Imagine this to be a particle emitter that shoots circular particles outwards.
I am looking for a way to have a fresnel effect or similar to only affect the outer part of a sprite, making all the particles to share the same outline and inner part
Imagine this to be a particle emitter that shoots circular particles outwards.
I am looking for a way to have a fresnel effect or similar to only affect the outer part of a sprite, making all the particles to share the same outline and inner part
You can do this with sort order, just use 2 renderers with same attributes, with the under layer having lower sort order and bigger size.
How sorting works: [Niagara 5.3] Sorting Mini Tutorial
Hmmm, And how do you change the color and size for the 2nd layer? Do you have to use a different material? I guess then one of the two does not have to inherit the particle color
I now have 2 emitters, but even with Determinism toggled and a seed of 1, the particles are not in the same place
I wanted to avoid that at all costs, but I think there’s no other way than just using 2 different materials
Don’t know about Unreal, but in Unity you can make additional render pass in single shader, so same pass will draw in a single layer for each particle and it will look like you want.
Maybe Unreal have same stuff.
I achieved this (although a bit expensive) by doing the two different particle systems. There is a way to do it without, i think it’s called inverted hull, but I have not tried making a shader for it.