A GPU Particle System for Unity
- GPU-accelerated - Able to handle millions of particles (even without a beast of a PC)
- Lots of customization options (more to come...)
- Fancy Editor:
Made with Unity 2017.2 & .3. Might work with older versions. Only tested on Desktop with Nvidia GPU.
- Implement 'Emission Extrapolation' to compensate emission at high velocities
- Implement 'Linear Drag'
- Implement 'Time Scale'
- Use namespace
- Add 'Dark Skin' option
- Implement Size Module
- Use DrawProcedural for draw calls
- Update particle count in System Module on Update instead of OnGUI
-
Use geometry shader for billboard particles<- reduces performance - Use time instead of CPU-generated seeds for pseudorandomness
- Document code
- Fix glitches caused by 'Inherit Velocity' after big timesteps
- Fix 'Max Particles' change at runtime
- Add 'Particle' Module to change appearance
- Make system run in Edit Mode
- Change 'Inherit Velocity' to work with transformation matrices
- Implement 'External Forces'
- Implement 'Screen Space Collision'
- Implement other rendering methods (Mesh)
- Implement other Emission Shapes
- Implement 'Direction Types' for all Emission Shapes
This project is licensed under the MIT License - see the LICENSE file for details.
The included sIBL images are from sIBL Archive.