Bounded Particle System


A lightweight GPU Particle System for simulating weather effects like rain and snow with fast moving game objects.


by Arcticorp Games


Price History +


The Bounded Particle System provides a performant and easy to set up solution for simulating rain, snow, or similar environmental effects. It is designed for contexts involving game objects that move too quickly, where particles spawning ahead of motion tend to take too long to physically simulate and end up lagging behind the camera.


With this system, the particles simulate in place until coming in contact with the bounding box edges, which will immediately warp the particles to the opposite side of the box.


How it works: the system employs GPU mesh instances which are wrapped inside a box volume through a Compute Shader. This has particles constantly simulate within the volume without the need of being destroyed, allowing on-the-fly editing.


Features


  • Adjust the particle amount freely.
  • Define the particle simulation area/box bounds.
  • Set particle size globally, or randomly for every particle using a slider range.
  • Set particle direction and velocity.
  • Set particle rotation per axis, or randomize it entirely.
  • Have particles billboard to face the camera.
  • Have particles follow a target object.
  • Have particles cast shadows.
  • Customize the particles' mesh, texture and shader stencil flags.

Render Pipeline comaptibility


The tool is tested and working using the Built-In Render Pipeline (BRP), Universal Render Pipeline (URP) and the Hight Definition Render Pipeline (HDRP). Make sure to install the corresponding package during setup. Head over to the documentation for more details.


Known issues


The full list of issues can be found in the documentation page.


Contact


You can reach contact@arcticorp.co for any inquiries, doubts or feedback about the tool.


Do note: This is a hand-crafted asset. No AI was used in the creation of any of its contents.