#Iiiii had no idea it did that,
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Well regarding Normal, for regular Billboard I would assume that you could get it with the Normal Vector Node (in worldSpace).
Now If you want get the same for a Mesh, or the rotation you can always use Exposed properties.
You first expose properties in Shader Graph and then you feed whatever information you need from VFX Graph. It can be per particle data or other variables.
Ah. We hadnt been using VFX graph for anything yet, so I was hoping to find another method.
But information is good to have on hand, especially from a unity source. I'll add this to the notes. Thank you!
If you are using Particle system you can use Custom Vertex Stream to pass information to the shader
depending on the number of Vertex Stream and their order, the data will be stored in the different UVs channels.
You can then access those data in your Shader or ShaderGraph . Here is an exemple in ShaderGraph based on the previously shared Vertex Stream Layout: