Looks nice!
But…arrrgh your space saving technique showing the star reducing overdraw…now I am focused on that. Darn my OCD!
I can’t help but wonder now…
Are 8 polys the most efficient way to draw a star, with no overdraw?! Sorry, not trying to derail
OMG I just realized if you invert the star, you can draw it with 5 polys. X.x
Actually this is just an example, this texture isn’t even included in the pack; but this is a generic mesh that works with all circular shaped textures. But I should probably change this example to more reflect the actual textures included in the pack!
But you’re right, in this case, making a star-shaped mesh will result in no overdraw at all and be more optimized.
(EDIT: I changed the example image)
My only problem is with the flame Thrower fx. There is supposed to be a slight blue (from the base of the Flame) to a gout of flame. See the image below.
I haven’t planned a third pack so far, but if people are asking for it and I have enough ideas I will consider it. I’d still like to add a few effects to Cartoon FX 1 before making a new pack though, since it has less unique effects than the second pack.
Anyways I’ll be busy with contract work for the next few weeks, so it won’t be very soon. Plus, I have other plugins in the work for the Asset Store. Still special effects, but not particles this time; I’m really impatient to show them, but I have to make things right first
Thanks for this image, it is a good reference! I’ll try to add a third Flame Thrower with that white/blue base then!
I’ve updated the pack with a new flame thrower following your suggestion!
You can try it in the updated demo page, with the name “WFX_FlameThrower Big Alt”
I’ve submitted a new version that should fix these issues.
I couldn’t have the fog color to work because it seems to happen after the fragment shader, and it tints the whole particle quad; so it will fade out the textures instead.
I guess it would be doable, but I’m not sure if you can access all of Unity’s fog properties from surface shaders, so you’d probably have to sync all variables with custom ones from your shader through a script.