Fuzzy, lit, 3d sphere mesh smoke/dust particles
Posted: Fri Jan 18, 2019 5:45 am
Hi,
I'm trying to create a shader for sphere mesh particles, the end goal being fuzzy, illuminated, shaded, shadow receiving spherical mesh particles.
Managed to get this half working with the particle template, but the particles weren't lit by a directional light, didn't receive shadows, etc, so I'm guessing I need to use the standard template? Or somehow adjust the particle shader to receive light and shadow?
My attempt with the standard shader was foiled as I couldn't get the fuzzy edge working for each sphere particle mesh.
I'm guessing I'd need to apply a fresnel-like gradient to each particle sphere in screen space? So essentially how the fresnel shader usually works for a sphere object, but in my case I'd like the fresnel on each sphere mesh particle.
Hope that made sense! Not sure where to start! Would appreciate any help.
Regards,
Jay
I'm trying to create a shader for sphere mesh particles, the end goal being fuzzy, illuminated, shaded, shadow receiving spherical mesh particles.
Managed to get this half working with the particle template, but the particles weren't lit by a directional light, didn't receive shadows, etc, so I'm guessing I need to use the standard template? Or somehow adjust the particle shader to receive light and shadow?
My attempt with the standard shader was foiled as I couldn't get the fuzzy edge working for each sphere particle mesh.
I'm guessing I'd need to apply a fresnel-like gradient to each particle sphere in screen space? So essentially how the fresnel shader usually works for a sphere object, but in my case I'd like the fresnel on each sphere mesh particle.
Hope that made sense! Not sure where to start! Would appreciate any help.
Regards,
Jay