Storm Effects
by Mythos Labs
v.1.0
Thank you for purchasing.
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Notes
Made with Unity 3.5 - Shuriken Particle System
Upgrade to Unity 3.5 before installation
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Installation
1) Download Storm Effects by Mythos Labs
2) Navigate to the downloaded file, double click package file to open
3) Click Import, wait for package to install
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Play a Scene
- In Unity, go to the Project tab
- Expand the Storm Effects folder
- Expand the 1 - Scenes folder, notice all of the scene files
- Double click one of the scene files
- Wait for scene to load
- Click the Play button, or hit control P to play the scene
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Drag a prefab into your scene
- In Unity, go to the Project tab
- Expand the Storm Effects folder
- Expand the 2 - Particles folder
- Expand the Prefabs folder, notice all of the prefabs
- Click and hold a prefab while dragging the prefab into your scene window
+Note: Adjust the Position and Rotation of the prefab to suit your needs
+For position examples, open a scene from 1 - Scenes and note the transform information from the Inspector
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Particle Collision
Non-mobile Rain and Snow Storm Effects contain particles that collide with the ground.
You must assign collision object(s) to the particle system in your scene.
To assign collision for particles in your scene:
- Load a Storm Effect into your scene
- Navigate to the Hierarchy tab and click the Storm Effect (for example: Snow Heavy)
- In the Inspector tab, notice there is a tab labeled Collision. Click on this tab to expand
- Notice the Planes area, click on the small grey round icon, choose a plane for collision from the list of choices
+Note: If you have more than one collision plane, click the black + icon in the collision tab to add more collision planes
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Adjust Prewarm Settings
Rain, Snow, Tornado, and Wind have start delay settings to transition the effects from being off to on, over a few seconds.
Depending on your needs, this may not be the desired effect.
If you prefer to begin the scene with the effect already playing, or prewarmed, see below.
To adjust Prewarm settings:
- Load a Storm Effect into your scene
- Navigate to the Hierarchy tab and click the Storm Effect
- In the Inspector tab, find the Prewarm setting and check the box
The Storm Effect will now instantly begin playing when the scene begins.
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Adjust Color & Transparency Settings to Match Your Scene
Storm Effects were designed to look best with the Demo Scene included with the pack.
You may need to adjust color and transparency settings to best match your scene.
- Load a Storm Effect into your scene
- Navigate to the Hierarchy tab and click the Storm Effect
- In the Inspector tab, find the Color over Lifetime and click the rectangular window to spawn the Gradient Editor window
- In the Gradient Editor window, click the small nodes on the top and bottom of the rectangle
- The top nodes control alpha transparency, the bottom nodes control color
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Mix & Match
Storm Effects are designed to work together.
Try adding a few different types of prefabs to the scene.
For Example:
Rain Heavy + Clouds Stormy = More Fun!
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ENJOY!
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温馨提示
这是一个使用Unity3D引擎制作的音频可视化播放器。 【实现功能】 自适应不同分辨率比例,例如16:9:、16:10等。 进入游戏前可设置窗口化或全屏显示。 进入游戏后,播放问候语同时播放示例音频进行效果展示。 读取本地音乐文件夹 自动转码(MP3 TO WAV) 自动创建根据不同用户的用户名的缓存目录。 自动判断缓存目录是否有该音频文件,是则直接播放,否则再次创建并播放。 将转码音频另存为缓存目录下,并替换和保存该路径。 工具栏:播放、暂停播放、继续播放、停止播放、上一首、下一首、歌曲列表。 键盘快捷键:继续、暂停、上一首、下一首、读取音乐文件夹目录。 正常退出游戏后,自动删除缓存目录。以免占用内存。 正常退出游戏后,播放下次再见。 【特效】 进入游戏后,淡入(由黑至白)整个屏幕。 游戏场景制作雪花效果。 根据音频的振幅,实时更新雪花下落的初始速度。 根据音频的振幅,实时更新雪花产生的速度。 跟随鼠标,在鼠标样式上产生白色火花效果。 自动计时,当用户鼠标在指定时间内无动静,自动淡出UI。 当UI淡出完成,用户切换歌曲或者使用鼠标,UI会在现有的透明度下还原淡入。 默认Window
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收起资源包目录
基于C#和Unity3d引擎制作的音频可视化播放器源码+项目说明文档.zip (1110个子文件)
TerrainDemo.asset 2.36MB
ProjectSettings.asset 17KB
LightingData.asset 13KB
New Post-Processing Profile.asset 7KB
CustomMotionVectorDebugProfile.asset 7KB
InputManager.asset 6KB
QualitySettings.asset 5KB
GraphicsSettings.asset 3KB
Physics2DSettings.asset 1KB
NavMeshAreas.asset 1KB
UnityConnectSettings.asset 775B
DynamicsManager.asset 737B
EditorSettings.asset 456B
TagManager.asset 386B
AudioManager.asset 357B
EditorBuildSettings.asset 236B
TimeManager.asset 202B
NetworkManager.asset 151B
ClusterInputManager.asset 114B
FXAA3.cginc 83KB
ACES.cginc 46KB
AmbientOcclusion.cginc 15KB
MotionBlur.cginc 12KB
ScreenSpaceRaytrace.cginc 8KB
DepthOfField.cginc 8KB
WaterInclude.cginc 7KB
ColorGrading.cginc 7KB
TAA.cginc 6KB
DiskKernels.cginc 6KB
Common.cginc 5KB
Tonemapping.cginc 4KB
Bloom.cginc 2KB
UberSecondPass.cginc 1KB
EyeAdaptation.cginc 695B
HistogramCompute.compute 3KB
EyeHistogram.compute 2KB
WaveformCompute.compute 1KB
VectorscopeCompute.compute 1KB
CurveEditor.cs 30KB
ColorGradingModelEditor.cs 28KB
MotionBlurComponent.cs 19KB
ColorGradingComponent.cs 18KB
PostProcessingBehaviour.cs 17KB
Water.cs 16KB
HistogramMonitor.cs 16KB
ScreenSpaceReflectionComponent.cs 13KB
WaveformMonitor.cs 12KB
ParadeMonitor.cs 11KB
VectorscopeMonitor.cs 10KB
ColorGradingModel.cs 10KB
AtomAttraction.cs 10KB
TrackballGroupDrawer.cs 9KB
PlanarReflection.cs 9KB
BuiltinDebugViewsComponent.cs 9KB
AntialiasingModel.cs 8KB
TaaComponent.cs 8KB
EyeAdaptationComponent.cs 8KB
InfiniteScroll.cs 8KB
EditorGUIHelper.cs 8KB
StandaloneFileBrowser.cs 8KB
MotionBlurModelEditor.cs 7KB
AmbientOcclusionComponent.cs 7KB
GameManager.cs 7KB
DepthOfFieldComponent.cs 7KB
BloomModelEditor.cs 7KB
PostProcessingInspector.cs 7KB
BloomComponent.cs 6KB
AudioManager.cs 5KB
AudioVisualizer.cs 5KB
StandaloneFileBrowserWindows.cs 5KB
FileManager.cs 5KB
VignetteModelEditor.cs 5KB
ScreenSpaceReflectionModel.cs 5KB
BuiltinDebugViewsEditor.cs 5KB
SENBDLMainCube.cs 4KB
StandaloneFileBrowserMac.cs 4KB
BasicSample.cs 4KB
ScreenSpaceReflectionModelEditor.cs 4KB
GraphicsUtils.cs 4KB
FxStyles.cs 4KB
EyeAdaptationModelEditor.cs 4KB
ReflectionUtils.cs 4KB
BuiltinDebugViewsModel.cs 4KB
UserLutModelEditor.cs 3KB
EyeAdaptationModel.cs 3KB
SENaturalBloomAndDirtyLens.cs 3KB
FogComponent.cs 3KB
GrainComponent.cs 3KB
BloomModel.cs 3KB
MouseLook.cs 3KB
AntialiasingModelEditor.cs 3KB
PostProcessingProfile.cs 2KB
StandaloneFileBrowserEditor.cs 2KB
PostProcessingModelEditor.cs 2KB
AmbientOcclusionModel.cs 2KB
VignetteModel.cs 2KB
InstantiateCubes.cs 2KB
ChromaticAberrationComponent.cs 2KB
RenderTextureFactory.cs 2KB
WaterBase.cs 2KB
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