(10-10-2022, 07:51 AM)josemendez Wrote: Hi,
Particle colors are written into a color/thickness buffer, which is just a RenderTexture using ARGBHalf format. As long as floating point buffers are supported by the graphics API (and as far as I know, they are in Metal) it should work.
I've just tried deploying to an iPhone X and it works fine for me. Could you check if there are any errors/warnings being written to the console when running the app while attached to XCode? If there's been any issue setting up the renderer, Obi will write "Obi Fluid Renderer not supported in this platform." to the console.
kind regards,
Checked the Xcode console but there is no such message 'Obi Fluid Renderer not supported' like this.
I have solved the color issue -sort of- just by disabling the "Lighting" flag from UnityFluidRendererFeature file. But by doing this, fluid visuals looks unlit, very simple and crude.
Shared the SS below. If this could give you any clue about how to fix this, please share. I will look into your shader code myself to find a better solution wihtout disabling the Lighting option.
Well, fixed it by chaging your shader code. Thanks anyway.