A solution would be to have the shapes as meshes with specific UVs and clip the meshes along one axis of the UVs, here’s an example:
The shader is set up as opaque with alpha clipping enabled, both Lit or Unlit should work.
You can see the mesh UVs here:
Setting the UVs correctly can be a bit of work, so maybe there’s a faster way to do it.
To set the value you should use Custom Vertex Streams in a particle system, this is explained in detail here:
1 Like