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Rendering Particle Systems to Command Buffer
Hello everyone,
GPU Pro 5 describes a technique for volumetric lighting. The idea is that particle systems can be used as a "mask" for the volumetrics so that you can achieve a smoky / noisy feel. In order to implement this in unity I need to render a particle system to a command buffer texture. Is this possible? In other words, is can I directly access the mesh / renderer instances inside of a shuriken particle system (so that I can then feed into the Command Buffer)?
Answer by MakinStuffLookGood · Feb 04, 2017 at 01:27 AM
If anyone finds this question in the future the solution is to use GetComponent<ParticleSystemRenderer>()
to access a scarcely documented invisible component that exists on all objects with a ParticleSystem.
You can use this secret renderer with CommandBuffer.DrawRenderer()
to render a particle system in a command buffer.