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Disperse Pixels v1.12

Disperse Pixels

Disperse Pixels creates a visual effect of disintegrating or materializing a mesh, sprite, UI image or UI text into/from hundreds to thousands particles via the built-in particle system. Just parent the script prefab to the target renderer object and you are good to go.

Styles of the disperse effect include pixelated, sandy and cloudy (with variant designed for ghostly teleport/blink). There are 21 prefabs in total, and the manual details how to customize your own disperse effect.

Level of detail of the target mesh is irrelevant. Sprite, high-polygon and low-polygon meshes work fine. It does not involve tessellation. Also there are mobile-optimized variants.

The package also comes with 13 sound effect clips in 44khz sampling rate stereo, matching the preset effects as shown in the demos.

Before you buy:
• All demos use "linear" color space, but this asset works in “gamma” as well.
• Works in both deferred and forward renderings.
• Music not included.

For the sake of performance, the disperse effect happens "all at once". In other words, it does not allow you to gradually disperse a single object from one side to another or a portion of it, not to mention while it is still moving. Right before the disperse effect begins, the target object has to be visually static and dispersed immediately. You can, however, pre-chop your mesh or sprite into pieces. Then assign all these parts to the target object array of Disperse Pixels script. Finally increase the disperse interval property as desired.

This asset does not fracture a mesh procedurally like another popular asset or disintegrate-transport a mesh released by a Unity employee. The techniques involved are completely different and there are pros and cons between the three.

If you have never bought our products before and are not confident to place your money on us, you can download our free assets first so you have a better idea of what we are capable of.

Asset version: 1.12
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