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[Release] Standard Particle Shader

Discussion in 'Particle System Previews' started by richardkettlewell, Mar 20, 2017.

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  1. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    310
    We have created a new Surface Shader, for use with Particle Systems.
    To use it, you will need Unity 5.6.0f2 or newer.

    In many ways, it is similar to the Standard Shader (Physically Based Lighting, Normal maps, Emission, etc), but it contains a number of key differences to make it suitable for use with Particle Systems.

    For example, some Standard Shader features only suitable for static objects, such as lightmapping, have been removed. It also uses a faster, more approximate lighting solution when affected by many lights.

    In addition, there are new options specific to Particle Systems:
    - select various blend modes
    - control animated texture blending
    - disable lighting
    - control depth buffer fading
    - control camera fading
    - use a grab-pass for distortion/refraction effects
    - configure the Custom Vertex Streams automatically, based on the material setup (eg Tangents for Normal Mapping)

    We hope to ship this shader at part of stock Unity, at some point in the future, but there are some bugs we need to resolve first. We would also like feedback on this new shader. Therefore, we would like to offer the current version, for you to experiment with.

    To use the Shader, place the shader files (.shader and .cginc) in your assets folder, and place the GUI file in an Editor sub-folder, as described here: https://docs.unity3d.com/Manual/SL-CustomShaderGUI.html

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    Last edited: Apr 5, 2017
    Alverik, Flurgle, computas and 3 others like this.
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