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4 votes
Accepted

How can I create the water-like blur effect in Chameleon Run using SpriteKit and Unity?

It looks to me like this could be done with a TrailRenderer. This leaves a ribbon of 3D geometry behind a moving object, onto which we can assign a material to control the way it renders. We can use ...
DMGregory's user avatar
  • 135k
3 votes
Accepted

HLSL Function Problem

If you use the latest version of Effects 11 using D3DX11CompileEffectFromFile, in the Debug configuration it dumps all the HLSL compiler error/warning output to the ...
Chuck Walbourn's user avatar
2 votes

Make simple hit effect

For a 3D game, a simple particle effect spawned at the location of the can would be easy enough to do. For a 2D game, you could use a particle effect or a sprite animation at the point of impact. ...
Jesse Williams's user avatar
2 votes

Depth of Field Blur - Weighted sampling?

These are the key things that would make Gaussian Blur very fast on the GPU: Separated horizontal and vertical passes Remove tail parts of a large Gaussian number since they contribute next to ...
ChaoSXDemon's user avatar
1 vote
Accepted

Rain particle system scale

The larger the area of your particle system, the more particles you'll need to have alive in that volume at any given time for it to look appropriately dense/full. Every one of those particles has a ...
DMGregory's user avatar
  • 135k
1 vote

How To Fix Strange White Edges With DOF and Fog in Unity?

I tried using a different depth of field shader (also in standard assets). This solved the problem. It must use a different method I guess.
mr-matt's user avatar
  • 2,759
1 vote

LibGDX's particle emitter - Multiple particles in the same effect?

I wanted to achieve something very similar to this. My goal was to have a particle explosion that would choose from a number of random sprites when spawning the particles. Unfortunately this does not ...
bazola's user avatar
  • 218

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