rect-3-rt-gt-GetGLHeight()

    I have already created 20 effects. But i should add more effects, to rewrite scripts (they have become very confusing), and optimize shaders for mobile, as well as update the scripts and shaders for the first pack.
    I think it will take at least 2-3 weeks :(
     
  26. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Thanks for the reply.
     
  27. BigB

    BigB

    Joined:
    Oct 16, 2008
    Posts:
    672
    Hi Kripto289,

    Great package !
    A question, can you think of a reason why the effects using procedural textures doesn't work in Unity 4.2 ?
    I imported it and converted it back from 4.3, and everything works (without warnings), except the procedural textures examples.

    Thanks,
     
  28. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    Check that take you displayed a procedural texture as in the screenshot?
    $NedUedJ.jpg

    Also check whether there is a script "LiquidMatAnimation" on the object with name "Shield"
     
  29. Nezabyte

    Nezabyte

    Joined:
    Aug 21, 2012
    Posts:
    110
    I bought this pack; good stuff! Could you include the demo scene in the package?
     
  30. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    Demo scene "Scene1" included next to the folder of the project.

    $CC108AU.png

    In the next patch I change its location :)
     
    Last edited: May 1, 2014
  31. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,085
    Any tips on scaling the effects? For example, Portal1 - how would you go about making the entire thing (including the particle system) half the size?
     
  32. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    To change the size of projectiles, it is necessary to change the "start size" particle system
    To change the buffs, you can change the scale of the main prefab.
    For some effects (as an example portal), it is necessary change the scale of prefab and particle size.

    Note that only the changes in particle size is sometimes not enough. Must be changed proportionally and other system parameters particles.
    In the asset store there is tools to scale particle system.
     
  33. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    This one is very efficient...

    @kripto289
    Any news about the update or the new pack? Are you on time? ;)
     
  34. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    Effects are almost done, here demo version :)
    I want to make basic scripts / shaders for both packs, this will avoid conflicts.
    At the moment I rewrote almost all the scripts for both packs.
    And then need to test and optimize for mobile.

    Due to the fact that my mobile is very old (4 gigaflops gpu), I'm not sure how things are going with the "instance / destroy" on modern phones.
    There were plans to adapt the script to use "object pool", but then have to rewrite a lot of code, and not sure that will be a significant benefit.
    Who is using my effects in mobile, is there any drop in performance when creating / destroying effects?
     
    Arkade likes this.
  35. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Woooo !!!. Nice !!!
    You are very talented. :eek: Waiting for the release.
     
    BrandyStarbrite likes this.
  36. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    Wow. Very wow. The ice effects are pretty amazing. Love some of the ideas. The "phoenix" one is really cool too.
     
  37. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    make apk, and we can test. The first apk, the fps is quite bad on some effects.
     
  38. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    I did not have positioned my pack for mobile. Shaders with distortion / procedural textures can not be optimized for mobile: (
    "apk" for the test I'll do after all the optimization.
     
  39. c6u2

    c6u2

    Joined:
    Nov 15, 2013
    Posts:
    31
    Hi kripto289:
    I test the effect with chrome on mac.Some effect like the (object2,slot2_2,slot9_2,slot8_2,slot7_2,slot6_2,wave4,wave3,slot3_2,ball), are amazing and some effect looks like not more efficient(ball8_2,ball7_2,object4,rocket2),If it performance perfect also in the mobile terminal is very excellent(I think some effect must sacrifice to exchange for capability). I'm looking forward to the optimized version!!:p:p
     
  40. Rajmahal

    Rajmahal

    Joined:
    Apr 20, 2011
    Posts:
    2,101
    These look great but could you give them more descriptive file names so it's easier to choose the effect you need when making a game? Rather than ball 1 ... perhaps something like "red fireball"?
     
  41. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    Effects that use distortion (ice spikes and icicles, green ball) on the mobile use is unlikely to succeed.
    All other effects using a particle system, animated sprites and shaders are not using lighting. So that mobile should be fast, even with the "vertex" lighting.
    But I still try to optimize as much as possible.

    I think I will include in the package prefabs with different sizes.
    But most of them simply change.

    About filenames.
    I chose these names (ball, shot, wave, etc.) because it is convenient to sort folders.
    But I think the structure of the files I will not change, but the prefabs can give understandable names.
     
  42. Nezabyte

    Nezabyte

    Joined:
    Aug 21, 2012
    Posts:
    110
    The preview for the next pack looks awesome! I'm excited :D
     
  43. davidsirmons

    davidsirmons

    Joined:
    Mar 16, 2014
    Posts:
    190
    Wow. There are only a few things here that have actually gotten me worked up about the possibilities, but this is one of them, along with node based anything, high-end procedural terrain/textures, and high quality rendering. Excellent work.
     
    Last edited: May 29, 2014
  44. SureSight

    SureSight

    Joined:
    Aug 2, 2013
    Posts:
    65
    This is beautifully done. I'll make good use of this pack.

    I have 2 requests:
    1. Please add a lightning strike effect that works pint-to-point like the laser effect. (see attached remote_vehicle_repair.jpg )
    2. Please add LayerMask for collision detection. I have this problem where my fireballs collide with friendly units. As it is I've had to write my own copy of the collision classes to respect a LayerMask when doing RayCasts
    Happy to collaborate and add more value to this already outstanding product
     
    Last edited: Jun 5, 2014
  45. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    +1 for the lightning effet.
     
  46. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    In the next pack has several effects of lightning. Maybe later, I'll add another lightning effect (point to point).
    Layer mask you can add right now. It's easy.
    Find a script "projectileCollisionBehaviour", add a public member variable "public LayerMask LayerMask;"
    And replace this code

    Code (CSharp):
    1. if (Physics.Raycast (tRoot.position, direction, out raycastHit, distanceNextFrame + effectSettings.ColliderRadius))
    2.     {
    3.       endPoint = raycastHit.point - direction * effectSettings.ColliderRadius;
    4.       CollisionEnter ();
    5.     }
    6.     if (raycastHit.transform! = null)
    7.       hit = raycastHit;
    to

    Code (CSharp):
    1. if (Physics.Raycast (tRoot.position, direction, out raycastHit, distanceNextFrame + effectSettings.ColliderRadius, LayerMask)) {
    2.       hit = raycastHit;
    3.       endPoint = raycastHit.point - direction * effectSettings.ColliderRadius;
    4.       CollisionEnter ();
    5.     }
    6.  
    It also will get rid of the bug, when a collision with an obstacle, returning incorrect "raycasthit".
     
  47. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    BTW.
    Do you have an ETA for the next pack?
     
  48. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    501
    It is already available :)
     
  49. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Yes. Today. I just saw that. Thanks.
     
  50. mojao

    mojao

    Joined:
    Sep 2, 2013
    Posts:
    47
    hello,Mr.kripto289.
    im deeply impressed your water distort effect.
    So i want to by this asset,but my project is 2D.
    your distort effect works on isometric camera?
    If you dont mind, i want to see screenshot on 2D.
    Thanks!