Stylized VFX in Unity. Part 2: Custom Vertex Streams and Custom Data
In the previous article we have created a shader for dissolve effect that works with GameObjects. Now let’s see how we can make it work with Particle Systems.
In the previous article we have created a shader for dissolve effect that works with GameObjects. Now let’s see how we can make it work with Particle Systems.
In this article I am going to explain the basics of creation of the stylized visual effect for games.
In this blog-post I will explain how to animate simple creatures using vertex shader. I will use rat as an example, but the same method can be used to animate fishes, birds, bats and other small creatures that are not the main focus of the player.
In this devlog I will talk about procedural animations of main character’s abilities which are completely or partially created and controlled from code inside Unity.
Main character modeled and rigged, now it’s time to animate it.
So, the models of the main character and his abilities are ready, now it’s time to prepare it for animation. In my case there are 2 steps: rigging (create and setup virtual skeleton) and skinning (connect mesh vertices to the virtual bones).