유니티 쉐이더 - 쉐이더그래프/앰플리파이 쉐이더에서의 커스터 버택스 스트림 사용



유니티 쉐이더 - 쉐이더그래프/앰플리파이 쉐이더에서의 커스터 버택스 스트림 사용

금별 0 851 2019.08.20 03:33

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9996424D5D5AEBE805FA75

 

 

One simple way is setting your colors as HDR in shadergraph

998EA74D5D5AEC5206003F

 

and use AgePercent to Lerp between the color

 

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The only counterpart is if you want 4 different colors over the particule life, you will have to declare 4 colors :

 

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Here the result :

 

 

In few words, each smoothstep provide a [0-1] value to lerp between the different colors.
The smoothstep range is define by [1 / 3 (numberOfSmoothstep)]

 

  • for the first one you have [0 => 0.33]
  • the seconde one : [0.33 => 0.33 * 2]
  • the last one : [0.33 * 2 => 0.33 * 3]

 

I hope it’s what you’re looking for in a way!
And here the shader for example (you can see the setup for shuriken in the gif). Sorry, i don’t know how to add commentary in shadergraph… and it’s look like it’s impossible for the moment!

 

다운로드

https://drive.google.com/file/d/19oafzIyZIg3qzvszjFwKc0z7ZHYOiPUZ/view

 

 

Ok, so here is what I have:

993A4B395D5AEDC2058993

 

Pretty basic, i just want to influence the alpha.

Now I want to join a noise with it, a multiply should be enough:

 

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Here is the result:

 

99F4ED3C5D5AED8B053DEC

 

And here is the setting for the particle system

 

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It completely ignores any values put on the custom data. But if I remove UV (TXCOORD0.xy)

 

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Well, it works ! Buuuut now it loses its ability to read the texture.

If it isn’t clear enough please tell me ! And thank you for dedicating time for newbies like me <3

 

 

 

Comments


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