15-09-2020, 12:40 PM
(This post was last modified: 15-09-2020, 12:41 PM by josemendez.)
Here's the workaround:
Replace ObiActorBlueprintEditor.cs with the attached one. This will render particles in the editor as a black silhouette, to render them as white spheres with lambertian lighting, open up ParticleShader.shader and replace this line:
with this:
that should do it.
Replace ObiActorBlueprintEditor.cs with the attached one. This will render particles in the editor as a black silhouette, to render them as white spheres with lambertian lighting, open up ParticleShader.shader and replace this line:
Code:
fo.color.rgb = i.color * (_LightColor0 * ndotl * atten + amb);
with this:
Code:
fo.color.rgb = i.color * (ndotl + amb);
that should do it.