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White Particles URP - Printable Version

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White Particles URP - KleptoLizard - 22-06-2024

In this post https://obi.virtualmethodstudio.com/forum/thread-3520.html you helped Locque create particles with a solid white color using the Built-In Pipeline.
But how can I do this in URP?
I tried taking the shader file you gave him and splicing the changes into a copy of ParticleShaderURP.shader but couldn't get it to work.
The pipelines are just too different.

Thanks


RE: White Particles URP - josemendez - 23-06-2024

(22-06-2024, 05:22 AM)KleptoLizard Wrote: In this post https://obi.virtualmethodstudio.com/forum/thread-3520.html you helped Locque create particles with a solid white color using the Built-In Pipeline.
But how can I do this in URP?
I tried taking the shader file you gave him and splicing the changes into a copy of ParticleShaderURP.shader but couldn't get it to work.
The pipelines are just too different.

Thanks

Hi,

The shader code in that post has got nothing to do with fluid color, its purpose is to change the way shadowmaps are filtered.

White fluid does not require any modifications to the asset or its shaders. It is done by simply changing the blending mode in the ObiFluidRenderer/RendererFeature (the default is multiplicative, so background color x white = background color. Just change it to alpha or additive (see “blend source/dest” in the manual: https://obi.virtualmethodstudio.com/manual/6.3/fluidrendering.html ). You can also just make the fluid opaque. In the above post, Locque was looking for a completely transparent, white fluid, which is not physically possible: for an object to reflect any colored light, it cannot be fully transparent. I explain this to him in the post.

Let me know of you need further help with this,

Kind regards


RE: White Particles URP - KleptoLizard - 23-06-2024

Thank you for your quick response.

I see now I was meddling in vain with the component on the camera.
For those suffering a similar issue, there's an identical interface in your URP Asset_Renderer after it's been assigned.
This controls things globally rather than per camera/scene.

Cheers