PostProcessing & Universal RP

added PostProcessing and Universal Render Pipeline from the Packet Manager.
You can disable PostProcessing (If it lags too much) by disabling PostProcessingVolume in the Hierarchy.

added some fancy lights to the test scnee
added dirt texture to the camera
added bloom to the lights
added light to explosion from grenade
This commit is contained in:
Noah4ever
2021-12-10 09:22:32 +01:00
parent e0b4b94412
commit 14a8f084d3
63 changed files with 2858 additions and 248 deletions

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Debug.Log("Player Found");
} }
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} }

View File

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[SerializeField] float explosionForce = 500f; [SerializeField] float explosionForce = 500f;
[SerializeField] float grenadeRadius = 3f; [SerializeField] float grenadeRadius = 3f;
[SerializeField] bool hasExploded = false; [SerializeField] bool hasExploded = false;
[Tooltip("After how many seconds the explosion Gameobject gets deleted!")]
[SerializeField] float lengthOfExplosion = 1;
private float countdown; private float countdown;
[Header("Explosion GameObject")] [Header("Explosion GameObject")]
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// Spawns explosion particle // Spawns explosion particle
GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation); GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation);
// Destroys explosion particle after on second // Destroys explosion particle after on second
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