The Bullet Effect Toolkit offers various options:
-Bouncing behavior: Just add components, and the game object will become elastic immediately!
-Bomb effector and reactor: the reactor reacts to the effector in an elastic manner.
-Bomb reaction field: the reaction field promotes the special effect of the reactor to a new level. Use bombs and characters to give the whole prairie special effects!
The special effect tool kit of ammunition focuses on performance:
-The reaction field runs on the GPU with a computational shader (with CPU alternatives).
-For Unity 2018.1 or higher, the bomb effect kit uses Unity's operating system to run bomb components, special effects components and reactor components in parallel across the CPU core. At present, we are studying the parallelization of bullet bone components and how to transplant the application of Unity operating system to C # multithreading.
The bomb effect kit is simple and easy to understand:
-Numerous examples.
-Complete source code.
Render pipeline compatibility:
-All components (non materials) are compatible with Unity 2019.1 or later programmable rendering pipelines, including Unity's LWRP and HDRP.
-The materials included in the example are suitable for standard render pipelines. In order to enable the GPU based reaction field sampler to run in the programmable rendering pipeline, the shader function provided by the pop-up effect toolkit in the vertex shader must be called, as shown in the example shader. It is recommended that you first try out all the examples in Unity's standard rendering pipeline.
Platform compatibility:
-The core logic of the bomb behavior and reactor is just to modify the object transformation, so that it can be compatible with all platforms supported by Unity.
-By default, the bounce reaction field uses a computational shader. However, if the target platform cannot run the compute shader, another CPU mode can be used.