How to make this distort Shader work with particle system in unity

Hey deadL - lets reduce the complexity and focus on 1 task at a time.

1 texture + distort by noise + custom vertex stream fade

note UV0 split-> (Blue) corresponds to [custom1.x] on the particle system
UV0 Red and Green channels in the setup are reserved for actual UV space (not customizable)

the custom1.x curve will drive distortion over time which is added → UV → texture

result at 0.1 seconds


result at 0.75 seconds

clearly the distortion has a bias; as the cumulative values > 0 move down left

let’s offset the value so that it is 1- to +1 and 0 acts as the middle
image

here is the result at 0.75 seconds - everything is more centralized
image

does this help you understand how to implement the concept better?

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