Can I color point-rendered GPU-particles with texture sampling?

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