How to go on about this unusual effect? (Unity)

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:

uv

The shader is set up as opaque with alpha clipping enabled, both Lit or Unlit should work.

You can see the mesh UVs here:

UVs

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:

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