But this can’t be the way to go.Ĭlick to expand.It's fine. In this setup, I get the results that I’m looking for: everything looks similar no matter the background color, including pure white or black, and the effect is luminous. Disabling random seed and using a value of 0 for both makes them line up exactly at every frame. Here are the settings and what the effect looks like:Ī hacky solution is making two particle systems that are superimposed, identical except for their materials: one uses Particles/Standard Unlit/Additive Multiply and the other uses Legacy Shaders/Particles/Multiply. What’s more (and I’m not sure if this is because I’m setting the material up improperly) is that the effect over white seems to be the same as using the Particles/Standard Unlit/Additive Multiply shader. I also don’t know if I’m supposed to be putting a sprite there. I also don’t know what to use for the Particle Texture field, as my effect is composed of multiple sprites. However, when I use this shader (Legacy Shaders/Particles/Alpha Blended Premultiply or whatever similar ones I can find online), I’m just getting a box for my particle, as if the shape and alpha of the sprite is not being considered. I have a very limited understanding of shaders, but what I’ve read seems to indicate that I should be using an Alpha Blended Premultiply shader. The particular effect I’m working on now uses texture sheet animation to randomly choose between a number of sprites: Here is what it looks like (and should look like over all backgrounds):
The issue is that, while this shader looks great over most backgrounds, very light backgrounds make the effects invisible. I’ve been using the Particles/Standard Unlit/Additive Multiply shader for particle effects that should look luminous and glow-y.