DuvE wrote:This question is not specific to ASE, but still, I wondering is there a way to get particle facing vector when using Local simulation for both "Simulation Space" and "Render Alignment"?
Sure, I can just set the velocity or speed of particles to 0.000001 and pass "Velocity" stream to the shader, but is there another way to do this?
Check attachments for example case
There is a "Velocity" stream variant used in that case example. But I think there is a better and simpler way to do this. I cannon just plug Vector3 (0,0,1) to the offset because even if particle system in local space, looks like all particle pivots are still in world space.
Hello DuvE, apologies but I didn't quite understand if you intend to get the direction of the particles regarding the camera or their movement, this seems a bit out of our scope but if you could provide further information on what kind of effect you want to achieve, perhaps through a screenshot or video, we might be able to provide additional insight.
Regarding your sample, I would advise that you use the "
Vertex Texcoord" node instead of the "
Texture Coordinates", as it provides the texture coordinates directly from vertex data without any further calculations.
Your approach seems to be the correct and most simple way of passing information from Unity's particle system to the shader, however, do take note that the material you're assigning to the particles encompasses the whole system, not the individual particles.