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Feature/vob particlefx #251
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Seems fine for a first approach for particles, but need to keep in mind that the emitter gameobject is culled, so the particles might disappear when walking too far away from the emitter
// Renderer module | ||
{ | ||
var rendererModule = go.GetComponent<ParticleSystemRenderer>(); | ||
TextureManager.I.SetTexture(pfx.visName, rendererModule.material); |
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Default selected shader for the material is URP/Lit which takes a ton of time to compile (even if it's one time only)
Maybe we can change it do Simple Lit or another shader which doesn'y take that much to compile
TextureManager.I.SetTexture(pfx.visName, rendererModule.material); | |
var standardShader = Shader.Find("Universal Render Pipeline/Simple Lit"); | |
var material = new Material(standardShader); | |
rendererModule.material = material; | |
TextureManager.I.SetTexture(pfx.visName, rendererModule.material); |
Nice teamwork @JucanAndreiDaniel . It's been a pleasure as alway. :-) |
This PR is intended to merge first Particle implementation. It's definitely WIP (e.g. fire) but the creation flow is fine. I want to merge it and will work on it at a later stage again.
To test
Checklist
(Please judge for yourself which entry is valuable for your PR)
Scene
Testing
Dependencies