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Question by 3dDude · Oct 07, 2010 at 04:11 PM · renderingparticlesfiresmoke

rendering one particleEmitter over another particleEmitter?

hi guys!

i am making some fire FX and i want the fire particle effect to always render over the smoke particle effect is there someway to make it so that one object get rendered over another?

thanks!

bump started a bounty...

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Answer by jonas-echterhoff · Oct 22, 2010 at 03:19 PM

You can define the rendering order in the shaders. Your particle shaders will probably contain the line

Tags { "Queue"="Transparent" }

If you change this to

Tags { "Queue"="Transparent+1" }

It will be rendered before any other transparent shader. You can hard-code a rendering order in your shaders this way, so that your fire shader always renders in front of other particle shader. Note that this may have unintended consequences, as it also causes the shader to render in top of any other transparent geometry.

(Edited: Fixed sign error)

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avatar image 3dDude · Oct 22, 2010 at 04:03 PM 0
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thanks jonas! i am using the additive shader and how can i edit it? it is a default shader... and if i download the shader source on unity.com then will that work in unity 3? thanks

avatar image jonas-echterhoff ♦♦ · Oct 22, 2010 at 05:14 PM 0
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Yes, the shader source on http://unity3d.com/support/resources/assets/built-in-shaders.html is updated with the Unity 3 shaders. So, simply make a copy of "Particle Add.shader", rename it, add it to your project, and apply the rendering queue change.

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Answer by Ed 1 · Oct 07, 2010 at 07:10 PM

As its 2d you could get place the fire above the oil and give the oil only 2d movement

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avatar image 3dDude · Oct 08, 2010 at 10:26 PM 0
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its not 2d its 2.5D and i dont think that would work... :( but thanks for answering anyway!

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Answer by 3dDude · Oct 22, 2010 at 05:21 PM

ok thanks!

the reason i am commenting back in a answer is because its to long for a comment...

anyway here is the edited particles additive shader:

Shader "Particles/Additive-new" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 }

Category { Tags { "Queue"="Transparent-1" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord }

 // ---- Fragment program cards
 SubShader {
     Pass {

         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma fragmentoption ARB_precision_hint_fastest
         #pragma multi_compile_particles

         #include "UnityCG.cginc"

         sampler2D _MainTex;
         float4 _TintColor;

         struct appdata_t {
             float4 vertex : POSITION;
             float4 color : COLOR;
             float2 texcoord : TEXCOORD0;
         };

         struct v2f {
             float4 vertex : POSITION;
             float4 color : COLOR;
             float2 texcoord : TEXCOORD0;
             #ifdef SOFTPARTICLES_ON
             float4 projPos : TEXCOORD1;
             #endif
         };

         float4 _MainTex_ST;

         v2f vert (appdata_t v)
         {
             v2f o;
             o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
             #ifdef SOFTPARTICLES_ON
             o.projPos = ComputeScreenPos (o.vertex);
             COMPUTE_EYEDEPTH(o.projPos.z);
             #endif
             o.color = v.color;
             o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
             return o;
         }

         sampler2D _CameraDepthTexture;
         float _InvFade;

         half4 frag (v2f i) : COLOR
         {
             #ifdef SOFTPARTICLES_ON
             float sceneZ = LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)).r);
             float partZ = i.projPos.z;
             float fade = saturate (_InvFade * (sceneZ-partZ));
             i.color.a *= fade;
             #endif

             return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
         }
         ENDCG 
     }
 }   

 // ---- Dual texture cards
 SubShader {
     Pass {
         SetTexture [_MainTex] {
             constantColor [_TintColor]
             combine constant * primary
         }
         SetTexture [_MainTex] {
             combine texture * previous DOUBLE
         }
     }
 }

 // ---- Single texture cards (does not do color tint)
 SubShader {
     Pass {
         SetTexture [_MainTex] {
             combine texture * primary
         }
     }
 }

} }

and the smoke still renders over the fire sometimes :(

any ideas?

thanks

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avatar image 3dDude · Oct 22, 2010 at 05:31 PM 0
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ok never$$anonymous$$d solved it had to be Tags { "Queue"="Transparent+1" }

not Tags { "Queue"="Transparent-1" }

lol

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