oh okay, I get the other one straight out of the box, maybe updating shaderforge to a newer version helps… didn’t have a look at the changelogs though
Just had a browse:
New in Shader Forge 1.34: (Unity 5.5 or later required)
• You can now read UV coordinates as 4-component vectors
The provided gif from you looks promising. But for some kind of reason i cant get it to work on shaderlab. I redid the entire shader as provided above.
Didn’t get this behaviour at any point, also not able to reproduce in 5.6.0p3 (version I got installed).
Just to make sure, which version of Shader Forge are you on?
…I found this bug online, not the exact same preview issue, but in the same ballpark. Eventually a problem with the version of Unity you have there…
The only other idea I have right now might be with the whole network set up, but the effect not working, that your renderer is missing the vertex streams velocity and center…given those black previews are a “cosmetic” issue…
Thanks for the fast response. I tried again and it seems like it still works. My fail was, that i didnt simulate the particle into world space.
But i still have one minor issue. If the velocity of the object is 0 the vertex offset is going to shoot it into nothingness. Basicly its invisible for the eye, cause its gone somewhere far of. if the object has an velocity of 0.00001 or something into a direction than the object is visible again, but it seems on 0 its gone. Do you know how i could fix that?
EDIT: u have to expand the picture to fully see it
Here u can see that the Particel is still there cause the colliderbox is still visualized. But it disappears.
EDIT 2: Setting the startSpeed to 0 will let the particle be not visible. even if u apply gravity to them
Did have a look now and can’t come up with a good solution atm.
If you were able to store the current velocity of each particle in a custom stream as long as it doesn’t equal zero and then refer back to that stream as soon as a velocity is 0, that would be nice
For now I’d stick to workarounds, for that sticking arrow for example you might get away with spawning another arrow on collision, inheriting just a tiny fraction of the velocity of the former arrow, which is now at zero and killed?