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Question Color Mode "Color" of Particle Standard Shader

Discussion in 'Documentation' started by ryu3taki, Apr 13, 2023.

  1. ryu3taki

    ryu3taki

    Joined:
    Jul 23, 2021
    Posts:
    1
    Nice to meet you. I am not used to posting on forums, and I apologize if I am out of line.
    I am using Particle Standard Shader in Unity 2021.3.4, and I have a question because there seems to be an inconsistency with the documentation.
    The documentation describes the Color Mode "Color" as follows:
    > Color: Uses the alpha channel from the particle texture and the albedo color from the particle itself. This is useful for overwriting particles with the same color, while keeping their original “shape”.

    I understand this to mean that "ONLY" the alpha of the texture is referenced and whatever the RGB of the texture is, it is overwritten with a single color from the Particle System.
    However, in actual use, it seems that the brightness of the texture changes the brightness at which it is rendered. Attached is a screenshot of a test with the following settings
    • Material:
      • Shader = Particles/Standard Unlit
      • Rendering Mode = Fade
      • Color Mode = Color
      • Albedo
        • Texture = Achromatic Gradient
        • Color = #FFFFFF
    • Particle System:
      • Start Color = #FF0000

    If the documentation is correct, this texture without transparency should be displayed in a single color set in the Particle System.
    Am I reading the documentation wrong?
     

    Attached Files:

    Last edited: Apr 14, 2023