metahunt/Assets/BloodAndDamage/KriptoFX/BloodFX
2024-02-11 13:53:18 +05:30
..
Materials init 2024-02-11 13:53:18 +05:30
Others init 2024-02-11 13:53:18 +05:30
Prefabs init 2024-02-11 13:53:18 +05:30
Shaders init 2024-02-11 13:53:18 +05:30
BloodDemo.unity init 2024-02-11 13:53:18 +05:30
BloodDemo.unity.meta init 2024-02-11 13:53:18 +05:30
BloodDemoSettings.lighting init 2024-02-11 13:53:18 +05:30
BloodDemoSettings.lighting.meta init 2024-02-11 13:53:18 +05:30
Materials.meta init 2024-02-11 13:53:18 +05:30
Others.meta init 2024-02-11 13:53:18 +05:30
Prefabs.meta init 2024-02-11 13:53:18 +05:30
Readme.txt init 2024-02-11 13:53:18 +05:30
Readme.txt.meta init 2024-02-11 13:53:18 +05:30
Shaders.meta init 2024-02-11 13:53:18 +05:30

Blood works on mobile / PC / consoles with vertexlit / forward / deferred renderer and dx9, dx11, openGL.

Effect of blood has offset pivot point. This makes it easy inctantiate blood at the point of impact 
and set the direction using normal (see RaycastHit.point and RaycastHit.normal).

Blood uses red uv-textures. You can change the transparency/red intensity of the blood by changing the color of the material.
If you want to change the color of the blood (such as green), use materials and prefab "coloredBlood" with grayScale textures.