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Question by justinspice · Oct 12, 2016 at 07:47 AM · shadercolorparticlefadelifetime

color over lifetime stops working after using my own material

I'm trying to use my own explosion shader with emission (so it glows) as a particle but when I try to fade it with (color over lifetime) it just simply pops out. no more alpha fade, no more color change.

What am I doing wrong?!

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avatar image Namey5 · Oct 12, 2016 at 08:42 AM 0
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It's most likely down to the script looking for a specifically named variable that does not exist in your shader. Would you $$anonymous$$d posting the shader for us?

avatar image justinspice · Oct 12, 2016 at 03:29 PM 0
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@namey5,

Thank you for the response! I'm am just using the standard pbr metallic roughness shader. All unity standard stuff.

I can still post my settings if that helps and once I'm on my computer.

I'm only using the albeto? Spelling? Ha and emission channel. I have put the same transparent smoke shale in each image slot as a PNG. Emission power set to 2.

avatar image justinspice justinspice · Oct 12, 2016 at 04:05 PM 0
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images.

http://i.imgur.com/C1f8ct5.jpg

http://i.imgur.com/QhkB1e2.jpg

avatar image Namey5 justinspice · Oct 12, 2016 at 08:40 PM 1
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Yes, that would be why. The particle system would be looking to change a specific variable in the shader, however the Standard shader's variable names are very different to most shaders, and hence this won't work. In this case, I would suggest modifying the sprite shader to include emission, which I can help out with just not at the moment.

avatar image justinspice · Oct 12, 2016 at 09:31 PM 0
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Hey this is awesome man! thank you! @namey5 im the lowly artist so I will have to ask my programmer about this. I think this was kinda what he was talking about.

Thank you for your time and pointing me in the right direction.

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