25-11-2022, 02:24 PM
(This post was last modified: 25-11-2022, 02:36 PM by kebab_traume.)
[attachment=1575 Wrote:josemendez pid='13503' dateline='1669366111']hey if there's no such thing as urp fluid shader, so why that thing called FluidShaderURP?
There's no such thing as a "URP fluid shader" that you can assign to fluids. The only similar shader there is is used internally and won't work when manually assigned to a regular renderer.
You set up fluid rendering in URP by adding a fluid renderer feature to your pipeline's asset, as explained in the manual:
http://obi.virtualmethodstudio.com/manua...ering.html
and this video:
https://www.youtube.com/watch?v=k5Uv5ecjVM0
You can't mix opaque and transparent materials per particle, since transparency is a property of the renderer, not each individual particle.
kind regards,