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Question Painfully visible billboards on particles

Discussion in 'General Graphics' started by christophweissait, Sep 18, 2023.

  1. christophweissait

    christophweissait

    Joined:
    Nov 19, 2018
    Posts:
    2
    Hello everyone,

    We are working on an application (actually for VR and MR but the effects are visible everywhere) where we want to fill a room with steam/vapor/fog. Currently we are using a particle system emitting billboards of foggy/cloudy sprites and it looks ok in the beginning.
    However, when there are many particles it becomes quite obvious that these are billboards behind each other, especially where they are intersecting the walls (see second half of GIF below). The walls will not be visible when in MR, but in the headset you can also see these planes behind planes effects and the intersections with the (invisible) walls



    For hardware reason we are bound to Unity 2020.3 and the built-in render pipeline. Are there ways to work around this effect? Or are there better solutions for volumetric fog given our requirements?
     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,235
    For the particle system there are a few settings that help a lot with billboards in these use cases:
    * soft particles (an option in the default particle shaders, to solve hard geometry intersections)
    * render alignment: facing (instead of view)
    * allow roll: disabled
     
  3. christophweissait

    christophweissait

    Joined:
    Nov 19, 2018
    Posts:
    2
    Thanks a lot, we had soft particles turned on, but setting render alignment and allow roll did the trick :)
     
    richardkettlewell likes this.