Forward Rendering and Soft Particles
Hello all, I've searched for awhile now and can't seem to find an answer to this one.
I'm making an AR application for iOS and have a particle system for a fire effect. While tinkering, I was noticing some harsh clipping against geometry in the scene, so after doing some research I found that Soft Particles was a great solution here.
The issue is, according to the Quality screen, that to use Soft Particles I need to either switch to Deferred rendering (Which is not an option with AR-Kit SFAIK) or enable Depth textures on the camera.
I've added the following on Start to the camera:
GetComponent<Camera>().depthTextureMode = DepthTextureMode.Depth;
And log statements do confirm that the camera is rendering a depth texture. In addition I see the "info: Renders depth texture" tooltip appear in the inspector for that camera.
However, I still can't seem to enable Soft Particles. There is no perceivable difference while Forward rendering is enabled.
Here's the incorrect effect with Forward rendering and a depth texture enabled camera:
And here is the same particle system with deferred rendering, showing the working soft particle effect:
Does anybody have any idea what I might be doing wrong?
Your answer
Follow this Question
Related Questions
Android WiFi permissions crashes rendering 1 Answer
Sprite-Shapes not visible in iOS Build! 1 Answer
LWRP lowest android version 0 Answers
Line billboard (similar to line renderer) in VFX Graph 0 Answers