“How do you guys achieve very soft particle blending in Unity?”
what do u mean soft particle, the most blending that we should use is additive and alpha blend
Maybe they mean depth-blend soft particles?
URP and HDRP particle shaders usually have the option - eg Particles Simple Lit Shader | Universal RP | 7.1.8
Hey everyone,
I’ve been exploring more “sensory” particle interactions in Unity (URP), and I’m trying to move away from the typical sharp / game-like VFX feel.
What I’m aiming for is something more:
silky
slightly delayed / elastic
almost like particles are flowing with invisible currents
Not really explosive — more calm and meditative.
I’m curious how you approach this kind of “feel”:
Do you rely more on noise (curl noise, flow maps)?
Any shader tricks for softer / deeper look?
How do you avoid that “cheap particle” look?
Would love to hear your thoughts or workflows ![]()
There are multiple ways to achieve this effect. One approach is to use a mesh with a scrolling noise texture and color blending. A proper alpha mask is important to avoid harsh edges. Alternatively, you can use VFX Graph to emit a large number of particles. You can find that kind of fx on Elding Ring