I am currently working on some particles, and created this “Vertex-count-agnostic morped mesh” for it:
The thing is, due to the refraction I cant get the whole object to be slightly emissive when its dark.
Result in pure darkness:
I can up the emissive all I want, but it only makes the already visible parts emissive… and Id like to make the whole object slightly emissive.
I cannot set the shader to unlit because the vertex animation setup in the shader needs some of the inputs that will be disabled if I do so.
Does anybody have any idea on how to give the mesh some overall brightness regardless of the refraction?
Try 1.05. Refraction value of 1 means no refraction and you should generally keep it between 1-1.1. It wont give you the perfect result but thats as good as it gets with refraction. I had the same issue with vehicle headlights in the past and ended up removing refraction alltogether. : \
doesnt really matter. Ive tried -10, 0, 1, 0.5, lerped it trough fresnels, 100, 10k.
the only way the overall emissive works properly is if I totally disconnect it.
doesnt work, besides already trying any value from -10 to 10 and way beyond it doesnt give me any good results at all.
I need the entire mesh to be lit, not parts of it.
In your setup, Refraction needs something to refract and your no-lighting scene has no information to pass into the translucent shader. The only way to get the information to show emissive information is to either raise your opacity to closer to one or lower your refraction index.