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Skinned Mesh Sampling - How to sample mesh texture?

Discussion in 'Visual Effect Graph' started by SurajShettigar, Sep 12, 2021.

  1. SurajShettigar

    SurajShettigar

    Joined:
    Jun 21, 2018
    Posts:
    8
    I am trying to sample the base color texture of skinned mesh to color the particles in VFX graph. How would I do it?

    My current intuition is:
    The skinned mesh sampling node takes vertex index as input. Is there any way I can store this vertex index as an attribute for each particle spawned. And then later use this attribute as input to Skinned mesh sampling node (through vertex index)?

    Is my intuition correct for the usage of vertex index? How else would I be able to link vertex index to particle spawned at that vertex so that I can colour it accordingly.
     

    Attached Files:

  2. Marie_G

    Marie_G

    Unity Technologies

    Joined:
    Mar 9, 2021
    Posts:
    76
  3. SurajShettigar

    SurajShettigar

    Joined:
    Jun 21, 2018
    Posts:
    8
    Thank you
    Thanks a lot for your help! Will test it out.