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@@ -22,17 +22,17 @@ Some of the FX are split into multiple parts (for example, Blast, Projectile, an
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Many of the FX have a **Color Intensity** property that you can modify to adjust the emissive effect. The emissive effect requires that the **PostFX Layer** and **Bloom** components are added to the scene.
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-<img src="readme_media/image1.png">
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## Armor Power Up
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The Armor Power Up is not a particle system, but rather mesh and shader asset.
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-<img src="readme_media/image35.gif" width=420></br></br>
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The effect is triggered by the **Slider** property on the `ArmorPowerUp.material`.
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-<img src="readme_media/image16.png" width=420></br></br>
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The `Script_ArmorPowerUp.scriptcanvas` is a test Script Canvas that loops the Armor Power Up FX.
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@@ -42,7 +42,7 @@ The Bubble Gun VFX is split into the following three parts:
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| **Blast** | **Projectile** | **Explosion** |
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| - | - | - |
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-| <img src="readme_media/image24.gif" width=300> | <img src="readme_media/image25.gif" width=350> | <img src="readme_media/image29.gif" width=350> |
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The following properties are available to adjust the look of Bubble Gun VFX:
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