#Iiiii had no idea it did that,

1 messages · Page 1 of 1 (latest)

small stone
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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).

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Now If you want get the same for a Mesh, or the rotation you can always use Exposed properties.

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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.

flat jewel
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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!

small stone
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If you are using Particle system you can use Custom Vertex Stream to pass information to the shader

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depending on the number of Vertex Stream and their order, the data will be stored in the different UVs channels.

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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: