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Found 7 results

  1. https://youtu.be/R1WoZEhymNM
  2. How to make a Laser Beam Effect Hi guys! I decided to contribute a little to this incredible community and release a tutorial. Even if it's simple, it may be useful for some people. Here i'm gonna teach you how to make a Laser beam effect. First of all, this is the final effect we're going to achieve: Let's start: 1 - Create an empty gameObject and make it a child of your gun object in the hierarchy. Name it whatever you want. (Something like, "laser"). 2 - With the "laser" GameObject selected, go to: Component > Effects > Line Renderer. 3 - Get a Perlin Noise texture like this one: 4 - Create a new material with a Self-Ilumination/Diffuse Shader and assign the noise texture as the base texture of the material and the illumination too. 5 - Change the material color to green (or red if you like). 6 - Assign this material to the line renderer and adjust the settings (I recommend putting the start width to something very low, in this example, i'm using "0.0005"). This part creates the laser beam itself. Now let's do the light emmited where the laser hits. You'll need to use this script: (LaserBeam.js) #pragma strict var LaserOrigin: Transform; // Put the laser (line renderer) object here. var LaserTarget: Transform; //The point light object. function Update () { var ray = new Ray(LaserOrigin.transform.position, LaserOrigin.transform.forward); //Casts a new ray var hit: RaycastHit; if(Physics.Raycast(ray, hit, Mathf.Infinity)) { LaserTarget.transform.position = hit.point; //Positions the light at the same point the laser hits something. } } 7 - Assign the variables (they're explained as comments in the script) 8 - For the point light, simply create a point light, and assign it a small range, but a high intensity. (In the example: 0.31 - Range; and 1.57 - Intensity) Now the point light will illuminate the place the laser hits. Be aware that this will increase the draw call count (here it increased 3 draw calls). The performance hit is unnoticeable for me, as I'm using Deferred Rendering, and light costs the amount of pixels illuminated. If you're using Forward Rendering, it costs the amount of objects illuminated. ------------------------------------------------- Tell me what do you guys think and if you have another method let us know! I Hope it helps someone!
  3. eHi guys , i create a pack with bloody screens and i want to share it, NOTE : DO NOT DOWNLOAD THE PREVIEW SINCE IS NOT TRANSPARENCY DOWNLOAD IS IN THE END OF THE POST!!! Preview : 1.) Hard Blood (Preview 940x600)(Full 2500x1600) Mid Bloody (Preview 940x600)(Full 2400x1600) Low Bloody (Preview 940x600)(Full 2500x1600) Low Bloody 2 (Preview 940x600)(Full 2500x1600) Just A Scratch : (Preview 940x600)(Full 2500x1600) DOWNLOAD : http://www.mediafire.com/download.php?ygc5yeayl44f33s For the awesome script by themars2011 click here
  4. Hi, Is it possible to cut/put a hole through the centre of a filter effect applied to the camera so I can see through? I purchased the Camera Filter Pack from the asset and I'm using one of the filter effects on the camera and would like to put a hole through it faded at the edges if possible, as I have no clue about writing/editing shaders any help, advice would be appreciated, thanks.
  5. Hey guys. I was wondering how I would achieve a water droplet effect on the main camera? I followed a few tutorials but they weren't really what I was looking for. I a video that Unistorm had one. But I don't see it anywhere in the Unistorm file. I also read that you could do this with a plane that is up close to the main camera? Thanks -Stuart
  6. This script simulates a magnet for particles. How to use: - Create new GameObject and assign script - Assign ParticleSystems and tweak variables using UnityEngine; using System.Collections; public class ParticleMagnet : MonoBehaviour { public ParticleSystem[] particleSystemsToAffect; public float radius = 5; public Vector2 randomForce = new Vector2(0, 100); public float maxSpeed = 10.0f; public void Update() { if (particleSystemsToAffect.Length == 0) if ((particleSystemsToAffect = GameObject.FindObjectsOfType<ParticleSystem>()).Length == 0) return; for (int i = 0; i < particleSystemsToAffect.Length; i++) { ParticleSystem.Particle[] p = new ParticleSystem.Particle[particleSystemsToAffect[i].particleCount]; particleSystemsToAffect[i].GetParticles(p); for (int j = 0; j < p.Length; j++) { float dist = Vector3.Distance(transform.position, p[j].position); if (dist < radius) { Vector3 dir = (transform.position - p[j].position); float finalForce = Mathf.Clamp((dist / radius), 0.0f, 1.0f); p[j].velocity += Vector3.ClampMagnitude(dir * finalForce * Random.Range(randomForce.x, randomForce.y) * Time.fixedDeltaTime, maxSpeed); } } particleSystemsToAffect[i].SetParticles(p, p.Length); } } }
  7. Hi guys , I want to test my photoshop skills and I decide to make a HUGE pack of blood screens. There are 3 different stages, each one contains 20 blood screens 1900x1200 HD. I won't spam this page by giving you preview for all the images since there are 60. So take preview of 1 on each category. Full link : I think i put all my skills ... i realy LOVE the result.. comment guys! http://www.mediafire.com/download.php?6a2d6pd5vz60p72 Preview 1 : Preview 2 : Preview 3 :
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