Unity - Custom Vertex Stream and Shadergraph/Amplify Shader

wont work exactly as you are expect

  • your passing alpha but it does nothing in the additive blend mode; forget connecting alpha, just use black color to control the fade as you normally do
  • your two textures are multiplied but I suggest you invert the ramp [oneMinus]
  • [subtract] a {value}* from this inverted ramp
  • [clamp] between 0-1 after the subtraction
  • now subtract this form the scrolling trail and clamp that output between 0-1 as well

animate opacity - you mean the custom vertex stream but you haven’t created a UV node to utilize the 3rd vector to pass into the particle system for it to communicate to the shader

  • attach a [split] out of the UV node so that you can access color blue

blue out = will be ‘Z’ in the UV node; i.e. Z & W are available for the cvs and this is the variable that the particle system will stream

  • use the blue as that {value} I mentioned above

now when you expose Custom1.x and make a single custom_data_graph it will drive the strength of {value}, so a positive number will subtract the ramp into 0 and thus create no fade
while lowering the number negative will add to the ramp and cause it to subtract your scrolling trail