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An example that shows how to pass data from a skinned mesh renderer to a visual effect graph.

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Uncharted Limbo Collective's additions

  • Corrected transformation matrices when multiple Skinned Mesh Renderers are used as input, by applying an IJobParallelFor job on the vertices before these are sent to their respective ComputeBuffer. Inside this job, the vertices of each SMR are multiplied by each SMR's localToWorldMatrix. A valid alternative would be to apply the transformation inside the Compute Shader, saving some CPU cycles.
  • Exposed the global "root" transformation matrix as a separate reference, instead of always using the first source.


Smrvfx

gif gif

Smrvfx is a Unity sample project that shows how to use an animated skinned mesh as a particle source in a visual effect graph.

System Requirements

  • Unity 2020.1

How To Install

This package uses the scoped registry feature to resolve package dependencies. Please add the following sections to the manifest file (Packages/manifest.json).

To the scopedRegistries section:

{
  "name": "Keijiro",
  "url": "https://registry.npmjs.com",
  "scopes": [ "jp.keijiro" ]
}

To the dependencies section:

"jp.keijiro.smrvfx": "1.1.4"

After changes, the manifest file should look like below:

{
  "scopedRegistries": [
    {
      "name": "Keijiro",
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.keijiro" ]
    }
  ],
  "dependencies": {
    "jp.keijiro.smrvfx": "1.1.4",
...

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An example that shows how to pass data from a skinned mesh renderer to a visual effect graph.

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