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Diffstat (limited to 'Assets/ThirdParty/MaterializeFX/MaterializationFX/Readme.txt')
-rw-r--r-- | Assets/ThirdParty/MaterializeFX/MaterializationFX/Readme.txt | 41 |
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diff --git a/Assets/ThirdParty/MaterializeFX/MaterializationFX/Readme.txt b/Assets/ThirdParty/MaterializeFX/MaterializationFX/Readme.txt new file mode 100644 index 00000000..ec03966d --- /dev/null +++ b/Assets/ThirdParty/MaterializeFX/MaterializationFX/Readme.txt @@ -0,0 +1,41 @@ +Thanks for you purshase!
+
+---------------------------------------------------------------------------------------------------------
+Please read how to add bloom:
+---------------------------------------------------------------------------------------------------------
+
+HELPFUL NOTE:
+For correct work as in demo scene you need enable "HDR" on main camera and.
+
+https://www.assetstore.unity3d.com/en/#!/content/83912 link on free unity physically correct bloom.
+Use follow settings:
+Threshold 2
+Radius 7
+Intencity 1
+High quality true
+Anti flicker true
+
+In forward mode, HDR does not work with antialiasing. So you need disable antialiasing (edit->project settings->quality)
+or use deffered rendering mode.
+
+Add Post processing behaviour(script) into your camera and choose PostProcessingProfile.asset
+
+---------------------------------------------------------------------------------------------------------
+
+Change log:
+
+1.0 - Released
+1.1 - Add two albedo shader. Added scripts for easy use without animator. The two shaders are combined into one
+1.1.2 - ?? Add support of multiple materials/Disintegration by event (for example from a shot)
+1.1.3 - ?? Unity shader graph supports
+1.1.4 - ?? Gpu Particles
+
+
+I'm sorry for the loss of backward compatibility, but it was necessary to combine the shaders
+
+---------------------------------------------------------------------------------------------------------
+
+Feel free to contact me with any questions and comments
+
+Since yours,
+Max
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