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Question Using shaders with output particle mesh.

Discussion in 'Visual Effect Graph' started by unity_B11A40EFB5C966E2CB3E, Jun 1, 2023.

  1. unity_B11A40EFB5C966E2CB3E

    unity_B11A40EFB5C966E2CB3E

    Joined:
    Nov 10, 2022
    Posts:
    1
    So at the moment I need to output a particle mesh using vfx graph. I have some other meshes I used shader graphs with, but I need to specifically apply a shader in this case. But I can't for some reason? I also can't seem to find any good workarounds for my case. upload_2023-5-31_20-51-20.png

    The shader I am trying to apply is very simple, I was looking into how to remake it in a shader graph but it seems maybe, "too simple" to replicate for a shader graph. I'm only trying to disable the z write. Any help is very appreciated!
     
  2. Qriva

    Qriva

    Joined:
    Jun 30, 2019
    Posts:
    1,108
    Select the output context and there should be option to change z-write in the inspector.
     
    Marie_G likes this.
  3. Marie_G

    Marie_G

    Unity Technologies

    Joined:
    Mar 9, 2021
    Posts:
    48
    Qriva's reply is the correct for the Zwrite issue to avoid having to use shader.

    But to use a shadergraph into a VFX Graph slot, you have to make sure that the shader has "support VFX Graph" option enabled in the shaders settings. This will create a subasset in the shader and this is the asset that you will be able to put into the SG field

    Zwrite:
    Unity_kEhijomwoq.gif



    Shadergraph binding:
    Unity_16NSkZ9Lqs.gif
     
    Qriva likes this.