#I tried to search, but could find any
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According to my experience this seems entirely unnecessary
But I'm curious how you're using the method in that situation
Are you getting the interpolated SH in script and then setting particle colors to that?
yeah
Which unity version and render pipeline is it
The default lit shader will sample APV automatically, if you're needing to make a custom shader APV compatible I'd check the default lit source code
It was working on Unity 2022.3.50 URP, and it still work on Unity 6 URP, but only with standart Light Probes
What shader do your particles use?
URP/Particles/Lit
That shader does sample both light probe groups and APVs for ambient light
hmmm, maybe I do something wrong, I will try to figure it out, and if I will get any information, I will text here
just blank white
or if I use Blend Probes in particle system, it will apply one probe for all particles
Make sure you use blend probes in the particle system renderer
Assuming the project uses apv instead of probe groups I don't see why it shouldn't just work
APV works differently to old probes, each pixel samples probes independently, even while set to blend probes
ie this should only be true when using legacy probes
APV should just work in this scenerio, with no custom scripting at all
Let me correct myself, the URP Lit Particle shader does not use APVs
At all as far as I can tell
Oh, okay, I figured it out, now it does work!
That's odd. Why?
Oh good, did you have to do anything other than set it to blend probes?
Either I'm overlooking something or it simply isn't implemented
Lit shader vs Particle Lit shader
it in fact does work, they are lit differently
did you set blend probes on the particle system rendering section?
yeah, but I think this is my stupidity, I just saw it does not work with my particles (because of my obsolete script for probes), tried to make a new scene with new particle system and simply forgot that it uses unlit shader by default 😅
Weird.
By the way, according to this, GPU instanced meshes should use APV just fine without additional code, right?
yep!
Cool!
might need to enable blend probes if you use RenderMeshInstanced or something irrc but it generally just works
The real victory here is that you don't have to loop probes and particles in a script anymore