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Question by MikeDaoust · Oct 16, 2018 at 05:49 PM · renderingmobileparticlesforward rendering

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: Forward Rendering

And here is the same particle system with deferred rendering, showing the working soft particle effect: alt text

Does anybody have any idea what I might be doing wrong?

screen-shot-2018-10-16-at-14203-pm.png (246.7 kB)
screen-shot-2018-10-16-at-14151-pm.png (130.2 kB)
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