So i’m working on a dissolve effect for better blood spill and splash effects. Is the particle lifetime already accessible in the shader or do i need to implement it ? if so is there a “unused float” somewhere in the particle’s vertex element structure that i could use without heavily modifying the ParticleEmitter or do i need to extend the current vertex data structure ?
Archive 19/01/2023.
Access particles lifetime in shader
Dave82
Eugene
Since
ParticleEmitter
is literally just
BillboardSet
with some automatic management, no, it doesn’t have an easy way to get TTL in shader. Your best bet would be to utilize bilboard color… or rewrite
both
ParticleEmitter
and
BillboardSet
to pass some extra stuff to shader.