River Modeler
3.4.Splash VFX
This functionality strictly works for the Universal Render Pipeline. a VFX Graph needs to be constructed for a specific render pipeline, hence no cross-compatibility can be offered.
This component analyzes the mesh’s vertex colors to determine where foam is drawn, and creates spawn points for the VFX Graph to emit particles from.
You can create such a component through:
- Add Component⇒Water⇒River⇒River Splash VFX
- GameObject⇒Effects⇒River Splash VFX
The vertex colors can be visualized by using this option on the River Modeler component
A single component instance can produce a maximum of 16.384 particles emitters. This is the maximum texture size supported in Unity.
This particle limit will typically not be met, but it is possible when using a single River Splash VFX component for a very long river.
If so, use one or more components and set the “Confines” to “Bounds”, so that it only creates emitters within a specific area. This is recommended either way, and may be used to restrict effects to player-visible or traversable regions.
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