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Resolved Particles have to be square?

Discussion in 'Visual Effect Graph' started by Todiloo, Jun 22, 2021.

  1. Todiloo

    Todiloo

    Joined:
    Jan 22, 2016
    Posts:
    42
    Does the particle texture have to be square. For instance I wanted to use this:

    upload_2021-6-22_19-16-47.png

    is it better to create a square particle with transparency? Or am I missing a setting in the VFX graph?
     
  2. Marie_G

    Marie_G

    Unity Technologies

    Joined:
    Mar 9, 2021
    Posts:
    15
    Hello Todiloo,
    To achieve your result, I recommend using Line output, otherwise, quad output with alpha clipping is fine.
    Note that the line output will always look the same width if you soom in/out.

    I hope it helps :)
     

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  3. Todiloo

    Todiloo

    Joined:
    Jan 22, 2016
    Posts:
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    Thank you. Do you happen to have any resource for actually doing anything with the lines in terms of graphics. You have answered my other post about glowing particles but can the same be achieved here? I could not really find any helpful descriptions in the particle line documentation page.

    Edit: I am using URP if that matters. HDRP seem to be the go to pipeline for this but it is really above my head and probably not really necessary for a 2D space shooter game :)
     
  4. Marie_G

    Marie_G

    Unity Technologies

    Joined:
    Mar 9, 2021
    Posts:
    15
    Here are some youtube videos that might help:


    This one is in japanese but you can follow what he does, you might get a lot of learning out of this!


    This one is a good showcase of lines too.

    Don't hesitate to see a lot of youtube tutorials and redo effects. It's a good and fun way to improve ^^
     
  5. Todiloo

    Todiloo

    Joined:
    Jan 22, 2016
    Posts:
    42
    Thanks I will try and do that. Most seem oriented towards HDRP . Don't know how limited I am though.
     
  6. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    531
    Use a quad but stretch it by setting target position.
     
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