"Leaves And Drifts Particles Pack" offers particles for leaves, petals and drifting elements. Features custom image support and easy-to-use controller for simple customization by any user.🚩Unity Version & Render PipelineDeveloped with Unity 6, but works with any version that supports the Particle System.Developed using URP, but works fine with Built-in RP and HDRP.🚩Try the Demo before purchasingDemo🚩Leaves And Drifts Particles Pack Includes the following particlesLeavesMaplesBambooGinkgo leavesCherry blossomsRosesSnowflakesFeathersYou can also use your own images aside from the included ones.🚩What You Can Do with the Included ParticleSystem ControllerSelect the type of particleSet whether to start from an already running stateSet the particle's lifetimeSet the falling speedSet the minimum and maximum particle size: RandomSet a color to multiply with the particleSet simulation space: Whether it should be affected by the parent's transform or notSet the number of particles to emitSet the shape of the emission areaSet the size of the emission areaSet the minimum and maximum wind direction for left and rightSet the minimum and maximum wind direction for front and backSet the sway range of particles while fallingSet whether particles should disappear when they touch an objectSelect the layer name of the object to be touched for disappearingSet whether to leave particles on the ground when they disappearSet the lifetime of particles left on the groundSet whether to cast shadows with the particlesThe included ParticleSystem Controller (DriftsParticlesController.cs) is designed for users who are not familiar with configuring ParticleSystems.If you are already comfortable working with ParticleSystem settings, you are free to ignore or even remove the controller from the prefab.Once you’ve applied your settings using the controller, removing it from the prefab will not affect the configured ParticleSystem in any way — the settings will remain intact and will not be lost.🚩Note on ParticleSystemWhile ParticleSystems are convenient, generating a large number of particles can put a load on processing (as per Unity's official specifications).To reduce the load, the following steps are recommended in this order for the best results.Avoid using particle collisionsAvoid using SubEmitters for particlesReduce the number of emitted particlesAvoid casting shadows with particlesShorten the lifetime of particlesTexture images, except for the bamboo leaves, were created using Photoshop's generative AI.




