#Using 2020 3 34f1 and using URP I m
1 messages · Page 1 of 1 (latest)
are you sure you're both on the same version ?
Can you select you're output particle mesh and take a screenshot of the inspector ?
Yeah we're both on the same version, and the same branch within PlasticSCM. Bear with me a moment and I can certainly do that 🙂
Those "Voronoi" control really look like ShaderGraph properties. So my guess would be that someone forgot to submit the shaderGraph.
Also do you have anything in your Console ?
If you're in URP you may need to enable experimental blocks under Preferences - Visual Effects, to be able to see the ShaderGraph field.
Just loaded up the project, apologies for the delay took a while on my home PC!
So on this computer, in the same version of the project etc I can see voronoi power! So it must be local to that other PC?
For reference I don't have that ticked, but can see the output particle mesh the way it should be!
This has probably only confused things more hasn't it 😅
the inspector for the output particle mesh as requested
Okay so @glass bison found what was happening...
If you're output Mesh was setup with a ShaderGraph and experimental block option turn on you should See:
1: the Shader Graph Slot filled and the diffrent exposed properties of your ShaderGraph.
2: on a Default output, you should se the ShaderGraph Slot to "None" and to properties.
Now With Experimental Block turn off:
If a shaderGraph has been previously setup in your Output your should see an output like 1.
No shaderGraph Slot, but the exposed properties of the "hidden shadergraph"..
and an output like 2, if it's a new one or without shadergraph plugged in prior to disabling the "experimental feature" option.
So, just turn the experimental feature ON...