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[Standard Particle Shader] Changing emission over time

Discussion in 'General Graphics' started by SoyUnBonus, Apr 5, 2018.

  1. SoyUnBonus

    SoyUnBonus

    Joined:
    Jan 19, 2015
    Posts:
    43
    I'm using the great new standard particle shaders to drive our cartoon/opaque particles in our game.

    But right now I can't find a way to change the emission over time (with an above 1 brightness value). I guess it could be done using the "custom stream" modules, but I'm not sure how to make them work with the standard particle shaders.

    Am I in the right track? What would be the best way to deal with this?
     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    Hi,

    There is currently no way to drive this per-particle using these shaders.

    You can key the emission value using animation at the material level, but this will ramp all existing particles up/down uniformly.

    Alternatively, you could download the shader from here: https://unity3d.com/get-unity/download/archive (select built in shaders from the drop-down) and add the functionality yourself. You're right that multiplying/replacing emission with a custom data stream would be the way to do it.
     
    SoyUnBonus likes this.