VFX Graph
You can add Zephyr to your VFX Graphs in several places to let your particles be blown around by the wind.
Spawning Based on Wind Amount
Due to the fact that VFX Graphs are GPU only, we need to pass a pre-calculated wind strength in order to change VFX spawn rate at runtime. Zephyr comes with a component that does this already, so all we need to do is add the Wind Audiocomponent to your Visual Effect object. Once this is done, we can use the ZephyrWind property to access the precomputed wind.
The ZephyrWind property needs to be created in order to be used. Additionally, this is controlled globally for the whole effect at one time!
Here is an example graph that will use the pre-computed wind velocity to control the spawn rate of VFX. You can see the full graph in the VFX samples included in the package!

Do note that this is not required for all VFX that interact with Zephyr. This step is only required for spawning behavior.
Changing Velocity Based on Wind Amount
Once VFX have been spawned, we can pull the individual wind vectors for each particle to allow for more dynamic particle behavior. Zephyr ships with a VFX Graph node that grabs the current wind vector at a point in space and gives you access within the context of a VFX Graph. You can access this node at [Distant Lands/Zephyr/Zephyr Wind]

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