I’m working on implementing shadowed particles on 4.8.1, and want to render points rather than quads, (though quads may work too.) To do this, I’d like to use a pair of texture maps, alternating between them for reads & writes. One step at a time, though: Can I sample a texture in a shader material assigned to a particle system, and select the particle color as a result? I’ll save step 2 for a follow-up question…
Hi Jianju -
With some Custom HLSL you could sample a texture and pass the color into the Base Color or Emissive Color of the Shader and have the particle completely ignore color via Cascade, but without some additional C++ source changes, you cannot sample a texture and pass that linear color value into Cascade’s Particle Color modules.
Thank You
Eric Ketchum