//////////////////////////////////////////////////////////////////////////////////////////// Stylized_Element_Splash_vol.2 (by. VFX_Klaus) //////////////////////////////////////////////////////////////////////////////////////////// Thank you for purchasing the Stylized_Element_Splash_vol.2. This note describes how this package is configured, how texture should be used, and how it works within a Particle System. This effect is designed to work in a URP or HRRP and LWRP. I put all the effect elements into three textures so that each prefab uses the least amount of material. The structure of the texture is as follows. ▷ Red channel is main texture. ▷ Green channel is dissolve texture. The main texture gradually dissolve into the shape of green texture. ▷ Blue channel gives UV distortion. ▷ And Alpha channel. These effects can be modified by two Custom Data in the Particle System. There are 4 Components in Custom Data 1. ▷ X value is for Dissolve. From 0 to 1, it gradually dissolves. ▷ Y value is for Dissolve Sharpness. The larger the number, the sharper the edges of dissolve. ▷ Z value is for Distortion. The larger the number, the stronger the distortion. ▷ W value is for Soft Particle Factor. As the number goes to zero, the overlap of mesh becomes transparent. You can use Custom Data 2 to add highlight colors. If you don't want to use the highlight color, change the custom data 2 mode to 'Disabled'. There are four materials in my package and all materials use only one shader. You can see the names "Mat_fx_ --- _highlight_outer" and "Mat_fx_ --- _highlight_inner". This name literally indicates whether the highlight will be on the outside or inside. For example, If you use "Mat_fx_ --- _highlight_outer", the highlight color of effect will appear outside. Each material has two parameters "Highlight_Min" and "Highlight_Max". By adjusting the two parameters, you can change the thickness of the highlight. All materials use only one shader. Material and shader named "Explosion_lab" are not used for explosion effects. It was used in the background of Scene just to show the effect. Thank you once again, and I hope my effect will be useful for your development. - KFX_Klaus