• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by cadellinman · Aug 17, 2015 at 11:49 AM · particlessoft

How to disable soft particles for one particle system only?

Hi there, I have a scene which uses soft particles, and it looks great. However I have an issue with one particle which is rendered as a horizontal billboard close to the ground. Because of the way soft particles fades out close to geometry, the particle is being made almost invisible. I can make it appear properly by either disabling soft particles or raising it higher up, but I would like it to be rendered 'hard' in its current position without disabling soft particles for the rest of the scene. Working in Unity 5.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image mgeorgedeveloper · Apr 28, 2016 at 08:46 AM 0
Share

Did you figure this out? I'm stuck with the same thing.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Iron-Warrior · Feb 06, 2018 at 03:03 AM

This bothered me a lot too, so I ended up just modifying the built in Particles/Additive shader to force soft particles off. That way, I could leave them on by default and apply this material to anything I wanted them to be forced off.

 // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
 
 Shader "Custom/Particles/Additive Hard" {
 Properties {
     _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
     _MainTex ("Particle Texture", 2D) = "white" {}
 }
 
 Category {
     Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
     Blend SrcAlpha One
     ColorMask RGB
     Cull Off Lighting Off ZWrite Off
 
     SubShader {
         Pass {
 
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma target 2.0
             #pragma multi_compile_particles
             #pragma multi_compile_fog
 
             #include "UnityCG.cginc"
 
             sampler2D _MainTex;
             fixed4 _TintColor;
 
             struct appdata_t {
                 float4 vertex : POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
                 UNITY_VERTEX_INPUT_INSTANCE_ID
             };
 
             struct v2f {
                 float4 vertex : SV_POSITION;
                 fixed4 color : COLOR;
                 float2 texcoord : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
                 UNITY_VERTEX_OUTPUT_STEREO
             };
 
             float4 _MainTex_ST;
 
             v2f vert (appdata_t v)
             {
                 v2f o;
                 UNITY_SETUP_INSTANCE_ID(v);
                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 o.color = v.color;
                 o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
 
             UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
             float _InvFade;
 
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
                 UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
                 return col;
             }
             ENDCG
         }
     }
 }
 }
 
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

27 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Soft Particles IOS 0 Answers

Why are these objects there from the beginning? 1 Answer

particle colliders 1 Answer

How to shoot particle bullets!!! 3 Answers

floating text and particle 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges