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Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects.
readme
Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects.
readme
13 changed files with 215 additions and 10 deletions
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40Assets/Scripts/VisualStyle.cs
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2Assets/Styles/GLQuake/GLQuake.asset
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4Assets/Styles/GLQuake/Particles/BlobExplosion.prefab
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2Assets/Styles/GLQuake/Particles/LavaSplash.prefab
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2Assets/Styles/GLQuake/Particles/ParticleEffect.prefab
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4Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab
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2Assets/Styles/GLQuake/Particles/RogueExplosion.prefab
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2Assets/Styles/GLQuake/Particles/RoundParticle.mat
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0Assets/Styles/GLQuake/Particles/RoundParticle.mat.meta
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142Assets/Styles/GLQuake/Particles/SquareParticle.mat
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8Assets/Styles/GLQuake/Particles/SquareParticle.mat.meta
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2Assets/Styles/GLQuake/Particles/TeleportSplash.prefab
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15Assets/Styles/GLQuake/Software.asset
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- _SoftParticlesNearFadeDistance: 0 |
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- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0} |
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- _Color: {r: 1, g: 1, b: 1, a: 1} |
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