Posts

Showing posts with the label particle

Compute Shaders, a basic particle system drawn with a vertex fragment shader

A post for reference really... Not a lot of magic here - except we're using a Graphic procedural - a point- to draw particles. To do this we calculate the position of the particles in the compute shader, then a standard vert-frag shader assigned to a material reads from the gpu buffer and draws the points accordingly. We're also getting the mouse position on screen converted to World Space & having the particles follow that coordinate.  The C# is as follows, careful with the comments i've left...blogger's formatting is a bit wonky - using System.Collections; using System.Collections.Generic; using UnityEngine; #pragma warning disable 0649 public class particle_dave : MonoBehaviour {     private Vector2 cursorPos;     // struct of a particle, fairly simple attributes     struct Particle     {         public Vector3 position;         public Vector3 vel...

rotating particle source shape in VFX graph

Image
 This is a bit rubbish, but it's how you rotate the source shape for particles in the vfx graph..