#I tried to search, but could find any

1 messages · Page 1 of 1 (latest)

calm cove
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According to my experience this seems entirely unnecessary

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But I'm curious how you're using the method in that situation

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Are you getting the interpolated SH in script and then setting particle colors to that?

lavish blade
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yeah

calm cove
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Which unity version and render pipeline is it

heady sluice
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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

lavish blade
heady sluice
lavish blade
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URP/Particles/Lit

calm cove
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That shader does sample both light probe groups and APVs for ambient light

heady sluice
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what does it look like?

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it might be a different issue

lavish blade
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hmmm, maybe I do something wrong, I will try to figure it out, and if I will get any information, I will text here

lavish blade
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or if I use Blend Probes in particle system, it will apply one probe for all particles

heady sluice
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Make sure you use blend probes in the particle system renderer

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Assuming the project uses apv instead of probe groups I don't see why it shouldn't just work

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APV works differently to old probes, each pixel samples probes independently, even while set to blend probes

heady sluice
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APV should just work in this scenerio, with no custom scripting at all

calm cove
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Let me correct myself, the URP Lit Particle shader does not use APVs
At all as far as I can tell

lavish blade
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Oh, okay, I figured it out, now it does work!

heady sluice
calm cove
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Lit shader vs Particle Lit shader

lavish blade
heady sluice
lavish blade
heady sluice
lavish blade
lavish blade
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Cool!

heady sluice
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might need to enable blend probes if you use RenderMeshInstanced or something irrc but it generally just works

calm cove
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The real victory here is that you don't have to loop probes and particles in a script anymore