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Epic Toon FX

Discussion in 'Assets and Asset Store' started by Archanor, Mar 9, 2016.

  1. Archanor

    Archanor

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    emojis.jpg

    Finally picking up some work on Epic Toon FX again! First off I'll be adding in 28 new emojis as well as improvements, optimization and new effects.

    If you have feedback or ideas on how to improve the pack, now's the time to share :)
     
  2. Suduckgames

    Suduckgames

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    Thank you very much for your work Archanor it is awesome! the pack is incredible and I am using it in every project! I will give you some ideas to work.

    -I will like to have some areas FX like fire, ice, storm, wind...etc
    -Slash for range. In order to make a sword soldier attack at range I will like to "throw" a slash
    -State indicators for power ups. If a soldier get an attack speed buff , an extra damage bufff...etc I will like to have some FX to indicate it ( like orb orbitating around or whatever)
    -Outlines FX. Outline an object with particles instead of a line will be awesome too

    The pack is awesome, just giving you some ideas or where I will like it to improve! Keep it up!
     
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  3. Archanor

    Archanor

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    @Suduckgames

    1. For the Area FX, do you mean a sort of damage over time that slowly burns/freezes? References would be great
    2. Definitely want to add in some more melee/slash effects!
    3. There are already a few orb effects you could parent to and rotate around a player, but I'll see if I can come up with something new
    4. Outlines? Do you mean something like emitting particles from a character/object? (Better known as Mesh Emitters)
     
  4. Chrizzzl

    Chrizzzl

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    Hi Archanor,
    i would like to have a glowing effect around a card, like the one you created in the MagicZone ParticleSystem.
    In the attached image i tried to achieve this, by adding one flat Zone to each side.
    However the edges are overlapping and i would like the moving effect to go around the corner.
    How can i modify the zone prefab to fit to the outline of the card?

    Kind regards,
    Chrizzzl
     

    Attached Files:

    • card.PNG
      card.PNG
      File size:
      85.8 KB
      Views:
      453
    Last edited: Dec 29, 2019
  5. Archanor

    Archanor

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    @Chrizzzl I have some ideas, but depends on your setup. Is that card a mesh or a sprite?

    If it's a mesh, I would take the card's edges and extrude them vertically in a modelling sofware so that you have one mesh instead of the 4 from the Zone prefab, then you could use a shader to offset the glow texture around the edge. Alternatively also use Texture Sheet Animation with a simple glow spritesheet.
     
  6. Chrizzzl

    Chrizzzl

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    It's a sprite.
     
  7. Archanor

    Archanor

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    @Chrizzzl Hi, sorry for the slow response. I could look into creating a basic glow effect for cards for the next update.

    Some questions:

    1. Are you using an isometric or perspective camera?
    2. Will the cards be flipped over (back to front) at any point?
    3. Do you think the effect needs any depth or could it just be a flat "overlay" effect?
     
  8. pvalium

    pvalium

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    Hi, congratulations for asset.
    Is any ETA for LWRP compatbility?

    Regards
     
  9. Archanor

    Archanor

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    I've been working on an update the last month, and I hope to have it out by February.
     
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  10. Suduckgames

    Suduckgames

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    Sorry for the delay,

    1. For the area FX, I mean more environment FX , for example magma FX , fire FX for enviroment, waterfall... etc
    2.Thanks! Some range attack for melee classes will be awesome!
    4. Yes, some mesh emitters where you select an object/character and the whole mesh start to emit some particles as a selected object.

    Thank you very much for your work!
     
  11. Chrizzzl

    Chrizzzl

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    @Archanor thank you for taking the time to look into this matter

    to answer your questions:
    1) i'm using a perspective camera
    2) Yes, for the time beeing the cards are flipped over when drawn from the stack. However most importantly, i want to apply the effect when the card is in hand and some requirements are met.
    3) A flat overlay should suffice

    if you need any more information or some visuals, let me know
     
  12. Archanor

    Archanor

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  13. Chrizzzl

    Chrizzzl

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    Wow, awesome ! :D
     
  14. Archanor

    Archanor

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    Updated the GIF gallery with some of the new effects. Hoping to finish v1.7 this week :)
     
  15. Archanor

    Archanor

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  16. Archanor

    Archanor

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    2020-02-17_18-49-22.png JLaUNhg.png

    If anyone has problems with effects looking like glowy quads in 2019.3, please check your Package Manager and make sure your project is running Universal RP 7.2.0 or higher, as this problem occurs in 7.1.8.

    Edit: Epic Toon FX 1.71 now has a URP fix included.

    More info here about the problem.

    Workaround for those that have similar problems with other of my LWPR/URP supported assets:

    1. Make sure you are running URP 7.2.0 in the Package Manager
    2. If the asset has a LWRP/URP upgrade, apply this
    3. Browse the Materials folder for Materials that are using the Additive Blend Mode, select them and change it from Additive to something else and then back to "refresh" the material
     
    Last edited: Apr 8, 2020
    BennyKokMusic likes this.
  17. thaison

    thaison

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    I only make 2D game, is it ok to use this asset in 2D ?
     
  18. Archanor

    Archanor

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    That is usually no problem :)
     
  19. Godfrey167

    Godfrey167

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    Still having issues with the glowing quads even after upgrade
     
  20. Archanor

    Archanor

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    Hi, try importing the unitypackage attached to this reply. If that does not work, follow the steps below. Please let me know which method works!

    From a fresh install of 2019.3.2f1 I did this to get the materials working again:

    1. Import ETFX from Asset Store
    2. Import the LWRP Upgrade from the Upgrade folder
    3. Via the Package Manager I updated Universal RP to 7.2.0
    4. In the Project folder search for "_ADD" to list all the additive materials in the Epic Toon FX folder
    5. Select all 70 of them and set Blending Mode to Additive.
     

    Attached Files:

  21. Mikeyy95

    Mikeyy95

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    Upgrade Inside folder for LWRP + Additive did the Trick for me so it works again in 2019.3.3f1 with Universal Pipeline.
    Thank you! :)
     
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  22. Archanor

    Archanor

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    Appreciate the feedback! Did you install the package included in reply above or do it manually?
     
  23. Mikeyy95

    Mikeyy95

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    First i did it on my own, like you described. (didnt see the Attachment). And now i did it with your package. :) Now i tried it with your Package. Works like a Charm! Thank you very much for your reply. Very, very appreciated your work!! Thanks.
     
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  24. Archanor

    Archanor

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    v1.71 of Epic Toon FX has been submitted to the Asset Store for approval.

    This mini patch includes a fix to some textures being brightly lit in URP. You can find more info about this in the updated documentation.

    - Added URP Fix
    - Updated documentation
    - Fixed a null reference error in 2D demo
     
  25. Necka_

    Necka_

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    Hello,
    I own several of your packs including that one of course
    Do you have any plans for HDRP update? or are there any ways to currently get the effects to work in HDRP projects?
     
  26. Archanor

    Archanor

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    @Necka_ Hi. There are no plans for HDRP yet, for now I'm focusing on upgrading some assets for URP.

    I don't have any advice yet on how to upgrade for HDRP unfortunately.
     
  27. Necka_

    Necka_

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    Thank you for the reply
    If I'm not mistaken if speaking of this pack, they use the "Particles/Unlit" shader
    From this thread: https://forum.unity.com/threads/hdrp-particle-system-shaders.643840/

    Unity released shaders supposedly working with legacy particle shaders

    I tried with the ShaderGraph/Unlit and UnlitSoft and get this result with no tweakings:
    upload_2020-4-8_16-14-31.png

    It's very close to the requirement, only the shadows are off (I didn't dig more though, I've let the shaders with default settings while some are supposed to be additive/multiply etc.)

    Only pain in this: When you switch the material to the HDRP shader it loses the albedo texture so it needs to be re-set manually.
    A script converter could be useful to batch convert but my skills aren't that high in that case.
    I just thought maybe that would give you ideas, some other vfx artists on the store created such HDRP/URP converter scripts for their custom shaders

    I'll search more to see if someone made something like this for legacy Unlit particles
     
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  28. Archanor

    Archanor

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    Since version 1.7, the asset is using the Standard Particle Shader and not the Legacy Particle shaders. Previously they mostly used legacy Additive and Alpha Blend.

    I know that upgrading the materials to URP and HDRP would sometimes lose connection with albedo and other textures unfortunately. I think that was the case when upgrading the asset to use Standard Particle Shader as well.

    It would be great having a HDRP/URP converter. Though for the most part I've stuck with the Standard Particle Shader.
     
  29. Necka_

    Necka_

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    When I speak about Legacy I meant legacy from current shader to HDRP, so Standard particle indeed :)
    I realize what I said was a bit confusing now
     
  30. Paulthomas

    Paulthomas

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    Hello Some Effects look odd or are invisible i am using URP, the demos are really dark, and some of the effects are clipping. any known fix ?
     
  31. brianmyrick

    brianmyrick

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    I'm a total Unity noob...I'm following a tutorial and making a similar game to the tutorial. I bought this bundle for cool effects and objects.

    In my tutorial, the way to move a prefab is in the Update method using transform.Translate(vector3.down * 3.25f * time.DeltaTime);

    I'm trying to apply that to a BombFuse2 prefab, but it doesn't move.

    Can you tell from this limited info what I might be doing wrong?
     
  32. Archanor

    Archanor

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    @Paulthomas I believe I answered you by email? If anyone else has the same problem in URP, make sure to install the LWRP Upgrade pack, then the URP Upgrade pack.
     
  33. Archanor

    Archanor

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    @brianmyrick Hey, unfortunately I'm not great at programming. I suggest asking for help in the progamming section of this forum. Make sure to post your whole script.

    Does the code work with other objects than the BombFuse prefab?
     
  34. Jimaniki

    Jimaniki

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    Hello, good job for your assets !
    How can i lower brightness of the prefab ? exemple : BulletSmallBlue ?
    With ETFX Light Fade ?

    Where and what is the "Point Lights" you talking about in the documentation ?
     
  35. Archanor

    Archanor

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    @Jimaniki Hey, thank you for buying.

    If you can email me a screenshot of what part of the effect you think is too bright, I can help you out better. What I think you mean is the colored glow around the bullet? If that is the case, you can try reducing the Alpha in the Start Color of the Glow prefab that's part of the BulletSmallBlue prefab.

    set alpha color.png

    ETFXLightFade is a script that fades out the realtime (Point Lights) that are attached to the particle effects. It's mostly used for bigger explosion effects. You could for example look at the ExplosionNovaBlue effect. It has a Light and the ETFXLightFade script attached to the parent object. The script will fade out the light in 0.3 seconds and then remove the light.
     
    Jimaniki likes this.
  36. neshius108

    neshius108

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    Hello @Archanor,

    Again, great job on the VFX pack, it's really brilliant and very versatile!
    I was wondering to ask you, are you planning to release/add something like a sleeping VFX (the usual Zzzzzz)?
    Just wondering as I was surprised to only find the sleeping emoji and not that, since it feels ubiquitous in cartoons.

    Cheers!
     
  37. Archanor

    Archanor

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    @neshius108 Hey, thanks! :)

    I just edited the musical note effect to use Z's instead. Maybe this will work better than the sub-emitter from the emoji effect.

    The material included here will be in for Standard pipeline, so you may have to re-import or adjust the material to work for URP.

    etfxzzzzz.gif
     

    Attached Files:

    neshius108 likes this.
  38. neshius108

    neshius108

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    Wow! That worked great, thanks! This helped me getting a grasp on how to edit them to do other things! :D
     
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  39. PhantomFox128

    PhantomFox128

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    Hi there! I just wanted to point out an issue really quick: since updating the asset a couple of materials (specifically star_AB and star_ADD, although there may be some others) have turned into these pinkish purple squares. Is there a way to fix this?

    EDIT: Can confirm it's happening with a bunch of them, such as the water effects.
     
    Last edited: Jul 15, 2020
  40. Archanor

    Archanor

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    @PhantomFox128 Are you working in Standard or URP? If you were working in URP and updated the asset, you may have to re-apply the URP upgrade. I would try to only import the materials that are purple. Feel free to get in touch via my publisher email.
     
    Last edited: Jul 15, 2020
    PhantomFox128 likes this.
  41. Kkitar

    Kkitar

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    Hi Archanor,

    Can you please confirm if the "Glowing Card outline" effect works on 2D and with sprites?

    Best regards,
    Khalil
     
  42. Archanor

    Archanor

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    I think it should work fine. Note that it's a particle system using a spritesheet animation designed solely for card shapes.
     
  43. MontblackJJ

    MontblackJJ

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    On Unity version 2020.1 (URP 8.2.0) is needed the same utility ("ETFX 2019.3 URP Fix") for the _AB material tool for change from "Particles/Standar Unlit" to "Universal Render Pipeline/Particles/Unlit" and now works ok:
    upload_2020-7-24_21-16-21.png

    Can you help me adding updating this utility?

    (also the background "Quad" need to be updated)
     
  44. HajiyevEl

    HajiyevEl

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    Glow is too bright, what can i do to minimize glowing?
     
  45. Archanor

    Archanor

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    @MontblackJJ Hi, I'll look into this next week.

    @HajiyevEl Do you have a screenshot? Find the correct glow material (possibly just called 'glow'), then make it darker or more transparent in the Base Map of the material.
     
    HajiyevEl likes this.
  46. Leone

    Leone

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    Hi @Archanor, I encountered this weird bug, see attached pics.
    Trail particles are not rendered when camera is in perspective mode, but in orthographic everything seems to be OK. I am using URP 7.3.1, Unity 2019.4.4f1 LTS, checked both in color space Linear and Gamma - BTW, which color space is intended to use with your particle system? Thanks.
    Untitled.png Untitled3.png
     
  47. Leone

    Leone

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    @Archanor, so, apparently I fixed this by disabling Soft Particles upload_2020-7-31_6-58-46.png
     
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  48. Archanor

    Archanor

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    @Leone I use the Gamma color space for this pack.

    Soft Particles require you to have Depth Texture enabled on your camera in URP, otherwise the material will simply be invisible :/
     
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  49. Clyon

    Clyon

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    hey; when i drag the prefabs into the game i only see purple squares ;/ i am using 2D URP
     
  50. Archanor

    Archanor

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    @Clyon What version of Unity and URP? I have some other reports on this, but I can't reproduce the problem on my own pc yet
     
    Last edited: Aug 17, 2020