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Colors does not aplying to particle system with mesh render mode + material with standard shader.
I created a particle system with mesh render mode and material using standard shader it also had a start color and a color over lifetime property but the colors does not aplying and the particles remains white.
But they worked well with a material using the sprite shader.
Why??
Answer by ifurkend · Jun 16, 2017 at 11:18 AM
Standard Shader does not take color from object component (e.g. particlesystem, trailrenderer, etc.) unless you customize the related cginc files. If you are not confident in shader coding, you can try the beta Standard Particle Shader which requires Unity 5.6 onward. Follow the instruction carefully and be very patient because it takes unexpectedly long time to compile fully, usually 5 minutes at least. As a beta feature, please give your feedback in this forum thread.
this solution seems outdated, there are no such shaders available in unity 2018
From 2018.1, the Standard Particle shaders are natively available under the Particles/ category and are called “Standard Surface” and “Standard Unlit”. https://docs.unity3d.com/$$anonymous$$anual/shader-StandardParticleShaders.html
Answer by courtsimas · Jan 18, 2018 at 09:42 PM
Try using the Particles/Standard Surface shader. That should do the trick.
Since this is the top Google result for this problem now, just wanna say this is the right solution (assu$$anonymous$$g you're using the normal render pipeline).
Great! The only thing, it doesn't supports alpha. I am very new with 3d in Unity. I wonder if there is a way to have alpha so I could use - color over life time alpha.
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