本游戏资料是实时体积形状粒子效果工具Unity游戏素材资源,大小:10 MB ,格式:unitypackage,使用软件:unity2019.4.15,资产版本:Version1.1.27 (current),供广大设计师学习使用,语言:英语。人人素材分享
Unity3D是一个让你轻松创作的多平台的游戏开发工具,是一个全面整合的专业游戏引擎。Unity代表了一个质的飞跃——内置的光照贴图(lightmapping)、遮挡剔除(occlusion culling)和调试器。编辑器经过彻底革新,让你可以获得卓越的性能体验。不可思议、无法阻挡的产品已经看到了曙光。
Unity是一款跨平台的游戏开发工具,从一开始就被设计成易于使用的产品。作为一个完全集成的专业级应用,Unity还包含了价值数百万美元的功能强大的游戏引擎。Unity作为一个游戏开发工具,它的设计主旨就是让你能够创建令人惊讶的游戏。如果你之前尝试过Unity,请查看Unity都做了哪些更新。如果你是第一次尝试,那就好好看看吧,看Unity都能为你带来什么。Unity作为一种开发环境,可让你脱离传统的游戏开发方式,以一种更简单的方式专注于你的游戏开发。开发网络游戏、移动游戏、单机游戏,Unity都能完全胜任。
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MudBun is a real-time volumetric VFX mesh tool. It procedurally generates meshes from non-destructive “brushes” that define shapes, distortion, and surface modification. MudBun is intended for localized VFX, but it can also be used for volumetric modeling and provides a convenient auto-rigging feature. Locked meshes, including auto-rigged ones, can be exported using Unity's official FBX exporter package.
There are various render & meshing modes available with different styles & characteristics. Supported meshing modes include: marching cubes (balanced), dual quads (faster & stylized), surface nets (can blend to/from dual quads), and dual contouring (slower, excels at preserving sharp features, can blend to/from dual quads).
MudBun can be used to create organic-looking meshes, which makes it a great combo with Boing Kit, a tool for producing organic bouncy effects.
MudBun is customizable. Users can extend the framework to create custom brush shapes, distortion brushes, modifier brushes, and shaders. It is also possible to define custom rigging logic for the auto-rigging feature.
Using a special data representation, MudBun frees users from worrying about the constraints of a finite voxel grid when working within typical game settings.
Features (details with animations):
- Volumetric mesh generation & modeling.
- Built-in VFX & primitive brushes.
- Distortion & modifier brushes.
- User-defined custom brushes.
- Brush groups (compound brushes).
- Render modes: smooth mesh, flat mesh, circle splats, quad splats, decal, ray-marched surface (experimental & URP only)
- Meshing modes: marching cubes, dual quads, surface nets, dual contouring.
- Brush operators: union, subtract, intersect, dye, cull inside, cull outside, no-op.
- Dynamic voxel density.
- 2D Mode.
- Mesh collider generation.
- Mesh locking & auto-rigging.
- Mesh auto-smoothing.
- Automatic vertex welding of generated mesh.
- SDF texture generation (for GPU particle collision).
- Smooth corners for dual contouring.
- Render pipelines supported: built-in RP, URP, HDRP, and custom RP.
- Custom Amplify Shader Editor nodes.
- Borderless voxel workspace.
- GPU memory budgeting & auto adjustment.
Compatibility:
- Unity 2019.4 or newer.
- Windows is the only platform under active development, maintenance, and testing. Non-Windows platforms are not guaranteed to run MudBun and support for them is limited. WebGL is not supported for now due to its lack of compute shader capabilities.
- Compute shader support is required.
- It is highly recommended to target hardware with dedicated GPUs, as MudBun uses compute shaders. It is not recommended to target hardware with integrated GPUs, unless MudBun is only used at edit-time to build meshes to be exported or locked at run-time.
- If you are not sure how MudBun runs on your targeted hardware, please try out the trial version first.
Limitations:
- MudBun is intended and optimized for localized real-time volumetric VFX mesh generation with dynamic brushes. Modeling and terrain editing with many brushes are possible but should be kept at a reasonable scale.
- Non-desktop devices (e.g. laptops, tablets, etc.) generally have weaker hardware than desktops and might not be suitable to run MudBun. It's best to try out the trial version on your targeted hardware first.
- MudBun currently does not render in prefab mode. Unity APIs related to prefab mode/stage are still in flux. As a workaround, edit prefab instances in scene view and use the options accessible via the inspector panel to apply overrides.
- Scaling brushes might not work as users would normally expect. Due to the nature of signed distance fields, there is no general solution for non-uniformly scaled shapes. Non-uniform scaling is still possible for some special cases and sometimes through approximation. A brush's local scales are usually not used as typical scales, but are interpreted as shape-specific parameters. For example, local scales are used as actual scales for box brushes, but are used as approximation for sphere brushes, and are interpreted as various dimensions like height & radius for cylinder & torus brushes.
Notice on Importing & Upgrading:
- Please don't move MudBun's root folder and leave it as is after importing. Due to certain limitations, some resources are referenced relative to the root asset folder. Moving the MudBun folder around can break the references.
- When upgrading from older versions of MudBun, please DELETE the entire MudBun folder before re-importing from a newer package. File structures might have changed, and directly re-importing a new package on top of an existing one could cause unexpected issues.
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《Unity基础核心技能与工作流程训练视频教程》:
https://www.rrcg.cn/thread-16755272-1-1.html
更多相关内容请关注:Unity游戏素材专区,Unity视频教程专区,中文字幕教程
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