Splet28. dec. 2011 · The Trail Renderer is great for a trail behind a projectile, or contrails from the tip of a plane's wings. It is good when trying to add a general feeling of speed. When … Splet10. apr. 2024 · 198. Olmi said: ↑. You could just test for a specific color range and render the particles totally transparent or discard them in the pixel shader? I tried asking chatgpt, but it was always wrong. I need the particles to only spawn on a specific color on an entire group of sprites/line renderers/trail renderers.
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Splet25. apr. 2024 · Well trail is not good for this for 2 reasons: first, as said, it doesn't "stick" the texture there, it trails it, and second, vertexes are oriented to the camera, and not flat or oriented like the terrain. But particles are not too bad to start with. I dont understand how can you use particles to achieve this effect? Cheburek, May 1, 2013 #8 Splet15. okt. 2024 · Now unity will render sorting layer "Default" first then on top it Sorting layer "UI" will be rendered and the at last Sorting layer - Trail will be rendered. For "Screen space - Camera" same mathod will be applied like in World Space. I hope this will resolve the quires you have about sorting layer and sorting order and canvas render mode etc. lincoln velasquez height
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Splet05. maj 2024 · @MartenZander what games do you want to make? there are two solution for trailing ghost effect gh 1.RenderTexture 2.Object pooling – Seyed Morteza Kamali Nov 5, 2024 at 17:26 @SeyedMortezaKamali actually it's not a game I am working on. it's a demonstrator app, using a static camera. So I guess I would go for the RenderTexture … Splet05. maj 2024 · 1 Answer. I would solve this using post processing. You find some way to mask out your ghosting objects (stencil buffer, render layers, w/e) then create a compositing PP effect that combines the current render with the previous renders at a … Splet24. okt. 2014 · Set up the particle system to release 1 particle every X milliseconds with a max of 3 particles. (Choose an X based on how far apart you want the trailing sprites to be.) For the particle, use the same image as the character's current sprite, but with a different material. Try some of the alpha blended shaders on the material to get the effect ... lincoln veach iowa