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War FX : Realistic explosions, weapon effects, fire, smoke... effects pack

Discussion in 'Assets and Asset Store' started by Jean-Moreno, Jan 3, 2013.

  1. Jean-Moreno

    Jean-Moreno

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    War FX is a realistic effects pack targeted for warlike games of all genres!
    It is optimized for desktop and mobile platforms!



    FEATURES:

    - 40+ unique prefabs in 5 categories: explosions, fire, smoke, bullet impacts, muzzle flashes!
    - a total of 80+ prefabs including variants of unique ones
    - effects work well in both 2d and 3d environments
    - high quality textures, all handmade
    - includes 10 shaders made exclusively for this pack
    - includes Cartoon FX Easy Editor to scale effects in one click, along with other cool simple-to-use tools!

    Try the INTERACTIVE DEMO here!
    Link to Unity Asset Store


    EFFECTS LIST (not exhaustive):

    - Explosions:
    * Generic
    * Ground
    * Massive
    * Aerial
    * Mine
    * Nuke​
    - Fire:
    * Natural (small, big, extended zones)
    * Industrial/Gas
    * Chemical/Colored
    * Flamethrower (small, big)​
    - Muzzle Flashes
    - Bullet Impacts:
    * Concrete
    * Metal
    * Wood
    * Sand
    * Dirt
    * Generic/Soft Bodies​
    - Smoke:
    * Black
    * Gray
    * White
    * Colored (blue, green, purple,...)​


    If you have any comment or question, please speak up! :)

    Please rate/review this pack on the Asset Store if you find it useful, I'd be very thankful!
     
    Last edited: Jan 17, 2015
    AshwinTheGammer likes this.
  2. kalamona

    kalamona

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    Great idea! I love how you used optimized meshes to reduce overdraw. Also your explosions seem very good!
    cheers
     
  3. jc_lvngstn

    jc_lvngstn

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    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
     
  4. p6r

    p6r

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    Wonderful as usual...

    6R
     
  5. Jean-Moreno

    Jean-Moreno

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    Thanks for the comments! :)

    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)
     
  6. Apiweb

    Apiweb

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    Very interesting.
    One question. Do you have plans for a Cartoon FX Pack 3?
     
  7. HeadClot88

    HeadClot88

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    Hey, Just had a look at your WarFX via webplayer

    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.



    Other than that awesome work!

    Cannot wait to see more from you!
     
  8. Jean-Moreno

    Jean-Moreno

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    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!
     
  9. HeadClot88

    HeadClot88

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    You are welcome glad I can help!
     
  10. Jean-Moreno

    Jean-Moreno

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    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" :)
     
  11. HeadClot88

    HeadClot88

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    Going to get this :)
     
  12. Jean-Moreno

    Jean-Moreno

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    Small announcement:
    War FX is on sale at 10$ for 24 hours only!
    Grab it while it's cheap! :)

    Edit: Sale ended!
     
    Last edited: Feb 14, 2013
  13. ZJP

    ZJP

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    Done. Thx ;)
     
  14. imtrobin

    imtrobin

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    Hmm, the way u do the black smoke does not work well with fo
     
  15. Jean-Moreno

    Jean-Moreno

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    Did you mean fog?

    If so, there is a workaround for this: in the shader file, replace the following section:
    Code (csharp):
    1. Fog { Color (0,0,0,0) }
    with this:
    Code (csharp):
    1. Fog { Mode Off Color (0,0,0,0) }
    to disable fog from the shader.
    It should be at the top of the file, after the SubShader section.
     
  16. imtrobin

    imtrobin

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    sorry, fog. Didn't realize fo was typed out.

    I want it to work correctly with fog, not turning it off.
     
  17. Jean-Moreno

    Jean-Moreno

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    Hmm... I will investigate this to see if/how it can be solved.
     
  18. Jean-Moreno

    Jean-Moreno

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    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.
     
  19. imtrobin

    imtrobin

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  20. Jean-Moreno

    Jean-Moreno

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    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.
     
  21. imtrobin

    imtrobin

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  22. imtrobin

    imtrobin

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    Hi Jean, testing the results, doesn't seems to fix it well. I guess you need to pass fog color to the shader.
     
  23. Jean-Moreno

    Jean-Moreno

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    Hmm, how does it react in your game? Could you send me a screenshot?

    I'll try to do some tests when I have time and give you the directions to modify the shader yourself.
    By the way, what are your fog parameters?
     
  24. yuewahchan

    yuewahchan

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    Is War FX include CFX Spawn System ?
     
  25. Jean-Moreno

    Jean-Moreno

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    It wasn't but there's no reason why it shouldn't, so I've just sent a new version including CFX Spawn System! :)
    It should be up as soon as the Asset Store team approves the pack! (v 1.4)
     
  26. ZJP

    ZJP

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    Nice addon. THx ;)
     
  27. Jean-Moreno

    Jean-Moreno

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    The update has been accepted; CFX Spawn System is now included in War FX :)
     
  28. Jean-Moreno

    Jean-Moreno

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    I got an implementation of fog directly in the shader working.
    Included in the attached zip are 2 shaders and the sync C# script.
    Place the script on a GameObject in your scene so that the values are synchronized, and be sure to change the Material's shaders to the new ones.

    I've only done it for 2 of War FX's shaders, but it should be fairly straightforward to replicate for the other shaders as well.
    All changes in the shaders have been commented. I left the old lines from the frag() functions so that you can see how to change them in the other shaders.
    You should also comment/uncomment the specific formulas in them according to your Fog type (Linear, Exp, Exp²).

    Let me know if you need further help!

    (PS: I got the formulas from http://www.yaldex.com/open-gl/ch09lev1sec6.html)

    Download here:
    View attachment $WarFX Custom Fog.zip
     
    Last edited: Mar 8, 2013
  29. imtrobin

    imtrobin

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    Thanks Jean, can you pleaes update all the shaders to have fog. It is much needed, or else the particles looks like this (sample scene, with blue fog turned on)
     

    Attached Files:

  30. Jean-Moreno

    Jean-Moreno

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    I'm sorry I don't have time right now to add the custom system to all shaders, but it really is a matter of copying/pasting the relevant parts (I've commented everything that is related to fog in the shader above).

    However I'm surprised that they react like this in your screenshot, the last update was supposed to make them fade away (i.e. they don't take the blue color but disappear more and more in the fog, which was the best I could obtain with hardware fog).
    What is the effect that you placed on this screenshot and your fog parameters?
     
  31. imtrobin

    imtrobin

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    I could add the code but I rather it is fixed at the source in case of future updates.

    I just turn on a blue fog in project sample.
     
  32. Jean-Moreno

    Jean-Moreno

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    I had forgotten to fix one shader when I did the hardware fog update.
    I've submitted v1.51 to correct that. Once you get it, all effects should fade away in fog.

    The custom fix I have posted above is only to add the fog color information to the effects, so that instead of fading away, they get the fog color too.
    Because there's a performance loss and it requires custom scripts to be set up, I won't include it in the official release.
    If you really want this fix, then duplicate the effects you plan on using and make them use the new fix.
    Effects already in the pack won't be updated in future versions (unless they cause major bugs or crashes, but that's not likely), so you are safe by just duplicating them and using custom materials.
     
  33. Eugen35

    Eugen35

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    Hi Jean,
    I have a problem with the FX after updating to Unity 4.1 (the test application doesnt show the fx no more - they are very spread when simulating or so it looks like), did anyone have any problem upgrading to latest version?
     
  34. Jean-Moreno

    Jean-Moreno

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    Have you tried re-importing the package? Also, make sure you have the latest version (currently 1.52) as it fixed a few problems with Unity 4.1.

    I just tried importing the package to an empty 4.1 project, and the demo scene worked fine!
     
  35. Eugen35

    Eugen35

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    No, our current version is 1.4, i did a quick fix to have this version compile on Unity 4.1 but we will update to 1.52 (i hope this will fix all issues we have)
     
  36. Eugen35

    Eugen35

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    Things didnt get fixed by updating but it looks like there was a problem actually with the particle scaler which made the systems not look correctly. Thanks!
     
  37. CyberMew

    CyberMew

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    If only it includes effects when the bullets gets dropped out like sparks or something to make the gun more realistic that would be great. And another version to have sparks drop on the ground instead of disappearing it into the air.
     
  38. Jean-Moreno

    Jean-Moreno

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    Sorry but there are no updates planned for the moment for this package.
    Thanks for the suggestions though.
     
  39. xSDMx

    xSDMx

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    Awesome effects package - great job!
     
    Last edited: Nov 26, 2013
  40. BL00DCELL

    BL00DCELL

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    Great pack. How do I make the muzzle fare only burst once per shot? As it is now it looks more like an automatic.
    I went into the flare prefab and change the time on the destruction script to shorten the length of the effect but had not luck.
     
  41. Jean-Moreno

    Jean-Moreno

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    You have two things to do for each Particle System in the effect (the parent one and the children):
    - uncheck the "loop" flag (you can do this easily with the Cartoon FX Easy Editor, by selecting the parent, making sure "Include Children" is enabled, and clicking on Unloop in QUICK EDIT)
    - in the Emission tab, set the Rate to 0, and add a Burst at 0.00 with 1 particle

    You can do the second part on the parent only, and then again use Cartoon FX Easy Editor with its COPY MODULES section: drag the parent in the Source Object field, select the Emission module (it should turn blue), and hit "Copy properties to selected Object(s)".
    The children should now all have the same Emission parameters.
     
  42. imtrobin

    imtrobin

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    1.74 demo has missing scripts and scripts conflict with Cartoon FX Pack
     
  43. Jean-Moreno

    Jean-Moreno

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    Thanks for the feedback, looking into it right now!

    EDIT:
    Just tested importing the package with Cartoon FX already imported and it ran fine.
    Also tested importing the update over an old version of War FX and didn't notice any particular issue.

    Which version of Unity are you using, and would you know which version of War FX you had prior to updating?

    It could be linked to the fact that I removed a large portion of files in the latest update (all the 'reduced overdraw' system which wasn't very effective), as well as moving existing files to new folders, so Unity could get confused with all these changes.

    My suggestion is to remove the War FX folder entirely, and re-import it (make a backup before though, just in case). Everything should continue to work if the .meta files were not corrupted!
     
    Last edited: Jan 17, 2015
  44. imtrobin

    imtrobin

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    4.6.1, all the latest just downloaded from assetstore, will try again
     
  45. imtrobin

    imtrobin

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    OK repro. import warfx first then cartoon fx pack. If import cartoon fx first, then no error.
     
  46. Jean-Moreno

    Jean-Moreno

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    I've seen and fixed a script conflict error (with CFX_SpawnSystemEditor.cs) between Cartoon FX Pack 2 and War FX.
    Cartoon FX 2's meta file had a different guid than the other packs for some reason, which will be fixed in version 1.961.

    I'm working on the missing scripts of War FX's demo, and will also update its interface to be on par with Cartoon FX Packs.

    Thanks for the help!
     
  47. Jean-Moreno

    Jean-Moreno

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    v1.75 has been submitted with a new demo scene and missing script warnings fixed!
    No more conflict with Cartoon FX packs too (hopefully!).
     
  48. Julian-S

    Julian-S

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    Hey,

    When I create an explosion effect over Triton ocean water I am unable to see the explosion effect if the explosion is between my camera view and the water. I can see it, however, when the explosion is between my camera view and my ship.

    I am wondering if you have any ideas on how I might fix this so that I can see the explosion effect even when the camera is looking at the water.

    Thanks!

    Julian
     
  49. Jean-Moreno

    Jean-Moreno

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    It could be an issue with Soft Particles, which will fade the particle billboards according to the depth buffer to prevent hard mesh clipping with the environment.

    You can either tweak the "Soft Particle Factor" in the corresponding particle material, disable Soft Particles entirely (in the Quality settings), or replace the particle shader in that material with a no-soft-particle variant (download them on this post, you'll also find relevant information about soft particles from the post onward).

    Please let me know if the issue doesn't seem to come from Soft Particles though!
     
  50. Julian-S

    Julian-S

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    I managed to fix it.

    The problem was due to Triton Ocean and not WarFX. Triton's native plugins render after the camera so transparent objects like WarFX effects don't render last in the scene. It was solved by having a separate camera dedicated to the particle effects and messing around with the culling masks, depth, and clear flags. From Triton Documentation: http://sundog-soft.com/sds/2014/07/triton-oceans-unity-pro-documentation/

    The effects look great though! Thanks!