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Jul 28, 2023
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Obi Rope
HDRP Fullscreen post-processing ASCII effect Render pipeline compatibility The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms. Unity Version Built-in URP HDRP 2023.1.0a13 Not compatible Not compatible Compatible Additional compatibility information Compatible with any Unity version supporting HDRP Description Fullscreen ASCII Post-Processing Effect. NOTE: You will have to add this effect to the HDRP post-processing pipeline manually. To do that please go to Project Settings -> HDRP Global Settings -> Custom Post Process Order -> After Post Processing and add ASCIIOverlay effect to the list. If you have any questions or feedback please contact me in the comments or by email: everlasing17th@gmail.com Technical details Fullscreen ASCII Post-Processing Effect. Completely integrated into the HDRP post-processing pipeline and customizable. Shader works by computing the average color in each screen segment. Use “Fast calculation” in the volume settings to get better performance. Related keywords fullscreen effects ascii Shader HDRP post processing hdrp shader Shader Graph VFX Report this asset
Obi is an advanced particle-based physics engine capable of simulating a wide range of deformable material behaviors. Depends on the Burst, Jobs, Collections, and Mathematics packages.
With Obi Rope you can create ropes and rods in a matter of seconds, with complete control over their shape and behavior: Oriented particle technology allow Rods to offer torsion/twisting effects. Ropes are more lightweight and can be cut/resized. Bones can be used to add secondary motion to character bone hierarchies. All of them can collide with the environment and with each other, can be attached to rigid bodies and offer two-way coupling with them.
This system is NOT based on rigid bodies and joints, unlike other rope solutions. This is based on XPBD particles which makes it more lightweight, detailed, and unconditionally stable.
Links
Obi Website
Community and Support Forum
Features:
– Non-linear, non-destructive rope editing using splines. Get instant feedback on how your rope looks while editing it!.
– Procedural smooth mesh generation using splines, complete with tangent space updating and normal map support. No need to manually generate geometry for your ropes.
– Adaptive curvature-based realtime mesh decimation: straight sections of a rope can generate simpler geometry than curved ones.
– Change rope length at runtime.
– Tearable/cuttable rope.
– Closed loops.
– Two-way rigid body interaction.
– Modular solver: don’t waste performance, only use the constraints your rope needs.
– Per module adjustable solver iteration count.
– Independent stretch/bending stiffness.
– Easy-to-use editor particle tools: selection, brush selection, paintbrush, property smoothing…
– Supports all standard Unity colliders.
– Automatic camera culling: non-visible ropes do not update their simulation.
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