

More info See in Glossary’s view.įade out particles when they get close to the surface of objects written into the depth buffer. The output is either drawn to the screen or captured as a texture.

When disabled, Unity only renders the front face of the geometry, which is the face in the camera A component which creates an image of a particular viewpoint in your scene. Render both the front and back faces of the particle. Simple - Render frames in a flip-book as a sequence of individual frames.īlended - Blend the frames in a flip-book to render the flip-book as a smooth animation. Render flip-books as individual frames or blend the frames together to give smoother animations. See image below table for a demonstration of this effect.Ĭolor Modes allow for different ways of combining the particle color with the albedo texture Main Options Property This is useful for a range of effects where you want a more dynamic color change. This is useful for overwriting particles with the same color, while keeping their original “shape”.ĭifference: Subtracts the particle albedo color from the texture, or the texture from the color, to get a positive value.

This is similar to Additive, but preserves the original colors.Ĭolor: Uses the alpha channel from the particle texture and the albedo color from the particle itself. Overlay: Gives more contrast to the original color and adds the particle albedo color to the gray values. Subtractive: Subtracts the particle albedo color from the particle texture. Multiply: Multiplies the particle albedo color with the particle texture.Īdditive: Preserves a hot spot, such as a white part of the particle texture, while adding the particle albedo color to the darker pixels of the texture. This is useful for portals and light-rays.Ĭontrol how the albedo texture is combined with the particle color. Modulate: Multiplies the final particle color with the background color.

This is useful for foggy effects, like those you might use for steam, or thick black smoke. Subtractive: Subtracts the final particle color from the background, which darkens the particles against the background. This is useful for glow effects, like those you might use for fire or magic spells. The Standard Particle Shaders can have the following Rendering Mode options, which control how the final color from the shader is combined with the background color:Īdditive: Adds the background and final particle color together. Blending OptionsĪll of the Standard Particle Shaders have Blending Options that enable you to blend particles with the objects surrounding them in different ways. For information on the Standard Shader properties, see documentation on Material parameters. This page describes the properties and options that are additional to the Standard Shader properties. The Standard Particle Shaders have the same set of properties as the Standard Shader (or a subset of those properties, depending on the Shader). More info See in Glossary, select Shader Particles.Ĭhoose the Particle Shader that you want to use, such as Standard Surface.Įnable and disable the various Particle Shader properties in the Inspector. In the Material’s Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. For example, you could apply a Flame Material to a Fire Particle System effect. Select the Material you want to apply the shader to. These shaders provide various particle-specific features that aren’t available with the Standard Shader A program that runs on the GPU. The Unity Standard Particle Shaders are built-in shaders that enable you to render a variety of Particle System A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene.
