Weapon FOV is a very useful material node that improves the immersion of holding weapons in a first-person camera. This package will take your FPP camera view to industry standards without any noticeable additional cost.
Separate weapon FOV – You can set a custom field of view per weapon. Fixes the weapon stretching when changing the game FOV. Useful for calibrating weapon size on the screen independently of the camera.
Weapon depth priority – Weapon scale in camera Z-axis (depth). This feature fixes the intersection of weapons with walls. The Player capsule radius can be smaller and the weapons can be rendered over the environment.
Near clip plane – Modify the near clip plane to see more/less mesh in the camera.
Weapon offset – Applies a custom position of the weapon in camera space.
Effect blending – Implements the transition between FOV space and world space. Useful for projectiles and character body that is standing on the ground.
Material node – Can be customized per weapon or controlled in global material parameter collection.
Efficient – Calculated per-vertex, very fast no need to use the separate pass to fix problems with a weapon.
Zooming – Change the camera FOV when the weapon stays the same. That makes the scope zoom effect really easy to implement.
Sniper scope – Multiple parameters: lens refraction, aberration, overlays, etc.
Bullet time – bullet camera with a slow-motion effect.
3D hud – Rendering meshes on screen.
Common technical issues!
Sometimes occlusion culling marks meshes as invisible so it is not rendered. It can be fixed by increasing bounds size in the mesh component (Bounds Scale) or mesh asset (Bounds Extension).
This package is intended only for use in first-person camera games.
Meshes can’t receive shadows properly
Materials: 5 examples of using material node (Weapon/Hands/Projectile)
Functions: 3 (blend, default, scope)
Target Platforms: All platforms but not for VR
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