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Output texture has a material problem
Hi, I am writing a system which converts a particle system to a series of images. I have used an array of Rendertextures to capture every frame of the particle system and it works fine. But for some particles, which have a "glow" material with the shader "Mobile/Particles/Additive", the output image doesn't capture them at all. I am using a rendertexture with width: 1920, height: 780, depth: 0, and the default RenderTextureFormat For the output texture, i use the same widht, height, and TextureFormat.ARGB32 as the texture format. I use texture.EncodePNG() to generate the bytes required.
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