Publisher | loloop |
---|---|
File size | 14.74MB |
Number of files | 26 |
Latest version | 1.0.0 |
Latest release date | 2025-05-09 04:04:14 |
First release date | 2025-05-09 04:04:14 |
Supported Unity versions | 2018.4.2 or higher |
🚩About Render Pipelines
This asset is created using the Built-in Render Pipeline (BRP).
If you are using URP or HDRP, you will need to convert the material shaders yourself to make them compatible with URP/HDRP.
🚩Leaves & Drifts Particles Pack Includes the following particles
- Leaves
- Maples
- Bamboo
- Ginkgo leaves
- Cherry blossoms
- Roses
- Snowflakes
- Feathers
You can also use your own images aside from the included ones.
🚩What You Can Do with the Included ParticleSystem Controller
- Select the type of particle
- Set whether to start from an already running state
- Set the particle's lifetime
- Set the falling speed
- Set the minimum and maximum particle size: Random
- Set a color to multiply with the particle
- Set simulation space: Whether it should be affected by the parent's transform or not
- Set the number of particles to emit
- Set the shape of the emission area
- Set the size of the emission area
- Set the minimum and maximum wind direction for left and right
- Set the minimum and maximum wind direction for front and back
- Set the sway range of particles while falling
- Set whether particles should disappear when they touch an object
- Select the layer name of the object to be touched for disappearing
- Set whether to leave particles on the ground when they disappear
- Set the lifetime of particles left on the ground
- Set whether to cast shadows with the particles
The included ParticleSystem Controller (DriftsParticlesController.cs) is designed for users who are not familiar with configuring ParticleSystems.
If you are already comfortable working with ParticleSystem settings, you are free to ignore or even remove the controller from the prefab.
Once you’ve applied your settings using the controller, removing it from the prefab will not affect the configured ParticleSystem in any way — the settings will remain intact and will not be lost.
🚩Note on ParticleSystem
While ParticleSystems are convenient, generating a large number of particles can put a load on processing (as per Unity's official specifications).
To reduce the load, the following steps are recommended in this order for the best results.
- Avoid using particle collisions
- Avoid using SubEmitters for particles
- Reduce the number of emitted particles
- Avoid casting shadows with particles
- Shorten the lifetime of particles